Implement spritebatch properly.

This commit is contained in:
2026-03-22 09:13:42 -05:00
parent 66ebcb1608
commit ca0e9fc3b2
19 changed files with 205 additions and 142 deletions

View File

@@ -45,13 +45,63 @@ void cameraInitOrthographic(camera_t *camera) {
camera->_2d.zoom = 1.0f; camera->_2d.zoom = 1.0f;
} }
void cameraPushMatrix(camera_t *camera) { void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Invalid camera"); assertNotNull(camera, "Not a camera component");
cameraPushMatrixPlatform(camera); assertNotNull(dest, "Destination matrix must not be null");
if(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
) {
glm_mat4_identity(dest);
glm_perspective(
camera->perspective.fov,
SCREEN.aspect,
camera->nearClip,
camera->farClip,
dest
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
dest[1][1] *= -1.0f;
}
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
glm_mat4_identity(dest);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.top,
camera->orthographic.bottom,
camera->nearClip,
camera->farClip,
dest
);
}
} }
void cameraPopMatrix(void) { void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
#ifdef cameraPopMatrixPlatform assertNotNull(camera, "Not a camera component");
cameraPopMatrixPlatform(); assertNotNull(dest, "Destination matrix must not be null");
#endif
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_copy(camera->view, dest);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
glm_mat4_identity(dest);
glm_lookat(
camera->lookat.position,
camera->lookat.target,
camera->lookat.up,
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
glm_mat4_identity(dest);
glm_lookat(
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
}
} }

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@@ -86,13 +86,17 @@ void cameraInitPerspective(camera_t *camera);
void cameraInitOrthographic(camera_t *camera); void cameraInitOrthographic(camera_t *camera);
/** /**
* Pushes the camera's view matrix onto the matrix stack. * Gets the projection matrix for a camera.
* *
* @param id The ID of the camera entity to use. * @param camera Camera to get the projection matrix for
* @param dest Matrix to store the projection matrix in
*/ */
void cameraPushMatrix(camera_t *camera); void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
/** /**
* Pops the camera's view matrix off the matrix stack. * Gets the view matrix for a camera.
*
* @param camera Camera to get the view matrix for
* @param dest Matrix to store the view matrix in
*/ */
void cameraPopMatrix(void); void cameraGetViewMatrix(camera_t *camera, mat4 dest);

View File

@@ -57,67 +57,27 @@ errorret_t displayUpdate(void) {
errorChain(shaderBind(&SHADER_UNLIT)); errorChain(shaderBind(&SHADER_UNLIT));
mat4 proj; camera_t camera;
glm_mat4_identity(proj); cameraInitOrthographic(&camera);
glm_ortho(0.0f, (float_t)SCREEN.width, (float_t)SCREEN.height, 0.0f, -1.0f, 1.0f, proj); camera.orthographic.left = 0.0f;
camera.orthographic.right = SCREEN.width;
camera.orthographic.top = SCREEN.height;
camera.orthographic.bottom = 0.0f;
mat4 view; mat4 proj, view, model;
glm_mat4_identity(view); cameraGetProjectionMatrix(&camera, proj);
cameraGetViewMatrix(&camera, view);
mat4 model;
glm_mat4_identity(model); glm_mat4_identity(model);
glm_translate(model, (vec3){
sinf(TIME.time * 10.0f) * 30.0f + 100.0f,
cosf(TIME.time * 10.0f) * 50.0f + 100.0f,
0.0f
});
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj)); errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view)); errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model)); errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
meshvertex_t verts[6] = { errorChain(spriteBatchPush(
{ NULL,
.pos = { 0.0f, 0.0f, 0.0f }, TIME.time * 2.0f, TIME.time * 3.0f, 100, 100, COLOR_WHITE, 0, 0, 1, 1
.uv = { 0.0f, 0.0f }, ));
.color = COLOR_WHITE errorChain(spriteBatchFlush());
},
{
.pos = { 100.0f, 0.0f, 0.0f },
.uv = { 1.0f, 0.0f },
.color = COLOR_WHITE
},
{
.pos = { 100.0f, 100.0f, 0.0f },
.uv = { 1.0f, 1.0f },
.color = COLOR_WHITE
},
{
.pos = { 100.0f, 100.0f, 0.0f },
.uv = { 1.0f, 1.0f },
.color = COLOR_WHITE
},
{
.pos = { 0.0f, 100.0f, 0.0f },
.uv = { 0.0f, 1.0f },
.color = COLOR_WHITE
},
{
.pos = { 0.0f, 0.0f, 0.0f },
.uv = { 0.0f, 0.0f },
.color = COLOR_WHITE
}
};
mesh_t mesh;
meshInit(&mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, 6, verts);
meshDraw(&mesh, 0, -1);
meshDispose(&mesh);
// errorCatch(errorPrint(sceneRender())); // errorCatch(errorPrint(sceneRender()));

