2d renderer code cleanup

main
Brett 2024-05-03 16:25:02 -04:00
parent 3588dcbd49
commit e25dad380c
13 changed files with 472 additions and 449 deletions

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@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.25)
set(BLT_GRAPHICS_VERSION 0.12.5)
set(BLT_GRAPHICS_VERSION 0.13.0)
set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})

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@ -27,79 +27,121 @@
#include <blt/math/vectors.h>
#include <string_view>
#include <vector>
#include <memory>
#include <map>
#include <variant>
namespace blt::gfx
{
struct rectangle2d_t
{
blt::vec2f pos, size;
blt::f32 rotation = 0;
vec2f pos, size;
f32 rotation = 0;
rectangle2d_t(blt::f32 x, blt::f32 y, blt::f32 width, blt::f32 height, blt::f32 rotation): pos(x, y), size(width, height), rotation(rotation)
rectangle2d_t(const f32 x, const f32 y, const f32 width, const f32 height, const f32 rotation): pos(x, y), size(width, height),
rotation(rotation)
{}
rectangle2d_t(blt::f32 x, blt::f32 y, blt::f32 width, blt::f32 height): pos(x, y), size(width, height)
rectangle2d_t(const f32 x, const f32 y, const f32 width, const f32 height): pos(x, y), size(width, height)
{}
rectangle2d_t(blt::vec2f pos, blt::vec2f size, blt::f32 rotation): pos(pos), size(size), rotation(rotation)
rectangle2d_t(const vec2f pos, const vec2f size, const f32 rotation): pos(pos), size(size), rotation(rotation)
{}
rectangle2d_t(blt::vec2f pos, blt::vec2f size): pos(pos), size(size)
rectangle2d_t(const vec2f pos, const vec2f size): pos(pos), size(size)
{}
};
struct line2d_t
{
blt::vec2f p1;
blt::vec2f p2;
blt::f32 thickness = 1;
vec2f p1;
vec2f p2;
f32 thickness = 1;
line2d_t(blt::f32 px1, blt::f32 py1, blt::f32 px2, blt::f32 py2): p1(px1, py1), p2(px2, py2)
line2d_t(const f32 px1, const f32 py1, const f32 px2, const f32 py2): p1(px1, py1), p2(px2, py2)
{}
line2d_t(blt::vec2f p1, blt::vec2f p2): p1(p1), p2(p2)
line2d_t(const vec2f p1, const vec2f p2): p1(p1), p2(p2)
{}
line2d_t(blt::f32 px1, blt::f32 py1, blt::f32 px2, blt::f32 py2, blt::f32 thickness): p1(px1, py1), p2(px2, py2), thickness(thickness)
line2d_t(const f32 px1, const f32 py1, const f32 px2, const f32 py2, const f32 thickness): p1(px1, py1), p2(px2, py2), thickness(thickness)
{}
line2d_t(blt::vec2f p1, blt::vec2f p2, blt::f32 thickness): p1(p1), p2(p2), thickness(thickness)
line2d_t(const vec2f p1, const vec2f p2, const f32 thickness): p1(p1), p2(p2), thickness(thickness)
{}
};
struct point2d_t
{
blt::vec2f pos;
vec2f pos;
float scale = 1;
point2d_t(float x, float y, float scale): pos(x, y), scale(scale)
point2d_t(const float x, const float y, const float scale): pos(x, y), scale(scale)
{}
point2d_t(float x, float y): pos(x, y)
point2d_t(const float x, const float y): pos(x, y)
{}
point2d_t(vec2f pos, float scale): pos(pos), scale(scale)
point2d_t(const vec2f pos, const float scale): pos(pos), scale(scale)
{}
explicit point2d_t(vec2f pos): pos(pos)
explicit point2d_t(const vec2f pos): pos(pos)
{}
};
struct draw_state
struct render_info_t
{
// texture to use
std::string texture_name;
// color to use
blt::color4 color;
// how much to blend the texture into the color? note blending is always additive!
blt::color4 blend;
// should we outline this object?
bool outline;
// what color should we outline with?
blt::color4 outline_color;
private:
constexpr static color4 disabled = color4(0, 0, 0, 0);
constexpr static vec4 empty{0, 0, 0, 1};
constexpr static vec4 full{1, 1, 1, 1};
render_info_t(const std::string_view texture, color4 color, color4 blend): texture_name(texture), color(color), blend(blend)
{}
public:
// texture to use
std::string texture_name;
// color to use
color4 color;
// how much to blend the texture into the color? note blending is always additive!
color4 blend;
// should we outline this object?
bool outline = false;
// what color should we outline with?
