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;
}
void cameraPushMatrix(camera_t *camera) {
assertNotNull(camera, "Invalid camera");
cameraPushMatrixPlatform(camera);
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
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) {
#ifdef cameraPopMatrixPlatform
cameraPopMatrixPlatform();
#endif
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
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");
}
}

View File

@@ -86,13 +86,17 @@ void cameraInitPerspective(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));
mat4 proj;
glm_mat4_identity(proj);
glm_ortho(0.0f, (float_t)SCREEN.width, (float_t)SCREEN.height, 0.0f, -1.0f, 1.0f, proj);
camera_t camera;
cameraInitOrthographic(&camera);
camera.orthographic.left = 0.0f;
camera.orthographic.right = SCREEN.width;
camera.orthographic.top = SCREEN.height;
camera.orthographic.bottom = 0.0f;
mat4 view;
glm_mat4_identity(view);
mat4 model;
mat4 proj, view, model;
cameraGetProjectionMatrix(&camera, proj);
cameraGetViewMatrix(&camera, view);
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_VIEW, view));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
meshvertex_t verts[6] = {
{
.pos = { 0.0f, 0.0f, 0.0f },
.uv = { 0.0f, 0.0f },
.color = COLOR_WHITE
},
{
.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);
errorChain(spriteBatchPush(
NULL,
TIME.time * 2.0f, TIME.time * 3.0f, 100, 100, COLOR_WHITE, 0, 0, 1, 1
));
errorChain(spriteBatchFlush());
// errorCatch(errorPrint(sceneRender()));

View File

@@ -25,6 +25,29 @@ errorret_t meshInit(
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(
const mesh_t *mesh,
const int32_t vertexOffset,
@@ -32,7 +55,7 @@ errorret_t meshDraw(
) {
assertNotNull(mesh, "Mesh cannot be NULL");
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;
if(vertexCount == -1) {

View File

@@ -40,6 +40,22 @@ errorret_t meshInit(
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.
*

View File

@@ -9,6 +9,7 @@
#include "assert/assert.h"
#include "util/memory.h"
#include "display/mesh/quad.h"
#include "display/shader/shaderunlit.h"
screen_t SCREEN;
@@ -370,10 +371,18 @@ errorret_t screenRender() {
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
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));
cameraPopMatrix();
errorOk();
};

View File

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

View File

@@ -9,7 +9,7 @@
#include "display/mesh/quad.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)

View File

@@ -69,8 +69,6 @@ void moduleCamera(scriptcontext_t *context) {
// Methods
lua_register(context->luaState, "cameraCreate", moduleCameraCreate);
lua_register(context->luaState, "cameraPushMatrix", moduleCameraPushMatrix);
lua_register(context->luaState, "cameraPopMatrix", moduleCameraPopMatrix);
}
int moduleCameraCreate(lua_State *L) {
@@ -118,25 +116,6 @@ int moduleCameraCreate(lua_State *L) {
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) {
assertNotNull(l, "Lua state cannot be NULL.");

View File

@@ -23,22 +23,6 @@ void moduleCamera(scriptcontext_t *context);
*/
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.
*

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

View File

@@ -21,9 +21,10 @@ errorret_t meshInitGL(
mesh->primitiveType = primitiveType;
mesh->vertexCount = vertexCount;
mesh->vertices = vertices;
#ifdef DUSK_OPENGL_LEGACY
mesh->vertices = vertices;
// Nothing needed.
#else
// Generate Vertex Buffer Object
glGenBuffers(1, &mesh->vboId);
@@ -34,7 +35,7 @@ errorret_t meshInitGL(
GL_ARRAY_BUFFER,
vertexCount * sizeof(meshvertex_t),
vertices,
GL_STATIC_DRAW
GL_DYNAMIC_DRAW
);
errorChain(errorGLCheck());
@@ -93,6 +94,27 @@ errorret_t meshInitGL(
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(
const meshgl_t *mesh,
const int32_t offset,

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@@ -18,9 +18,10 @@ typedef enum {
typedef struct {
int32_t vertexCount;
meshprimitivetypegl_t primitiveType;
const meshvertex_t *vertices;
#ifdef DUSK_OPENGL_LEGACY
const meshvertex_t *vertices;
// Nothing needed
#else
GLuint vaoId;
GLuint vboId;
@@ -43,6 +44,20 @@ errorret_t meshInitGL(
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.
*

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