ref: e3cd7ce353da55e2c2fd6975d9a68d652b461f01
parent: eaf2de05b693ee726d5c0ac9a911ebdad5b85214
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Feb 1 17:37:59 EST 2020
Add glyph-batching to OpenGL renderer Unfortunately, sub-pixel font rendering had to go. It wasn't portable anyway (not every display is an LCD with R->G->B ordering).
--- /dev/null
+++ b/external/cute_spritebatch.h
@@ -1,0 +1,1940 @@
+/*
+ ------------------------------------------------------------------------------
+ Licensing information can be found at the end of the file.
+ ------------------------------------------------------------------------------
+
+ cute_spritebatch.h - v1.02
+
+ To create implementation (the function definitions)
+ #define SPRITEBATCH_IMPLEMENTATION
+ in *one* C/CPP file (translation unit) that includes this file
+
+ SUMMARY:
+
+ This header implements a 2D sprite batcher by tracking different textures within
+ a rolling atlas cache. Over time atlases are decayed and recreated when textures
+ stop being used. This header is useful for batching sprites at run-time. This avoids
+ the need to compile texture atlases as a pre-process step, letting the game load
+ images up individually, dramatically simplifying art pipelines.
+
+ MORE DETAILS:
+
+ `spritebatch_push` is used to push sprite instances into a buffer. Rendering sprites
+ works by calling `spritebatch_flush`. `spritebatch_flush` will use a user-supplied
+ callback to report sprite batches. This callback is of type `submit_batch_fn`. The
+ batches are reported as an array of `spritebatch_sprite_t` sprites, and can be
+ further sorted by the user (for example to sort by depth). Sprites in a batch share
+ the same texture handle (either from the same base image, or from the same internal
+ atlas).
+
+ cute_spritebatch does not know anything about how to generate texture handles, or
+ destroy them. As such, the user must supply two callbacks for creating handles and
+ destroying them. These can be simple wrappers around, for example, `glGenTextures`
+ and `glDeleteTextures`.
+
+ Finally, cute_spritebatch will periodically need access to pixels from images. These
+ pixels are used to generate textures, or to build atlases (which in turn generate a
+ texture). cute_spritebatch does not need to know much about your images, other than
+ the pixel stride. The user supplies callback of type `get_pixels_fn`, which lets
+ cute_spritebatch retreive the pixels associated with a particular image. The pixels
+ can be stored in RAM and handed to cute_spritebatch whenever requested, or the pixels
+ can be fetched directly from disk and handed to cute_spritebatch. It doesn't matter
+ to cute_spritebatch. Since `get_pixels_fn` can be called from `spritebatch_flush` it
+ is recommended to avoid file i/o within the `get_pixels_fn` callback, and instead try
+ to already have pixels ready in RAM.
+
+ The `spritebatch_defrag` function performs atlas creation and texture management. It
+ should be called periodically. It can be called once per game tick (once per render),
+ or optionally called at a different frequency (once ever N game ticks).
+
+ PROS AND CONS:
+
+ PROS
+ - Texture atlases are completely hidden behind an api. The api in this header can
+ easily be implemented with different backend sprite batchers. For example on
+ some platforms bindless textures can be utilized in order to avoid texture
+ atlases entirely! Code using this API can have the backend implementation swapped
+ without requiring any user code to change.
+ - Sprites are batched in an effective manner to dramatically reduce draw call counts.
+ - Supporting hotswapping or live-reloading of images can be trivialized due to
+ moving atlas creation out of the art-pipeline and into the run-time.
+ - Since atlases are built at run-time and continually maintained, images are
+ guaranteed to be drawn at the same time on-screen as their atlas neighbors. This is
+ typically not the case for atlas preprocessors, as a *guess* must be made to try
+ and organize images together in atlases that need to be drawn at roughly the same
+ time.
+
+ CONS
+ - Performance hits in the `spritebatch_defrag` function, and a little as well in
+ the `spritebatch_flush` function. Extra run-time memory usage for bookkeeping,
+ which implies a RAM hit as well as more things to clog the CPU cache.
+ - If each texture comes from a separate image on-disk, opening individual files on
+ disk can be very slow. For example on Windows just performing permissions and
+ related work to open a file is time-consuming.
+ - For large numbers of separate images, some file abstraction is necessary to avoid
+ a large performance hit on opening/closing many individual files. This problem is
+ *not* solved by cute_spritebatch.h, and instead should be solved by some separate
+ file abstraction system.
+
+ EXAMPLE USAGE:
+
+ spritebatch_config_t config;
+ spritebatch_set_default_config(&config);
+ config.batch_callback = my_report_batches_function;
+ config.get_pixels_callback = my_get_pixels_function;
+ config.generate_texture_callback = my_make_texture_handle_function;
+ config.delete_texture_callback = my_destroy_texture_handle_function;
+
+ spritebatch_t batcher;
+ spritebatch_init(&batcher, &config);
+
+ while (game_is_running)
+ {
+ for (int i = 0; i < sprite_count; ++i)
+ spritebatch_push(
+ &batcher,
+ sprites[i].image_id,
+ sprites[i].image_width_in_pixels,
+ sprites[i].image_height_in_pixels,
+ sprites[i].position_x,
+ sprites[i].poxition_y,
+ sprites[i].scale_x,
+ sprites[i].scale_y,
+ sprites[i].cos_rotation_angle,
+ sprites[i].sin_rotation_angle
+ );
+
+ spritebatch_tick(&batcher);
+ spritebatch_defrag(&batcher);
+ spritebatch_flush(&batcher);
+ }
+
+ CUSTOMIZATION:
+
+ The following macros can be defined before including this header with the
+ SPRITEBATCH_IMPLEMENTATION symbol defined, in order to customize the internal
+ behavior of cute_spritebatch.h. Search this header to find how each macro is
+ defined and used. Note that MALLOC/FREE functions can optionally take a context
+ parameter for custom allocation.
+
+ SPRITEBATCH_MALLOC
+ SPRITEBATCH_MEMCPY
+ SPRITEBATCH_MEMSET
+ SPRITEBATCH_ASSERT
+ SPRITEBATCH_ATLAS_FLIP_Y_AXIS_FOR_UV
+ SPRITEBATCH_ATLAS_EMPTY_COLOR
+ SPRITEBATCH_ALLOCA
+ SPRITEBATCH_LOG
+
+ Revision history:
+ 0.01 (11/20/2017) experimental release
+ 1.00 (04/14/2018) initial release
+ 1.01 (05/07/2018) modification for easier file embedding
+ 1.02 (02/03/2019) moved def of spritebatch_t for easier embedding,
+ inverted get pixels callback to let users have an easier time
+ with memory management, added support for pixel padding along
+ the edges of all textures (useful for certain shader effects)
+*/
+
+#ifndef SPRITEBATCH_H
+
+#ifndef SPRITEBATCH_U64
+ #define SPRITEBATCH_U64 unsigned long long
+#endif // SPRITEBATCH_U64
+
+typedef struct spritebatch_t spritebatch_t;
+typedef struct spritebatch_config_t spritebatch_config_t;
+typedef struct spritebatch_sprite_t spritebatch_sprite_t;
+
+// Pushes a sprite onto an internal buffer. Does no other logic. `image_id` must be a unique
+// identifier for the image a sprite references. `image_w` and image_h` are the width and height
+// of the image referenced by `image_id`. `x` and `y` are the position of the sprite. `sx` and
+// `sy` are the scale factors on the x and y axis for the sprite. `c` and `s` are the cosine and
+// sine of the angle of the sprite, and represent a 2D rotation matrix.
+int spritebatch_push(spritebatch_t* sb, SPRITEBATCH_U64 image_id, int image_w, int image_h, float x, float y, float sx, float sy, float c, float s, int sort_bits);
+
+// Increments internal timestamps on all textures, for use in `spritebatch_defrag`.
+void spritebatch_tick(spritebatch_t* sb);
+
+// Sorts the internal sprites and flushes the buffer built by `spritebatch_push`. Will call
+// the `submit_batch_fn` function for each batch of sprites and return them as an array. Any `image_id`
+// within the `spritebatch_push` buffer that do not yet have a texture handle will request pixels
+// from the image via `get_pixels_fn` and request a texture handle via `generate_texture_handle_fn`.
+int spritebatch_flush(spritebatch_t* sb);
+
+// All textures created so far by `spritebatch_flush` will be considered as candidates for creating
+// new internal texture atlases. Internal texture atlases compress images together inside of one
+// texture to dramatically reduce draw calls. When an atlas is created, the most recently used `image_id`
+// instances are prioritized, to ensure atlases are filled with images all drawn at the same time.
+// As some textures cease to draw on screen, they "decay" over time. Once enough images in an atlas
+// decay, the atlas is removed, and any "live" images in the atlas are used to create new atlases.
+// Can be called every 1/N times `spritebatch_flush` is called.
+int spritebatch_defrag(spritebatch_t* sb);
+
+int spritebatch_init(spritebatch_t* sb, spritebatch_config_t* config, void* udata);
+void spritebatch_term(spritebatch_t* sb);
+
+// Sprite batches are submit via synchronous callback back to the user. This function is called
+// from inside `spritebatch_flush`. Each time `submit_batch_fn` is called an array of sprites
+// is handed to the user. The sprites are intended to be further sorted by the user as desired
+// (for example, additional sorting based on depth). `w` and `h` are the width/height, respectively,
+// of the texture the batch of sprites resides upon. w/h can be useful for knowing texture dim-
+// ensions, which is needed to know texel size or other measurements.
+typedef void (submit_batch_fn)(spritebatch_sprite_t* sprites, int count, int texture_w, int texture_h, void* udata);
+
+// cute_spritebatch.h needs to know how to get the pixels of an image, generate textures handles (for
+// example glGenTextures for OpenGL), and destroy texture handles. These functions are all called
+// from within the `spritebatch_defrag` function, and sometimes from `spritebatch_flush`.
+
+// Called when the pixels are needed from the user. `image_id` maps to a unique image, and is *not*
+// related to `texture_id` at all. `buffer` must be filled in with `bytes_to_fill` number of bytes.
+// The user is assumed to know the width/height of the image, and can optionally verify that
+// `bytes_to_fill` matches the user's w * h * stride for this particular image.
+typedef void (get_pixels_fn)(SPRITEBATCH_U64 image_id, void* buffer, int bytes_to_fill, void* udata);
+
+// Called with a new texture handle is needed. This will happen whenever a new atlas is created,
+// and whenever new `image_id`s first appear to cute_spritebatch, and have yet to find their way
+// into an appropriate atlas.
+typedef SPRITEBATCH_U64 (generate_texture_handle_fn)(void* pixels, int w, int h, void* udata);
+
+// Called whenever a texture handle is ready to be free'd up. This happens whenever a particular image
+// or a particular atlas has not been used for a while, and is ready to be released.
+typedef void (destroy_texture_handle_fn)(SPRITEBATCH_U64 texture_id, void* udata);
+
+// Sets all function pointers originally defined in the `config` struct when calling `spritebatch_init`.
+// Useful if DLL's are reloaded, or swapped, etc.
+void spritebatch_reset_function_ptrs(spritebatch_t* sb, submit_batch_fn* batch_callback, get_pixels_fn* get_pixels_callback, generate_texture_handle_fn* generate_texture_callback, destroy_texture_handle_fn* delete_texture_callback);
+
+// Initializes a set of good default paramaters. The users must still set
+// the four callbacks inside of `config`.
+void spritebatch_set_default_config(spritebatch_config_t* config);
+
+struct spritebatch_config_t
+{
+ int pixel_stride;
+ int atlas_width_in_pixels;
+ int atlas_height_in_pixels;
+ int atlas_use_border_pixels;
+ int ticks_to_decay_texture; // number of ticks it takes for a texture handle to be destroyed via `destroy_texture_handle_fn`
+ int lonely_buffer_count_till_flush; // number of unique textures until an atlas is constructed
+ float ratio_to_decay_atlas; // from 0 to 1, once ratio is less than `ratio_to_decay_atlas`, flush active textures in atlas to lonely buffer
+ float ratio_to_merge_atlases; // from 0 to 0.5, attempts to merge atlases with some ratio of empty space
+ submit_batch_fn* batch_callback;
+ get_pixels_fn* get_pixels_callback;
+ generate_texture_handle_fn* generate_texture_callback;
+ destroy_texture_handle_fn* delete_texture_callback;
+ void* allocator_context;
+};
+
+struct spritebatch_sprite_t
+{
+ SPRITEBATCH_U64 image_id;
+ SPRITEBATCH_U64 texture_id;
+
+ // User-defined sorting key, see: http://realtimecollisiondetection.net/blog/?p=86
+ // The first 32-bits store the user's sort bits. The bottom 32-bits are for internal
+ // usage, and are not ever set by the user. Internally sprites are sorted first
+ // based on `sort_bits`, and to break ties they are sorted on `texture_id`. Feel free
+ // to change the sort predicate `spritebatch_internal_instance_pred` in the
+ // implementation section.