color4 outline_color;
render_info_t() = default;
static render_info_t make_info(const std::string_view texture, const color4 outline = disabled)
{
render_info_t info{texture, empty, full};
if (outline != disabled)
{
info.outline = true;
info.outline_color = outline;
}
return info;
}
static render_info_t make_info(const color4 color, const color4 outline = disabled)
{
render_info_t info{"", color, empty};
if (outline != disabled)
{
info.outline = true;
info.outline_color = outline;
}
return info;
}
static render_info_t make_info(const std::string_view texture, const color4 color, const color4 blend, const color4 outline = disabled)
{
render_info_t info{texture, color, blend};
if (outline != disabled)
{
info.outline = true;
info.outline_color = outline;
}
return info;
}
};
class batch_renderer_2d
@ -107,143 +149,125 @@ namespace blt::gfx
private:
struct vec_hash
{
std::size_t operator()(const blt::vec4& key) const
std::size_t operator()(const vec4& key) const
{
using namespace blt::mem;
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());
return type_cast<i32>(key.x()) ^ type_cast<i32>(key.y()) ^ type_cast<i32>(key.y()) ^ type_cast<i32>(key.z());
}
};
template<typename T>
struct render_object_t
{
blt::f32 z_index;
f32 z_index;
T obj;
render_object_t(float z_index, T obj): z_index(z_index), obj(obj)
render_object_t(const float z_index, const T obj): z_index(z_index), obj(obj)
{}
};
using rectangle2d_obj_t = render_object_t<rectangle2d_t>;
using point2d_obj_t = render_object_t<point2d_t>;
using line2d_obj_t = render_object_t<line2d_t>;
template<typename T>
using object_container = hashmap_t<std::string, std::vector<std::pair<render_info_t, T>>>;
private:
vertex_array* square_vao = nullptr;
vertex_array* line_vao = nullptr;
shader_t* square_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_obj_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_obj_t>, vec_hash>, vec_hash>> complex_points;
blt::hashmap_t<std::string, blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<line2d_obj_t>, vec_hash>, vec_hash>> complex_lines;
size_t draw_count_ = 0;
// texture name -> draw info
struct
{
object_container<rectangle2d_obj_t> complex_rectangles;
object_container<point2d_obj_t> complex_points;
object_container<line2d_obj_t> complex_lines;
size_t draw_count = 0;
f32 z_min = std::numeric_limits<f32>::max();
f32 z_max = std::numeric_limits<f32>::min();
} draw;
template<typename E>
static void insert_obj(object_container<E>& map, const render_info_t& info, const E& obj)
{
map[info.texture_name].emplace_back(info, obj);
}
// called at the end of the render function
void render_reset();
// called before invocation of draw_objects
void pre_reset();
// called after draw_objects()
void post_reset();
void draw_objects();
inline void update_z_index(f32 z_index)
{
draw.z_min = std::min(draw.z_min, -z_index);
draw.z_max = std::max(draw.z_max, -z_index);
}
public:
explicit batch_renderer_2d(resource_manager& resources): resources(resources)
{}
void create();
inline void drawRectangleInternal(std::string_view texture, const rectangle2d_t& rectangle, blt::f32 z_index = 0)
{
const static blt::vec4 empty{0, 0, 0, 1};
const static blt::vec4 full{1, 1, 1, 1};
complex_rectangles[texture][empty][full].emplace_back(-z_index, rectangle);
}
void drawRectangleInternal(std::string_view texture, const rectangle2d_t& rectangle, f32 z_index = 0);
inline void drawRectangleInternal(const blt::vec4& color, const rectangle2d_t& rectangle, blt::f32 z_index = 0)
{
const static blt::vec4 empty{0, 0, 0, 0};
complex_rectangles[""][color][empty].emplace_back(-z_index, rectangle);
}
void drawRectangleInternal(const vec4& color, const rectangle2d_t& rectangle, f32 z_index = 0);
inline void drawRectangleInternal(const draw_state& draw_info, const rectangle2d_t& rectangle, blt::f32 z_index = 0)
{
complex_rectangles[draw_info.texture_name][draw_info.color][draw_info.blend].emplace_back(-z_index, rectangle);
}
void drawRectangleInternal(const render_info_t& draw_info, const rectangle2d_t& rectangle, f32 z_index = 0);
inline void drawLineInternal(std::string_view texture, const line2d_t& line, blt::f32 z_index = 0)
{
const static blt::vec4 empty{0, 0, 0, 1};
