make square shader accessable

main
Brett 2025-03-18 19:53:04 -04:00
parent ac79aa80df
commit f60ce3dc0b
2 changed files with 251 additions and 231 deletions

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@ -1,7 +1,7 @@
cmake_minimum_required(VERSION 3.25) cmake_minimum_required(VERSION 3.25)
include(FetchContent) include(FetchContent)
set(BLT_GRAPHICS_VERSION 1.1.7) set(BLT_GRAPHICS_VERSION 1.1.8)
set(BLT_GRAPHICS_TEST_VERSION 0.0.1) set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION}) project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})

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@ -32,236 +32,256 @@
namespace blt::gfx namespace blt::gfx
{ {
struct rectangle2d_t struct rectangle2d_t
{ {
vec2f pos, size; vec2f pos, size;
f32 rotation = 0; f32 rotation = 0;
rectangle2d_t(const f32 x, const f32 y, const f32 width, const f32 height, const f32 rotation): pos(x, y), size(width, height), 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) rotation(rotation)
{} {}
rectangle2d_t(const f32 x, const f32 y, const f32 width, const 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(const vec2f pos, const vec2f size, const 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(const vec2f pos, const vec2f size): pos(pos), size(size) rectangle2d_t(const vec2f pos, const vec2f size): pos(pos), size(size)
{} {}
}; };
struct line2d_t struct line2d_t
{ {
vec2f p1; vec2f p1;
vec2f p2; vec2f p2;
f32 thickness = 1; f32 thickness = 1;
line2d_t(const f32 px1, const f32 py1, const f32 px2, const 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(const vec2f p1, const vec2f p2): p1(p1), p2(p2) line2d_t(const vec2f p1, const vec2f p2): p1(p1), p2(p2)
{} {}
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(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(const vec2f p1, const vec2f p2, const 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 struct point2d_t
{ {
vec2f pos; vec2f pos;
float scale = 1; float scale = 1;
point2d_t(const float x, const float y, const 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(const float x, const float y): pos(x, y) point2d_t(const float x, const float y): pos(x, y)
{} {}
point2d_t(const vec2f pos, const float scale): pos(pos), scale(scale) point2d_t(const vec2f pos, const float scale): pos(pos), scale(scale)
{} {}
explicit point2d_t(const vec2f pos): pos(pos) explicit point2d_t(const vec2f pos): pos(pos)
{} {}
point2d_t apply_scale(float s) const point2d_t apply_scale(float s) const
{ {
return {pos, scale * s}; return {pos, scale * s};
} }
}; };
struct render_info_t struct render_info_t
{ {
private: private:
constexpr static color4 disabled = color4(0, 0, 0, 0); constexpr static color4 disabled = color4(0, 0, 0, 0);
constexpr static vec4 empty{0, 0, 0, 1}; constexpr static vec4 empty{0, 0, 0, 1};
constexpr static vec4 full{1, 1, 1, 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) render_info_t(const std::string_view texture, color4 color, color4 blend): texture_name(texture), color(color), blend(blend)
{} {}
public: public:
// texture to use // texture to use
std::string texture_name; std::string texture_name;
// color to use // color to use
color4 color; color4 color;
// how much to blend the texture into the color? note blending is always additive! // how much to blend the texture into the color? note blending is always additive!