+ SPRITEBATCH_U64 sort_bits;
+
+ float x, y; // x and y position
+ float sx, sy; // scale on x and y axis
+ float c, s; // cosine and sine (represents cos(angle) and sin(angle))
+ float minx, miny; // u coordinate
+ float maxx, maxy; // v coordinate
+};
+
+#define SPRITEBATCH_H
+#endif
+
+#if !defined(SPRITE_BATCH_INTERNAL_H)
+
+// hashtable.h implementation by Mattias Gustavsson
+// See: http://www.mattiasgustavsson.com/ and https://github.com/mattiasgustavsson/libs/blob/master/hashtable.h
+// begin hashtable.h
+
+/*
+------------------------------------------------------------------------------
+ Licensing information can be found at the end of the file.
+------------------------------------------------------------------------------
+
+hashtable.h - v1.1 - Cache efficient hash table implementation for C/C++.
+
+Do this:
+ #define HASHTABLE_IMPLEMENTATION
+before you include this file in *one* C/C++ file to create the implementation.
+*/
+
+#ifndef hashtable_h
+#define hashtable_h
+
+#ifndef HASHTABLE_U64
+ #define HASHTABLE_U64 unsigned long long
+#endif
+
+typedef struct hashtable_t hashtable_t;
+
+void hashtable_init( hashtable_t* table, int item_size, int initial_capacity, void* memctx );
+void hashtable_term( hashtable_t* table );
+
+void* hashtable_insert( hashtable_t* table, HASHTABLE_U64 key, void const* item );
+void hashtable_remove( hashtable_t* table, HASHTABLE_U64 key );
+void hashtable_clear( hashtable_t* table );
+
+void* hashtable_find( hashtable_t const* table, HASHTABLE_U64 key );
+
+int hashtable_count( hashtable_t const* table );
+void* hashtable_items( hashtable_t const* table );
+HASHTABLE_U64 const* hashtable_keys( hashtable_t const* table );
+
+void hashtable_swap( hashtable_t* table, int index_a, int index_b );
+
+
+#endif /* hashtable_h */
+
+/*
+----------------------
+ IMPLEMENTATION
+----------------------
+*/
+
+#ifndef hashtable_t_h
+#define hashtable_t_h
+
+#ifndef HASHTABLE_U32
+ #define HASHTABLE_U32 unsigned int
+#endif
+
+struct hashtable_internal_slot_t
+ {
+ HASHTABLE_U32 key_hash;
+ int item_index;
+ int base_count;
+ };
+
+struct hashtable_t
+ {
+ void* memctx;
+ int count;
+ int item_size;
+
+ struct hashtable_internal_slot_t* slots;
+ int slot_capacity;
+
+ HASHTABLE_U64* items_key;
+ int* items_slot;
+ void* items_data;
+ int item_capacity;
+
+ void* swap_temp;
+ };
+
+#endif /* hashtable_t_h */
+
+// end hashtable.h (more later)
+
+typedef struct
+{
+ SPRITEBATCH_U64 image_id;
+ SPRITEBATCH_U64 sort_bits;
+ int w;
+ int h;
+ float x, y;
+ float sx, sy;
+ float c, s;
+} spritebatch_internal_sprite_t;
+
+typedef struct
+{
+ int timestamp;
+ int w, h;
+ float minx, miny;
+ float maxx, maxy;
+ SPRITEBATCH_U64 image_id;
+} spritebatch_internal_texture_t;
+
+typedef struct spritebatch_internal_atlas_t
+{
+ SPRITEBATCH_U64 texture_id;
+ float volume_ratio;
+ hashtable_t sprites_to_textures;
+ struct spritebatch_internal_atlas_t* next;
+ struct spritebatch_internal_atlas_t* prev;
+} spritebatch_internal_atlas_t;
+
+typedef struct
+{
+ int timestamp;
+ int w, h;
+ SPRITEBATCH_U64 image_id;
+ SPRITEBATCH_U64 texture_id;
+} spritebatch_internal_lonely_texture_t;
+
+
+
+struct spritebatch_t
+{
+ int input_count;
+ int input_capacity;
+ spritebatch_internal_sprite_t* input_buffer;
+
+ int sprite_count;
+ int sprite_capacity;
+ spritebatch_sprite_t* sprites;
+
+ int key_buffer_count;
+ int key_buffer_capacity;
+ SPRITEBATCH_U64* key_buffer;
+
+ int pixel_buffer_size; // number of pixels
+ void* pixel_buffer;
+
+ hashtable_t sprites_to_lonely_textures;
+ hashtable_t sprites_to_atlases;
+
+ spritebatch_internal_atlas_t* atlases;
+
+ int pixel_stride;
+ int atlas_width_in_pixels;
+ int atlas_height_in_pixels;
+ int atlas_use_border_pixels;
+ int ticks_to_decay_texture;
+ int lonely_buffer_count_till_flush;
+ int lonely_buffer_count_till_decay;
+ float ratio_to_decay_atlas;
+ float ratio_to_merge_atlases;
+ submit_batch_fn* batch_callback;
+ get_pixels_fn* get_pixels_callback;
+ generate_texture_handle_fn* generate_texture_callback;
+ destroy_texture_handle_fn* delete_texture_callback;
+ void* mem_ctx;
+ void* udata;
+};
+
+#ifndef _CRT_SECURE_NO_WARNINGS
+ #define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef _CRT_NONSTDC_NO_DEPRECATE
+ #define _CRT_NONSTDC_NO_DEPRECATE
+#endif
+
+#ifndef SPRITEBATCH_MALLOC
+ #include <stdlib.h>
+ #define SPRITEBATCH_MALLOC(size, ctx) malloc(size)
+ #define SPRITEBATCH_FREE(ptr, ctx) free(ptr)
+#endif
+
+#ifndef SPRITEBATCH_MEMCPY
+ #include <string.h>
+ #define SPRITEBATCH_MEMCPY(dst, src, n) memcpy(dst, src, n)
+#endif
+
+#ifndef SPRITEBATCH_MEMSET
+ #include <string.h>
+ #define SPRITEBATCH_MEMSET(ptr, val, n) memset(ptr, val, n)
+#endif
+
+#ifndef SPRITEBATCH_ASSERT
+ #include <assert.h>
+ #define SPRITEBATCH_ASSERT(condition) assert(condition)
+#endif
+
+// flips output uv coordinate's y. Can be useful to "flip image on load"
+#ifndef SPRITEBATCH_ATLAS_FLIP_Y_AXIS_FOR_UV
+ #define SPRITEBATCH_ATLAS_FLIP_Y_AXIS_FOR_UV 1
+#endif
+
+// flips output uv coordinate's y. Can be useful to "flip image on load"
+#ifndef SPRITEBATCH_LONELY_FLIP_Y_AXIS_FOR_UV
+ #define SPRITEBATCH_LONELY_FLIP_Y_AXIS_FOR_UV 1
+#endif
+
+#ifndef SPRITEBATCH_ATLAS_EMPTY_COLOR
+ #define SPRITEBATCH_ATLAS_EMPTY_COLOR 0x000000FF
+#endif
+
+#ifndef SPRITEBATCH_ALLOCA
+ #ifdef _WIN32
+ #include <malloc.h>
+ #else
+ #include <alloca.h>
+ #endif
+ #define SPRITEBATCH_ALLOCA(ctx, size) alloca(size)
+#endif
+
+#ifndef SPRITEBATCH_LOG
+ #if 0
+ #define SPRITEBATCH_LOG printf
+ #else
+ #define SPRITEBATCH_LOG(...)
+ #endif
+#endif
+
+#ifndef HASHTABLE_MEMSET
+ #define HASHTABLE_MEMSET(ptr, val, n) SPRITEBATCH_MEMSET(ptr, val, n)
+#endif
+
+#ifndef HASHTABLE_MEMCPY
+ #define HASHTABLE_MEMCPY(dst, src, n) SPRITEBATCH_MEMCPY(dst, src, n)
+#endif
+
+#ifndef HASHTABLE_MALLOC
+ #define HASHTABLE_MALLOC(ctx, size) SPRITEBATCH_MALLOC(size, ctx)
+#endif
+
+#ifndef HASHTABLE_FREE
+ #define HASHTABLE_FREE(ctx, ptr) SPRITEBATCH_FREE(ptr, ctx)
+#endif
+
+#define SPRITE_BATCH_INTERNAL_H
+#endif
+
+#ifdef SPRITEBATCH_IMPLEMENTATION
+#ifndef SPRITEBATCH_IMPLEMENTATION_ONCE
+#define SPRITEBATCH_IMPLEMENTATION_ONCE
+
+#define HASHTABLE_IMPLEMENTATION
+
+#ifdef HASHTABLE_IMPLEMENTATION
+#ifndef HASHTABLE_IMPLEMENTATION_ONCE
+#define HASHTABLE_IMPLEMENTATION_ONCE
+
+// hashtable.h implementation by Mattias Gustavsson
+// See: http://www.mattiasgustavsson.com/ and https://github.com/mattiasgustavsson/libs/blob/master/hashtable.h
+// begin hashtable.h (continuing from first time)
+
+#ifndef HASHTABLE_SIZE_T
+ #include <stddef.h>
+ #define HASHTABLE_SIZE_T size_t
+#endif
+
+#ifndef HASHTABLE_ASSERT
+ #include <assert.h>
+ #define HASHTABLE_ASSERT( x ) assert( x )
+#endif
+
+#ifndef HASHTABLE_MEMSET
+ #include <string.h>
+ #define HASHTABLE_MEMSET( ptr, val, cnt ) ( memset( ptr, val, cnt ) )
+#endif
+
+#ifndef HASHTABLE_MEMCPY
+ #include <string.h>
+ #define HASHTABLE_MEMCPY( dst, src, cnt ) ( memcpy( dst, src, cnt ) )
+#endif
+
+#ifndef HASHTABLE_MALLOC
+ #include <stdlib.h>
+ #define HASHTABLE_MALLOC( ctx, size ) ( malloc( size ) )
+ #define HASHTABLE_FREE( ctx, ptr ) ( free( ptr ) )
+#endif
+
+
+static HASHTABLE_U32 hashtable_internal_pow2ceil( HASHTABLE_U32 v )
+ {
+ --v;
+ v |= v >> 1;
+ v |= v >> 2;
+ v |= v >> 4;
+ v |= v >> 8;
+ v |= v >> 16;
+ ++v;
+ v += ( v == 0 );
+ return v;
+ }
+
+
+void hashtable_init( hashtable_t* table, int item_size, int initial_capacity, void* memctx )
+ {
+ initial_capacity = (int)hashtable_internal_pow2ceil( initial_capacity >=0 ? (HASHTABLE_U32) initial_capacity : 32U );
+ table->memctx = memctx;
+ table->count = 0;
+ table->item_size = item_size;
+ table->slot_capacity = (int) hashtable_internal_pow2ceil( (HASHTABLE_U32) ( initial_capacity + initial_capacity / 2 ) );
+ int slots_size = (int)( table->slot_capacity * sizeof( *table->slots ) );
+ table->slots = (struct hashtable_internal_slot_t*) HASHTABLE_MALLOC( table->memctx, (HASHTABLE_SIZE_T) slots_size );
+ HASHTABLE_ASSERT( table->slots );
+ HASHTABLE_MEMSET( table->slots, 0, (HASHTABLE_SIZE_T) slots_size );
+ table->item_capacity = (int) hashtable_internal_pow2ceil( (HASHTABLE_U32) initial_capacity );
+ table->items_key = (HASHTABLE_U64*) HASHTABLE_MALLOC( table->memctx,
+ table->item_capacity * ( sizeof( *table->items_key ) + sizeof( *table->items_slot ) + table->item_size ) + table->item_size );
+ HASHTABLE_ASSERT( table->items_key );
+ table->items_slot = (int*)( table->items_key + table->item_capacity );
+ table->items_data = (void*)( table->items_slot + table->item_capacity );
+ table->swap_temp = (void*)( ( (uintptr_t) table->items_data ) + table->item_size * table->item_capacity );
+ }
+
+
+void hashtable_term( hashtable_t* table )
+ {
+ HASHTABLE_FREE( table->memctx, table->items_key );
+ HASHTABLE_FREE( table->memctx, table->slots );