const static blt::vec4 full{1, 1, 1, 1};
complex_lines[texture][empty][full].emplace_back(-z_index, line);
}
void drawLineInternal(std::string_view texture, const line2d_t& line, f32 z_index = 0);
inline void drawLineInternal(const blt::vec4& color, const line2d_t& line, blt::f32 z_index = 0)
{
const static blt::vec4 empty{0, 0, 0, 0};
complex_lines[""][color][empty].emplace_back(-z_index, line);
}
void drawLineInternal(const vec4& color, const line2d_t& line, f32 z_index = 0);
inline void drawLineInternal(const draw_state& draw_info, const line2d_t& line, blt::f32 z_index = 0)
{
complex_lines[draw_info.texture_name][draw_info.color][draw_info.blend].emplace_back(-z_index, line);
}
void drawLineInternal(const render_info_t& draw_info, const line2d_t& line, f32 z_index = 0);
inline void drawPointInternal(std::string_view texture, const point2d_t& point, blt::f32 z_index = 0)
{
const static blt::vec4 empty{0, 0, 0, 1};
const static blt::vec4 full{1, 1, 1, 1};
complex_points[texture][empty][full].emplace_back(-z_index, point);
}
void drawPointInternal(std::string_view texture, const point2d_t& point, f32 z_index = 0);
inline void drawPointInternal(const blt::vec4& color, const point2d_t& point, blt::f32 z_index = 0)
{
const static blt::vec4 empty{0, 0, 0, 0};
complex_points[""][color][empty].emplace_back(-z_index, point);
}
void drawPointInternal(const vec4& color, const point2d_t& point, f32 z_index = 0);
inline void drawPointInternal(const draw_state& draw_info, const point2d_t& point, blt::f32 z_index = 0)
{
complex_points[draw_info.texture_name][draw_info.color][draw_info.blend].emplace_back(-z_index, point);
}
void drawPointInternal(const render_info_t& draw_info, const point2d_t& point, f32 z_index = 0);
template<typename T, typename... P>
inline void drawRectangle(const T& render_info, P... p)
{
drawRectangleInternal(render_info, {p...});
}
void drawRectangle(const T& render_info, P... p)
{ drawRectangleInternal(render_info, {p...}); }
template<typename T, typename... P>
inline void drawPoint(const T& render_info, P... p)
{
drawPointInternal(render_info, {p...});
}
void drawPoint(const T& render_info, P... p)
{ drawPointInternal(render_info, {p...}); }
template<typename T, typename... P>
inline void drawLine(const T& render_info, P... p)
{
drawLineInternal(render_info, {p...});
}
void drawLine(const T& render_info, P... p)
{ drawLineInternal(render_info, {p...}); }
template<typename T, typename... P>
inline void drawRectangle(const T& render_info, blt::f32 z_index, P... p)
{
drawRectangleInternal(render_info, {p...}, z_index);
}
void drawRectangle(const T& render_info, f32 z_index, P... p)
{ drawRectangleInternal(render_info, {p...}, z_index); }
template<typename T, typename... P>
inline void drawPoint(const T& render_info, blt::f32 z_index, P... p)
{
drawPointInternal(render_info, {p...}, z_index);
}
void drawPoint(const T& render_info, f32 z_index, P... p)
{ drawPointInternal(render_info, {p...}, z_index); }
template<typename T, typename... P>
inline void drawLine(const T& render_info, blt::f32 z_index, P... p)
{
drawLineInternal(render_info, {p...}, z_index);
}
void drawLine(const T& render_info, f32 z_index, P... p)
{ drawLineInternal(render_info, {p...}, z_index); }
void render(bool transparency = true);
void cleanup();
[[nodiscard]] inline size_t draw_count() const
{
return draw_count_;
}
[[nodiscard]] size_t draw_count() const
{ return draw.draw_count; }
};
}
#endif //BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H

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@ -20,7 +20,6 @@
#define BLT_WITH_GRAPHICS_SHADER_H
#include <blt/gfx/gl_includes.h>
#include <vector>
#include <unordered_map>
#include <string>
#include <blt/math/math.h>
@ -33,98 +32,98 @@ namespace blt::gfx
GLuint uboID = 0;
size_t size_;
GLuint location_;
public:
explicit uniform_buffer(size_t size, GLuint location = 0);
uniform_buffer(void* data, size_t size, GLuint location = 0);
/**
* Resizes the internal UBO
* @param newSize new size for the UBO
*/
uniform_buffer& resize(size_t newSize);
/**
* Uploads data to the UBO. This can be an arbitrary locations and does not need to be the whole UBO.
