lack of lines
parent
d40b917c32
commit
8b6686fa3f
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@ -1,6 +1,6 @@
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cmake_minimum_required(VERSION 3.25)
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set(BLT_GRAPHICS_VERSION 0.9.6)
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set(BLT_GRAPHICS_VERSION 0.9.7)
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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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@ -0,0 +1,28 @@
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#ifdef __cplusplus
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#include <string>
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const std::string shader_2d_textured_cirlce_frag = R"("
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#version 300 es
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precision mediump float;
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out vec4 FragColor;
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in vec2 uv;
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in vec2 pos;
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uniform sampler2D tex;
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uniform vec4 color;
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uniform vec4 use_texture;
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vec4 linear_iter(vec4 i, vec4 p, float factor){
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return (i + p) * factor;
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}
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void main() {
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float xs = pos.x * pos.x;
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float ys = pos.y * pos.y;
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if (xs + ys > 0.5 * 0.5)
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discard;
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FragColor = (texture(tex, uv) * use_texture) + color;
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}
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")";
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#endif
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@ -28,6 +28,8 @@
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#include <string_view>
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#include <vector>
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#include <memory>
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#include <map>
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#include <variant>
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namespace blt::gfx
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{
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@ -78,6 +80,12 @@ namespace blt::gfx
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point2d_t(float x, float y): pos(x, y)
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{}
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point2d_t(vec2f pos, float scale): pos(pos), scale(scale)
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{}
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explicit point2d_t(vec2f pos): pos(pos)
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{}
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};
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struct draw_state
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@ -101,18 +109,23 @@ namespace blt::gfx
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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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struct render_object_t
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{
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std::string texture;
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blt::vec4 color;
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blt::vec4 texture_blend_factor;
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std::variant<rectangle2d_t, point2d_t, line2d_t> t;
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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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blt::hashmap_t<std::string, blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<line2d_t>, vec_hash>, vec_hash>> complex_lines;
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// z-index -> draw object
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std::map<blt::i32, std::vector<render_object_t>> draw_objects;
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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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@ -120,58 +133,58 @@ namespace blt::gfx
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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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inline void drawRectangle(std::string_view texture, const rectangle2d_t& rectangle, blt::i32 z_index = 0)
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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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draw_objects[z_index].push_back(render_object_t{std::string(texture), empty, full, rectangle});
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}
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inline void drawRectangle(const blt::vec4& color, const rectangle2d_t& rectangle)
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inline void drawRectangle(const blt::vec4& color, const rectangle2d_t& rectangle, blt::i32 z_index = 0)
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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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draw_objects[z_index].push_back(render_object_t{"", color, empty, 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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inline void drawRectangle(const draw_state& draw_info, const rectangle2d_t& rectangle, blt::i32 z_index = 0)
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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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draw_objects[z_index].push_back(render_object_t{draw_info.texture_name, draw_info.color, draw_info.blend, rectangle});
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}
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inline void drawLine(std::string_view texture, const line2d_t& line)
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inline void drawLine(std::string_view texture, const line2d_t& line, blt::i32 z_index = 0)
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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_lines[texture][empty][full].push_back(line);
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draw_objects[z_index].push_back(render_object_t{std::string(texture), empty, full, line});
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}
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inline void drawLine(const blt::vec4& color, const line2d_t& line)
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inline void drawLine(const blt::vec4& color, const line2d_t& line, blt::i32 z_index = 0)
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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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draw_objects[z_index].push_back(render_object_t{"", color, empty, 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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inline void drawLine(const draw_state& draw_info, const line2d_t& line, blt::i32 z_index = 0)
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{
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complex_lines[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(line);
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draw_objects[z_index].push_back(render_object_t{draw_info.texture_name, draw_info.color, draw_info.blend, line});
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}
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inline void drawPoint(std::string_view texture, const point2d_t& point)
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inline void drawPoint(std::string_view texture, const point2d_t& point, blt::i32 z_index = 0)
