ref: 5fcf2feec81e753d0188bb10da9db0a5ee061957
dir: /src/render_gl.c/
// macOS #if defined(__APPLE__) && defined(__MACH__) #include <OpenGL/gl.h> #include <OpenGL/glext.h> void glCreateTextures(GLuint ignored, GLsizei n, GLuint *name) { glGenTextures(1, name); } #define glGenVertexArrays glGenVertexArraysAPPLE #define glBindVertexArray glBindVertexArrayAPPLE #define glDeleteVertexArrays glDeleteVertexArraysAPPLE // Linux #elif defined(__unix__) #include <GL/glew.h> #ifdef __EMSCRIPTEN__ void glCreateTextures(GLuint ignored, GLsizei n, GLuint *name) { glGenTextures(1, name); } void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) { glFramebufferTexture2D(target, attachment, GL_TEXTURE_2D, texture, level); } #endif // WINDOWS #else #include <windows.h> #define GL3_PROTOTYPES 1 #include <glew.h> #pragma comment(lib, "glew32.lib") #include <gl/GL.h> #pragma comment(lib, "opengl32.lib") #endif #include "libs/stb_image_write.h" #include "system.h" #include "render.h" #include "mem.h" #include "utils.h" #define ATLAS_SIZE 64 #define ATLAS_GRID 32 #define ATLAS_BORDER 16 #define RENDER_TRIS_BUFFER_CAPACITY 2048 #define TEXTURES_MAX 1024 #if defined(__EMSCRIPTEN__) || defined(USE_GLES2) // WebGL (GLES) needs the `precision` to be set, wheras OpenGL 2 // doesn't like that... #define SHADER_SOURCE(...) "precision highp float;" #__VA_ARGS__ // WebGL1 only allows for a 16 bit depth buffer attachment, so // we sacrifice a bit of the near plane to get more precision // further out #define NEAR_PLANE 128.0 #define FAR_PLANE (RENDER_FADEOUT_FAR) #define RENDER_DEPTH_BUFFER_INTERNAL_FORMAT GL_DEPTH_COMPONENT16 #else #define SHADER_SOURCE(...) #__VA_ARGS__ #define NEAR_PLANE 16.0 #define FAR_PLANE (RENDER_FADEOUT_FAR) #define RENDER_DEPTH_BUFFER_INTERNAL_FORMAT GL_DEPTH_COMPONENT24 #endif typedef struct { vec2i_t offset; vec2i_t size; } render_texture_t; uint16_t RENDER_NO_TEXTURE; #define use_program(SHADER) \ glUseProgram((SHADER)->program); \ glBindVertexArray((SHADER)->vao); #define bind_va_f(index, container, member, start) \ glVertexAttribPointer( \ index, member_size(container, member)/sizeof(float), GL_FLOAT, false, \ sizeof(container), \ (GLvoid*)(offsetof(container, member) + start) \ ) #define bind_va_color(index, container, member, start) \ glVertexAttribPointer( \ index, 4, GL_UNSIGNED_BYTE, true, \ sizeof(container), \ (GLvoid*)(offsetof(container, member) + start) \ ) static GLuint compile_shader(GLenum type, const char *source) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &source, NULL); glCompileShader(shader); GLint success; glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { int log_written; char log[256]; glGetShaderInfoLog(shader, 256, &log_written, log); die("Error compiling shader: %s\n", log); } return shader; } static GLuint create_program(const char *vs_source, const char *fs_source) { GLuint vs = compile_shader(GL_VERTEX_SHADER, vs_source); GLuint fs = compile_shader(GL_FRAGMENT_SHADER, fs_source); GLuint program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glUseProgram(program); return program; } // ----------------------------------------------------------------------------- // Main game shaders static const char * const SHADER_GAME_VS = SHADER_SOURCE( attribute vec3 pos; attribute vec2 uv; attribute vec4 color; varying vec4 v_color; varying vec2 v_uv; uniform mat4 view; uniform mat4 model; uniform mat4 projection; uniform vec2 screen; uniform vec3 camera_pos; uniform vec2 fade; uniform float time; void main() { gl_Position = projection * view * model * vec4(pos, 1.0); gl_Position.xy += screen.xy * gl_Position.w; v_color = color; v_color.a *= smoothstep( fade.y, fade.x, // fadeout far, near length(vec4(camera_pos, 1.0) - model * vec4(pos, 1.0)) ); v_uv = uv / 2048.0; // ATLAS_GRID * ATLAS_SIZE } ); static const char * const SHADER_GAME_FS = SHADER_SOURCE( varying vec4 v_color; varying vec2 v_uv; uniform sampler2D texture; void main() { vec4 tex_color = texture2D(texture, v_uv); vec4 color = tex_color * v_color; if (color.a == 0.0) { discard; } color.rgb = color.rgb * 2.0; gl_FragColor = color; } ); typedef struct { GLuint program; GLuint vao; struct { GLuint view; GLuint model; GLuint projection; GLuint screen; GLuint camera_pos; GLuint fade; GLuint time; } uniform; struct { GLuint pos; GLuint uv; GLuint color; } attribute; } prg_game_t; prg_game_t *shader_game_init() { prg_game_t *s = mem_bump(sizeof(prg_game_t)); s->program = create_program(SHADER_GAME_VS, SHADER_GAME_FS); s->uniform.view = glGetUniformLocation(s->program, "view"); s->uniform.model = glGetUniformLocation(s->program, "model"); s->uniform.projection = glGetUniformLocation(s->program, "projection"); s->uniform.screen = glGetUniformLocation(s->program, "screen"); s->uniform.camera_pos = glGetUniformLocation(s->program, "camera_pos"); s->uniform.fade = glGetUniformLocation(s->program, "fade"); s->attribute.pos = glGetAttribLocation(s->program, "pos"); s->attribute.uv = glGetAttribLocation(s->program, "uv"); s->attribute.color = glGetAttribLocation(s->program, "color"); glGenVertexArrays(1, &s->vao); glBindVertexArray(s->vao); glEnableVertexAttribArray(s->attribute.pos); glEnableVertexAttribArray(s->attribute.uv); glEnableVertexAttribArray(s->attribute.color); bind_va_f(s->attribute.pos, vertex_t, pos, 0); bind_va_f(s->attribute.uv, vertex_t, uv, 0); bind_va_color(s->attribute.color, vertex_t, color, 0); return s; } // ----------------------------------------------------------------------------- // POST Effect shaders static const char * const SHADER_POST_VS = SHADER_SOURCE( attribute vec3 pos; attribute vec2 uv; varying vec2 v_uv; uniform mat4 projection; uniform vec2 screen_size; uniform float time; void main() { gl_Position = projection * vec4(pos, 1.0); v_uv = uv; } ); static const char * const SHADER_POST_FS_DEFAULT = SHADER_SOURCE( varying vec2 v_uv; uniform sampler2D texture; uniform vec2 screen_size; void main() { gl_FragColor = texture2D(texture, v_uv); } ); // CRT effect based on https://www.shadertoy.com/view/Ms23DR // by https://github.com/mattiasgustavsson/ static const char * const SHADER_POST_FS_CRT = SHADER_SOURCE( varying vec2 v_uv; uniform float time; uniform sampler2D texture; uniform vec2 screen_size; vec2 curve(vec2 uv) { uv = (uv - 0.5) * 2.0; uv *= 1.1; uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0); uv = (uv / 2.0) + 0.5; uv = uv *0.92 + 0.04; return uv; } void main(){ vec2 uv = curve(gl_FragCoord.xy / screen_size); vec3 color; float x = sin(0.3*time+uv.y*21.0)*sin(0.7*time+uv.y*29.0)*sin(0.3+0.33*time+uv.y*31.0)*0.0017; color.r = texture2D(texture, vec2(x+uv.x+0.001,uv.y+0.001)).x+0.05; color.g = texture2D(texture, vec2(x+uv.x+0.000,uv.y-0.002)).y+0.05; color.b = texture2D(texture, vec2(x+uv.x-0.002,uv.y+0.000)).z+0.05; color.r += 0.08*texture2D(texture, 0.75*vec2(x+0.025, -0.027)+vec2(uv.x+0.001,uv.y+0.001)).x; color.g += 0.05*texture2D(texture, 0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002)).y; color.b += 0.08*texture2D(texture, 0.75*vec2(x+-0.02, -0.018)+vec2(uv.x-0.002,uv.y+0.000)).z; color = clamp(color*0.6+0.4*color*color*1.0,0.0,1.0); float vignette = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y)); color *= vec3(pow(vignette, 0.25)); color *= vec3(0.95,1.05,0.95); color *= 2.8; float scanlines = clamp( 