*/
uniform_buffer& upload(void* data, size_t size, size_t offset = 0);
uniform_buffer& bind();
inline uniform_buffer& unbind()
{
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return *this;
}
~uniform_buffer();
[[nodiscard]] inline size_t size() const
{
return size_;
}
[[nodiscard]] inline GLuint location() const
{
return location_;
}
[[nodiscard]] inline size_t size() const { return size_; }
[[nodiscard]] inline GLuint location() const { return location_; }
};
class shader_base_t
{
friend uniform_buffer;
friend uniform_buffer;
protected:
struct IntDefaultedToMinusOne
{
GLint i = -1;
inline explicit operator bool() const
{
return i != -1;
}
inline explicit operator bool() const { return i != -1; }
};
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
GLuint programID = 0;
IntDefaultedToMinusOne getUniformLocation(const std::string& name);
public:
inline const shader_base_t& bind() const
const shader_base_t& bind() const
{
glUseProgram(programID);
return *this;
}
inline shader_base_t& unbind()
shader_base_t& bind()
{
glUseProgram(programID);
return *this;
}
shader_base_t& unbind()
{
glUseProgram(0);
return *this;
}
shader_base_t& setBool(const std::string& name, bool value);
shader_base_t& setInt(const std::string& name, int value);
shader_base_t& setFloat(const std::string& name, float value);
shader_base_t& setMatrix(const std::string& name, blt::mat4x4& matrix);
// poor solution: TODO
shader_base_t& setMatrix(const std::string& name, blt::mat4x4&& matrix);
shader_base_t& setVec2(const std::string& name, const blt::vec2& vec);
shader_base_t& setVec3(const std::string& name, const blt::vec3& vec);
shader_base_t& setVec4(const std::string& name, const blt::vec4& vec);
shader_base_t& setVec2(const std::string& name, float x, float y);
shader_base_t& setVec3(const std::string& name, float x, float y, float z);
shader_base_t& setVec4(const std::string& name, float x, float y, float z, float w);
};
/**
* a basic computer shader class, contains the functions and resources required to use compute shaders!
*/
@ -132,27 +131,29 @@ namespace blt::gfx
{
private:
GLuint shaderID = 0;
public:
explicit compute_shader_t(const std::string& shader_source, bool loadAsString = true);
inline void execute(int x, int y, int z) const
void execute(const int x, const int y, const int z) const
{
bind();
glDispatchCompute(x, y, z);
}
~compute_shader_t();
};
class shader_t : public shader_base_t
{
private:
GLuint vertexShaderID = 0;
GLuint fragmentShaderID = 0;
static unsigned int createShader(const std::string& source, int type);
static std::string loadShader(std::string_view file);
public:
/**
* Creates a shader
@ -162,15 +163,15 @@ namespace blt::gfx
* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
*/
shader_t(const std::string& vertex, const std::string& fragment, bool load_as_string = true);
shader_t(shader_t&& move) noexcept;
// used to set the location of VAOs to the in variables in opengl shaders.
void bindAttribute(int attribute, const std::string& name) const;
// used to set location of shared UBOs like the perspective and view matrix
void setUniformBlockLocation(const std::string& name, int location) const;
~shader_t();
};
}

@ -1 +1 @@
Subproject commit 3f0ea887cd2923cb2cf390a4929ffce452301670
Subproject commit 9b86278a2982d80fbac6f87045a182088e07afbe

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@ -16,31 +16,29 @@
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#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_textured_circle.frag>
#include <blt/gfx/renderer/2d_line.frag>
#include <blt/gfx/renderer/shaders/2d_textured.vert>
#include <blt/gfx/renderer/shaders/2d_textured.frag>
#include <blt/gfx/renderer/shaders/2d_textured_circle.frag>
// https://stackoverflow.com/questions/60440682/drawing-a-line-in-modern-opengl
float square_vertices[20] = {
// positions // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
const unsigned int square_indices[6] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
float line_vertices[20] = {
// positions // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
// 0, 1 (top right)
@ -50,7 +48,6 @@ float line_vertices[20] = {
namespace blt::gfx
{
void batch_renderer_2d::create()
{
{
@ -64,7 +61,7 @@ namespace blt::gfx
indices_vbo.allocate(sizeof(square_indices), square_indices);
square_vao = new vertex_array();
auto tb = square_vao->bindVBO(vertices_vbo, 0, 3, GL_FLOAT, 5 * sizeof(float), 0);
const 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);
}