+ }
+
+
+// from https://gist.github.com/badboy/6267743
+static HASHTABLE_U32 hashtable_internal_calculate_hash( HASHTABLE_U64 key )
+ {
+ key = ( ~key ) + ( key << 18 );
+ key = key ^ ( key >> 31 );
+ key = key * 21;
+ key = key ^ ( key >> 11 );
+ key = key + ( key << 6 );
+ key = key ^ ( key >> 22 );
+ HASHTABLE_ASSERT( key );
+ return (HASHTABLE_U32) key;
+ }
+
+
+static int hashtable_internal_find_slot( hashtable_t const* table, HASHTABLE_U64 key )
+ {
+ int const slot_mask = table->slot_capacity - 1;
+ HASHTABLE_U32 const hash = hashtable_internal_calculate_hash( key );
+
+ int const base_slot = (int)( hash & (HASHTABLE_U32)slot_mask );
+ int base_count = table->slots[ base_slot ].base_count;
+ int slot = base_slot;
+
+ while( base_count > 0 )
+ {
+ HASHTABLE_U32 slot_hash = table->slots[ slot ].key_hash;
+ if( slot_hash )
+ {
+ int slot_base = (int)( slot_hash & (HASHTABLE_U32)slot_mask );
+ if( slot_base == base_slot )
+ {
+ HASHTABLE_ASSERT( base_count > 0 );
+ --base_count;
+ if( slot_hash == hash && table->items_key[ table->slots[ slot ].item_index ] == key )
+ return slot;
+ }
+ }
+ slot = ( slot + 1 ) & slot_mask;
+ }
+
+ return -1;
+ }
+
+
+static void hashtable_internal_expand_slots( hashtable_t* table )
+ {
+ int const old_capacity = table->slot_capacity;
+ struct hashtable_internal_slot_t* old_slots = table->slots;
+
+ table->slot_capacity *= 2;
+ int const slot_mask = table->slot_capacity - 1;
+
+ int const size = (int)( table->slot_capacity * sizeof( *table->slots ) );
+ table->slots = (struct hashtable_internal_slot_t*) HASHTABLE_MALLOC( table->memctx, (HASHTABLE_SIZE_T) size );
+ HASHTABLE_ASSERT( table->slots );
+ HASHTABLE_MEMSET( table->slots, 0, (HASHTABLE_SIZE_T) size );
+
+ for( int i = 0; i < old_capacity; ++i )
+ {
+ HASHTABLE_U32 const hash = old_slots[ i ].key_hash;
+ if( hash )
+ {
+ int const base_slot = (int)( hash & (HASHTABLE_U32)slot_mask );
+ int slot = base_slot;
+ while( table->slots[ slot ].key_hash )
+ slot = ( slot + 1 ) & slot_mask;
+ table->slots[ slot ].key_hash = hash;
+ int item_index = old_slots[ i ].item_index;
+ table->slots[ slot ].item_index = item_index;
+ table->items_slot[ item_index ] = slot;
+ ++table->slots[ base_slot ].base_count;
+ }
+ }
+
+ HASHTABLE_FREE( table->memctx, old_slots );
+ }
+
+
+static void hashtable_internal_expand_items( hashtable_t* table )
+ {
+ table->item_capacity *= 2;
+ HASHTABLE_U64* const new_items_key = (HASHTABLE_U64*) HASHTABLE_MALLOC( table->memctx,
+ table->item_capacity * ( sizeof( *table->items_key ) + sizeof( *table->items_slot ) + table->item_size ) + table->item_size);
+ HASHTABLE_ASSERT( new_items_key );
+
+ int* const new_items_slot = (int*)( new_items_key + table->item_capacity );
+ void* const new_items_data = (void*)( new_items_slot + table->item_capacity );
+ void* const new_swap_temp = (void*)( ( (uintptr_t) new_items_data ) + table->item_size * table->item_capacity );
+
+ HASHTABLE_MEMCPY( new_items_key, table->items_key, table->count * sizeof( *table->items_key ) );
+ HASHTABLE_MEMCPY( new_items_slot, table->items_slot, table->count * sizeof( *table->items_key ) );
+ HASHTABLE_MEMCPY( new_items_data, table->items_data, (HASHTABLE_SIZE_T) table->count * table->item_size );
+
+ HASHTABLE_FREE( table->memctx, table->items_key );
+
+ table->items_key = new_items_key;
+ table->items_slot = new_items_slot;
+ table->items_data = new_items_data;
+ table->swap_temp = new_swap_temp;
+ }
+
+
+void* hashtable_insert( hashtable_t* table, HASHTABLE_U64 key, void const* item )
+ {
+ HASHTABLE_ASSERT( hashtable_internal_find_slot( table, key ) < 0 );
+
+ if( table->count >= ( table->slot_capacity - table->slot_capacity / 3 ) )
+ hashtable_internal_expand_slots( table );
+
+ int const slot_mask = table->slot_capacity - 1;
+ HASHTABLE_U32 const hash = hashtable_internal_calculate_hash( key );
+
+ int const base_slot = (int)( hash & (HASHTABLE_U32)slot_mask );
+ int base_count = table->slots[ base_slot ].base_count;
+ int slot = base_slot;
+ int first_free = slot;
+ while( base_count )
+ {
+ HASHTABLE_U32 const slot_hash = table->slots[ slot ].key_hash;
+ if( slot_hash == 0 && table->slots[ first_free ].key_hash != 0 ) first_free = slot;
+ int slot_base = (int)( slot_hash & (HASHTABLE_U32)slot_mask );
+ if( slot_base == base_slot )
+ --base_count;
+ slot = ( slot + 1 ) & slot_mask;
+ }
+
+ slot = first_free;
+ while( table->slots[ slot ].key_hash )
+ slot = ( slot + 1 ) & slot_mask;
+
+ if( table->count >= table->item_capacity )
+ hashtable_internal_expand_items( table );
+
+ HASHTABLE_ASSERT( !table->slots[ slot ].key_hash && ( hash & (HASHTABLE_U32) slot_mask ) == (HASHTABLE_U32) base_slot );
+ HASHTABLE_ASSERT( hash );
+ table->slots[ slot ].key_hash = hash;
+ table->slots[ slot ].item_index = table->count;
+ ++table->slots[ base_slot ].base_count;
+
+
+ void* dest_item = (void*)( ( (uintptr_t) table->items_data ) + table->count * table->item_size );
+ memcpy( dest_item, item, (HASHTABLE_SIZE_T) table->item_size );
+ table->items_key[ table->count ] = key;
+ table->items_slot[ table->count ] = slot;
+ ++table->count;
+ return dest_item;
+ }
+
+
+void hashtable_remove( hashtable_t* table, HASHTABLE_U64 key )
+ {
+ int const slot = hashtable_internal_find_slot( table, key );
+ HASHTABLE_ASSERT( slot >= 0 );
+
+ int const slot_mask = table->slot_capacity - 1;
+ HASHTABLE_U32 const hash = table->slots[ slot ].key_hash;
+ int const base_slot = (int)( hash & (HASHTABLE_U32) slot_mask );
+ HASHTABLE_ASSERT( hash );
+ --table->slots[ base_slot ].base_count;
+ table->slots[ slot ].key_hash = 0;
+
+ int index = table->slots[ slot ].item_index;
+ int last_index = table->count - 1;
+ if( index != last_index )
+ {
+ table->items_key[ index ] = table->items_key[ last_index ];
+ table->items_slot[ index ] = table->items_slot[ last_index ];
+ void* dst_item = (void*)( ( (uintptr_t) table->items_data ) + index * table->item_size );
+ void* src_item = (void*)( ( (uintptr_t) table->items_data ) + last_index * table->item_size );
+ HASHTABLE_MEMCPY( dst_item, src_item, (HASHTABLE_SIZE_T) table->item_size );
+ table->slots[ table->items_slot[ last_index ] ].item_index = index;
+ }
+ --table->count;
+ }
+
+
+void hashtable_clear( hashtable_t* table )
+ {
+ table->count = 0;
+ HASHTABLE_MEMSET( table->slots, 0, table->slot_capacity * sizeof( *table->slots ) );
+ }
+
+
+void* hashtable_find( hashtable_t const* table, HASHTABLE_U64 key )
+ {
+ int const slot = hashtable_internal_find_slot( table, key );
+ if( slot < 0 ) return 0;
+
+ int const index = table->slots[ slot ].item_index;
+ void* const item = (void*)( ( (uintptr_t) table->items_data ) + index * table->item_size );
+ return item;
+ }
+
+
+int hashtable_count( hashtable_t const* table )
+ {
+ return table->count;
+ }
+
+
+void* hashtable_items( hashtable_t const* table )
+ {
+ return table->items_data;
+ }
+
+
+HASHTABLE_U64 const* hashtable_keys( hashtable_t const* table )
+ {
+ return table->items_key;
+ }
+
+
+void hashtable_swap( hashtable_t* table, int index_a, int index_b )
+ {
+ if( index_a < 0 || index_a >= table->count || index_b < 0 || index_b >= table->count ) return;
+
+ int slot_a = table->items_slot[ index_a ];
+ int slot_b = table->items_slot[ index_b ];
+
+ table->items_slot[ index_a ] = slot_b;
+ table->items_slot[ index_b ] = slot_a;
+
+ HASHTABLE_U64 temp_key = table->items_key[ index_a ];
+ table->items_key[ index_a ] = table->items_key[ index_b ];
+ table->items_key[ index_b ] = temp_key;
+
+ void* item_a = (void*)( ( (uintptr_t) table->items_data ) + index_a * table->item_size );
+ void* item_b = (void*)( ( (uintptr_t) table->items_data ) + index_b * table->item_size );
+ HASHTABLE_MEMCPY( table->swap_temp, item_a, table->item_size );
+ HASHTABLE_MEMCPY( item_a, item_b, table->item_size );
+ HASHTABLE_MEMCPY( item_b, table->swap_temp, table->item_size );
+
+ table->slots[ slot_a ].item_index = index_b;
+ table->slots[ slot_b ].item_index = index_a;
+ }
+
+
+#endif /* HASHTABLE_IMPLEMENTATION */
+#endif // HASHTABLE_IMPLEMENTATION_ONCE
+
+/*
+
+contributors:
+ Randy Gaul (hashtable_clear, hashtable_swap )
+
+revision history:
+ 1.1 added hashtable_clear, hashtable_swap
+ 1.0 first released version
+
+*/
+
+/*
+------------------------------------------------------------------------------
+
+This software is available under 2 licenses - you may choose the one you like.
+
+------------------------------------------------------------------------------
+
+ALTERNATIVE A - MIT License
+
+Copyright (c) 2015 Mattias Gustavsson
+
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+
+------------------------------------------------------------------------------
+
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+
+This is free and unencumbered software released into the public domain.