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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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draw_objects[z_index].push_back(render_object_t{std::string(texture), empty, full, point});
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}
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inline void drawPoint(const blt::vec4& color, const point2d_t& point)
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inline void drawPoint(const blt::vec4& color, const point2d_t& point, blt::i32 z_index = 0)
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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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draw_objects[z_index].push_back(render_object_t{"", color, empty, 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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inline void drawPoint(const draw_state& draw_info, const point2d_t& point, blt::i32 z_index = 0)
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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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draw_objects[z_index].push_back(render_object_t{draw_info.texture_name, draw_info.color, draw_info.blend, point});
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}
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template<typename T, typename... P>
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drawLine(render_info, {p...});
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}
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template<typename T, typename... P>
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inline void drawRectangle(const T& render_info, blt::i32 z_index, P... p)
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{
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drawRectangle(render_info, {p...}, z_index);
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}
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template<typename T, typename... P>
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inline void drawPoint(const T& render_info, blt::i32 z_index, P... p)
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{
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drawPoint(render_info, {p...}, z_index);
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}
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template<typename T, typename... P>
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inline void drawLine(const T& render_info, blt::i32 z_index, P... p)
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{
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drawLine(render_info, {p...}, z_index);
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}
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void render(bool transparency = true);
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void cleanup();
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@ -1 +1 @@
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Subproject commit 325508e807f376fb7d287dbb9d80899eddb4e8ff
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Subproject commit 9db3f120489ff27aa560e488d82b5ae0d64019df
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@ -1 +1 @@
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Subproject commit a1b06823fe2d964a62fda99385499b218cf5cea5
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Subproject commit 231cbee0fc4f59dbe5b8b853a11b08dc84e57c65
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@ -1 +1 @@
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Subproject commit 6675317107257c2cc16c947b359d557821d85bf2
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Subproject commit 111397c71a5f1c2c88e05da9c84edfdba2e472a4
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#include <blt/gfx/renderer/2d_textured.vert>
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#include <blt/gfx/renderer/2d_line.vert>
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#include <blt/gfx/renderer/2d_textured.frag>
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#include <blt/gfx/renderer/2d_textured_circle.frag>
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#include <blt/gfx/renderer/2d_line.frag>
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// https://stackoverflow.com/questions/60440682/drawing-a-line-in-modern-opengl
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square_shader = new shader_t(shader_2d_textured_vert, shader_2d_textured_frag);
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square_shader->bindAttribute(0, "vertex");
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square_shader->bindAttribute(1, "uv_in");
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point_shader = new shader_t(shader_2d_textured_vert, shader_2d_textured_cirlce_frag);
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point_shader->bindAttribute(0, "vertex");
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point_shader->bindAttribute(1, "uv_in");
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}
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void batch_renderer_2d::cleanup()
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{
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delete square_vao;
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delete square_shader;
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delete line_shader;
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delete point_shader;
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}
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textures.second.clear();
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}
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point_shader->bind();
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for (auto& textures : complex_points)
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{
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// resource manager handles the check for empty string
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if (auto val = resources.get(textures.first))
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val.value()->bind();
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for (auto& colors : textures.second)
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{
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point_shader->setVec4("color", colors.first);
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for (auto& blend_factors : colors.second)
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{
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point_shader->setVec4("use_texture", blend_factors.first);
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for (auto& point : blend_factors.second)
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{
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blt::mat4x4 model;
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model.translate(point.pos.x(), point.pos.y(), 0.0f);
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model.scale(point.scale, point.scale, 1);
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point_shader->setMatrix("model", model);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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draw_count_++;
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}
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blend_factors.second.clear();
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}
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colors.second.clear();
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}
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textures.second.clear();
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}
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blt::mat4x4 model;
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square_shader->bind();
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square_shader->setMatrix("model", model);
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line_vao->bind();
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auto& buf = line_vao->getBuffer(0);
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