@ -93,6 +90,60 @@ namespace blt::gfx
point_shader->bindAttribute(1, "uv_in");
}
void batch_renderer_2d::drawRectangleInternal(const std::string_view texture, const rectangle2d_t& rectangle, const f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_rectangles, render_info_t::make_info(texture), {-z_index, rectangle});
}
void batch_renderer_2d::drawRectangleInternal(const vec4& color, const rectangle2d_t& rectangle, const f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_rectangles, render_info_t::make_info(color), {-z_index, rectangle});
}
void batch_renderer_2d::drawRectangleInternal(const render_info_t& draw_info, const rectangle2d_t& rectangle, const f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_rectangles, draw_info, {-z_index, rectangle});
}
void batch_renderer_2d::drawLineInternal(const std::string_view texture, const line2d_t& line, const f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_lines, render_info_t::make_info(texture), {-z_index, line});
}
void batch_renderer_2d::drawLineInternal(const vec4& color, const line2d_t& line, const f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_lines, render_info_t::make_info(color), {-z_index, line});
}
void batch_renderer_2d::drawLineInternal(const render_info_t& draw_info, const line2d_t& line, const f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_lines, draw_info, {-z_index, line});
}
void batch_renderer_2d::drawPointInternal(const std::string_view texture, const point2d_t& point, const f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_points, render_info_t::make_info(texture), {-z_index, point});
}
void batch_renderer_2d::drawPointInternal(const vec4& color, const point2d_t& point, f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_points, render_info_t::make_info(color), {-z_index, point});
}
void batch_renderer_2d::drawPointInternal(const render_info_t& draw_info, const point2d_t& point, f32 z_index)
{
update_z_index(z_index);
insert_obj(draw.complex_points, draw_info, {-z_index, point});
}
void batch_renderer_2d::cleanup()
{
delete square_vao;
@ -101,7 +152,7 @@ namespace blt::gfx
}
template<typename T>
void find_min_and_max(T& container, blt::f32& min, blt::f32& max)
void find_min_and_max(T& container, f32& min, f32& max)
{
for (auto& textures : container)
{
@ -119,7 +170,7 @@ namespace blt::gfx
}
}
void batch_renderer_2d::render(bool transparency)
void batch_renderer_2d::render(const bool transparency)
{
if (transparency)
{
@ -127,142 +178,143 @@ namespace blt::gfx
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glEnable(GL_DEPTH_TEST);
draw_count_ = 0;
square_shader->bind();
square_vao->bind();
glActiveTexture(GL_TEXTURE0);
// annoying
blt::f32 min = std::numeric_limits<blt::f32>::max();
blt::f32 max = std::numeric_limits<blt::f32>::min();
draw_objects();
find_min_and_max(complex_rectangles, min, max);
find_min_and_max(complex_points, min, max);
find_min_and_max(complex_lines, min, max);
blt::f32 denominator = 1.0f / (max - min);
for (auto& textures : complex_rectangles)
{
// resource manager handles the check for empty string
if (auto val = resources.get(textures.first))
val.value()->bind();
for (auto& colors : textures.second)
{
square_shader->setVec4("color", colors.first);
for (auto& blend_factors : colors.second)
{
square_shader->setVec4("use_texture", blend_factors.first);
for (auto& rect_obj : blend_factors.second)
{
auto& rect = rect_obj.obj;
blt::mat4x4 model;
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));
square_shader->setMatrix("model", model);
square_shader->setFloat("z_index", (rect_obj.z_index - min) * denominator);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw_count_++;
}
blend_factors.second.clear();
}
colors.second.clear();
}
textures.second.clear();
}
point_shader->bind();
for (auto& textures : complex_points)
{
// resource manager handles the check for empty string
if (auto val = resources.get(textures.first))
val.value()->bind();
for (auto& colors : textures.second)
{
point_shader->setVec4("color", colors.first);
for (auto& blend_factors : colors.second)
{
point_shader->setVec4("use_texture", blend_factors.first);
for (auto& point_obj : blend_factors.second)
{
auto& point = point_obj.obj;
blt::mat4x4 model;
model.translate(point.pos.x(), point.pos.y(), 0.0f);
model.scale(point.scale, point.scale, 1);
point_shader->setMatrix("model", model);
point_shader->setFloat("z_index", (point_obj.z_index - min) * denominator);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw_count_++;
}