View File

@@ -25,6 +25,29 @@ errorret_t meshInit(
errorOk(); errorOk();
} }
errorret_t meshFlush(
mesh_t *mesh,
const int32_t vertexOffset,
const int32_t vertexCount
) {
#ifdef meshFlushPlatform
assertNotNull(mesh, "Mesh cannot be NULL");
assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative.");
assertTrue(vertexCount == -1 || vertexCount > 0, "Vertex count incorrect.");
int32_t vertCount = meshGetVertexCount(mesh);
assertTrue(vertexOffset < (vertCount - 1), "Need at least one vert to draw");
int32_t drawCount = vertexCount;
if(vertexCount == -1) {
drawCount = vertCount - vertexOffset;
}
errorChain(meshFlushPlatform(mesh, vertexOffset, vertexCount));
#endif
errorOk();
}
errorret_t meshDraw( errorret_t meshDraw(
const mesh_t *mesh, const mesh_t *mesh,
const int32_t vertexOffset, const int32_t vertexOffset,
@@ -32,7 +55,7 @@ errorret_t meshDraw(
) { ) {
assertNotNull(mesh, "Mesh cannot be NULL"); assertNotNull(mesh, "Mesh cannot be NULL");
assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative"); assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative");
assertTrue(vertexCount >= -1, "Vertex count must be -1 or non-negative"); assertTrue(vertexCount == -1 || vertexCount > 0, "Incorrect vert count");
int32_t vertDrawCount = vertexCount; int32_t vertDrawCount = vertexCount;
if(vertexCount == -1) { if(vertexCount == -1) {

View File

@@ -40,6 +40,22 @@ errorret_t meshInit(
const meshvertex_t *vertices const meshvertex_t *vertices
); );
/**
* Instructs the mesh to flush the vertices to the GPU. This is surprisingly
* only really necessary on modern devices, as we tend to let older devices
* read the vertices from the main memory directly.
*
* @param mesh Mesh to flush the vertices for.
* @param vertexOffset Start vertex to flush.
* @param vertexCount Count of vertices to flush, set to -1 for all.
* @return Error state.
*/
errorret_t meshFlush(
mesh_t *mesh,
const int32_t vertexOffset,
const int32_t vertexCount
);
/** /**
* Draws a mesh. * Draws a mesh.
* *

View File

@@ -9,6 +9,7 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "display/mesh/quad.h" #include "display/mesh/quad.h"
#include "display/shader/shaderunlit.h"
screen_t SCREEN; screen_t SCREEN;
@@ -370,10 +371,18 @@ errorret_t screenRender() {
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
COLOR_BLACK COLOR_BLACK
); );
cameraPushMatrix(&SCREEN.framebufferCamera);
errorChain(textureBind(&SCREEN.framebuffer.texture)); shaderBind(&SHADER_UNLIT);
mat4 proj, view, model;
cameraGetProjectionMatrix(&SCREEN.framebufferCamera, proj);
cameraGetViewMatrix(&SCREEN.framebufferCamera, view);
glm_mat4_identity(model);
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj);
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view);
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model);
// errorChain(textureBind(&SCREEN.framebuffer.texture));
errorChain(meshDraw(&SCREEN.frameBufferMesh, 0, -1)); errorChain(meshDraw(&SCREEN.frameBufferMesh, 0, -1));
cameraPopMatrix();
errorOk(); errorOk();
}; };