0.35+0.35*sin(3.5*time+uv.y*screen_size.y*1.5), 0.0, 1.0); float s = pow(scanlines,1.7); color = color * vec3(0.4+0.7*s); color *= 1.0+0.01*sin(110.0*time); if (uv.x < 0.0 || uv.x > 1.0) color *= 0.0; if (uv.y < 0.0 || uv.y > 1.0) color *= 0.0; color*=1.0-0.65*vec3(clamp((mod(gl_FragCoord.x, 2.0)-1.0)*2.0,0.0,1.0)); gl_FragColor = vec4(color,1.0); } ); typedef struct { GLuint program; GLuint vao; struct { GLuint projection; GLuint screen_size; GLuint time; } uniform; struct { GLuint pos; GLuint uv; } attribute; } prg_post_t; void shader_post_general_init(prg_post_t *s) { s->uniform.projection = glGetUniformLocation(s->program, "projection"); s->uniform.screen_size = glGetUniformLocation(s->program, "screen_size"); s->uniform.time = glGetUniformLocation(s->program, "time"); s->attribute.pos = glGetAttribLocation(s->program, "pos"); s->attribute.uv = glGetAttribLocation(s->program, "uv"); glGenVertexArrays(1, &s->vao); glBindVertexArray(s->vao); glEnableVertexAttribArray(s->attribute.pos); glEnableVertexAttribArray(s->attribute.uv); bind_va_f(s->attribute.pos, vertex_t, pos, 0); bind_va_f(s->attribute.uv, vertex_t, uv, 0); } prg_post_t *shader_post_default_init() { prg_post_t *s = mem_bump(sizeof(prg_post_t)); s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_DEFAULT); shader_post_general_init(s); return s; } prg_post_t *shader_post_crt_init() { prg_post_t *s = mem_bump(sizeof(prg_post_t)); s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_CRT); shader_post_general_init(s); return s; } // ----------------------------------------------------------------------------- static GLuint vbo; static tris_t tris_buffer[RENDER_TRIS_BUFFER_CAPACITY]; static uint32_t tris_len = 0; static vec2i_t screen_size; static vec2i_t backbuffer_size; static uint32_t atlas_map[ATLAS_SIZE] = {0}; static GLuint atlas_texture = 0; static render_blend_mode_t blend_mode = RENDER_BLEND_NORMAL; static mat4_t projection_mat_2d = mat4_identity(); static mat4_t projection_mat_bb = mat4_identity(); static mat4_t projection_mat_3d = mat4_identity(); static mat4_t sprite_mat = mat4_identity(); static mat4_t view_mat = mat4_identity(); static render_texture_t textures[TEXTURES_MAX]; static uint32_t textures_len = 0; static bool texture_mipmap_is_dirty = false; static render_resolution_t render_res; static GLuint backbuffer = 0; static GLuint backbuffer_texture = 0; static GLuint backbuffer_depth_buffer = 0; prg_game_t *prg_game; prg_post_t *prg_post; prg_post_t *prg_post_effects[NUM_RENDER_POST_EFFCTS] = {}; static void render_flush(); // static void gl_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) { // puts(message); // } void render_init(vec2i_t screen_size) { #if defined(__APPLE__) && defined(__MACH__) // OSX // (nothing to do here) #else // Windows, Linux glewExperimental = GL_TRUE; glewInit(); #endif // glEnable(GL_DEBUG_OUTPUT); // glDebugMessageCallback(gl_message_callback, NULL); // glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); // Atlas Texture glCreateTextures(GL_TEXTURE_2D, 1, &atlas_texture); glBindTexture(GL_TEXTURE_2D, atlas_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, RENDER_USE_MIPMAPS ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); float anisotropy = 0; glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropy); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy); uint32_t tw = ATLAS_SIZE * ATLAS_GRID; uint32_t th = ATLAS_SIZE * ATLAS_GRID; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); printf("atlas texture %5d\n", atlas_texture); // Tris buffer glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); // Post Shaders