+
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+------------------------------------------------------------------------------
+*/
+
+// end of hashtable.h
+
+
+int spritebatch_init(spritebatch_t* sb, spritebatch_config_t* config, void* udata)
+{
+ // read config params
+ if (!config | !sb) return 1;
+ sb->pixel_stride = config->pixel_stride;
+ sb->atlas_width_in_pixels = config->atlas_width_in_pixels;
+ sb->atlas_height_in_pixels = config->atlas_height_in_pixels;
+ sb->atlas_use_border_pixels = config->atlas_use_border_pixels;
+ sb->ticks_to_decay_texture = config->ticks_to_decay_texture;
+ sb->lonely_buffer_count_till_flush = config->lonely_buffer_count_till_flush;
+ sb->lonely_buffer_count_till_decay = sb->lonely_buffer_count_till_flush / 2;
+ if (sb->lonely_buffer_count_till_decay <= 0) sb->lonely_buffer_count_till_decay = 1;
+ sb->ratio_to_decay_atlas = config->ratio_to_decay_atlas;
+ sb->ratio_to_merge_atlases = config->ratio_to_merge_atlases;
+ sb->batch_callback = config->batch_callback;
+ sb->get_pixels_callback = config->get_pixels_callback;
+ sb->generate_texture_callback = config->generate_texture_callback;
+ sb->delete_texture_callback = config->delete_texture_callback;
+ sb->mem_ctx = config->allocator_context;
+ sb->udata = udata;
+
+ if (sb->atlas_width_in_pixels < 1 || sb->atlas_height_in_pixels < 1) return 1;
+ if (sb->ticks_to_decay_texture < 1) return 1;
+ if (sb->ratio_to_decay_atlas < 0 || sb->ratio_to_decay_atlas > 1.0f) return 1;
+ if (sb->ratio_to_merge_atlases < 0 || sb->ratio_to_merge_atlases > 0.5f) return 1;
+ if (!sb->batch_callback) return 1;
+ if (!sb->get_pixels_callback) return 1;
+ if (!sb->generate_texture_callback) return 1;
+ if (!sb->delete_texture_callback) return 1;
+
+ // initialize input buffer
+ sb->input_count = 0;
+ sb->input_capacity = 1024;
+ sb->input_buffer = (spritebatch_internal_sprite_t*)SPRITEBATCH_MALLOC(sizeof(spritebatch_internal_sprite_t) * sb->input_capacity, sb->mem_ctx);
+ if (!sb->input_buffer) return 1;
+
+ // initialize sprite buffer
+ sb->sprite_count = 0;
+ sb->sprite_capacity = 1024;
+ sb->sprites = (spritebatch_sprite_t*)SPRITEBATCH_MALLOC(sizeof(spritebatch_sprite_t) * sb->sprite_capacity, sb->mem_ctx);
+ if (!sb->sprites) return 1;
+
+ // initialize key buffer (for marking hash table entries for deletion)
+ sb->key_buffer_count = 0;
+ sb->key_buffer_capacity = 1024;
+ sb->key_buffer = (SPRITEBATCH_U64*)SPRITEBATCH_MALLOC(sizeof(SPRITEBATCH_U64) * sb->key_buffer_capacity, sb->mem_ctx);
+
+ // initialize pixel buffer for grabbing pixel data from the user as needed
+ sb->pixel_buffer_size = 1024;
+ sb->pixel_buffer = SPRITEBATCH_MALLOC(sb->pixel_buffer_size * sb->pixel_stride, sb->mem_ctx);
+
+ // setup tables
+ hashtable_init(&sb->sprites_to_lonely_textures, sizeof(spritebatch_internal_lonely_texture_t), 1024, sb->mem_ctx);
+ hashtable_init(&sb->sprites_to_atlases, sizeof(spritebatch_internal_atlas_t*), 16, sb->mem_ctx);
+
+ sb->atlases = 0;
+
+ return 0;
+}
+
+void spritebatch_term(spritebatch_t* sb)
+{
+ SPRITEBATCH_FREE(sb->input_buffer, sb->mem_ctx);
+ SPRITEBATCH_FREE(sb->sprites, sb->mem_ctx);
+ SPRITEBATCH_FREE(sb->key_buffer, sb->mem_ctx);
+ SPRITEBATCH_FREE(sb->pixel_buffer, ctx->mem_ctx);
+ hashtable_term(&sb->sprites_to_lonely_textures);
+ hashtable_term(&sb->sprites_to_atlases);
+
+ if (sb->atlases)
+ {
+ spritebatch_internal_atlas_t* atlas = sb->atlases;
+ spritebatch_internal_atlas_t* sentinel = sb->atlases;
+ do
+ {
+ hashtable_term(&atlas->sprites_to_textures);
+ spritebatch_internal_atlas_t* next = atlas->next;
+ SPRITEBATCH_FREE(atlas, sb->mem_ctx);
+ atlas = next;
+ }
+ while (atlas != sentinel);
+ }
+
+ SPRITEBATCH_MEMSET(sb, 0, sizeof(spritebatch_t));
+}
+
+void spritebatch_reset_function_ptrs(spritebatch_t* sb, submit_batch_fn* batch_callback, get_pixels_fn* get_pixels_callback, generate_texture_handle_fn* generate_texture_callback, destroy_texture_handle_fn* delete_texture_callback)
+{
+ sb->batch_callback = batch_callback;
+ sb->get_pixels_callback = get_pixels_callback;
+ sb->generate_texture_callback = generate_texture_callback;
+ sb->delete_texture_callback = delete_texture_callback;
+}
+
+void spritebatch_set_default_config(spritebatch_config_t* config)
+{
+ config->pixel_stride = sizeof(char) * 4;
+ config->atlas_width_in_pixels = 1024;
+ config->atlas_height_in_pixels = 1024;
+ config->atlas_use_border_pixels = 0;
+ config->ticks_to_decay_texture = 60 * 30;
+ config->lonely_buffer_count_till_flush = 64;
+ config->ratio_to_decay_atlas = 0.5f;
+ config->ratio_to_merge_atlases = 0.25f;
+ config->batch_callback = 0;
+ config->generate_texture_callback = 0;
+ config->delete_texture_callback = 0;
+ config->allocator_context = 0;
+}
+
+#define SPRITEBATCH_CHECK_BUFFER_GROW(ctx, count, capacity, data, type) \
+ do { \
+ if (ctx->count == ctx->capacity) \
+ { \
+ int new_capacity = ctx->capacity * 2; \
+ void* new_data = SPRITEBATCH_MALLOC(sizeof(type) * new_capacity, ctx->mem_ctx); \
+ if (!new_data) return 0; \
+ SPRITEBATCH_MEMCPY(new_data, ctx->data, sizeof(type) * ctx->count); \
+ SPRITEBATCH_FREE(ctx->data, ctx->mem_ctx); \
+ ctx->data = (type*)new_data; \
+ ctx->capacity = new_capacity; \
+ } \
+ } while (0)
+
+static SPRITEBATCH_U64 spritebatch_make_sort_key(int index, int sort_bits)
+{
+ return (((SPRITEBATCH_U64)sort_bits) << 32) | ((SPRITEBATCH_U64)index);
+}
+
+int spritebatch_push(spritebatch_t* sb, SPRITEBATCH_U64 image_id, int w, int h, float x, float y, float sx, float sy, float c, float s, int sort_bits)
+{
+ SPRITEBATCH_CHECK_BUFFER_GROW(sb, input_count, input_capacity, input_buffer, spritebatch_internal_sprite_t);
+ spritebatch_internal_sprite_t sprite;
+ sprite.image_id = image_id;
+ sprite.sort_bits = spritebatch_make_sort_key(sb->input_count, sort_bits);
+ sprite.w = w;
+ sprite.h = h;
+ sprite.x = x;
+ sprite.y = y;
+ sprite.sx = sx + (sb->atlas_use_border_pixels ? (sx / (float)w) * 2.0f : 0);
+ sprite.sy = sy + (sb->atlas_use_border_pixels ? (sy / (float)h) * 2.0f : 0);
+ sprite.c = c;
+ sprite.s = s;
+ sb->input_buffer[sb->input_count++] = sprite;
+ return 1;
+}
+
+static int spritebatch_internal_instance_pred(spritebatch_sprite_t* a, spritebatch_sprite_t* b)
+{
+ if (a->sort_bits < b->sort_bits) return 1;
+ else if(a->sort_bits == b->sort_bits) return a->texture_id < b->texture_id;
+ else return 0;
+}
+
+static void spritebatch_internal_qsort_sprites(spritebatch_sprite_t* items, int count)
+{
+ if (count <= 1) return;
+
+ spritebatch_sprite_t pivot = items[count - 1];
+ int low = 0;
+ for (int i = 0; i < count - 1; ++i)
+ {
+ if (spritebatch_internal_instance_pred(items + i, &pivot))
+ {
+ spritebatch_sprite_t tmp = items[i];
+ items[i] = items[low];
+ items[low] = tmp;
+ low++;
+ }
+ }
+
+ items[count - 1] = items[low];
+ items[low] = pivot;
+ spritebatch_internal_qsort_sprites(items, low);
+ spritebatch_internal_qsort_sprites(items + low + 1, count - 1 - low);
+}
+
+static inline void spritebatch_internal_get_pixels(spritebatch_t* sb, SPRITEBATCH_U64 image_id, int w, int h)
+{
+ int size = sb->atlas_use_border_pixels ? sb->pixel_stride * (w + 2) * (h + 2) : sb->pixel_stride * w * h;
+ if (size > sb->pixel_buffer_size)
+ {
+ SPRITEBATCH_FREE(sb->pixel_buffer, ctx->mem_ctx);
+ sb->pixel_buffer_size = size;
+ sb->pixel_buffer = SPRITEBATCH_MALLOC(sb->pixel_buffer_size, ctx->mem_ctx);
+ if (!sb->pixel_buffer) return;
+ }
+
+ memset(sb->pixel_buffer, 0, size);
+ int size_from_user = sb->pixel_stride * w * h;
+ sb->get_pixels_callback(image_id, sb->pixel_buffer, size_from_user, sb->udata);
+
+ if (sb->atlas_use_border_pixels) {
+ // Expand image from top-left corner, offset by (1, 1).
+ int w0 = w;
+ int h0 = h;
+ w += 2;
+ h += 2;
+ char* buffer = (char*)sb->pixel_buffer;
+ int dst_row_stride = w * sb->pixel_stride;
+ int src_row_stride = w0 * sb->pixel_stride;
+ int src_row_offset = sb->pixel_stride;
+ for (int i = 0; i < h - 2; ++i)
+ {
+ char* src_row = buffer + (h0 - i - 1) * src_row_stride;
+ char* dst_row = buffer + (h - i - 2) * dst_row_stride + src_row_offset;
+ memmove(dst_row, src_row, src_row_stride);
+ }
+
+ // Clear the border pixels.
