From 30151d75dddd651faa1b27148a052ced7d0f190a Mon Sep 17 00:00:00 2001 From: aura Date: Tue, 10 Mar 2026 05:18:33 +0100 Subject: 2d batch rendering --- src/render/gl_2d.cpp | 63 ++++++++++++++++++++++++++++++++------------ src/render/gl_2d_font.cpp | 67 ++++------------------------------------------- src/render/gl_2d_font.h | 3 ++- src/render/gl_batch.h | 37 +++++++++++++++++++++----- 4 files changed, 83 insertions(+), 87 deletions(-) (limited to 'src/render') diff --git a/src/render/gl_2d.cpp b/src/render/gl_2d.cpp index 506d0da..bc55cae 100644 --- a/src/render/gl_2d.cpp +++ b/src/render/gl_2d.cpp @@ -382,12 +382,15 @@ void gl_2d_rect( GL_BATCH2D* batch, VEC2 origin, VEC2 dim, CLR col ) { VERTEX vertices[] = { { .pos = { origin.x , origin.y }, .clr = col }, { .pos = { origin.x + dim.x, origin.y }, .clr = col }, + { .pos = { origin.x + dim.x, origin.y }, .clr = col }, + { .pos = { origin.x + dim.x, origin.y + dim.y }, .clr = col }, { .pos = { origin.x + dim.x, origin.y + dim.y }, .clr = col }, { .pos = { origin.x , origin.y + dim.y }, .clr = col }, + { .pos = { origin.x , origin.y + dim.y }, .clr = col }, { .pos = { origin.x , origin.y }, .clr = col }, }; - gl_batch_insert( batch, vertices, 5, 0, GL_LINE_STRIP ); + gl_batch_insert( batch, vertices, 8, 0, GL_LINES ); } void gl_2d_frect( GL_BATCH2D* batch, VEC2 origin, VEC2 dim, CLR col ) { @@ -395,19 +398,24 @@ void gl_2d_frect( GL_BATCH2D* batch, VEC2 origin, VEC2 dim, CLR col ) { { .pos = { origin.x, origin.y }, .uv = { 0.f, 0.f }, .clr = col }, { .pos = { origin.x + dim.x, origin.y }, .uv = { 1.f, 0.f }, .clr = col }, { .pos = { origin.x, origin.y + dim.y }, .uv = { 0.f, 1.f }, .clr = col }, - { .pos = { origin.x + dim.x, origin.y + dim.y }, .uv = { 1.f, 1.f }, .clr = col } + { .pos = { origin.x + dim.x, origin.y }, .uv = { 1.f, 0.f }, .clr = col }, + { .pos = { origin.x + dim.x, origin.y + dim.y }, .uv = { 1.f, 1.f }, .clr = col }, + { .pos = { origin.x , origin.y + dim.y }, .uv = { 0.f, 1.f }, .clr = col } }; - gl_batch_insert( batch, vertices, 4, 0, GL_TRIANGLE_STRIP ); + gl_batch_insert( batch, vertices, 6, 0, GL_TRIANGLES ); } void gl_2d_circle( GL_BATCH2D* batch, VEC2 origin, F32 radius, CLR col, U32 res ) { const F32 step = 360.f / (F32)res; - VERTEX* vertices = (VERTEX*)malloc( sizeof( VERTEX ) * (res + 1) ); - for( U32 i = 0; i < res + 1; ++i ) { - VEC2 offset = m_radial_offset( step * ( i == res? 0 : i ), radius ); + LIST vertices; + vertices.reserve( res * 2 ); + VEC2 prev; + for( U32 i = 0; i < res * 2; i += 2 ) { + VEC2 offset = m_radial_offset( step * i, radius ); + VEC2 offset_next = m_radial_offset( step * ( i + 1 ), radius ); - vertices[i] = (VERTEX){ + vertices.data[i] = (VERTEX){ .pos = { origin.x + offset.x, origin.y + offset.y, @@ -415,17 +423,26 @@ void gl_2d_circle( GL_BATCH2D* batch, VEC2 origin, F32 radius, CLR col, U32 res .uv = {}, .clr = col }; + vertices.data[i+1] = (VERTEX){ + .pos = { + origin.x + offset_next.x, + origin.y + offset_next.y, + }, + .uv = {}, + .clr = col + }; } - gl_batch_insert( batch, vertices, res + 1, 0, GL_LINE_STRIP ); + gl_batch_insert( batch, vertices.data, vertices.size, 