stencile
parent
2c29dba90f
commit
b239984fd1
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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 0.13.14)
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set(BLT_GRAPHICS_VERSION 0.13.15)
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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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@ -107,40 +107,45 @@ namespace blt::gfx
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color4 blend;
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// should we outline this object?
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bool outline = false;
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float outline_thickness = 1.25f;
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// what color should we outline with?
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color4 outline_color;
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render_info_t() = default;
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static render_info_t make_info(const std::string_view texture, const color4 outline = disabled)
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static render_info_t make_info(const std::string_view texture, const color4 outline = disabled, float outline_thickness = 1.25f)
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{
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render_info_t info{texture, empty, full};
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if (outline != disabled)
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{
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info.outline = true;
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info.outline_color = outline;
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info.outline_thickness = outline_thickness;
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}
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return info;
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}
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static render_info_t make_info(const color4 color, const color4 outline = disabled)
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static render_info_t make_info(const color4 color, const color4 outline = disabled, float outline_thickness = 1.25f)
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{
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render_info_t info{"", color, empty};
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if (outline != disabled)
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{
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info.outline = true;
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info.outline_color = outline;
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info.outline_thickness = outline_thickness;
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}
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return info;
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}
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static render_info_t make_info(const std::string_view texture, const color4 color, const color4 blend, const color4 outline = disabled)
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static render_info_t make_info(const std::string_view texture, const color4 color, const color4 blend, const color4 outline = disabled,
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float outline_thickness = 1.25f)
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{
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render_info_t info{texture, color, blend};
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if (outline != disabled)
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{
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info.outline = true;
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info.outline_color = outline;
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info.outline_thickness = outline_thickness;
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}
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return info;
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}
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@ -169,10 +174,10 @@ namespace blt::gfx
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using object_container = hashmap_t<std::string, std::vector<std::pair<render_info_t, T>>>;
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private:
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std::unique_ptr<vertex_array_t> square_vao = nullptr;
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std::unique_ptr<vertex_array_t> line_vao = nullptr;
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std::unique_ptr<shader_t> square_shader = nullptr;
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std::unique_ptr<shader_t> point_shader = nullptr;
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std::unique_ptr<vertex_array_t> square_vao;
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std::unique_ptr<vertex_array_t> line_vao;
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std::unique_ptr<shader_t> square_shader;
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std::unique_ptr<shader_t> point_shader;
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resource_manager& resources;
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matrix_state_manager& state;
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// texture name -> draw info
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@ -201,6 +206,10 @@ namespace blt::gfx
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// called after draw_objects()
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void post_reset();
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void draw_points(bool outlined, const f32 denominator);
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void draw_lines(bool outlined, const f32 denominator);
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void draw_rectangles(bool outlined, const f32 denominator);
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void draw_objects();
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inline void update_z_index(f32 z_index)
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@ -1 +1 @@
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Subproject commit 9c0fc819690a99cbf8cdf923f1aeda22ff57ae9b
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Subproject commit 12169a700195f23d5ebce54d0edb79bee4f8b0e1
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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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@ -187,34 +187,85 @@ namespace blt::gfx
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pre_reset();
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const f32 denominator = 1.0f / (draw.z_max - draw.z_min);
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square_shader->bind();
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilMask(0xFF);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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draw_points(false, denominator);
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilMask(0x00);
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glDisable(GL_DEPTH_TEST);
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draw_points(true, denominator);
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glEnable(GL_DEPTH_TEST);
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draw_rectangles(false, denominator);
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draw_lines(false, denominator);
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glDisable(GL_STENCIL_TEST);
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post_reset();
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}
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void batch_renderer_2d::render_reset()
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{
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draw.z_min = std::numeric_limits<f32>::max();
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draw.z_max = std::numeric_limits<f32>::min();
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}
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void batch_renderer_2d::pre_reset()
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{
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draw.draw_count = 0;
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}
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void batch_renderer_2d::post_reset()
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{
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}
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void batch_renderer_2d::draw_points(const bool outlined, const f32 denominator)
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{
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point_shader->bind();
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square_vao->bind();