color4 blend; color4 blend;
render_info_t() = default; render_info_t() = default;
static render_info_t make_info(const std::string_view texture) static render_info_t make_info(const std::string_view texture)
{ {
render_info_t info{texture, empty, full}; render_info_t info{texture, empty, full};
return info; return info;
} }
static render_info_t make_info(const color4 color) static render_info_t make_info(const color4 color)
{ {
render_info_t info{"", color, empty}; render_info_t info{"", color, empty};
return info; return info;
} }
static render_info_t make_info(const std::string_view texture, const color4 color, const color4 blend) static render_info_t make_info(const std::string_view texture, const color4 color, const color4 blend)
{ {
render_info_t info{texture, color, blend}; render_info_t info{texture, color, blend};
return info; return info;
} }
}; };
class batch_renderer_2d class batch_renderer_2d
{ {
private: private:
std::unique_ptr<pp_engine_t> engine; std::unique_ptr<pp_engine_t> engine;
template<typename T> template <typename T>
struct render_object_t struct render_object_t
{ {
f32 z_index; f32 z_index;
T obj; T obj;
render_object_t(const float z_index, const 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 rectangle2d_obj_t = render_object_t<rectangle2d_t>;
using point2d_obj_t = render_object_t<point2d_t>; using point2d_obj_t = render_object_t<point2d_t>;
using line2d_obj_t = render_object_t<line2d_t>; using line2d_obj_t = render_object_t<line2d_t>;
template<typename T> template <typename T>
using object_container = hashmap_t<std::string, std::vector<std::pair<render_info_t, T>>>; using object_container = hashmap_t<std::string, std::vector<std::pair<render_info_t, T>>>;
private: private:
std::unique_ptr<vertex_array_t> square_vao; std::unique_ptr<vertex_array_t> square_vao;
std::unique_ptr<vertex_array_t> line_vao; std::unique_ptr<vertex_array_t> line_vao;
std::unique_ptr<shader_t> square_shader; std::unique_ptr<shader_t> square_shader;
std::unique_ptr<shader_t> point_shader; std::unique_ptr<shader_t> point_shader;
resource_manager& resources; resource_manager& resources;
matrix_state_manager& state; matrix_state_manager& state;
// texture name -> draw info
struct // texture name -> draw info
{ struct
object_container<rectangle2d_obj_t> complex_rectangles; {
object_container<point2d_obj_t> complex_points; object_container<rectangle2d_obj_t> complex_rectangles;
object_container<line2d_obj_t> complex_lines; object_container<point2d_obj_t> complex_points;
size_t draw_count = 0; object_container<line2d_obj_t> complex_lines;
f32 z_min = std::numeric_limits<f32>::max(); size_t draw_count = 0;
f32 z_max = std::numeric_limits<f32>::min(); f32 z_min = std::numeric_limits<f32>::max();
} draw; 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) 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); {
} map[info.texture_name].emplace_back(info, obj);
}
// called at the end of the render function
void render_reset(); // called at the end of the render function
void render_reset();
// called before invocation of draw_objects
void pre_reset(); // called before invocation of draw_objects
void pre_reset();
// called after draw_objects()
void post_reset(); // called after draw_objects()
void post_reset();
void draw_points(const f32 denominator);
void draw_points(const f32 denominator);
void draw_lines(const f32 denominator);
void draw_lines(const f32 denominator);
void draw_rectangles(const f32 denominator);
void draw_rectangles(const f32 denominator);
void draw_objects();
void draw_objects();
inline void update_z_index(f32 z_index)
{ 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); 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, matrix_state_manager& state): resources(resources), state(state) public:
{ explicit batch_renderer_2d(resource_manager& resources, matrix_state_manager& state): resources(resources), state(state)
engine = pp_engine_t::make_multi_pp(std::make_unique<pp_render_target_t>()); {
} engine = pp_engine_t::make_multi_pp(std::make_unique<pp_render_target_t>());
}
explicit batch_renderer_2d(resource_manager& resources, matrix_state_manager& state, std::unique_ptr<pp_engine_t> ppEngine):