+ int pixel_stride = sb->pixel_stride;
+ memset(buffer, 0, dst_row_stride);
+ for (int i = 1; i < h - 1; ++i)
+ {
+ memset(buffer + i * dst_row_stride, 0, pixel_stride);
+ memset(buffer + i * dst_row_stride + src_row_stride + src_row_offset, 0, pixel_stride);
+ }
+ memset(buffer + (h - 1) * dst_row_stride, 0, dst_row_stride);
+ }
+}
+
+static inline SPRITEBATCH_U64 spritebatch_internal_generate_texture_handle(spritebatch_t* sb, SPRITEBATCH_U64 image_id, int w, int h)
+{
+ spritebatch_internal_get_pixels(sb, image_id, w, h);
+ if (sb->atlas_use_border_pixels)
+ {
+ w += 2;
+ h += 2;
+ }
+ return sb->generate_texture_callback(sb->pixel_buffer, w, h, sb->udata);
+}
+
+spritebatch_internal_lonely_texture_t* spritebatch_internal_lonelybuffer_push(spritebatch_t* sb, SPRITEBATCH_U64 image_id, int w, int h, int make_tex)
+{
+ spritebatch_internal_lonely_texture_t texture;
+ texture.timestamp = 0;
+ texture.w = w;
+ texture.h = h;
+ texture.image_id = image_id;
+ texture.texture_id = make_tex ? spritebatch_internal_generate_texture_handle(sb, image_id, w, h) : ~0;
+ return (spritebatch_internal_lonely_texture_t*)hashtable_insert(&sb->sprites_to_lonely_textures, image_id, &texture);
+}
+
+int spritebatch_internal_lonely_sprite(spritebatch_t* sb, spritebatch_internal_sprite_t* s, spritebatch_sprite_t* sprite, int skip_missing_textures)
+{
+ spritebatch_internal_lonely_texture_t* tex = (spritebatch_internal_lonely_texture_t*)hashtable_find(&sb->sprites_to_lonely_textures, s->image_id);
+
+ if (skip_missing_textures)
+ {
+ if (!tex) spritebatch_internal_lonelybuffer_push(sb, s->image_id, s->w, s->h, 0);
+ return 1;
+ }
+
+ else
+ {
+ if (!tex) tex = spritebatch_internal_lonelybuffer_push(sb, s->image_id, s->w, s->h, 1);
+ else if (tex->texture_id == ~0) tex->texture_id = spritebatch_internal_generate_texture_handle(sb, s->image_id, s->w, s->h);
+ tex->timestamp = 0;
+ sprite->texture_id = tex->texture_id;
+ sprite->minx = sprite->miny = 0;
+ sprite->maxx = sprite->maxy = 1.0f;
+
+ if (SPRITEBATCH_LONELY_FLIP_Y_AXIS_FOR_UV)
+ {
+ float tmp = sprite->miny;
+ sprite->miny = sprite->maxy;
+ sprite->maxy = tmp;
+ }
+
+ return 0;
+ }
+}
+
+int spritebatch_internal_push_sprite(spritebatch_t* sb, spritebatch_internal_sprite_t* s, int skip_missing_textures)
+{
+ int skipped_tex = 0;
+ spritebatch_sprite_t sprite;
+ sprite.image_id = s->image_id;
+ sprite.sort_bits = s->sort_bits;
+ sprite.x = s->x;
+ sprite.y = s->y;
+ sprite.sx = s->sx;
+ sprite.sy = s->sy;
+ sprite.c = s->c;
+ sprite.s = s->s;
+
+ void* atlas_ptr = hashtable_find(&sb->sprites_to_atlases, s->image_id);
+ if (atlas_ptr)
+ {
+ spritebatch_internal_atlas_t* atlas = *(spritebatch_internal_atlas_t**)atlas_ptr;
+ sprite.texture_id = atlas->texture_id;
+
+ spritebatch_internal_texture_t* tex = (spritebatch_internal_texture_t*)hashtable_find(&atlas->sprites_to_textures, s->image_id);
+ SPRITEBATCH_ASSERT(tex);
+ tex->timestamp = 0;
+ tex->w = s->w;
+ tex->h = s->h;
+ sprite.minx = tex->minx;
+ sprite.miny = tex->miny;
+ sprite.maxx = tex->maxx;
+ sprite.maxy = tex->maxy;
+ }
+
+ else skipped_tex = spritebatch_internal_lonely_sprite(sb, s, &sprite, skip_missing_textures);
+
+ if (!skipped_tex)
+ {
+ SPRITEBATCH_CHECK_BUFFER_GROW(sb, sprite_count, sprite_capacity, sprites, spritebatch_sprite_t);
+ sb->sprites[sb->sprite_count++] = sprite;
+ }
+ return skipped_tex;
+}
+
+void spritebatch_internal_process_input(spritebatch_t* sb, int skip_missing_textures)
+{
+ int skipped_index = 0;
+ for (int i = 0; i < sb->input_count; ++i)
+ {
+ spritebatch_internal_sprite_t* s = sb->input_buffer + i;
+ int skipped = spritebatch_internal_push_sprite(sb, s, skip_missing_textures);
+ if (skip_missing_textures && skipped) sb->input_buffer[skipped_index++] = *s;
+ }
+
+ sb->input_count = skipped_index;
+}
+
+void spritebatch_tick(spritebatch_t* sb)
+{
+ spritebatch_internal_atlas_t* atlas = sb->atlases;
+ if (atlas)
+ {
+ spritebatch_internal_atlas_t* sentinel = atlas;
+ do
+ {
+ int texture_count = hashtable_count(&atlas->sprites_to_textures);
+ spritebatch_internal_texture_t* textures = (spritebatch_internal_texture_t*)hashtable_items(&atlas->sprites_to_textures);
+ for (int i = 0; i < texture_count; ++i) textures[i].timestamp += 1;
+ atlas = atlas->next;
+ }
+ while (atlas != sentinel);
+ }
+
+ int texture_count = hashtable_count(&sb->sprites_to_lonely_textures);
+ spritebatch_internal_lonely_texture_t* lonely_textures = (spritebatch_internal_lonely_texture_t*)hashtable_items(&sb->sprites_to_lonely_textures);
+ for (int i = 0; i < texture_count; ++i) lonely_textures[i].timestamp += 1;
+}
+
+int spritebatch_flush(spritebatch_t* sb)
+{
+ // process input buffer, make any necessary lonely textures
+ // convert user sprites to internal format
+ // lookup uv coordinates
+ spritebatch_internal_process_input(sb, 0);
+
+ // patchup any missing lonely textures that may have come from atlases decaying and whatnot
+ int texture_count = hashtable_count(&sb->sprites_to_lonely_textures);
+ spritebatch_internal_lonely_texture_t* lonely_textures = (spritebatch_internal_lonely_texture_t*)hashtable_items(&sb->sprites_to_lonely_textures);
+ for (int i = 0; i < texture_count; ++i)
+ {
+ spritebatch_internal_lonely_texture_t* lonely = lonely_textures + i;
+ if (lonely->texture_id == ~0) lonely->texture_id = spritebatch_internal_generate_texture_handle(sb, lonely->image_id, lonely->w, lonely->h);
+ }
+
+ // sort internal sprite buffer and submit batches
+ spritebatch_internal_qsort_sprites(sb->sprites, sb->sprite_count);
+
+ int min = 0;
+ int max = 0;
+ int done = !sb->sprite_count;
+ int count = 0;
+ while (!done)
+ {
+ SPRITEBATCH_U64 id = sb->sprites[min].texture_id;
+ SPRITEBATCH_U64 image_id = sb->sprites[min].image_id;
+
+ while (1)
+ {
+ if (max == sb->sprite_count)
+ {
+ done = 1;
+ break;
+ }
+
+ if (id != sb->sprites[max].texture_id)
+ break;
+
+ ++max;
+ }
+
+ int batch_count = max - min;
+ if (batch_count)
+ {
+ void* atlas_ptr = hashtable_find(&sb->sprites_to_atlases, image_id);
+ int w, h;
+
+ if (atlas_ptr)
+ {
+ w = sb->atlas_width_in_pixels;
+ h = sb->atlas_height_in_pixels;
+ }
+
+ else
+ {
+ spritebatch_internal_lonely_texture_t* tex = (spritebatch_internal_lonely_texture_t*)hashtable_find(&sb->sprites_to_lonely_textures, image_id);
+ SPRITEBATCH_ASSERT(tex);
+ w = tex->w;
+ h = tex->h;
+ if (sb->atlas_use_border_pixels)
+ {
+ w += 2;
+ h += 2;
+ }
+ }
+
+ sb->batch_callback(sb->sprites + min, batch_count, w, h, sb->udata);
+ ++count;
+ }
+ min = max;
+ }
+
+ sb->sprite_count = 0;
+
+ return count;
+}
+
+typedef struct
+{
+ int x;
+ int y;
+} spritebatch_v2_t;
+
+typedef struct
+{
+ int img_index;
+ spritebatch_v2_t size;
+ spritebatch_v2_t min;
+ spritebatch_v2_t max;
+ int fit;
+} spritebatch_internal_integer_image_t;
+
+static spritebatch_v2_t spritebatch_v2(int x, int y)
+{
+ spritebatch_v2_t v;
+ v.x = x;
+ v.y = y;
+ return v;
+}
+
+static spritebatch_v2_t spritebatch_sub(spritebatch_v2_t a, spritebatch_v2_t b)
+{
+ spritebatch_v2_t v;
+ v.x = a.x - b.x;
+ v.y = a.y - b.y;
+ return v;
+}
+
+static spritebatch_v2_t spritebatch_add(spritebatch_v2_t a, spritebatch_v2_t b)
+{
+ spritebatch_v2_t v;
+ v.x = a.x + b.x;
+ v.y = a.y + b.y;
+ return v;
+}
+
+typedef struct
+{
+ spritebatch_v2_t size;
+ spritebatch_v2_t min;
+ spritebatch_v2_t max;
+} spritebatch_internal_atlas_node_t;
+
+static spritebatch_internal_atlas_node_t* spritebatch_best_fit(int sp, int w, int h, spritebatch_internal_atlas_node_t* nodes)
+{
+ int best_volume = INT_MAX;
+ spritebatch_internal_atlas_node_t *best_node = 0;
+ int img_volume = w * h;
+
+ for ( int i = 0; i < sp; ++i )
+ {
+ spritebatch_internal_atlas_node_t *node = nodes + i;
+ int can_contain = node->size.x >= w && node->size.y >= h;
+ if ( can_contain )
+ {
+ int node_volume = node->size.x * node->size.y;
+ if ( node_volume == img_volume ) return node;
+ if ( node_volume < best_volume )
+ {
+ best_volume = node_volume;
+ best_node = node;
+ }
+ }
+ }
+
+ return best_node;
+}
+
+static int spritebatch_internal_perimeter_pred(spritebatch_internal_integer_image_t* a, spritebatch_internal_integer_image_t* b)
+{
+ int perimeterA = 2 * (a->size.x + a->size.y);
+ int perimeterB = 2 * (b->size.x + b->size.y);
+ return perimeterB < perimeterA;
+}
+
+static void spritebatch_internal_image_sort(spritebatch_internal_integer_image_t* items, int count)
+{
+ if (count <= 1) return;
+
+ spritebatch_internal_integer_image_t pivot = items[count - 1];
+ int low = 0;
+ for (int i = 0; i < count - 1; ++i)
+ {
+ if (spritebatch_internal_perimeter_pred(items + i, &pivot))
+ {
+ spritebatch_internal_integer_image_t tmp = items[i];
+ items[i] = items[low];
+ items[low] = tmp;
+ low++;
+ }
+ }
+
+ items[count - 1] = items[low];
+ items[low] = pivot;
+ spritebatch_internal_image_sort(items, low);
+ spritebatch_internal_image_sort(items + low + 1, count - 1 - low);
+}
+
+typedef struct
+{
+ int img_index; // index into the `imgs` array
+ int w, h; // pixel w/h of original image
+ float minx, miny; // u coordinate
+ float maxx, maxy; // v coordinate
+ int fit; // non-zero if image fit and was placed into the atlas
+} spritebatch_internal_atlas_image_t;
+
+#define SPRITEBATCH_CHECK( X, Y ) do { if ( !(X) ) { SPRITEBATCH_LOG(Y); goto sb_err; } } while ( 0 )
+
+void spritebatch_make_atlas(spritebatch_t* sb, spritebatch_internal_atlas_t* atlas_out, const spritebatch_internal_lonely_texture_t* imgs, int img_count)
+{
+ float w0, h0, div, wTol, hTol;
+ int atlas_image_size, atlas_stride, sp;
+ void* atlas_pixels = 0;
+ int atlas_node_capacity = img_count * 2;
+ spritebatch_internal_integer_image_t* images = 0;
+ spritebatch_internal_atlas_node_t* nodes = 0;
+ int pixel_stride = sb->pixel_stride;
+ int atlas_width = sb->atlas_width_in_pixels;
+ int atlas_height = sb->atlas_height_in_pixels;
+ float volume_used = 0;
+
+ images = (spritebatch_internal_integer_image_t*)SPRITEBATCH_MALLOC(sizeof(spritebatch_internal_integer_image_t) * img_count, sb->mem_ctx);
+ nodes = (spritebatch_internal_atlas_node_t*)SPRITEBATCH_MALLOC(sizeof(spritebatch_internal_atlas_node_t) * atlas_node_capacity, sb->mem_ctx);
+ SPRITEBATCH_CHECK(images, "out of mem");
+ SPRITEBATCH_CHECK(nodes, "out of mem");
+
+ for (int i = 0; i < img_count; ++i)
+ {
+ const spritebatch_internal_lonely_texture_t* img = imgs + i;
+ spritebatch_internal_integer_image_t* image = images + i;
+ image->fit = 0;
+ image->size = sb->atlas_use_border_pixels ? spritebatch_v2(img->w + 2, img->h + 2) : spritebatch_v2(img->w, img->h);
+ image->img_index = i;
+ }
+
+ // Sort PNGs from largest to smallest
+ spritebatch_internal_image_sort(images, img_count);
+
+ // stack pointer, the stack is the nodes array which we will
+ // allocate nodes from as necessary.
+ sp = 1;
+
+ nodes[0].min = spritebatch_v2(0, 0);
+ nodes[0].max = spritebatch_v2(atlas_width, atlas_height);
+ nodes[0].size = spritebatch_v2(atlas_width, atlas_height);
+
+ // Nodes represent empty space in the atlas. Placing a texture into the
+ // atlas involves splitting a node into two smaller pieces (or, if a
+ // perfect fit is found, deleting the node).