View File

@@ -19,7 +19,7 @@ errorret_t spriteBatchInit() {
&SPRITEBATCH.mesh, &SPRITEBATCH.mesh,
QUAD_PRIMITIVE_TYPE, QUAD_PRIMITIVE_TYPE,
SPRITEBATCH_VERTEX_COUNT, SPRITEBATCH_VERTEX_COUNT,
&SPRITEBATCH_VERTICES[0] SPRITEBATCH_VERTICES
)); ));
errorOk(); errorOk();
} }
@@ -83,10 +83,10 @@ errorret_t spriteBatchFlush() {
errorOk(); errorOk();
} }
size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount;
errorChain(meshFlush(&SPRITEBATCH.mesh, 0, vertexCount));
errorChain(textureBind(SPRITEBATCH.currentTexture)); errorChain(textureBind(SPRITEBATCH.currentTexture));
errorChain(meshDraw( errorChain(meshDraw(&SPRITEBATCH.mesh, 0, vertexCount));
&SPRITEBATCH.mesh, 0, QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount
));
spriteBatchClear(); spriteBatchClear();
errorOk(); errorOk();
} }

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@@ -9,7 +9,7 @@
#include "display/mesh/quad.h" #include "display/mesh/quad.h"
#include "display/texture/texture.h" #include "display/texture/texture.h"
#define SPRITEBATCH_SPRITES_MAX 16 #define SPRITEBATCH_SPRITES_MAX 1
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT) #define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)

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@@ -69,8 +69,6 @@ void moduleCamera(scriptcontext_t *context) {
// Methods // Methods
lua_register(context->luaState, "cameraCreate", moduleCameraCreate); lua_register(context->luaState, "cameraCreate", moduleCameraCreate);
lua_register(context->luaState, "cameraPushMatrix", moduleCameraPushMatrix);
lua_register(context->luaState, "cameraPopMatrix", moduleCameraPopMatrix);
} }
int moduleCameraCreate(lua_State *L) { int moduleCameraCreate(lua_State *L) {
@@ -118,25 +116,6 @@ int moduleCameraCreate(lua_State *L) {
return 1; return 1;
} }
int moduleCameraPushMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
assertTrue(lua_gettop(L) >= 1, "cameraPushMatrix requires 1 arg.");
assertTrue(lua_isuserdata(L, 1), "cameraPushMatrix arg must be userdata.");
// Camera should be provided (pointer to camera_t).
camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
assertNotNull(cam, "Camera pointer cannot be NULL.");
cameraPushMatrix(cam);
return 0;
}
int moduleCameraPopMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
cameraPopMatrix();
return 0;
}
int moduleCameraIndex(lua_State *l) { int moduleCameraIndex(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL."); assertNotNull(l, "Lua state cannot be NULL.");

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@@ -23,22 +23,6 @@ void moduleCamera(scriptcontext_t *context);
*/ */
int moduleCameraCreate(lua_State *L); int moduleCameraCreate(lua_State *L);
/**
* Script binding for pushing the camera matrix onto the matrix stack.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraPushMatrix(lua_State *L);
/**
* Script binding for popping the camera matrix from the matrix stack.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraPopMatrix(lua_State *L);
/** /**
* Getter for camera structure fields. * Getter for camera structure fields.
* *

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@@ -30,11 +30,11 @@ void uiRender(void) {
UI.camera.orthographic.right = SCREEN.width; UI.camera.orthographic.right = SCREEN.width;
UI.camera.orthographic.top = SCREEN.height; UI.camera.orthographic.top = SCREEN.height;
cameraPushMatrix(&UI.camera); // cameraPushMatrix(&UI.camera);
spriteBatchClear(); spriteBatchClear();
spriteBatchFlush(); spriteBatchFlush();
cameraPopMatrix(); // cameraPopMatrix();
} }
void uiDispose(void) { void uiDispose(void) {