0, GL_LINES ); } void gl_2d_fcircle( GL_BATCH2D* batch, VEC2 origin, F32 radius, CLR col, U32 res ) { const F32 step = 360.f / (F32)res; - VERTEX* vertices = (VERTEX*)malloc( sizeof(VERTEX) * (res * 2) ); - for( U32 i = 0; i < res * 2; i += 2 ) { + VERTEX* vertices = (VERTEX*)malloc( sizeof(VERTEX) * (res * 3) ); + for( U32 i = 0; i < res * 3; i += 3 ) { VEC2 offset = m_radial_offset( step * i, radius ); + VEC2 offset_next = m_radial_offset( step * (i + 1), radius ); vertices[i].pos = (VEC2){ origin.x, origin.y, @@ -436,17 +453,27 @@ void gl_2d_fcircle( GL_BATCH2D* batch, VEC2 origin, F32 radius, CLR col, U32 res origin.y + offset.y, }; + vertices[i + 2].pos = (VEC2){ + origin.x + offset_next.x, + origin.y + offset_next.y, + }; + vertices[i].uv = (VEC2){ 0.5f, 0.5f }; vertices[i + 1].uv = (VEC2){ 0.5f + ( offset.x * 0.5f ) / radius, 0.5f + ( offset.y * 0.5f ) / radius }; + vertices[i + 2].uv = (VEC2){ + 0.5f + ( offset_next.x * 0.5f ) / radius, + 0.5f + ( offset_next.y * 0.5f ) / radius + }; vertices[i].clr = col; vertices[i + 1].clr = col; + vertices[i + 2].clr = col; }; - gl_batch_insert( batch, vertices, res * 2, 0, GL_TRIANGLE_STRIP ); + gl_batch_insert( batch, vertices, res * 3, 0, GL_TRIANGLES ); } @@ -460,10 +487,12 @@ extern void gl_2d_textured_frect( F32 rotation ) { VERTEX vertices[] = { - { { origin.x, origin.y }, uv? uv[0] : VEC2{ 0.f, 0.f }, col, 0 }, - { { origin.x + dim.x, origin.y }, uv? uv[1] : VEC2{ 1.f, 0.f }, col, 0 }, - { { origin.x, origin.y + dim.y }, uv? uv[2] : VEC2{ 0.f, 1.f }, col, 0 }, - { { origin.x + dim.x, origin.y + dim.y }, uv? uv[3] : VEC2{ 1.f, 1.f }, col, 0 } + { .pos = { origin.x, origin.y }, .uv = { 0.f, 0.f }, .clr = col }, + { .pos = { origin.x + dim.x, origin.y }, .uv = { 1.f, 0.f }, .clr = col }, + { .pos = { origin.x, origin.y + dim.y }, .uv = { 0.f, 1.f }, .clr = col }, + { .pos = { origin.x + dim.x, origin.y }, .uv = { 1.f, 0.f }, .clr = col }, + { .pos = { origin.x + dim.x, origin.y + dim.y }, .uv = { 1.f, 1.f }, .clr = col }, + { .pos = { origin.x , origin.y + dim.y }, .uv = { 0.f, 1.f }, .clr = col } }; rotation = remainderf( rotation, 360.f ); @@ -471,7 +500,7 @@ extern void gl_2d_textured_frect( F32 rad2dg = rotation * (M_PI / 180.f); // rotate texture coordinates - for( U32 i = 0; i < 4; ++i ) { + for( U32 i = 0; i < 6; ++i ) { F32 x = vertices[i].uv.x - 0.5f; F32 y = vertices[i].uv.y - 0.5f; vertices[i].uv.x = x * cosf( rad2dg ) - y * sinf( rad2dg ) + 0.5f; @@ -481,7 +510,7 @@ extern void gl_2d_textured_frect( } } - gl_batch_insert( batch, vertices, 4, texture, GL_TRIANGLE_FAN ); + gl_batch_insert( batch, vertices, 6, texture, GL_TRIANGLES ); } void gl_2d_polygon( GL_BATCH2D* batch, VERTEX* vertices, U32 vertices_count ) { diff --git a/src/render/gl_2d_font.cpp b/src/render/gl_2d_font.cpp index 10ae71a..6533dce 100644 --- a/src/render/gl_2d_font.cpp +++ b/src/render/gl_2d_font.cpp @@ -145,7 +145,6 @@ void gl_font_calc_vertices_uvs( F32 _scale, VERTEX* vertices, U16* indices, - VEC2* coords, CLR clr ) { U32 len = (U32)strlen( text ); @@ -199,13 +198,12 @@ void gl_font_calc_vertices_uvs( } } -void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 