+ for (int i = 0; i < img_count; ++i)
+ {
+ spritebatch_internal_integer_image_t* image = images + i;
+ int width = image->size.x;
+ int height = image->size.y;
+ spritebatch_internal_atlas_node_t *best_fit = spritebatch_best_fit(sp, width, height, nodes);
+
+ image->min = best_fit->min;
+ image->max = spritebatch_add(image->min, image->size);
+
+ if (best_fit->size.x == width && best_fit->size.y == height)
+ {
+ spritebatch_internal_atlas_node_t* last_node = nodes + --sp;
+ *best_fit = *last_node;
+ image->fit = 1;
+
+ continue;
+ }
+
+ image->fit = 1;
+
+ if (sp == atlas_node_capacity)
+ {
+ int new_capacity = atlas_node_capacity * 2;
+ spritebatch_internal_atlas_node_t* new_nodes = (spritebatch_internal_atlas_node_t*)SPRITEBATCH_MALLOC(sizeof(spritebatch_internal_atlas_node_t) * new_capacity, mem_ctx);
+ SPRITEBATCH_CHECK(new_nodes, "out of mem");
+ memcpy(new_nodes, nodes, sizeof(spritebatch_internal_atlas_node_t) * sp);
+ SPRITEBATCH_FREE(nodes, mem_ctx);
+ nodes = new_nodes;
+ atlas_node_capacity = new_capacity;
+ }
+
+ spritebatch_internal_atlas_node_t* new_node = nodes + sp++;
+ new_node->min = best_fit->min;
+
+ // Split bestFit along x or y, whichever minimizes
+ // fragmentation of empty space
+ spritebatch_v2_t d = spritebatch_sub(best_fit->size, spritebatch_v2(width, height));
+ if (d.x < d.y)
+ {
+ new_node->size.x = d.x;
+ new_node->size.y = height;
+ new_node->min.x += width;
+
+ best_fit->size.y = d.y;
+ best_fit->min.y += height;
+ }
+
+ else
+ {
+ new_node->size.x = width;
+ new_node->size.y = d.y;
+ new_node->min.y += height;
+
+ best_fit->size.x = d.x;
+ best_fit->min.x += width;
+ }
+
+ new_node->max = spritebatch_add(new_node->min, new_node->size);
+ }
+
+ // Write the final atlas image, use SPRITEBATCH_ATLAS_EMPTY_COLOR as base color
+ atlas_stride = atlas_width * pixel_stride;
+ atlas_image_size = atlas_width * atlas_height * pixel_stride;
+ atlas_pixels = SPRITEBATCH_MALLOC(atlas_image_size, mem_ctx);
+ SPRITEBATCH_CHECK(atlas_image_size, "out of mem");
+ memset(atlas_pixels, SPRITEBATCH_ATLAS_EMPTY_COLOR, atlas_image_size);
+
+ for (int i = 0; i < img_count; ++i)
+ {
+ spritebatch_internal_integer_image_t* image = images + i;
+
+ if (image->fit)
+ {
+ const spritebatch_internal_lonely_texture_t* img = imgs + image->img_index;
+ spritebatch_internal_get_pixels(sb, img->image_id, img->w, img->h);
+ char* pixels = (char*)sb->pixel_buffer;
+
+ spritebatch_v2_t min = image->min;
+ spritebatch_v2_t max = image->max;
+ int atlas_offset = min.x * pixel_stride;
+ int tex_stride = image->size.x * pixel_stride;
+
+ for (int row = min.y, y = 0; row < max.y; ++row, ++y)
+ {
+ void* row_ptr = (char*)atlas_pixels + (row * atlas_stride + atlas_offset);
+ SPRITEBATCH_MEMCPY(row_ptr, pixels + y * tex_stride, tex_stride);
+ }
+ }
+ }
+
+ hashtable_init(&atlas_out->sprites_to_textures, sizeof(spritebatch_internal_texture_t), img_count, sb->mem_ctx);
+ atlas_out->texture_id = sb->generate_texture_callback(atlas_pixels, atlas_width, atlas_height, sb->udata);
+
+ // squeeze UVs inward by 128th of a pixel
+ // this prevents atlas bleeding. tune as necessary for good results.
+ w0 = 1.0f / (float)(atlas_width);
+ h0 = 1.0f / (float)(atlas_height);
+ div = 1.0f / 128.0f;
+ wTol = w0 * div;
+ hTol = h0 * div;
+
+ for (int i = 0; i < img_count; ++i)
+ {
+ spritebatch_internal_integer_image_t* img = images + i;
+
+ if (img->fit)
+ {
+ spritebatch_v2_t min = img->min;
+ spritebatch_v2_t max = img->max;
+ volume_used += img->size.x * img->size.y;
+
+ float min_x = (float)min.x * w0 + wTol;
+ float min_y = (float)min.y * h0 + hTol;
+ float max_x = (float)max.x * w0 - wTol;
+ float max_y = (float)max.y * h0 - hTol;
+
+ // flip image on y axis
+ if (SPRITEBATCH_ATLAS_FLIP_Y_AXIS_FOR_UV)
+ {
+ float tmp = min_y;
+ min_y = max_y;
+ max_y = tmp;
+ }
+
+ spritebatch_internal_texture_t texture;
+ texture.w = img->size.x;
+ texture.h = img->size.y;
+ texture.timestamp = 0;
+ texture.minx = min_x;
+ texture.miny = min_y;
+ texture.maxx = max_x;
+ texture.maxy = max_y;
+ SPRITEBATCH_ASSERT(!(img->size.x < 0));
+ SPRITEBATCH_ASSERT(!(img->size.y < 0));
+ SPRITEBATCH_ASSERT(!(min_x < 0));
+ SPRITEBATCH_ASSERT(!(max_x < 0));
+ SPRITEBATCH_ASSERT(!(min_y < 0));
+ SPRITEBATCH_ASSERT(!(max_y < 0));
+ texture.image_id = imgs[img->img_index].image_id;
+ hashtable_insert(&atlas_out->sprites_to_textures, texture.image_id, &texture);
+ }
+ }
+
+ // Need to adjust atlas_width and atlas_height in config params, as none of the images for this
+ // atlas actually fit inside of the atlas! Either adjust the config, or stop sending giant images
+ // to the sprite batcher.
+ SPRITEBATCH_ASSERT(volume_used > 0);
+
+ atlas_out->volume_ratio = volume_used / (atlas_width * atlas_height);
+
+sb_err:
+ // no specific error handling needed here (yet)
+
+ SPRITEBATCH_FREE(atlas_pixels, mem_ctx);
+ SPRITEBATCH_FREE(nodes, mem_ctx);
+ SPRITEBATCH_FREE(images, mem_ctx);
+ return;
+}
+
+static int spritebatch_internal_lonely_pred(spritebatch_internal_lonely_texture_t* a, spritebatch_internal_lonely_texture_t* b)
+{
+ return a->timestamp < b->timestamp;
+}
+
+static void spritebatch_internal_qsort_lonely(hashtable_t* lonely_table, spritebatch_internal_lonely_texture_t* items, int count)
+{
+ if (count <= 1) return;
+
+ spritebatch_internal_lonely_texture_t pivot = items[count - 1];
+ int low = 0;
+ for (int i = 0; i < count - 1; ++i)
+ {
+ if (spritebatch_internal_lonely_pred(items + i, &pivot))
+ {
+ hashtable_swap(lonely_table, i, low);
+ low++;
+ }
+ }
+
+ hashtable_swap(lonely_table, low, count - 1);
+ spritebatch_internal_qsort_lonely(lonely_table, items, low);
+ spritebatch_internal_qsort_lonely(lonely_table, items + low + 1, count - 1 - low);
+}
+
+int spritebatch_internal_buffer_key(spritebatch_t* sb, SPRITEBATCH_U64 key)
+{
+ SPRITEBATCH_CHECK_BUFFER_GROW(sb, key_buffer_count, key_buffer_capacity, key_buffer, SPRITEBATCH_U64);
+ sb->key_buffer[sb->key_buffer_count++] = key;
+ return 0;
+}
+
+void spritebatch_internal_remove_table_entries(spritebatch_t* sb, hashtable_t* table)
+{
+ for (int i = 0; i < sb->key_buffer_count; ++i) hashtable_remove(table, sb->key_buffer[i]);
+ sb->key_buffer_count = 0;
+}
+
+void spritebatch_internal_flush_atlas(spritebatch_t* sb, spritebatch_internal_atlas_t* atlas, spritebatch_internal_atlas_t** sentinel, spritebatch_internal_atlas_t** next)
+{
+ int ticks_to_decay_texture = sb->ticks_to_decay_texture;
+ int texture_count = hashtable_count(&atlas->sprites_to_textures);
+ spritebatch_internal_texture_t* textures = (spritebatch_internal_texture_t*)hashtable_items(&atlas->sprites_to_textures);
+
+ for (int i = 0; i < texture_count; ++i)
+ {
+ spritebatch_internal_texture_t* atlas_texture = textures + i;
+ if (atlas_texture->timestamp < ticks_to_decay_texture)
+ {
+ spritebatch_internal_lonely_texture_t* lonely_texture = spritebatch_internal_lonelybuffer_push(sb, atlas_texture->image_id, atlas_texture->w, atlas_texture->h, 0);
+ lonely_texture->timestamp = atlas_texture->timestamp;
+ }
+ hashtable_remove(&sb->sprites_to_atlases, atlas_texture->image_id);
+ }
+
+ if (sb->atlases == atlas)
+ {
+ if (atlas->next == atlas) sb->atlases = 0;
+ else sb->atlases = atlas->prev;
+ }
+
+ // handle loop end conditions if sentinel was removed from the chain
+ if (sentinel && next)
+ {
+ if (*sentinel == atlas)
+ {
+ SPRITEBATCH_LOG("\t\tsentinel was also atlas: %p\n", *sentinel);
+ if ((*next)->next != *sentinel)
+ {
+ SPRITEBATCH_LOG("\t\t*next = (*next)->next : %p = (*next)->%p\n", *next, (*next)->next);
+ *next = (*next)->next;
+ }
+
+ SPRITEBATCH_LOG("\t\t*sentinel = *next : %p = %p\n", *sentinel, *next);
+ *sentinel = *next;
+
+ }
+ }
+
+ atlas->next->prev = atlas->prev;
+ atlas->prev->next = atlas->next;
+ hashtable_term(&atlas->sprites_to_textures);
+ sb->delete_texture_callback(atlas->texture_id, sb->udata);
+ SPRITEBATCH_FREE(atlas, sb->mem_ctx);
+}
+
+void spritebatch_internal_log_chain(spritebatch_internal_atlas_t* atlas)
+{
+ if (atlas)
+ {
+ spritebatch_internal_atlas_t* sentinel = atlas;
+ SPRITEBATCH_LOG("sentinel: %p\n", sentinel);
+ do
+ {
+ spritebatch_internal_atlas_t* next = atlas->next;
+ SPRITEBATCH_LOG("\tatlas %p\n", atlas);
+ atlas = next;
+ }
+ while (atlas != sentinel);
+ }
+}
+
+int spritebatch_defrag(spritebatch_t* sb)
+{
+ // remove decayed atlases and flush them to the lonely buffer
+ // only flush textures that are not decayed
+ int ticks_to_decay_texture = sb->ticks_to_decay_texture;
+ float ratio_to_decay_atlas = sb->ratio_to_decay_atlas;
+ spritebatch_internal_atlas_t* atlas = sb->atlases;
+ if (atlas)
+ {
+ spritebatch_internal_log_chain(atlas);
+ spritebatch_internal_atlas_t* sentinel = atlas;
+ do
+ {
+ spritebatch_internal_atlas_t* next = atlas->next;
+ int texture_count = hashtable_count(&atlas->sprites_to_textures);
+ spritebatch_internal_texture_t* textures = (spritebatch_internal_texture_t*)hashtable_items(&atlas->sprites_to_textures);
+ int decayed_texture_count = 0;
+ for (int i = 0; i < texture_count; ++i) if (textures[i].timestamp >= ticks_to_decay_texture) decayed_texture_count++;