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for (auto& [texture, objects] : draw.complex_rectangles)
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for (auto& [texture, objects] : draw.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(texture))
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val.value()->bind();
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for (auto& [render_info, object] : objects)
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{
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auto& [z_index, rect] = object;
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auto& [z_index, point] = object;
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mat4x4 model;
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model.translate(rect.pos.x(), rect.pos.y(), 0.0f);
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model.scale(rect.size.x(), rect.size.y(), 1);
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if (rect.rotation != 0)
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model.rotateZ(toRadians(rect.rotation));
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model.translate(point.pos.x(), point.pos.y(), 0.0f);
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if (outlined)
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{
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BLT_TRACE(render_info.outline_thickness);
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model.scale(point.scale * render_info.outline_thickness, point.scale * render_info.outline_thickness, 1.0);
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point_shader->setVec4("color", render_info.outline_color);
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point_shader->setVec4("use_texture", blt::vec4{0,0,0,0});
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} else
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{
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model.scale(point.scale, point.scale, 1.0);
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point_shader->setVec4("color", render_info.color);
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point_shader->setVec4("use_texture", render_info.blend);
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}
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point_shader->setVec4("outline_color", render_info.outline_color);
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point_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
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point_shader->setMatrix("model", model);
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square_shader->setVec4("color", render_info.color);
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square_shader->setVec4("use_texture", render_info.blend);
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square_shader->setVec4("outline_color", render_info.outline_color);
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square_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
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square_shader->setMatrix("model", model);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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draw.draw_count++;
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}
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objects.clear();
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}
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}
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void batch_renderer_2d::draw_lines(bool outlined, const f32 denominator)
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{
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mat4x4 empty_model;
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square_shader->setMatrix("model", empty_model);
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line_vao->bind();
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}
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objects.clear();
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}
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point_shader->bind();
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}
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void batch_renderer_2d::draw_rectangles(bool outlined, const f32 denominator)
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{
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square_shader->bind();
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square_vao->bind();
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for (auto& [texture, objects] : draw.complex_points)
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for (auto& [texture, objects] : draw.complex_rectangles)
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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(texture))
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val.value()->bind();
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for (auto& [render_info, object] : objects)
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{
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auto& [z_index, point] = object;
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auto& [z_index, rect] = object;
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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, 1.0);
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point_shader->setVec4("color", render_info.color);
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point_shader->setVec4("use_texture", render_info.blend);
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point_shader->setVec4("outline_color", render_info.outline_color);
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point_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
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point_shader->setMatrix("model", model);
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if (outlined) {
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auto nsx = rect.size.x() * render_info.outline_thickness;
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auto nsy = rect.size.y() * render_info.outline_thickness;
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auto ns = blt::vec2(nsx, nsy);
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auto s = (rect.size - ns) / 2.0f;
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model.translate(rect.pos - s);
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model.scale(ns);
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square_shader->setVec4("color", render_info.outline_color);
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square_shader->setVec4("use_texture", {0,0,0,0});
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} else {
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model.translate(rect.pos);
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model.scale(rect.size);
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square_shader->setVec4("color", render_info.color);
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square_shader->setVec4("use_texture", render_info.blend);
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}
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if (rect.rotation != 0)
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model.rotateZ(toRadians(rect.rotation));
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square_shader->setVec4("outline_color", render_info.outline_color);
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square_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
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square_shader->setMatrix("model", model);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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draw.draw_count++;
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}
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objects.clear();
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}
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post_reset();
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}
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void batch_renderer_2d::render_reset()
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{
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draw.z_min = std::numeric_limits<f32>::max();
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draw.z_max = std::numeric_limits<f32>::min();
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}
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void batch_renderer_2d::pre_reset()
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{
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draw.draw_count = 0;
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}
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void batch_renderer_2d::post_reset()
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{
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}
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}
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Loading…
Reference in New Issue