prg_post_effects[RENDER_POST_NONE] = shader_post_default_init(); prg_post_effects[RENDER_POST_CRT] = shader_post_crt_init(); render_set_post_effect(RENDER_POST_NONE); // Game shader prg_game = shader_game_init(); use_program(prg_game); render_set_view(vec3(0, 0, 0), vec3(0, 0, 0)); render_set_model_mat(&mat4_identity()); glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Create white texture rgba_t white_pixels[4] = { rgba(128,128,128,255), rgba(128,128,128,255), rgba(128,128,128,255), rgba(128,128,128,255) }; RENDER_NO_TEXTURE = render_texture_create(2, 2, white_pixels); // Backbuffer render_res = RENDER_RES_NATIVE; render_set_screen_size(screen_size); } void render_cleanup() { // TODO } static mat4_t render_setup_2d_projection_mat(vec2i_t size) { float near = -1; float far = 1; float left = 0; float right = size.x; float bottom = size.y; float top = 0; float lr = 1 / (left - right); float bt = 1 / (bottom - top); float nf = 1 / (near - far); return mat4( -2 * lr, 0, 0, 0, 0, -2 * bt, 0, 0, 0, 0, 2 * nf, 0, (left + right) * lr, (top + bottom) * bt, (far + near) * nf, 1 ); } static mat4_t render_setup_3d_projection_mat(vec2i_t size) { // wipeout has a horizontal fov of 90deg, but we want the fov to be fixed // for the vertical axis, so that widescreen displays just have a wider // view. For the original 4/3 aspect ratio this equates to a vertical fov // of 73.75deg. float aspect = (float)size.x / (float)size.y; float fov = (73.75 / 180.0) * 3.14159265358; float f = 1.0 / tan(fov / 2); float nf = 1.0 / (NEAR_PLANE - FAR_PLANE); return mat4( f / aspect, 0, 0, 0, 0, f, 0, 0, 0, 0, (FAR_PLANE + NEAR_PLANE) * nf, -1, 0, 0, 2 * FAR_PLANE * NEAR_PLANE * nf, 0 ); } void render_set_screen_size(vec2i_t size) { screen_size = size; projection_mat_bb = render_setup_2d_projection_mat(screen_size); render_set_resolution(render_res); } void render_set_resolution(render_resolution_t res) { render_res = res; if (res == RENDER_RES_NATIVE) { backbuffer_size = screen_size; } else { float aspect = (float)screen_size.x / (float)screen_size.y; if (res == RENDER_RES_240P) { backbuffer_size = vec2i(240.0 * aspect, 240); } else if (res == RENDER_RES_480P) { backbuffer_size = vec2i(480.0 * aspect, 480); } else { die("Invalid resolution: %d", res); } } if (!backbuffer) { glGenTextures(1, &backbuffer_texture); glGenFramebuffers(1, &backbuffer); glGenRenderbuffers(1, &backbuffer_depth_buffer); } glBindTexture(GL_TEXTURE_2D, backbuffer_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, backbuffer_size.x, backbuffer_size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); 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); glBindFramebuffer(GL_FRAMEBUFFER, backbuffer); glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, backbuffer_depth_buffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, backbuffer_texture, 0); glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer); glRenderbufferStorage(GL_RENDERBUFFER, RENDER_DEPTH_BUFFER_INTERNAL_FORMAT, backbuffer_size.x, backbuffer_size.y); projection_mat_2d = render_setup_2d_projection_mat(backbuffer_size); projection_mat_3d = render_setup_3d_projection_mat(backbuffer_size); // Use nearest texture min filter for 240p and 480p glBindTexture(GL_TEXTURE_2D, atlas_texture); if (res == RENDER_RES_NATIVE) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, RENDER_USE_MIPMAPS ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } glViewport(0, 0, backbuffer_size.x, backbuffer_size.y); } void render_set_post_effect(render_post_effect_t post) { error_if(post < 0 || post > NUM_RENDER_POST_EFFCTS, "Invalid post effect %d", post); prg_post = prg_post_effects[post]; } vec2i_t render_size() { return