+
+ float ratio;
+ if (!decayed_texture_count) ratio = 0;
+ else ratio = (float)texture_count / (float)decayed_texture_count;
+ if (ratio > ratio_to_decay_atlas)
+ {
+ SPRITEBATCH_LOG("flushed atlas %p\n", atlas);
+ spritebatch_internal_flush_atlas(sb, atlas, &sentinel, &next);
+ }
+
+ atlas = next;
+ }
+ while (atlas != sentinel);
+ }
+
+ // merge mostly empty atlases
+ float ratio_to_merge_atlases = sb->ratio_to_merge_atlases;
+ atlas = sb->atlases;
+ if (atlas)
+ {
+ int sp = 0;
+ spritebatch_internal_atlas_t* merge_stack[2];
+
+ spritebatch_internal_atlas_t* sentinel = atlas;
+ do
+ {
+ spritebatch_internal_atlas_t* next = atlas->next;
+
+ SPRITEBATCH_ASSERT(sp >= 0 && sp <= 2);
+ if (sp == 2)
+ {
+ SPRITEBATCH_LOG("merged 2 atlases\n");
+ spritebatch_internal_flush_atlas(sb, merge_stack[0], &sentinel, &next);
+ spritebatch_internal_flush_atlas(sb, merge_stack[1], &sentinel, &next);
+ sp = 0;
+ }
+
+ float ratio = atlas->volume_ratio;
+ if (ratio < ratio_to_merge_atlases) merge_stack[sp++] = atlas;
+
+ atlas = next;
+ }
+ while (atlas != sentinel);
+
+ if (sp == 2)
+ {
+ SPRITEBATCH_LOG("merged 2 atlases (out of loop)\n");
+ spritebatch_internal_flush_atlas(sb, merge_stack[0], 0, 0);
+ spritebatch_internal_flush_atlas(sb, merge_stack[1], 0, 0);
+ }
+ }
+
+ // remove decayed textures from the lonely buffer
+ int lonely_buffer_count_till_decay = sb->lonely_buffer_count_till_decay;
+ int lonely_count = hashtable_count(&sb->sprites_to_lonely_textures);
+ spritebatch_internal_lonely_texture_t* lonely_textures = (spritebatch_internal_lonely_texture_t*)hashtable_items(&sb->sprites_to_lonely_textures);
+ if (lonely_count >= lonely_buffer_count_till_decay)
+ {
+ spritebatch_internal_qsort_lonely(&sb->sprites_to_lonely_textures, lonely_textures, lonely_count);
+ int index = 0;
+ while (1)
+ {
+ if (index == lonely_count) break;
+ if (lonely_textures[index].timestamp >= ticks_to_decay_texture) break;
+ ++index;
+ }
+ for (int i = index; i < lonely_count; ++i)
+ {
+ SPRITEBATCH_U64 texture_id = lonely_textures[i].texture_id;
+ if (texture_id != ~0) sb->delete_texture_callback(texture_id, sb->udata);
+ spritebatch_internal_buffer_key(sb, lonely_textures[i].image_id);
+ SPRITEBATCH_LOG("lonely texture decayed\n");
+ }
+ spritebatch_internal_remove_table_entries(sb, &sb->sprites_to_lonely_textures);
+ lonely_count -= lonely_count - index;
+ SPRITEBATCH_ASSERT(lonely_count == hashtable_count(&sb->sprites_to_lonely_textures));
+ }
+
+ // process input, but don't make textures just yet
+ spritebatch_internal_process_input(sb, 1);
+ lonely_count = hashtable_count(&sb->sprites_to_lonely_textures);
+
+ // while greater than lonely_buffer_count_till_flush elements in lonely buffer
+ // grab lonely_buffer_count_till_flush of them and make an atlas
+ int lonely_buffer_count_till_flush = sb->lonely_buffer_count_till_flush;
+ int stuck = 0;
+ while (lonely_count > lonely_buffer_count_till_flush && !stuck)
+ {
+ atlas = (spritebatch_internal_atlas_t*)SPRITEBATCH_MALLOC(sizeof(spritebatch_internal_atlas_t), sb->mem_ctx);
+ if (sb->atlases)
+ {
+ atlas->prev = sb->atlases;
+ atlas->next = sb->atlases->next;
+ sb->atlases->next->prev = atlas;
+ sb->atlases->next = atlas;
+ }
+
+ else
+ {
+ atlas->next = atlas;
+ atlas->prev = atlas;
+ sb->atlases = atlas;
+ }
+
+ spritebatch_make_atlas(sb, atlas, lonely_textures, lonely_count);
+ SPRITEBATCH_LOG("making atlas\n");
+
+ int tex_count_in_atlas = hashtable_count(&atlas->sprites_to_textures);
+ if (tex_count_in_atlas != lonely_count)
+ {
+ int hit_count = 0;
+ for (int i = 0; i < lonely_count; ++i)
+ {
+ SPRITEBATCH_U64 key = lonely_textures[i].image_id;
+ if (hashtable_find(&atlas->sprites_to_textures, key))
+ {
+ spritebatch_internal_buffer_key(sb, key);
+ SPRITEBATCH_U64 texture_id = lonely_textures[i].texture_id;
+ if (texture_id != ~0) sb->delete_texture_callback(texture_id, sb->udata);
+ hashtable_insert(&sb->sprites_to_atlases, key, &atlas);
+ SPRITEBATCH_LOG("removing lonely texture for atlas%s\n", texture_id != ~0 ? "" : " (tex was ~0)" );
+ }
+ else hit_count++;
+ }
+ spritebatch_internal_remove_table_entries(sb, &sb->sprites_to_lonely_textures);
+
+ if (!hit_count)
+ {
+ // TODO
+ // handle case where none fit in atlas
+ SPRITEBATCH_ASSERT(0);
+ }
+ }
+
+ else
+ {
+ for (int i = 0; i < lonely_count; ++i)
+ {
+ SPRITEBATCH_U64 key = lonely_textures[i].image_id;
+ SPRITEBATCH_U64 texture_id = lonely_textures[i].texture_id;
+ if (texture_id != ~0) sb->delete_texture_callback(texture_id, sb->udata);
+ hashtable_insert(&sb->sprites_to_atlases, key, &atlas);
+ SPRITEBATCH_LOG("(fast path) removing lonely texture for atlas%s\n", texture_id != ~0 ? "" : " (tex was ~0)" );
+ }
+ hashtable_clear(&sb->sprites_to_lonely_textures);
+ lonely_count = 0;
+ break;
+ }
+ }
+
+ return 1;
+}
+
+#endif // SPRITEBATCH_IMPLEMENTATION_ONCE
+#endif // SPRITEBATCH_IMPLEMENTATION
+
+/*
+ ------------------------------------------------------------------------------
+ This software is available under 2 licenses - you may choose the one you like.
+ ------------------------------------------------------------------------------
+ ALTERNATIVE A - zlib license
+ Copyright (c) 2017 Randy Gaul http://www.randygaul.net
+ This software is provided 'as-is', without any express or implied warranty.
+ In no event will the authors be held liable for any damages arising from
+ the use of this software.
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not
+ be misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+ ------------------------------------------------------------------------------
+ ALTERNATIVE B - Public Domain (www.unlicense.org)
+ This is free and unencumbered software released into the public domain.
+ Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+ software, either in source code form or as a compiled binary, for any purpose,
+ commercial or non-commercial, and by any means.
+ In jurisdictions that recognize copyright laws, the author or authors of this
+ software dedicate any and all copyright interest in the software to the public
+ domain. We make this dedication for the benefit of the public at large and to
+ the detriment of our heirs and successors. We intend this dedication to be an
+ overt act of relinquishment in perpetuity of all present and future rights to
+ this software under copyright law.
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ ------------------------------------------------------------------------------
+*/
--- a/src/Backends/Rendering.h
+++ b/src/Backends/Rendering.h
@@ -4,13 +4,6 @@
#include "../WindowsWrapper.h"
-typedef enum FontPixelMode
-{
- FONT_PIXEL_MODE_LCD,
- FONT_PIXEL_MODE_GRAY,
- FONT_PIXEL_MODE_MONO
-} FontPixelMode;
-
typedef struct Backend_Surface Backend_Surface;
typedef struct Backend_Glyph Backend_Glyph;
@@ -26,7 +19,7 @@
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
BOOL Backend_SupportsSubpixelGlyphs(void);
-Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, FontPixelMode pixel_mode);
+Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
void Backend_UnloadGlyph(Backend_Glyph *glyph);
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -15,6 +15,10 @@
#include "SDL.h"
+#define SPRITEBATCH_IMPLEMENTATION
+#include <limits.h> // Needed by `cute_spritebatch.h` for `INT_MAX`
+#include "cute_spritebatch.h"
+
#include "../../WindowsWrapper.h"
#include "../../Resource.h"
@@ -30,8 +34,7 @@
MODE_DRAW_SURFACE,
MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
MODE_COLOUR_FILL,
- MODE_DRAW_GLYPH,
- MODE_DRAW_GLYPH_LCD
+ MODE_DRAW_GLYPH
} RenderMode;
typedef struct Backend_Surface
@@ -44,10 +47,9 @@
typedef struct Backend_Glyph
{
- GLuint texture_id;
+ unsigned char *pixels;
unsigned int width;
unsigned int height;
- unsigned char pixel_mode;
} Backend_Glyph;
typedef struct Coordinate2D
@@ -98,6 +100,8 @@
static unsigned char glyph_colour_channels[3];
static Backend_Surface *glyph_destination_surface;
+static spritebatch_t glyph_batcher;
+
#ifdef USE_OPENGLES2
static const GLchar *vertex_shader_plain = " \
#version 100\n \
@@ -391,32 +395,147 @@
if (++current_vertex_buffer >= TOTAL_VBOS)
current_vertex_buffer = 0;
- if (last_render_mode == MODE_DRAW_GLYPH_LCD)
+ glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
+
+ current_vertex_buffer_slot = 0;
+}
+
+// Blit the glyphs in the batch
+static void GlyphBatch_Draw(spritebatch_sprite_t* sprites, int count, int texture_w, int texture_h, void* udata)
+{
+ static Backend_Surface *last_surface;
+ static GLuint last_texture_id;
+ static unsigned char last_red;
+ static unsigned char last_green;
+ static unsigned char last_blue;
+
+ (void)udata;
+
+ if (glyph_destination_surface == NULL)
+ return;
+
+ GLuint texture_id = (GLuint)sprites[0].texture_id;
+
+ if (last_render_mode != MODE_DRAW_GLYPH || last_surface != glyph_destination_surface || last_texture_id != texture_id || last_red != glyph_colour_channels[0] || last_green != glyph_colour_channels[1] || last_blue != glyph_colour_channels[2])
{
- // Here we're going to draw with per-component alpha.
