Doyle Thai
b1875077b7
Separate notion of rendering a static string, i.e. for debug display that is absolutely positioned, and rendering of a regular string that moves with the game camera.
198 lines
7.0 KiB
C
198 lines
7.0 KiB
C
#include "Dengine/Platform.h"
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#include "Dengine/OpenGL.h"
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#include "Dengine/Renderer.h"
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#include "Dengine/Debug.h"
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#define RENDER_BOUNDING_BOX FALSE
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INTERNAL void updateBufferObject(Renderer *const renderer,
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RenderQuad *const quads, const i32 numQuads)
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{
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// TODO(doyle): We assume that vbo and vao are assigned
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const i32 numVertexesInQuad = 4;
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renderer->numVertexesInVbo = numQuads * numVertexesInQuad;
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBufferData(GL_ARRAY_BUFFER, numQuads * sizeof(RenderQuad), quads,
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GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void renderer_string(Renderer *const renderer, v4 cameraBounds,
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Font *const font, const char *const string, v2 pos,
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f32 rotate, v4 color)
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{
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i32 strLen = common_strlen(string);
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// TODO(doyle): Slightly incorrect string length in pixels calculation,
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// because we use the advance metric of each character for length not
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// maximum character size in rendering
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v2 rightAlignedP =
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v2_add(pos, V2((CAST(f32) font->maxSize.w * CAST(f32) strLen),
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CAST(f32) font->maxSize.h));
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v2 leftAlignedP = pos;
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if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
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(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
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{
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i32 quadIndex = 0;
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RenderQuad *stringQuads = PLATFORM_MEM_ALLOC(strLen, RenderQuad);
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 entityRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
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pos = entityRelativeToCamera;
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f32 baseline = pos.y;
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for (i32 i = 0; i < strLen; i++)
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{
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// NOTE(doyle): Atlas packs fonts tightly, so offset the codepoint
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// to
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// its actual atlas index, i.e. we skip the first 31 glyphs
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i32 codepoint = string[i];
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i32 relativeIndex = codepoint - font->codepointRange.x;
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CharMetrics charMetric = font->charMetrics[relativeIndex];
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pos.y = baseline - charMetric.offset.y;
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const v4 charRectOnScreen = getRect(
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pos, V2(CAST(f32) font->maxSize.w, CAST(f32) font->maxSize.h));
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pos.x += charMetric.advance;
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/* Get texture out */
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v4 charTexRect = font->atlas->texRect[relativeIndex];
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renderer_flipTexCoord(&charTexRect, FALSE, TRUE);
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RenderQuad charQuad = renderer_createQuad(
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renderer, charRectOnScreen, charTexRect, font->tex);
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stringQuads[quadIndex++] = charQuad;
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}
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// NOTE(doyle): We render at the renderer's size because we create quads
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// relative to the window size, hence we also render at the origin since
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// we're rendering a window sized buffer
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updateBufferObject(renderer, stringQuads, quadIndex);
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renderer_object(renderer, V2(0.0f, 0.0f), renderer->size, rotate, color,
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font->tex);
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PLATFORM_MEM_FREE(stringQuads, strLen * sizeof(RenderQuad));
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}
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 dt, f32 rotate, v4 color)
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{
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// TODO(doyle): Batch into render groups
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// NOTE(doyle): Pos + Size since the origin of an entity is it's bottom left
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// corner. Add the two together so that the clipping point is the far right
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// side of the entity
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v2 rightAlignedP = v2_add(entity->pos, entity->size);
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v2 leftAlignedP = entity->pos;
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if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
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(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
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{
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 texRect = anim->rect[anim->currRectIndex];
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anim->currDuration -= dt;
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if (anim->currDuration <= 0.0f)
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{
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anim->currRectIndex++;
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anim->currRectIndex = anim->currRectIndex % anim->numRects;
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texRect = anim->rect[anim->currRectIndex];
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anim->currDuration = anim->duration;
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}
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if (entity->direction == direction_east)
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{
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// NOTE(doyle): Flip the x coordinates to flip the tex
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renderer_flipTexCoord(&texRect, TRUE, FALSE);
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}
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RenderQuad entityQuad =
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renderer_createDefaultQuad(renderer, texRect, entity->tex);
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updateBufferObject(renderer, &entityQuad, 1);
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// NOTE(doyle): The camera origin is 0,0 in world positions
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
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renderer_object(renderer, entityRelativeToCamera, entity->size, rotate,
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color, entity->tex);
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}
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}
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
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Texture *tex)
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{
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shader_use(renderer->shader);
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mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
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mat4 rotateMatrix = mat4_rotate(rotate, 0.0f, 0.0f, 1.0f);
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// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
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// TODO(doyle): We should have a notion of hitbox size and texture size
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// we're going to render so we can draw textures that may be bigger than the
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// entity, (slightly) but keep a consistent bounding box
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mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
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mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
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shader_uniformSetMat4fv(renderer->shader, "model", model);
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glCheckError();
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shader_uniformSetVec4f(renderer->shader, "spriteColor", color);
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#if RENDER_BOUNDING_BOX
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glBindVertexArray(renderer->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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glBindVertexArray(0);
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#endif
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glActiveTexture(GL_TEXTURE0);
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if (tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex->id);
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shader_uniformSet1i(renderer->shader, "tex", 0);
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}
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glBindVertexArray(renderer->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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#ifdef DENGINE_DEBUG
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debug_callCountIncrement(debugcallcount_drawArrays);
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#endif
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glCheckError();
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}
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RenderQuad renderer_createQuad(Renderer *renderer, v4 quadRect, v4 texRect,
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Texture *tex)
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{
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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RenderQuad result = {0};
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v4 quadRectNdc = quadRect;
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quadRectNdc.e[0] *= renderer->vertexNdcFactor.w;
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quadRectNdc.e[1] *= renderer->vertexNdcFactor.h;
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quadRectNdc.e[2] *= renderer->vertexNdcFactor.w;
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quadRectNdc.e[3] *= renderer->vertexNdcFactor.h;
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v2 texNdcFactor = V2(1.0f / tex->width, 1.0f / tex->height);
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v4 texRectNdc = texRect;
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texRectNdc.e[0] *= texNdcFactor.w;
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texRectNdc.e[1] *= texNdcFactor.h;
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texRectNdc.e[2] *= texNdcFactor.w;
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texRectNdc.e[3] *= texNdcFactor.h;
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result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
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texRectNdc.y); // Top left
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result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
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texRectNdc.w); // Bottom left
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result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
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texRectNdc.y); // Top right
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result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
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texRectNdc.w); // Bottom right
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return result;
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}
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