working on lines

main
Brett 2024-04-11 20:40:28 -04:00
parent 20a8974f9b
commit 2749ce6a87
8 changed files with 231 additions and 57 deletions

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@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.25)
set(BLT_GRAPHICS_VERSION 0.9.4)
set(BLT_GRAPHICS_VERSION 0.9.5)
set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})

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@ -28,13 +28,23 @@
namespace blt::gfx
{
struct vbo_t_owner;
class static_dynamic_array;
class vertex_array;
struct vbo_t
{
friend vbo_t_owner;
friend vertex_array;
friend static_dynamic_array;
private:
GLuint bufferID_ = 0;
GLsizeiptr size_ = 0;
GLint buffer_type = 0;
GLint memory_type = 0;
public:
void create(GLint type = GL_ARRAY_BUFFER);
@ -57,6 +67,24 @@ namespace blt::gfx
void destroy();
};
struct ssbo_t : public vbo_t
{
public:
inline void create()
{
vbo_t::create(GL_SHADER_STORAGE_BUFFER);
}
};
struct ebo_t : public vbo_t
{
public:
inline void create()
{
vbo_t::create(GL_ELEMENT_ARRAY_BUFFER);
}
};
struct vbo_t_owner
{
vbo_t vbo;

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@ -0,0 +1,24 @@
#ifdef __cplusplus
#include <string>
const std::string shader_2d_line_frag = R"("
#version 300 es
precision mediump float;
out vec4 FragColor;
in vec2 uv;
in vec2 pos;
uniform sampler2D tex;
uniform vec4 color;
uniform vec4 use_texture;
vec4 linear_iter(vec4 i, vec4 p, float factor){
return (i + p) * factor;
}
void main() {
FragColor = (texture(tex, uv) * use_texture) + color;
}
")";
#endif

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@ -0,0 +1,31 @@
#ifdef __cplusplus
#include <string>
const std::string shader_2d_line_vert = R"("
#version 300 es
precision mediump float;
layout (location = 0) in vec3 vertex;
layout (location = 1) in vec2 uv_in;
out vec2 pos;
out vec2 uv;
layout (std140) uniform GlobalMatrices
{
mat4 projection;
mat4 ortho;
mat4 view;
mat4 pvm;
mat4 ovm;
};
uniform mat4 model;
void main() {
gl_Position = ortho * model * vec4(vertex, 1.0);
pos = vertex.xy;
uv = uv_in;
}
")";
#endif

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@ -33,12 +33,43 @@ namespace blt::gfx
{
struct rectangle2d_t
{
float x, y, width, height, rotation = 0;
blt::vec2f pos, size;
float rotation = 0;
rectangle2d_t(float x, float y, float width, float height, float rotation): x(x), y(y), width(width), height(height), rotation(rotation)
rectangle2d_t(float x, float y, float width, float height, float rotation): pos(x, y), size(width, height), rotation(rotation)
{}
rectangle2d_t(float x, float y, float width, float height): x(x), y(y), width(width), height(height)
rectangle2d_t(float x, float y, float width, float height): pos(x, y), size(width, height)
{}
rectangle2d_t(blt::vec2f pos, blt::vec2f size, float rotation): pos(pos), size(size), rotation(rotation)
{}
rectangle2d_t(blt::vec2f pos, blt::vec2f size): pos(pos), size(size)
{}
};
struct line2d_t
{
blt::vec2f p1;
blt::vec2f p2;
line2d_t(float px1, float py1, float px2, float py2): p1(px1, py1), p2(px2, py2)
{}
line2d_t(blt::vec2f p1, blt::vec2f p2): p1(p1), p2(p2)
{}
};
struct point2d_t
{
blt::vec2f pos;
float scale = 1;
point2d_t(float x, float y, float scale): pos(x, y), scale(scale)
{}
point2d_t(float x, float y): pos(x, y)
{}
};
@ -60,16 +91,22 @@ namespace blt::gfx
std::size_t operator()(const blt::vec4& key) const
{
using namespace blt::mem;
return type_cast<std::int32_t>(key.x()) ^ type_cast<std::int32_t>(key.y()) ^ type_cast<std::int32_t>(key.y()) ^
type_cast<std::int32_t>(key.z());
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());
}
};
private:
vertex_array* square_vao = nullptr;
shader_t* shader = nullptr;
vertex_array* line_vao = nullptr;
shader_t* square_shader = nullptr;
shader_t* line_shader = nullptr;
shader_t* point_shader = nullptr;
resource_manager& resources;
// texture -> color -> blend factor -> list of rectangles
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;
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;
// color -> blend factor -> list of lines
blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<line2d_t>, vec_hash>, vec_hash> complex_lines;
size_t draw_count_ = 0;
public:
explicit batch_renderer_2d(resource_manager& resources): resources(resources)
@ -95,17 +132,58 @@ namespace blt::gfx
complex_rectangles[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(rectangle);
}
inline void drawLine(const blt::vec4& color, const line2d_t& line)
{
const static blt::vec4 empty{0, 0, 0, 0};
complex_lines[color][empty].push_back(line);
}
inline void drawLine(const draw_state& draw_info, const line2d_t& line)
{
complex_lines[draw_info.color][draw_info.blend].push_back(line);
}
inline void drawPoint(std::string_view texture, const point2d_t& point)
{
const static blt::vec4 empty{0, 0, 0, 1};
const static blt::vec4 full{1, 1, 1, 1};
complex_points[texture][empty][full].push_back(point);
}
inline void drawPoint(const blt::vec4& color, const point2d_t& point)
{
const static blt::vec4 empty{0, 0, 0, 0};
complex_points[""][color][empty].push_back(point);
}
inline void drawPoint(const draw_state& draw_info, const point2d_t& point)
{
complex_points[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(point);
}
template<typename T, typename... P>
inline void drawRectangle(const T& render_info, P... p)
{
drawRectangle(render_info, {p...});
}
template<typename T, typename... P>
inline void drawPoint(const T& render_info, P... p)
{
drawPoint(render_info, {p...});
}
template<typename T, typename... P>
inline void drawLine(const T& render_info, P... p)
{
drawLine(render_info, {p...});
}
void render(bool transparency = true);
void cleanup();
[[nodiscard]] inline size_t draw_count()
[[nodiscard]] inline size_t draw_count() const
{
return draw_count_;
}