blend_factors.second.clear();
}
colors.second.clear();
}
textures.second.clear();
}
blt::mat4x4 model;
square_shader->bind();
square_shader->setMatrix("model", model);
line_vao->bind();
auto& buf = line_vao->getBuffer(0);
buf.bind();
for (auto& textures : complex_lines)
{
// resource manager handles the check for empty string
if (auto val = resources.get(textures.first))
val.value()->bind();
for (auto& colors : textures.second)
{
square_shader->setVec4("color", colors.first);
for (auto& blend_factors : colors.second)
{
square_shader->setVec4("use_texture", blend_factors.first);
for (auto& line_obj : blend_factors.second)
{
auto& line = line_obj.obj;
// 0, 1 (top right)
// 5, 6 (bottom right)
// 10, 11 (bottom left)
// 15, 16 (top left)
blt::vec2 dir = (line.p1 - line.p2).normalize();
blt::vec2 right = {dir.y(), -dir.x()};
blt::vec2 left = {-dir.y(), dir.x()};
auto bottom_left = line.p1 + left * line.thickness;
auto bottom_right = line.p1 + right * line.thickness;
auto top_left = line.p2 + left * line.thickness;
auto top_right = line.p2 + right * line.thickness;
line_vertices[0] = top_right.x();
line_vertices[1] = top_right.y();
line_vertices[5] = bottom_right.x();
line_vertices[6] = bottom_right.y();
line_vertices[10] = bottom_left.x();
line_vertices[11] = bottom_left.y();
line_vertices[15] = top_left.x();
line_vertices[16] = top_left.y();
buf.update(sizeof(line_vertices), line_vertices);
square_shader->setFloat("z_index", (line_obj.z_index - min) * denominator);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw_count_++;
}
blend_factors.second.clear();
}
colors.second.clear();
}
textures.second.clear();
}
glDisable(GL_DEPTH_TEST);
if (transparency)
glDisable(GL_BLEND);
render_reset();
}
}
void batch_renderer_2d::draw_objects()
{
pre_reset();
const f32 denominator = 1.0f / (draw.z_max - draw.z_min);
square_shader->bind();
square_vao->bind();
for (auto& [texture, objects] : draw.complex_rectangles)
{
// resource manager handles the check for empty string
if (auto val = resources.get(texture))
val.value()->bind();
for (auto& [render_info, object] : objects)
{
auto& [z_index, rect] = object;
mat4x4 model;
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(toRadians(rect.rotation));
square_shader->setVec4("color", render_info.color);
square_shader->setVec4("use_texture", render_info.blend);
square_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
square_shader->setMatrix("model", model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw.draw_count++;
}
objects.clear();
}
mat4x4 empty_model;
square_shader->setMatrix("model", empty_model);
line_vao->bind();
auto& buf = line_vao->getBuffer(0);
buf.bind();
for (auto& [texture, objects] : draw.complex_lines)
{
// resource manager handles the check for empty string
if (auto val = resources.get(texture))
val.value()->bind();
for (auto& [render_info, object] : objects)
{
auto& [z_index, line] = object;
square_shader->setVec4("color", render_info.color);
square_shader->setVec4("use_texture", render_info.blend);
square_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
// 0, 1 (top right)
// 5, 6 (bottom right)
// 10, 11 (bottom left)
// 15, 16 (top left)
vec2 dir = (line.p1 - line.p2).normalize();
vec2 right = {dir.y(), -dir.x()};
vec2 left = {-dir.y(), dir.x()};
auto bottom_left = line.p1 + left * line.thickness;
auto bottom_right = line.p1 + right * line.thickness;
auto top_left = line.p2 + left * line.thickness;
auto top_right = line.p2 + right * line.thickness;
line_vertices[0] = top_right.x();
line_vertices[1] = top_right.y();
line_vertices[5] = bottom_right.x();
line_vertices[6] = bottom_right.y();
line_vertices[10] = bottom_left.x();
line_vertices[11] = bottom_left.y();
line_vertices[15] = top_left.x();
line_vertices[16] = top_left.y();
buf.update(sizeof(line_vertices), line_vertices);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw.draw_count++;
}
objects.clear();
}
point_shader->bind();
square_vao->bind();
for (auto& [texture, objects] : draw.complex_points)
{
// resource manager handles the check for empty string
if (auto val = resources.get(texture))
val.value()->bind();
for (auto& [render_info, object] : objects)
{
auto& [z_index, point] = object;
mat4x4 model;
model.translate(point.pos.x(), point.pos.y(), 0.0f);
model.scale(point.scale, point.scale, 1);
point_shader->setVec4("color", render_info.color);
point_shader->setVec4("use_texture", render_info.blend);
point_shader->setFloat("z_index", (z_index - draw.z_min) * denominator);
