2023-12-29 19:26:41 -05:00
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/*
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* <Short Description>
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* Copyright (C) 2023 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H
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#define BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H
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2024-01-01 22:15:30 -05:00
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#include "blt/gfx/model.h"
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#include "blt/gfx/shader.h"
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#include "blt/gfx/renderer/resource_manager.h"
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#include <blt/std/hashmap.h>
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#include <blt/std/memory_util.h>
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#include <blt/math/vectors.h>
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#include <string_view>
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#include <vector>
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#include <memory>
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namespace blt::gfx
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{
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struct rectangle2d_t
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{
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blt::vec2f pos, size;
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float rotation = 0;
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rectangle2d_t(float x, float y, float width, float height, float rotation): pos(x, y), size(width, height), rotation(rotation)
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{}
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rectangle2d_t(float x, float y, float width, float height): pos(x, y), size(width, height)
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{}
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rectangle2d_t(blt::vec2f pos, blt::vec2f size, float rotation): pos(pos), size(size), rotation(rotation)
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{}
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rectangle2d_t(blt::vec2f pos, blt::vec2f size): pos(pos), size(size)
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{}
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};
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struct line2d_t
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{
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blt::vec2f p1;
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blt::vec2f p2;
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line2d_t(float px1, float py1, float px2, float py2): p1(px1, py1), p2(px2, py2)
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{}
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line2d_t(blt::vec2f p1, blt::vec2f p2): p1(p1), p2(p2)
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{}
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};
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struct point2d_t
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{
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blt::vec2f pos;
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float scale = 1;
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point2d_t(float x, float y, float scale): pos(x, y), scale(scale)
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{}
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point2d_t(float x, float y): pos(x, y)
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{}
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};
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struct draw_state
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{
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// texture to use
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std::string texture_name;
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// color to use
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blt::vec4 color;
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// how much to blend the texture into the color? note blending is always additive!
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blt::vec4 blend;
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};
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class batch_renderer_2d
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{
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private:
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struct vec_hash
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{
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std::size_t operator()(const blt::vec4& key) const
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{
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using namespace blt::mem;
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return type_cast<blt::i32>(key.x()) ^ type_cast<blt::i32>(key.y()) ^ type_cast<blt::i32>(key.y()) ^ type_cast<blt::i32>(key.z());
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}
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};
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private:
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vertex_array* square_vao = nullptr;
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vertex_array* line_vao = nullptr;
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shader_t* square_shader = nullptr;
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shader_t* line_shader = nullptr;
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shader_t* point_shader = nullptr;
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resource_manager& resources;
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// texture -> color -> blend factor -> list of rectangles
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blt::hashmap_t<std::string, blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<rectangle2d_t>, vec_hash>, vec_hash>> complex_rectangles;
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blt::hashmap_t<std::string, blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<point2d_t>, vec_hash>, vec_hash>> complex_points;
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// color -> blend factor -> list of lines
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blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<line2d_t>, vec_hash>, vec_hash> complex_lines;
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size_t draw_count_ = 0;
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public:
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explicit batch_renderer_2d(resource_manager& resources): resources(resources)
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{}
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void create();
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inline void drawRectangle(std::string_view texture, const rectangle2d_t& rectangle)
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{
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const static blt::vec4 empty{0, 0, 0, 1};
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const static blt::vec4 full{1, 1, 1, 1};
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complex_rectangles[texture][empty][full].push_back(rectangle);
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}
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inline void drawRectangle(const blt::vec4& color, const rectangle2d_t& rectangle)
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{
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const static blt::vec4 empty{0, 0, 0, 0};
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complex_rectangles[""][color][empty].push_back(rectangle);
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}
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inline void drawRectangle(const draw_state& draw_info, const rectangle2d_t& rectangle)
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{
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complex_rectangles[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(rectangle);
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}
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inline void drawLine(const blt::vec4& color, const line2d_t& line)
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{
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const static blt::vec4 empty{0, 0, 0, 0};
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complex_lines[color][empty].push_back(line);
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}
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inline void drawLine(const draw_state& draw_info, const line2d_t& line)
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{
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complex_lines[draw_info.color][draw_info.blend].push_back(line);
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}
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inline void drawPoint(std::string_view texture, const point2d_t& point)
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{
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const static blt::vec4 empty{0, 0, 0, 1};
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const static blt::vec4 full{1, 1, 1, 1};
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complex_points[texture][empty][full].push_back(point);
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}
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inline void drawPoint(const blt::vec4& color, const point2d_t& point)
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{
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const static blt::vec4 empty{0, 0, 0, 0};
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complex_points[""][color][empty].push_back(point);
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}
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inline void drawPoint(const draw_state& draw_info, const point2d_t& point)
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{
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complex_points[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(point);
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}
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template<typename T, typename... P>
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inline void drawRectangle(const T& render_info, P... p)
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{
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drawRectangle(render_info, {p...});
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}
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template<typename T, typename... P>
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inline void drawPoint(const T& render_info, P... p)
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{
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drawPoint(render_info, {p...});
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}
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template<typename T, typename... P>
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inline void drawLine(const T& render_info, P... p)
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{
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drawLine(render_info, {p...});
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}
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void render(bool transparency = true);
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void cleanup();
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[[nodiscard]] inline size_t draw_count() const
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{
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return draw_count_;
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}
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};
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}
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#endif //BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H
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