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@@ -21,9 +21,10 @@ errorret_t meshInitGL(
mesh->primitiveType = primitiveType; mesh->primitiveType = primitiveType;
mesh->vertexCount = vertexCount; mesh->vertexCount = vertexCount;
mesh->vertices = vertices;
#ifdef DUSK_OPENGL_LEGACY #ifdef DUSK_OPENGL_LEGACY
mesh->vertices = vertices; // Nothing needed.
#else #else
// Generate Vertex Buffer Object // Generate Vertex Buffer Object
glGenBuffers(1, &mesh->vboId); glGenBuffers(1, &mesh->vboId);
@@ -34,7 +35,7 @@ errorret_t meshInitGL(
GL_ARRAY_BUFFER, GL_ARRAY_BUFFER,
vertexCount * sizeof(meshvertex_t), vertexCount * sizeof(meshvertex_t),
vertices, vertices,
GL_STATIC_DRAW GL_DYNAMIC_DRAW
); );
errorChain(errorGLCheck()); errorChain(errorGLCheck());
@@ -93,6 +94,27 @@ errorret_t meshInitGL(
errorOk(); errorOk();
} }
errorret_t meshFlushGL(
meshgl_t *mesh,
const int32_t vertOffset,
const int32_t vertCount
) {
#ifdef DUSK_OPENGL_LEGACY
// Nothing doing, we use the glClientState stuff.
#else
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
errorChain(errorGLCheck());
glBufferData(
GL_ARRAY_BUFFER,
vertCount * sizeof(meshvertex_t),
&mesh->vertices[vertOffset],
GL_DYNAMIC_DRAW
);
errorChain(errorGLCheck());
#endif
errorOk();
}
errorret_t meshDrawGL( errorret_t meshDrawGL(
const meshgl_t *mesh, const meshgl_t *mesh,
const int32_t offset, const int32_t offset,

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@@ -18,9 +18,10 @@ typedef enum {
typedef struct { typedef struct {
int32_t vertexCount; int32_t vertexCount;
meshprimitivetypegl_t primitiveType; meshprimitivetypegl_t primitiveType;
const meshvertex_t *vertices;
#ifdef DUSK_OPENGL_LEGACY #ifdef DUSK_OPENGL_LEGACY
const meshvertex_t *vertices; // Nothing needed
#else #else
GLuint vaoId; GLuint vaoId;
GLuint vboId; GLuint vboId;
@@ -43,6 +44,20 @@ errorret_t meshInitGL(
const meshvertex_t *vertices const meshvertex_t *vertices
); );
/**
* Flushes the vertices (stored in memory) to the GPU.
*
* @param mesh Mesh to flush vertices for.
* @param vertOffset First vertice index to flush.
* @param vertCount Count of vertices to flush.
* @return Error state.
*/
errorret_t meshFlushGL(
meshgl_t *mesh,
const int32_t vertOffset,
const int32_t vertCount
);
/** /**
* Draws a mesh using OpenGL. * Draws a mesh using OpenGL.
* *

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@@ -12,6 +12,7 @@ typedef meshprimitivetypegl_t meshprimitivetypeplatform_t;
typedef meshgl_t meshplatform_t; typedef meshgl_t meshplatform_t;
#define meshInitPlatform meshInitGL #define meshInitPlatform meshInitGL
#define meshFlushPlatform meshFlushGL
#define meshDrawPlatform meshDrawGL #define meshDrawPlatform meshDrawGL
#define meshGetVertexCountPlatform meshGetVertexCountGL #define meshGetVertexCountPlatform meshGetVertexCountGL
#define meshDisposePlatform meshDisposeGL #define meshDisposePlatform meshDisposeGL