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#pragma once
#include "gl.h"
// this is maybe a bit too much c++ voodoo for my liking
const U32 BATCH_VERTICES_MAX = 16384;
template <typename VERTEX>
struct GL_BATCH;
// func for setting sampler idx inside of vertex data
template <typename VERTEX>
using GL_BATCH_VERTEX_SAMPLER_IDX_FN = void (*)(VERTEX* vertex, U8 idx);
template <typename VERTEX>
using GL_BATCH_SETUP_FN = void (*)(GL_BATCH<VERTEX>* batch);
template <typename VERTEX>
struct GL_BATCH_CALL {
LIST<VERTEX> vertices{};
VEC2 clip_start;
VEC2 clip_dim;
VEC2 viewport_start;
VEC2 viewport_dim;
U16 primitive;
LIST<GL_TEX2D*> textures{};
};
template <typename VERTEX>
struct GL_BATCH {
GL_DATA* gl;
GL_SHADER_PROGRAM* shader;
VEC2 clip_start;
VEC2 clip_dim;
VEC2 viewport_start;
VEC2 viewport_dim;
GLuint vbuffer;
LIST<GL_BATCH_CALL<VERTEX>> calls{};
// func for setting up vertex attribs
GL_BATCH_SETUP_FN<VERTEX> setup_cb;
};
/*
* takes in a callback func that gets called before the batch is drawn
*
* should set up vertex attribs correctly according to vertex fmt
*/
template <typename VERTEX>
inline GL_BATCH<VERTEX>* gl_batch_create(
GL_DATA* gl,
GL_SHADER_PROGRAM* shader,
GL_BATCH_SETUP_FN<VERTEX> setup_cb
) {
GL_BATCH<VERTEX>* batch = new GL_BATCH<VERTEX>;
batch->gl = gl;
batch->shader = shader;
batch->clip_start = gl->clip_start;
batch->clip_dim = gl->clip_dim;
batch->viewport_start = gl->viewport_start;
batch->viewport_dim = gl->viewport_dim;
batch->setup_cb = setup_cb;
glGenBuffers( 1, &batch->vbuffer );
glBindBuffer( GL_ARRAY_BUFFER, batch->vbuffer );
// make sure we have enough vram
glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * BATCH_VERTICES_MAX, 0, GL_DYNAMIC_DRAW );
return batch;
}
template <typename VERTEX>
inline void gl_batch_destroy( GL_BATCH<VERTEX>* batch ) {
glDeleteBuffers( 1, &batch->vbuffer );
for( auto& it : batch->calls ) {
it.textures.clear();
it.vertices.clear();
}
delete batch;
}
template <typename VERTEX>
inline void gl_batch_empty( GL_BATCH<VERTEX>* batch ) {
for( auto& it : batch->calls ) {
it.textures.clear();
it.vertices.clear();
}
batch->calls.clear();
}
template <typename VERTEX>
inline void gl_batch_draw( GL_BATCH<VERTEX>* batch ) {
glUseProgram( batch->shader->id );
VEC2 vp_start, vp_dim, clip_start, clip_dim;
gl_get_viewport( batch->gl, &vp_start, &vp_dim );
gl_get_clip( batch->gl, &clip_start, &clip_dim );
batch->setup_cb( batch );
batch->calls.each( fn( GL_BATCH_CALL<VERTEX>* call ) {
gl_set_clip( batch->gl, call->clip_start, call->clip_dim );
for( U32 i = 0; i < call->textures.size; ++i ) {
glActiveTexture( GL_TEXTURE0 + i );
glBindTexture( GL_TEXTURE_2D, call->textures.data[i] ? call->textures.data[i]->id : 0 );
}
glBindBuffer( GL_ARRAY_BUFFER, batch->vbuffer );
glBufferData(
GL_ARRAY_BUFFER,
sizeof(VERTEX) * call->vertices.size,
call->vertices.data,
GL_DYNAMIC_DRAW
);
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glDrawArrays( call->primitive, 0, call->vertices.size );
} );
gl_set_viewport( batch->gl, vp_start, vp_dim );
gl_set_clip( batch->gl, clip_start, clip_dim );
}
inline U8 gl_batch_is_allowed_primitive( U16 primitive ) {
switch( primitive ) {
case GL_TRIANGLES:
case GL_LINES:
case GL_QUADS:
return 1;
default:
return 0;
}
}
template <typename VERTEX>
inline GL_BATCH_CALL<VERTEX>* gl_batch_get_call( GL_BATCH<VERTEX>* batch, GL_TEX2D* tex, U16 primitive, I32* texid ) {
U32 n = batch->calls.size;
VEC2 vp_start = batch->viewport_start;
VEC2 vp_dim = batch->viewport_dim;
VEC2 clip_start = batch->clip_start;
VEC2 clip_dim = batch->clip_dim;
if( gl_batch_is_allowed_primitive( primitive ) && n ) {
GL_BATCH_CALL<VERTEX>* last = &batch->calls.data[n - 1];
if( last->primitive == primitive
&& vp_start == last->viewport_start && vp_dim == last->viewport_dim
&& clip_start == last->clip_start && clip_dim == last->clip_dim
) {
if( !tex ) {
*texid = SAMPLER_ID_NONE;
return last;
}
I32 idx = last->textures.idx_of( tex );
if( idx != -1 ) {
*texid = idx;
return last;
}
else if( last->textures.size < batch->gl->shader_texture_limit ) {
*texid = last->textures.size;
last->textures.push( tex );
return last;
}
}
}
GL_BATCH_CALL<VERTEX> call{
.vertices = {},
.clip_start = batch->clip_start,
.clip_dim = batch->clip_dim,
.viewport_start = batch->viewport_start,
.viewport_dim = batch->viewport_dim,
.primitive = primitive,
.textures = {},
};
if( tex ) {
*texid = 0;
call.textures.push( tex );
} else *texid = SAMPLER_ID_NONE;
return batch->calls.push( call );
}
template <typename VERTEX>
inline void gl_batch_insert(
GL_BATCH<VERTEX>* batch,
VERTEX* vertices,
U32 count,
GL_TEX2D* tex,
U16 primitive = GL_TRIANGLES
) {
if( !count )
return;
GL_BATCH_CALL<VERTEX>* call;
I32 texid;
VEC2 vp_start, vp_dim;
VEC2 clip_start, clip_dim;
gl_get_viewport( batch->gl, &vp_start, &vp_dim );
gl_get_clip( batch->gl, &clip_start, &clip_dim );
batch->viewport_start = vp_start; batch->viewport_dim = vp_dim;
batch->clip_start = clip_start; batch->clip_dim = clip_dim;
call = gl_batch_get_call( batch, tex, primitive, &texid );
for( U32 i = 0; i < count; ++i )
vertices[i].sampler = texid;
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;
}
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