backbuffer_size; } void render_frame_prepare() { use_program(prg_game); glBindFramebuffer(GL_FRAMEBUFFER, backbuffer); glViewport(0, 0, backbuffer_size.x, backbuffer_size.y); glBindTexture(GL_TEXTURE_2D, atlas_texture); glUniform2f(prg_game->uniform.screen, 0, 0); glEnable(GL_DEPTH_TEST); glDepthMask(true); glDisable(GL_POLYGON_OFFSET_FILL); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); } void render_frame_end() { render_flush(); use_program(prg_post); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, screen_size.x, screen_size.y); glBindTexture(GL_TEXTURE_2D, backbuffer_texture); glUniformMatrix4fv(prg_post->uniform.projection, 1, false, projection_mat_bb.m); glUniform1f(prg_post->uniform.time, system_cycle_time()); glUniform2f(prg_post->uniform.screen_size, screen_size.x, screen_size.y); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); rgba_t white = rgba(128,128,128,255); tris_buffer[tris_len++] = (tris_t){ .vertices = { {.pos = {0, screen_size.y, 0}, .uv = {0, 0}, .color = white}, {.pos = {screen_size.x, 0, 0}, .uv = {1, 1}, .color = white}, {.pos = {0, 0, 0}, .uv = {0, 1}, .color = white}, } }; tris_buffer[tris_len++] = (tris_t){ .vertices = { {.pos = {screen_size.x, screen_size.y, 0}, .uv = {1, 0}, .color = white}, {.pos = {screen_size.x, 0, 0}, .uv = {1, 1}, .color = white}, {.pos = {0, screen_size.y, 0}, .uv = {0, 0}, .color = white}, } }; render_flush(); } void render_flush() { if (tris_len == 0) { return; } if (texture_mipmap_is_dirty) { glGenerateMipmap(GL_TEXTURE_2D); texture_mipmap_is_dirty = false; } glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(tris_t) * tris_len, tris_buffer, GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES, 0, tris_len * 3); tris_len = 0; } void render_set_view(vec3_t pos, vec3_t angles) { render_flush(); render_set_depth_write(true); render_set_depth_test(true); view_mat = mat4_identity(); mat4_set_translation(&view_mat, vec3(0, 0, 0)); mat4_set_roll_pitch_yaw(&view_mat, vec3(angles.x, -angles.y + M_PI, angles.z + M_PI)); mat4_translate(&view_mat, vec3_inv(pos)); mat4_set_yaw_pitch_roll(&sprite_mat, vec3(-angles.x, angles.y - M_PI, 0)); render_set_model_mat(&mat4_identity()); render_flush(); glUniformMatrix4fv(prg_game->uniform.view, 1, false, view_mat.m); glUniformMatrix4fv(prg_game->uniform.projection, 1, false, projection_mat_3d.m); glUniform3f(prg_game->uniform.camera_pos, pos.x, pos.y, pos.z); glUniform2f(prg_game->uniform.fade, RENDER_FADEOUT_NEAR, RENDER_FADEOUT_FAR); } void render_set_view_2d() { render_flush(); render_set_depth_test(false); render_set_depth_write(false); render_set_model_mat(&mat4_identity()); glUniform3f(prg_game->uniform.camera_pos, 0, 0, 0); glUniformMatrix4fv(prg_game->uniform.view, 1, false, mat4_identity().m); glUniformMatrix4fv(prg_game->uniform.projection, 1, false, projection_mat_2d.m); } void render_set_model_mat(mat4_t *m) { render_flush(); glUniformMatrix4fv(prg_game->uniform.model, 1, false, m->m); } void render_set_depth_write(bool enabled) { render_flush(); glDepthMask(enabled); } void render_set_depth_test(bool enabled) { render_flush(); if (enabled) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } } void render_set_depth_offset(float offset) { render_flush(); if (offset == 0) { glDisable(GL_POLYGON_OFFSET_FILL); return; } glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(offset, 1.0); } void render_set_screen_position(vec2_t pos) { render_flush(); glUniform2f(prg_game->uniform.screen, pos.x, -pos.y); } void render_set_blend_mode(render_blend_mode_t new_mode) { if (new_mode == blend_mode) { return; } render_flush(); blend_mode = new_mode; if (blend_mode == RENDER_BLEND_NORMAL) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if (blend_mode == RENDER_BLEND_LIGHTER) { glBlendFunc(GL_SRC_ALPHA, GL_ONE); } } void render_set_cull_backface(bool enabled) { render_flush(); if (enabled) { glEnable(GL_CULL_FACE); } else { glDisable(GL_CULL_FACE); } } vec3_t render_transform(vec3_t pos) { return vec3_transform(vec3_transform(pos, &view_mat), &projection_mat_3d); } void render_push_tris(tris_t tris, uint16_t texture_index) { error_if(texture_index >= textures_len, "Invalid texture %d", texture_index); if (tris_len >= RENDER_TRIS_BUFFER_CAPACITY) { render_flush(); } render_texture_t *t = &textures[texture_index]; for (int i = 0; i < 3; i++) { tris.vertices[i].uv.x += t->offset.x; tris.vertices[i].uv.y += t->offset.y; } tris_buffer[tris_len++] = tris; } void render_push_sprite(vec3_t pos, vec2i_t size, rgba_t color, uint16_t texture_index) { error_if(texture_index >= textures_len, "Invalid texture %d", texture_index); vec3_t p1 = vec3_add(pos, vec3_transform(vec3(-size.x * 0.5, -size.y * 0.5, 0), &sprite_mat)); vec3_t p2 = vec3_add(pos, vec3_transform(vec3( size.x * 0.5, -size.y * 0.5, 0), &sprite_mat)); vec3_t p3 = vec3_add(pos, vec3_transform(vec3(-size.x * 0.5, size.y * 0.5, 0), &sprite_mat)); vec3_t p4 = vec3_add(pos, vec3_transform(vec3( size.x * 0.5, size.y * 0.5, 0), &sprite_mat)); render_texture_t *t = &textures[texture_index]; render_push_tris((tris_t){ .vertices = { { .pos = p1, .uv = {0, 0}, .color = color }, { .pos = p2, .uv = {0 + t->size.x ,0}, .color = color }, { .pos = p3, .uv = {0, 0 + t->size.y}, .color = color }, } }, texture_index); render_push_tris((tris_t){ .vertices = { { .pos = p3, .uv = {0, 0 + t->size.y}, .color = color }, { .pos = p2, .uv = {0 + t->size.x, 0}, .color = color }, { .pos = p4, .uv = {0 + t->size.x, 0 + t->size.y}, .color = color }, } }, texture_index); } void render_push_2d(vec2i_t pos, vec2i_t size, rgba_t color, uint16_t texture_index) { render_push_2d_tile(pos, vec2i(0, 0), render_texture_size(texture_index), size, color, texture_index); } void render_push_2d_tile(vec2i_t pos, vec2i_t uv_offset, vec2i_t uv_size, vec2i_t size, rgba_t color, uint16_t texture_index) { error_if(texture_index >= textures_len, "Invalid texture %d", texture_index); render_push_tris((tris_t){ .vertices = { { .pos = {pos.x, pos.y + size.y, 0}, .uv = {uv_offset.x , uv_offset.y + uv_size.y}, .color = color }, { .pos = {pos.x + size.x, pos.y, 0}, .uv = {uv_offset.x + uv_size.x, uv_offset.y}, .color = color }, { .pos = {pos.x, pos.y, 0}, .uv = {uv_offset.x , uv_offset.y}, .color = color }, } }, texture_index); render_push_tris((tris_t){ .vertices = { { .pos = {pos.x + size.x, pos.y + size.y, 0}, .uv = {uv_offset.x + uv_size.x, uv_offset.y + uv_size.y}, .color = color }, { .pos = {pos.x + size.x, pos.y, 0}, .uv = {uv_offset.x + uv_size.x, uv_offset.y}, .color = color }, { .pos = {pos.x, pos.y + size.y, 0}, .uv = {uv_offset.x , uv_offset.y + uv_size.y}, .color = color }, } }, texture_index); } uint16_t render_texture_create(uint32_t tw, uint32_t th, rgba_t *pixels) { error_if(textures_len >= TEXTURES_MAX, "TEXTURES_MAX reached"); uint32_t bw = tw + ATLAS_BORDER * 2; uint32_t bh = th + ATLAS_BORDER * 2; // Find a position in the atlas for this texture (with added border) uint32_t grid_width = (bw + ATLAS_GRID - 1) / ATLAS_GRID; uint32_t grid_height = (bh + ATLAS_GRID - 1) / ATLAS_GRID; uint32_t grid_x = 0; uint32_t grid_y = ATLAS_SIZE - grid_height + 1; for (uint32_t cx = 0; cx < ATLAS_SIZE - grid_width; cx++) { if (atlas_map[cx] >= grid_y) { continue; } uint32_t cy = atlas_map[cx]; bool is_best = true; for (uint32_t bx = cx; bx < cx + grid_width; bx++) { if (atlas_map[bx] >= grid_y) { is_best = false; cx = bx; break; } if (atlas_map[bx] > cy) { cy = atlas_map[bx]; } } if (is_best) { grid_y = cy; grid_x = cx; } } error_if(grid_y + grid_height > ATLAS_SIZE, "Render atlas ran out of space"); for (uint32_t cx = grid_x; cx < grid_x + grid_width; cx++) { atlas_map[cx] = grid_y + grid_height; } // Add the border pixels for this texture rgba_t *pb = mem_temp_alloc(sizeof(rgba_t) * bw * bh); if (tw && th) { // Top border for (int32_t y = 0; y < ATLAS_BORDER; y++) { memcpy(pb + bw * y + ATLAS_BORDER, pixels, tw * sizeof(rgba_t)); } // Bottom border for (int32_t y = 0; y < ATLAS_BORDER; y++) { memcpy(pb + bw * (bh - ATLAS_BORDER + y) + ATLAS_BORDER, pixels + tw * (th-1), tw * sizeof(rgba_t)); } // Left border for (int32_t y = 0; y < bh; y++) { for (int32_t x = 0; x < ATLAS_BORDER; x++) { pb[y * bw + x] = pixels[clamp(y-ATLAS_BORDER, 0, th-1) * tw]; } } // Right border for (int32_t y = 0; y < bh; y++) { for (int32_t x = 0; x < ATLAS_BORDER; x++) { pb[y * bw + x + bw - ATLAS_BORDER] = pixels[tw - 1 + clamp(y-ATLAS_BORDER, 0, th-1) * tw]; } } // Texture for (int32_t y = 0; y < th; y++) { memcpy(pb + bw * (y + ATLAS_BORDER) + ATLAS_BORDER, pixels + tw * y, tw * sizeof(rgba_t)); } } uint32_t x = grid_x * ATLAS_GRID; uint32_t y = grid_y * ATLAS_GRID; glBindTexture(GL_TEXTURE_2D, atlas_texture); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, bw, bh, GL_RGBA, GL_UNSIGNED_BYTE, pb); mem_temp_free(pb); texture_mipmap_is_dirty = RENDER_USE_MIPMAPS; uint16_t texture_index = textures_len; textures_len++; textures[texture_index] = (render_texture_t){ {x + ATLAS_BORDER, y + ATLAS_BORDER}, {tw, th} }; printf("inserted atlas texture (%3dx%3d) at (%3d,%3d)\n", tw, th, grid_x, grid_y); return texture_index; } vec2i_t render_texture_size(uint16_t texture_index) { error_if(texture_index >= textures_len, "Invalid texture %d", texture_index); return textures[texture_index].size; } void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels) { error_if(texture_index >= textures_len, "Invalid texture %d", texture_index); render_texture_t *t = &textures[texture_index]; glBindTexture(GL_TEXTURE_2D, atlas_texture); glTexSubImage2D(GL_TEXTURE_2D, 0, t->offset.x, t->offset.y, t->size.x, t->size.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels); } uint16_t render_textures_len() { return textures_len; } void render_textures_reset(uint16_t len) { error_if(len > textures_len, "Invalid texture reset len %d >= %d", len, textures_len); render_flush(); textures_len = len; clear(atlas_map); // Clear completely and recreate the default white texture if (len == 0) { rgba_t white_pixels[4] = { rgba(128,128,128,255), rgba(128,128,128,255), rgba(128,128,128,255), rgba(128,128,128,255) }; RENDER_NO_TEXTURE = render_texture_create(2, 2, white_pixels); return; } // Replay all texture grid insertions up to the reset len for (int i = 0; i < textures_len; i++) { uint32_t grid_x = (textures[i].offset.x - ATLAS_BORDER) / ATLAS_GRID; uint32_t grid_y = (textures[i].offset.y - ATLAS_BORDER) / ATLAS_GRID; uint32_t grid_width = (textures[i].size.x + ATLAS_BORDER * 2 + ATLAS_GRID - 1) / ATLAS_GRID; uint32_t grid_height = (textures[i].size.y + ATLAS_BORDER * 2 + ATLAS_GRID - 1) / ATLAS_GRID; for (uint32_t cx = grid_x; cx < grid_x + grid_width; cx++) { atlas_map[cx] = grid_y + grid_height; } } } void render_textures_dump(const char *path) { int width = ATLAS_SIZE * ATLAS_GRID; int height = ATLAS_SIZE * ATLAS_GRID; rgba_t *pixels = malloc(sizeof(rgba_t) * width * height); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); stbi_write_png(path, width, height, 4, pixels, 0); free(pixels); }