- // Since OpenGL doesn't really support this, we have to do it manually:
+ FlushVertexBuffer();
- // Step one: attenuate the destination pixels by the alpha
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- glUseProgram(program_glyph_subpixel_part1);
- glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
+ last_render_mode = MODE_DRAW_GLYPH;
+ last_surface = glyph_destination_surface;
+ last_texture_id = texture_id;
+ last_red = glyph_colour_channels[0];
+ last_green = glyph_colour_channels[1];
+ last_blue = glyph_colour_channels[2];
- // Step two: add the new pixels on top of them
- glBlendFunc(GL_ONE, GL_ONE);
- glUseProgram(program_glyph_subpixel_part2);
+ glUseProgram(program_glyph_normal);
+ glUniform4f(program_glyph_normal_uniform_colour, glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f);
+
+ // Point our framebuffer to the destination texture
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glyph_destination_surface->texture_id, 0);
+ glViewport(0, 0, glyph_destination_surface->width, glyph_destination_surface->height);
+
+ glEnable(GL_BLEND);
+
+ // Enable texture coordinates, since this uses textures
+ glEnableVertexAttribArray(2);
+
+ glBindTexture(GL_TEXTURE_2D, texture_id);
}
- else if (last_render_mode == MODE_DRAW_GLYPH)
+
+ for (int i = 0; i < count; ++i)
{
- // Here, we just use a regular alpha channel
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glUseProgram(program_glyph_normal);
+ Backend_Glyph *glyph = (Backend_Glyph*)sprites[i].image_id;
+
+ const GLfloat texture_left = sprites[i].minx;
+ const GLfloat texture_right = sprites[i].maxx;
+ const GLfloat texture_top = sprites[i].maxy;
+ const GLfloat texture_bottom = sprites[i].miny;
+
+ const GLfloat vertex_left = (sprites[i].x * (2.0f / glyph_destination_surface->width)) - 1.0f;
+ const GLfloat vertex_right = ((sprites[i].x + glyph->width) * (2.0f / glyph_destination_surface->width)) - 1.0f;
+ const GLfloat vertex_top = (sprites[i].y * (2.0f / glyph_destination_surface->height)) - 1.0f;
+ const GLfloat vertex_bottom = ((sprites[i].y + glyph->height) * (2.0f / glyph_destination_surface->height)) - 1.0f;
+
+ VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
+
+ vertex_buffer_slot->vertices[0][0].texture_coordinate.x = texture_left;
+ vertex_buffer_slot->vertices[0][0].texture_coordinate.y = texture_top;
+ vertex_buffer_slot->vertices[0][1].texture_coordinate.x = texture_right;
+ vertex_buffer_slot->vertices[0][1].texture_coordinate.y = texture_top;
+ vertex_buffer_slot->vertices[0][2].texture_coordinate.x = texture_right;
+ vertex_buffer_slot->vertices[0][2].texture_coordinate.y = texture_bottom;
+
+ vertex_buffer_slot->vertices[1][0].texture_coordinate.x = texture_left;
+ vertex_buffer_slot->vertices[1][0].texture_coordinate.y = texture_top;
+ vertex_buffer_slot->vertices[1][1].texture_coordinate.x = texture_right;
+ vertex_buffer_slot->vertices[1][1].texture_coordinate.y = texture_bottom;
+ vertex_buffer_slot->vertices[1][2].texture_coordinate.x = texture_left;
+ vertex_buffer_slot->vertices[1][2].texture_coordinate.y = texture_bottom;
+
+ vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
+ vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
+ vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
+ vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
+ vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
+ vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
+
+ vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
+ vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
+ vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
+ vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
+ vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
+ vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
+}
- glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
+// Upload the glyph's pixels
+static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void* buffer, int bytes_to_fill, void* udata)
+{
+ (void)udata;
- current_vertex_buffer_slot = 0;
+ Backend_Glyph *glyph = (Backend_Glyph*)image_id;
+
+ memcpy(buffer, glyph->pixels, bytes_to_fill);
}
+// Create a texture atlas, and upload pixels to it
+static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void* pixels, int w, int h, void* udata)
+{
+ (void)udata;
+
+ GLint previously_bound_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
+
+ GLuint texture_id;
+ glGenTextures(1, &texture_id);
+ glBindTexture(GL_TEXTURE_2D, texture_id);
+#ifdef USE_OPENGLES2
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
+#endif
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#ifndef USE_OPENGLES2
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+#endif
+
+ glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
+
+ return (SPRITEBATCH_U64)texture_id;
+}
+
+// Destroy texture atlas
+static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void* udata)
+{
+ (void)udata;
+
+ glDeleteTextures(1, (GLuint*)&texture_id);
+}
+
Backend_Surface* Backend_Init(const char *title, int width, int height, BOOL fullscreen)
{
#ifdef USE_OPENGLES2
@@ -469,6 +588,9 @@
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
#endif
+ // Set up blending (only used for font-rendering)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
//glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(MessageCallback, 0);
@@ -528,6 +650,15 @@
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
glViewport(0, 0, framebuffer.width, framebuffer.height);
+ // Set-up glyph-batcher
+ spritebatch_config_t config;
+ spritebatch_set_default_config(&config);
+ config.batch_callback = GlyphBatch_Draw;
+ config.get_pixels_callback = GlyphBatch_GetPixels;
+ config.generate_texture_callback = GlyphBatch_CreateTexture;
+ config.delete_texture_callback = GlyphBatch_DestroyTexture;
+ spritebatch_init(&glyph_batcher, &config, NULL);
+
return &framebuffer;
}
@@ -592,6 +723,8 @@
{
free(local_vertex_buffer);
+ spritebatch_term(&glyph_batcher);
+
glDeleteTextures(1, &framebuffer.texture_id);
glDeleteFramebuffers(1, &framebuffer_id);
glDeleteProgram(program_glyph_subpixel_part2);
@@ -890,7 +1023,7 @@
return TRUE;
}
-Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, FontPixelMode pixel_mode)
+Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
@@ -898,68 +1031,19 @@
{
const unsigned int destination_pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
- unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height);
+ glyph->pixels = (unsigned char*)malloc(destination_pitch * height);
- if (buffer != NULL)
+ if (glyph->pixels != NULL)
{
- switch (pixel_mode)
+ for (unsigned int y = 0; y < height; ++y)
{
- case FONT_PIXEL_MODE_LCD:
- case FONT_PIXEL_MODE_GRAY:
- for (unsigned int y = 0; y < height; ++y)
- {
- const unsigned char *source_pointer = pixels + y * pitch;
- unsigned char *destination_pointer = buffer + y * destination_pitch;
- memcpy(destination_pointer, source_pointer, width);
- }
-
- break;
-
- case FONT_PIXEL_MODE_MONO:
- for (unsigned int y = 0; y < height; ++y)
- {
- const unsigned char *source_pointer = pixels + y * pitch;
- unsigned char *destination_pointer = buffer + y * destination_pitch;
-
- for (unsigned int x = 0; x < width; ++x)
- *destination_pointer++ = (*source_pointer++ ? 0xFF : 0);
- }
-
- break;
+ const unsigned char *source_pointer = &pixels[y * pitch];
+ unsigned char *destination_pointer = &glyph->pixels[y * destination_pitch];
+ memcpy(destination_pointer, source_pointer, width);
}
- GLint previously_bound_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
-
- glGenTextures(1, &glyph->texture_id);
- glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
- #ifdef USE_OPENGLES2
- if (pixel_mode == FONT_PIXEL_MODE_LCD)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width / 3, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, buffer);
- #else
- if (pixel_mode == FONT_PIXEL_MODE_LCD)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width / 3, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
- #endif
-
- free(buffer);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- #ifndef USE_OPENGLES2
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- #endif
-
- glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
-
- glyph->width = (pixel_mode == FONT_PIXEL_MODE_LCD ? width / 3 : width);
+ glyph->width = width;
glyph->height = height;
- glyph->pixel_mode = pixel_mode;
return glyph;
}
@@ -975,15 +1059,12 @@
if (glyph == NULL)
return;
- glDeleteTextures(1, &glyph->texture_id);
+ free(glyph->pixels);
free(glyph);
}
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{
- if (destination_surface == NULL)
- return;
-
glyph_destination_surface = destination_surface;
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
@@ -991,90 +1072,14 @@
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
{
- static Backend_Surface *last_surface;
- static Backend_Glyph *last_glyph;
- static unsigned char last_red;
- static unsigned char last_green;
- static unsigned char last_blue;
-
- if (glyph == NULL || glyph_destination_surface == NULL)
- return;
-
- const RenderMode render_mode = (glyph->pixel_mode == FONT_PIXEL_MODE_LCD ? MODE_DRAW_GLYPH_LCD : MODE_DRAW_GLYPH);
-
- if (last_render_mode != render_mode || last_surface != glyph_destination_surface || last_glyph != glyph || last_red != glyph_colour_channels[0] || last_green != glyph_colour_channels[1] || last_blue != glyph_colour_channels[2])
- {
- FlushVertexBuffer();
-
- last_render_mode = render_mode;
- last_surface = glyph_destination_surface;
- last_glyph = glyph;
- last_red = glyph_colour_channels[0];
- last_green = glyph_colour_channels[1];
- last_blue = glyph_colour_channels[2];
-
- if (glyph->pixel_mode == FONT_PIXEL_MODE_LCD)
- {
- glUseProgram(program_glyph_subpixel_part2);
- glUniform4f(program_glyph_subpixel_part2_uniform_colour, glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f);
- }
- else
- {
- glUseProgram(program_glyph_normal);
- glUniform4f(program_glyph_normal_uniform_colour, glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f);
- }
-
- // Point our framebuffer to the destination texture
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glyph_destination_surface->texture_id, 0);
- glViewport(0, 0, glyph_destination_surface->width, glyph_destination_surface->height);
-
- glEnable(GL_BLEND);
-
- // Enable texture coordinates, since this uses textures
- glEnableVertexAttribArray(2);
-
- glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
- }
-
- const GLfloat vertex_left = (x * (2.0f / glyph_destination_surface->width)) - 1.0f;
- const GLfloat vertex_right = ((x + glyph->width) * (2.0f / glyph_destination_surface->width)) - 1.0f;
- const GLfloat vertex_top = (y * (2.0f / glyph_destination_surface->height)) - 1.0f;
- const GLfloat vertex_bottom = ((y + glyph->height) * (2.0f / glyph_destination_surface->height)) - 1.0f;
-
- VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
-
- vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
- vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 0.0f;
- vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
- vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 0.0f;
- vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
- vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 1.0f;
-
- vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
- vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 0.0f;
- vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
- vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 1.0f;
- vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
- vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 1.0f;
-
- vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
- vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
- vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
- vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
- vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
- vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
-
- vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
- vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
- vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
- vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
- vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
- vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
+ spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->width, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0);
}
void Backend_FlushGlyphs(void)
{
-
+ spritebatch_tick(&glyph_batcher);
+ spritebatch_defrag(&glyph_batcher);
+ spritebatch_flush(&glyph_batcher);
}
void Backend_HandleRenderTargetLoss(void)
--- a/src/Backends/Rendering/SDLTexture.cpp
+++ b/src/Backends/Rendering/SDLTexture.cpp
@@ -65,7 +65,7 @@
}
// Blit the glyphs in the batch
-static void GlyphBatch_Draw(spritebatch_sprite_t* sprites, int count, int texture_w, int texture_h, void* udata)
+static void GlyphBatch_Draw(spritebatch_sprite_t *sprites, int count, int texture_w, int texture_h, void *udata)
{
(void)udata;
@@ -85,7 +85,7 @@
}
// Upload the glyph's pixels
-static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void* buffer, int bytes_to_fill, void* udata)
+static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void *buffer, int bytes_to_fill, void *udata)
{
(void)udata;
@@ -95,7 +95,7 @@
}
// Create a texture atlas, and upload pixels to it
-static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void* pixels, int w, int h, void* udata)
+static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void *pixels, int w, int h, void *udata)
{
(void)udata;
@@ -107,7 +107,7 @@
}
// Destroy texture atlas
-static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void* udata)
+static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
{
(void)udata;
@@ -201,6 +201,7 @@
void Backend_Deinit(void)
{
+ spritebatch_term(glyph_batcher);
SDL_DestroyTexture(framebuffer.texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
--- a/src/Font.cpp
+++ b/src/Font.cpp
@@ -7,7 +7,6 @@
#include <ft2build.h>
#include FT_FREETYPE_H
-#include FT_LCD_FILTER_H
#include FT_BITMAP_H
#include "WindowsWrapper.h"
@@ -43,9 +42,6 @@
FT_Library library;
FT_Face face;
unsigned char *data;
-#ifndef DISABLE_FONT_ANTIALIASING
- BOOL lcd_mode;
-#endif
CachedGlyph *glyph_list_head;
} FontObject;
@@ -973,7 +969,7 @@
unsigned int glyph_index = FT_Get_Char_Index(font_object->face, unicode_value);
#ifndef DISABLE_FONT_ANTIALIASING
- FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER | (font_object->lcd_mode ? FT_LOAD_TARGET_LCD : 0));
+ FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER);
#else
FT_Load_Glyph(font_object->face, glyph_index, FT_LOAD_RENDER | FT_LOAD_MONOCHROME);
#endif
@@ -987,12 +983,9 @@
FT_Bitmap_New(&bitmap);
FT_Bitmap_Convert(font_object->library, &font_object->face->glyph->bitmap, &bitmap, 1);
- FontPixelMode pixel_mode;
switch (font_object->face->glyph->bitmap.pixel_mode)
{
- case FT_PIXEL_MODE_LCD:
- pixel_mode = FONT_PIXEL_MODE_LCD;
-
+ case FT_PIXEL_MODE_GRAY:
for (unsigned int y = 0; y < bitmap.rows; ++y)
{
unsigned char *pixel_pointer = bitmap.buffer + y * bitmap.pitch;
@@ -999,7 +992,7 @@
for (unsigned int x = 0; x < bitmap.width; ++x)
{
- *pixel_pointer = GammaCorrect(*pixel_pointer);
+ *pixel_pointer = GammaCorrect((*pixel_pointer * 0xFF) / (bitmap.num_grays - 1));
++pixel_pointer;
}
}
@@ -1006,9 +999,7 @@
break;
- case FT_PIXEL_MODE_GRAY:
- pixel_mode = FONT_PIXEL_MODE_GRAY;
-
+ case FT_PIXEL_MODE_MONO:
for (unsigned int y = 0; y < bitmap.rows; ++y)
{
unsigned char *pixel_pointer = bitmap.buffer + y * bitmap.pitch;
@@ -1015,19 +1006,15 @@
for (unsigned int x = 0; x < bitmap.width; ++x)
{
- *pixel_pointer = GammaCorrect((*pixel_pointer * 0xFF) / (bitmap.num_grays - 1));
+ *pixel_pointer = *pixel_pointer ? 0xFF : 0;
++pixel_pointer;
}
}
break;
-
- case FT_PIXEL_MODE_MONO:
- pixel_mode = FONT_PIXEL_MODE_MONO;
- break;
}
- glyph->backend = Backend_LoadGlyph(bitmap.buffer, bitmap.width, bitmap.rows, bitmap.pitch, pixel_mode);
+ glyph->backend = Backend_LoadGlyph(bitmap.buffer, bitmap.width, bitmap.rows, bitmap.pitch);
FT_Bitmap_Done(font_object->library, &bitmap);
}
@@ -1059,10 +1046,6 @@
{
if (FT_Init_FreeType(&font_object->library) == 0)
{
-#ifndef DISABLE_FONT_ANTIALIASING
- font_object->lcd_mode = Backend_SupportsSubpixelGlyphs() && FT_Library_SetLcdFilter(font_object->library, FT_LCD_FILTER_DEFAULT) != FT_Err_Unimplemented_Feature;
-#endif
-
font_object->data = (unsigned char*)malloc(data_size);
if (font_object->data != NULL)
--
⑨