engine(std::move(ppEngine)), resources(resources), state(state) explicit batch_renderer_2d(resource_manager& resources, matrix_state_manager& state, std::unique_ptr<pp_engine_t> ppEngine):
{} engine(std::move(ppEngine)), resources(resources), state(state)
{}
void create();
void create();
void drawRectangleInternal(std::string_view texture, const rectangle2d_t& rectangle, f32 z_index = 0);
void drawRectangleInternal(std::string_view texture, const rectangle2d_t& rectangle, f32 z_index = 0);
void drawRectangleInternal(const vec4& color, const rectangle2d_t& rectangle, f32 z_index = 0);
void drawRectangleInternal(const vec4& color, const rectangle2d_t& rectangle, f32 z_index = 0);
void drawRectangleInternal(const render_info_t& draw_info, const rectangle2d_t& rectangle, f32 z_index = 0);
void drawRectangleInternal(const render_info_t& draw_info, const rectangle2d_t& rectangle, f32 z_index = 0);
void drawLineInternal(std::string_view texture, const line2d_t& line, f32 z_index = 0);
void drawLineInternal(std::string_view texture, const line2d_t& line, f32 z_index = 0);
void drawLineInternal(const vec4& color, const line2d_t& line, f32 z_index = 0);
void drawLineInternal(const vec4& color, const line2d_t& line, f32 z_index = 0);
void drawLineInternal(const render_info_t& draw_info, const line2d_t& line, f32 z_index = 0);
void drawLineInternal(const render_info_t& draw_info, const line2d_t& line, f32 z_index = 0);
void drawPointInternal(std::string_view texture, const point2d_t& point, f32 z_index = 0);
void drawPointInternal(std::string_view texture, const point2d_t& point, f32 z_index = 0);
void drawPointInternal(const vec4& color, const point2d_t& point, f32 z_index = 0);
void drawPointInternal(const vec4& color, const point2d_t& point, f32 z_index = 0);
void drawPointInternal(const render_info_t& draw_info, const point2d_t& point, f32 z_index = 0);
void drawPointInternal(const render_info_t& draw_info, const point2d_t& point, f32 z_index = 0);
template<typename T, typename... P>
void drawRectangle(const T& render_info, P... p) template <typename T, typename... P>
{ drawRectangleInternal(render_info, {p...}); } void drawRectangle(const T& render_info, P... p)
{
template<typename T, typename... P> drawRectangleInternal(render_info, {p...});
void drawPoint(const T& render_info, P... p) }
{ drawPointInternal(render_info, {p...}); }
template <typename T, typename... P>
template<typename T, typename... P> void drawPoint(const T& render_info, P... p)
void drawLine(const T& render_info, P... p) {
{ drawLineInternal(render_info, {p...}); } drawPointInternal(render_info, {p...});
}
template<typename T, typename... P>
void drawRectangle(const T& render_info, f32 z_index, P... p) template <typename T, typename... P>
{ drawRectangleInternal(render_info, {p...}, z_index); } void drawLine(const T& render_info, P... p)
{
template<typename T, typename... P> drawLineInternal(render_info, {p...});
void drawPoint(const T& render_info, f32 z_index, P... p) }
{ drawPointInternal(render_info, {p...}, z_index); }
template <typename T, typename... P>
template<typename T, typename... P> void drawRectangle(const T& render_info, f32 z_index, P... p)
void drawLine(const T& render_info, f32 z_index, P... p) {
{ drawLineInternal(render_info, {p...}, z_index); } drawRectangleInternal(render_info, {p...}, z_index);
}
void render(i32 width, i32 height, bool transparency = true);
template <typename T, typename... P>
void cleanup(); void drawPoint(const T& render_info, f32 z_index, P... p)
{
[[nodiscard]] size_t draw_count() const drawPointInternal(render_info, {p...}, z_index);
{ return draw.draw_count; } }
};
template <typename T, typename... P>
void drawLine(const T& render_info, f32 z_index, P... p)
{
drawLineInternal(render_info, {p...}, z_index);
}
void render(i32 width, i32 height, bool transparency = true);
void cleanup();
[[nodiscard]] shader_t& get_square_shader() const
{
return *square_shader;
}
[[nodiscard]] size_t draw_count() const
{
return draw.draw_count;
}
};
} }
#endif //BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H #endif //BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H