@ -1 +1 @@
Subproject commit a1b06823fe2d964a62fda99385499b218cf5cea5
Subproject commit 231cbee0fc4f59dbe5b8b853a11b08dc84e57c65

@ -1 +1 @@
Subproject commit 6675317107257c2cc16c947b359d557821d85bf2
Subproject commit 111397c71a5f1c2c88e05da9c84edfdba2e472a4

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@ -17,7 +17,10 @@
*/
#include <blt/gfx/renderer/batch_2d_renderer.h>
#include <blt/gfx/renderer/2d_textured.vert>
#include <blt/gfx/renderer/2d_line.vert>
#include <blt/gfx/renderer/2d_textured.frag>
#include <blt/gfx/renderer/2d_line.frag>
// https://stackoverflow.com/questions/60440682/drawing-a-line-in-modern-opengl
float square_vertices[20] = {
// positions // texture coords
@ -35,12 +38,13 @@ namespace blt::gfx
{
void batch_renderer_2d::create()
{
{
vbo_t vertices_vbo;
vbo_t indices_vbo;
ebo_t indices_vbo;
vertices_vbo.create();
indices_vbo.create(GL_ELEMENT_ARRAY_BUFFER);
indices_vbo.create();
vertices_vbo.allocate(sizeof(square_vertices), square_vertices);
indices_vbo.allocate(sizeof(square_indices), square_indices);
@ -49,16 +53,25 @@ namespace blt::gfx
auto tb = square_vao->bindVBO(vertices_vbo, 0, 3, GL_FLOAT, 5 * sizeof(float), 0);
square_vao->bindVBO(tb, 1, 2, GL_FLOAT, 5 * sizeof(float), 3 * sizeof(float));
square_vao->bindElement(indices_vbo);
}
{
ssbo_t vertex_data;
shader = new shader_t(shader_2d_textured_vert, shader_2d_textured_frag);
shader->bindAttribute(0, "vertex");
shader->bindAttribute(1, "uv_in");
vertex_data.create();
}
square_shader = new shader_t(shader_2d_textured_vert, shader_2d_textured_frag);
square_shader->bindAttribute(0, "vertex");
square_shader->bindAttribute(1, "uv_in");
}
void batch_renderer_2d::cleanup()
{
delete square_vao;
delete shader;
delete square_shader;
delete line_shader;
delete point_shader;
}
void batch_renderer_2d::render(bool transparency)
@ -69,7 +82,7 @@ namespace blt::gfx
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
draw_count_ = 0;
shader->bind();
square_shader->bind();
square_vao->bind();
glActiveTexture(GL_TEXTURE0);
for (auto& textures : complex_rectangles)
@ -79,18 +92,18 @@ namespace blt::gfx
val.value()->bind();
for (auto& colors : textures.second)
{
shader->setVec4("color", colors.first);
square_shader->setVec4("color", colors.first);
for (auto& blend_factors : colors.second)
{
shader->setVec4("use_texture", blend_factors.first);
square_shader->setVec4("use_texture", blend_factors.first);
for (auto& rect : blend_factors.second)
{
blt::mat4x4 model;
model.translate(rect.x, rect.y, 0.0f);
model.scale(rect.width, rect.height, 1);
model.translate(rect.pos.x(), rect.pos.y(), 0.0f);
model.scale(rect.size.x(), rect.size.y(), 1);
if (rect.rotation != 0)
model.rotateZ(blt::toRadians(rect.rotation));
shader->setMatrix("model", model);
square_shader->setMatrix("model", model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw_count_++;
}