point_shader->setMatrix("model", model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw.draw_count++;
}
objects.clear();
}
post_reset();
}
void batch_renderer_2d::render_reset()
{
draw.z_min = std::numeric_limits<f32>::max();
draw.z_max = std::numeric_limits<f32>::min();
}
void batch_renderer_2d::pre_reset()
{
draw.draw_count = 0;
}
void batch_renderer_2d::post_reset()
{
}
}

View File

@ -29,7 +29,6 @@ void error_callback(int error, const char* description)
namespace blt::gfx
{
struct
{
/* GLFW Window Object */
@ -47,7 +46,7 @@ namespace blt::gfx
double nanoDelta = 0;
double millisDelta = 0;
} window_state;
void create_callbacks()
{
/* Setup keyboard callback */
@ -69,7 +68,7 @@ namespace blt::gfx
window_state.inputManager.key(key) = state;
window_state.inputManager.key_pressed = true;
});
/* Setup mouse button callback */
glfwSetMouseButtonCallback(window_state.window, [](GLFWwindow*, int button, int action, int) {
if (button < 0)
@ -87,56 +86,54 @@ namespace blt::gfx
window_state.inputManager.mouse(button) = state;
window_state.inputManager.mouse_pressed = true;
});
/* Setup mouse cursor callback */
glfwSetCursorPosCallback(window_state.window, [](GLFWwindow*, double x, double y) {
window_state.inputManager.updateMousePos(x, y);
window_state.inputManager.mouse_moved = true;
});
/* Setup mouse scroll callback */
glfwSetScrollCallback(window_state.window, [](GLFWwindow*, double, double s) {
window_state.inputManager.updateScroll(s);
});
glfwSetScrollCallback(window_state.window, [](GLFWwindow*, double, double s) { window_state.inputManager.updateScroll(s); });
/* Setup drop input callback */
glfwSetDropCallback(window_state.window, [](GLFWwindow*, int count, const char** paths) {
for (int i = 0; i < count; i++)
window_state.pendingPaths.emplace(paths[i]);
});
}
void setup_ImGUI()
{
const char* glsl_version = "#version 100";
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::Spectrum::StyleColorsSpectrum();
ImGui::Spectrum::LoadFont();
ImGui::SetupImGuiStyle(true, 1.0);
// Setup FA
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = {ICON_MIN_FA, ICON_MAX_FA, 0};
static constexpr ImWchar icon_ranges[] = {ICON_MIN_FA, ICON_MAX_FA, 0};
io.Fonts->AddFontFromMemoryCompressedBase85TTF(fontAwesomeRegular_compressed_data_base85, 13.0f, &config, icon_ranges);
io.Fonts->AddFontFromMemoryCompressedTTF(fontAwesomeSolid_compressed_data, static_cast<int>(fontAwesomeSolid_compressed_size), 13.0, &config,
icon_ranges);
io.Fonts
->AddFontFromMemoryCompressedTTF(fontAwesomeBrands_compressed_data, static_cast<int>(fontAwesomeBrands_compressed_size), 13.0, &config,
icon_ranges);
io.Fonts->AddFontFromMemoryCompressedTTF(fontAwesomeBrands_compressed_data, static_cast<int>(fontAwesomeBrands_compressed_size), 13.0,
&config,
icon_ranges);
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window_state.window, true);
#ifdef __EMSCRIPTEN__
@ -148,7 +145,7 @@ namespace blt::gfx
io.IniFilename = nullptr;
#endif
}
void loop(void* arg)
{
auto& data = *((window_data*) arg);
@ -158,27 +155,27 @@ namespace blt::gfx
data.width = window_state.width;
data.height = window_state.height;
// TODO: user option for this
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
/* -- Begin the next ImGUI frame -- */
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
/* -- Call user update function -- */
data.call_update();
/* -- Render the ImGUI frame -- */
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
/* -- Update GLFW state -- */
window_state.inputManager.clear();
glfwSwapBuffers(window_state.window);
glfwPollEvents();
/* -- Update Frame Timing Information -- */
auto current_time = blt::system::nanoTime();
const auto current_time = system::nanoTime();
window_state.deltaTime = current_time - window_state.lastTime;
window_state.lastTime = current_time;
window_state.nanoDelta = static_cast<double>(window_state.deltaTime) / 1e9f;
@ -186,27 +183,27 @@ namespace blt::gfx
}
#ifdef __EMSCRIPTEN__
EM_BOOL emscripten_resize_callback(int, const EmscriptenUiEvent* event, void* data)
{
int width = event->documentBodyClientWidth;
int height = event->documentBodyClientHeight;
glfwSetWindowSize(window_state.window, width, height);
return false;
}
EM_JS(int, get_screen_width, (), {
return document.body.clientWidth;
});
EM_JS(int, get_screen_height, (), {
return document.body.clientHeight;
});
#endif
void init(window_data data)
{
#ifdef __EMSCRIPTEN__
@ -220,28 +217,28 @@ namespace blt::gfx
/* -- Set up Error Callback -- */
glfwSetErrorCallback(error_callback);