origin, const char* text, CLR clr, F32 _scale ) { +void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 pos, const char* text, CLR clr, F32 _scale ) { U32 len = strlen( text ); VERTEX* vertices = (VERTEX*)malloc( sizeof(VERTEX) * 6 * len ); U16* indices = (U16*)malloc( sizeof(U16) * 6 * len ); - VEC2* coords = (VEC2*)malloc( sizeof(VEC2) * 6 * len ); - gl_font_calc_vertices_uvs( font, origin, text, _scale, vertices, indices, coords, clr ); + gl_font_calc_vertices_uvs( font, pos, text, _scale, vertices, indices, clr ); glUseProgram( shader->id ); glBindBuffer( GL_ARRAY_BUFFER, shader->gl->vbuffer ); @@ -242,75 +240,20 @@ void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 origin, const free( vertices ); free( indices ); - free( coords ); } -void gl_font_textured( - GL_FONT* font, - GL_SHADER_PROGRAM* shader, - VEC2 origin, - const char* text, - GL_TEX2D* tex, - CLR clr, - F32 _scale -) { +void gl_font_draw( GL_FONT* font, GL_BATCH2D* batch, VEC2 pos, const char* text, CLR clr, F32 _scale ) { U32 len = strlen( text ); - struct FONT_CUSTOM_VERTEX { - VERTEX v; - VEC2 uv2; - }; - - FONT_CUSTOM_VERTEX* custom_vertices = (FONT_CUSTOM_VERTEX*)malloc( sizeof(FONT_CUSTOM_VERTEX) * 6 * len ); VERTEX* vertices = (VERTEX*)malloc( sizeof(VERTEX) * 6 * len ); U16* indices = (U16*)malloc( sizeof(U16) * 6 * len ); - VEC2* coords = (VEC2*)malloc( sizeof(VEC2) * 6 * len ); - - gl_font_calc_vertices_uvs( font, origin, text, _scale, vertices, indices, coords, clr ); - VEC2 dim = gl_font_dim( font, text, _scale ); - - for( U32 i = 0; i < len * 6; ++i ) { - custom_vertices[i].v = vertices[i]; - custom_vertices[i].uv2 = { - (vertices[i].pos.x - origin.x) / dim.x, - (vertices[i].pos.y - origin.y - vertices[0].pos.y) / dim.y - }; - } - glUseProgram( shader->id ); - - glBindBuffer( GL_ARRAY_BUFFER, shader->gl->vbuffer ); - glBufferData( GL_ARRAY_BUFFER, sizeof(FONT_CUSTOM_VERTEX) * 6 * len, custom_vertices, GL_STATIC_DRAW ); - I32 position = glGetAttribLocation( shader->id, "in_pos" ); - glEnableVertexAttribArray( position ); - glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(FONT_CUSTOM_VERTEX), 0 ); - - I32 texcoord = glGetAttribLocation( shader->id, "in_texcoord" ); - glEnableVertexAttribArray( texcoord ); - glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(FONT_CUSTOM_VERTEX), (void*)(sizeof(VEC2)) ); - - I32 texcoord2 = glGetAttribLocation( shader->id, "in_texcoord2" ); - glEnableVertexAttribArray( texcoord2 ); - glVertexAttribPointer( texcoord2, 2, GL_FLOAT, 0, sizeof(FONT_CUSTOM_VERTEX), (void*)(sizeof(VERTEX)) ); - - glBindBuffer( GL_ARRAY_BUFFER, 0 ); - - I32 color = glGetUniformLocation( shader->id, "in_color" ); - glUniform4fv( color, 1, (F32*)&clr ); - - glActiveTexture( GL_TEXTURE0 ); - glUniform1iv( glGetUniformLocation( shader->id, "in_sampler" ), 0, 0 ); - glBindTexture( GL_TEXTURE_2D, font->atlas->id ); - - glDrawElements( GL_TRIANGLES, len * 6, GL_UNSIGNED_SHORT, indices ); - glBindTexture( GL_TEXTURE_2D, 0 ); + gl_font_calc_vertices_uvs( font, pos, text, _scale, vertices, indices, clr ); + gl_batch_insert( batch, vertices, len * 