BLT_ASSERT(glfwInit() && "Unable to init GLFW. Aborting.");
/* -- Set up Window Context -- */
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, data.context.GL_MAJOR);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, data.context.GL_MINOR);
glfwWindowHint(GLFW_DOUBLEBUFFER, data.context.DOUBLE_BUFFER);
glfwWindowHint(GLFW_OPENGL_PROFILE, data.context.GL_PROFILE);
glfwWindowHint(GLFW_SAMPLES, data.context.SAMPLES);
/* -- Create the Window -- */
window_state.window = glfwCreateWindow(data.width, data.height, data.title.c_str(), nullptr, nullptr);
BLT_ASSERT(window_state.window && "Unable to create GLFW window.");
/* -- Set Window Specifics + OpenGL -- */
glfwMakeContextCurrent(window_state.window);
#ifndef __EMSCRIPTEN__
glfwSwapInterval(data.sync_interval);
gladLoadGL(glfwGetProcAddress);
#endif
/* -- Set up our local callbacks, ImGUI will then call these -- */
create_callbacks();
/* -- Set up ImGUI -- */
setup_ImGUI();
@ -249,7 +246,7 @@ namespace blt::gfx
if (data.context.SAMPLES > 0)
glEnable(GL_MULTISAMPLE);
#endif
/* -- Call User Provided post-window-init function -- */
data.call_init();
@ -267,52 +264,31 @@ namespace blt::gfx
loop((void*) &data);
#endif
}
void cleanup()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window_state.window);
glfwTerminate();
}
double getMouseX()
{
return window_state.inputManager.mouseX;
}
double getMouseY()
{
return window_state.inputManager.mouseY;
}
double getMouseDX()
{
return window_state.inputManager.deltaX;
}
double getMouseDY()
{
return window_state.inputManager.deltaY;
}
void lockCursor()
{
glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
void unlockCursor()
{
glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
bool isCursorLocked()
{
return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED;
}
double getMouseX() { return window_state.inputManager.mouseX; }
double getMouseY() { return window_state.inputManager.mouseY; }
double getMouseDX() { return window_state.inputManager.deltaX; }
double getMouseDY() { return window_state.inputManager.deltaY; }
void lockCursor() { glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); }
void unlockCursor() { glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); }
bool isCursorLocked() { return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED; }
bool isCursorInWindow()
{
#ifdef __EMSCRIPTEN__
@ -322,7 +298,7 @@ namespace blt::gfx
return glfwGetWindowAttrib(window_state.window, GLFW_HOVERED);
#endif
}
void setRawInput(bool state)
{
#ifdef __EMSCRIPTEN__
@ -332,7 +308,7 @@ namespace blt::gfx
glfwSetInputMode(window_state.window, GLFW_RAW_MOUSE_MOTION, state ? GLFW_TRUE : GLFW_FALSE);
#endif
}
bool isRawInput()
{
#ifdef __EMSCRIPTEN__
@ -341,57 +317,27 @@ namespace blt::gfx
return glfwGetInputMode(window_state.window, GLFW_RAW_MOUSE_MOTION);
#endif
}
void setClipboard(const std::string& str)
{
glfwSetClipboardString(window_state.window, str.c_str());
}
std::string getClipboard()
{
return glfwGetClipboardString(window_state.window);
}
bool isMousePressed(int button)
{
return window_state.inputManager.isMousePressed(button);
}
bool isKeyPressed(int key)
{
return window_state.inputManager.isKeyPressed(key);
}
double getFrameDeltaSeconds()
{
return window_state.nanoDelta;
}
double getFrameDeltaMilliseconds()
{
return window_state.millisDelta;
}
std::int64_t getFrameDelta()
{
return window_state.deltaTime;
}
bool mouseMovedLastFrame()
{
return window_state.inputManager.mouse_moved;
}
bool mousePressedLastFrame()
{
return window_state.inputManager.mouse_pressed;
}
bool keyPressedLastFrame()
{
return window_state.inputManager.key_pressed;
}
void setClipboard(const std::string& str) { glfwSetClipboardString(window_state.window, str.c_str()); }
std::string getClipboard() { return glfwGetClipboardString(window_state.window); }
bool isMousePressed(int button) { return window_state.inputManager.isMousePressed(button); }
bool isKeyPressed(int key) { return window_state.inputManager.isKeyPressed(key); }
double getFrameDeltaSeconds() { return window_state.nanoDelta; }
double getFrameDeltaMilliseconds() { return window_state.millisDelta; }
std::int64_t getFrameDelta() { return window_state.deltaTime; }
bool mouseMovedLastFrame() { return window_state.inputManager.mouse_moved; }
bool mousePressedLastFrame() { return window_state.inputManager.mouse_pressed; }
bool keyPressedLastFrame() { return window_state.inputManager.key_pressed; }
window_data& window_data::setWindowSize(int32_t new_width, int32_t new_height)
{
width = new_width;