6, font->atlas, GL_TRIANGLES ); free( vertices ); free( indices ); - free( coords ); - free( custom_vertices ); } - VEC2 gl_font_dim( GL_FONT* font, const char* text, F32 _scale ) { U32 len = strlen( text ); diff --git a/src/render/gl_2d_font.h b/src/render/gl_2d_font.h index 71154c0..d0c9a71 100644 --- a/src/render/gl_2d_font.h +++ b/src/render/gl_2d_font.h @@ -2,7 +2,7 @@ #include #include FT_FREETYPE_H -#include "gl.h" +#include "gl_2d.h" #include "../util/thread.h" extern THREAD_MUTEX font_mutex; @@ -38,6 +38,7 @@ GL_FONT* gl_font_create( GL_DATA* gl, const char* path, I32 size ); void gl_font_destroy( GL_DATA* gl, GL_FONT* font ); void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 pos, const char* text, CLR color, F32 scale = 1.0f ); +void gl_font_draw( GL_FONT* font, GL_BATCH2D* batch, VEC2 pos, const char* text, CLR color, F32 scale = 1.0f ); void gl_font_textured( GL_FONT* font, GL_SHADER_PROGRAM* shader, diff --git a/src/render/gl_batch.h b/src/render/gl_batch.h index 12b512f..04f72a7 100644 --- a/src/render/gl_batch.h +++ b/src/render/gl_batch.h @@ -79,12 +79,16 @@ inline GL_BATCH* gl_batch_create( template inline void gl_batch_destroy( GL_BATCH* batch ) { - glDeleteBuffers( &batch->vbuffer ); + glDeleteBuffers( 1, &batch->vbuffer ); + for( auto& it : batch->calls ) + it.textures.clear(); delete batch; } template inline void gl_batch_empty( GL_BATCH* batch ) { + for( auto& it : batch->calls ) + it.textures.clear(); batch->calls.clear(); } @@ -119,6 +123,19 @@ inline void gl_batch_draw( GL_BATCH* batch ) { gl_set_clip( batch->gl, clip_start, clip_dim ); } +inline U8 gl_batch_is_allowed_primitive( U16 primitive ) { + switch( primitive ) { + case GL_TRIANGLE_FAN: + case GL_TRIANGLE_STRIP: + case GL_QUAD_STRIP: + case GL_LINE_STRIP: + case GL_LINE_LOOP: + return 0; + default: + return 1; + } +} + template inline GL_BATCH_CALL* gl_batch_get_call( GL_BATCH* batch, GL_TEX2D* tex, U16 primitive, I32* texid ) { U32 n = batch->calls.size; @@ -127,7 +144,7 @@ inline GL_BATCH_CALL* gl_batch_get_call( GL_BATCH* batch, GL_TEX VEC2 clip_start = batch->clip_start; VEC2 clip_dim = batch->clip_dim; - if( n ) { + if( gl_batch_is_allowed_primitive( primitive ) && n ) { GL_BATCH_CALL* last = &batch->calls.data[n - 1]; if( last->primitive == primitive && vp_start == last->clip_start && vp_dim == last->viewport_dim @@ -162,8 +179,11 @@ inline GL_BATCH_CALL* gl_batch_get_call( GL_BATCH* batch, GL_TEX .textures = {}, }; - *texid = 0; - call.textures.push( tex ); + if( tex ) { + *texid = 0; + call.textures.push( tex ); + } else *texid = SAMPLER_ID_NONE; + return batch->calls.push( call ); } @@ -191,8 +211,11 @@ inline void gl_batch_insert( call = gl_batch_get_call( batch, tex, primitive, &texid ); - for( U32 i = 0; i < count; ++i ) { + for( U32 i = 0; i < count; ++i ) vertices[i].sampler = texid; - call->vertices.push( vertices[i] ); - } + + if( call->vertices.capacity < call->vertices.size + count ) + call->vertices.reserve( (call->vertices.size + count) * 4 ); + memcpy( &call->vertices.data[call->vertices.size], vertices, sizeof( VERTEX ) * count ); + call->vertices.size += count; } -- cgit v1.2.3