2020-09-14 00:00:00 +00:00
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#include "./drawer.h"
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#include <assert.h>
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#include <stddef.h>
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#include <GL/glew.h>
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#include "util/gleasy/buffer.h"
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#include "util/gleasy/texture.h"
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#include "util/gleasy/program.h"
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#include "util/math/vector.h"
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#include "./block.h"
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/* resources */
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2020-10-09 00:00:00 +00:00
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#include "util/glyphas/anysrc/drawer.vshader.h"
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#include "util/glyphas/anysrc/drawer.fshader.h"
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2020-09-14 00:00:00 +00:00
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2020-10-09 00:00:00 +00:00
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#define UNIFORM_TEX_ 0
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2020-09-14 00:00:00 +00:00
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2020-10-09 00:00:00 +00:00
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#define VSHADER_IN_POS_ 0
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#define VSHADER_IN_SIZE_ 1
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#define VSHADER_IN_UV_POS_ 2
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#define VSHADER_IN_UV_SIZE_ 3
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#define VSHADER_IN_COLOR_ 4
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2020-09-14 00:00:00 +00:00
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#pragma pack(push, 1)
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typedef struct {
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vec2_t pos;
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vec2_t size;
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vec2_t uv_pos;
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vec2_t uv_size;
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vec4_t color;
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} glyphas_drawer_instance_t;
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#pragma pack(pop)
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gleasy_program_t glyphas_drawer_create_default_program(void) {
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return gleasy_program_new("", 0,
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glyphas_drawer_vshader_, sizeof(glyphas_drawer_vshader_),
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glyphas_drawer_fshader_, sizeof(glyphas_drawer_fshader_));
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}
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2020-10-09 00:00:00 +00:00
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void glyphas_drawer_initialize(
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glyphas_drawer_t* drawer, gleasy_texture_2d_t tex) {
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assert(drawer != NULL);
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*drawer = (typeof(*drawer)) {
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.tex = tex,
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};
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2020-09-14 00:00:00 +00:00
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glCreateVertexArrays(1, &drawer->vao);
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2020-10-09 00:00:00 +00:00
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glGenBuffers(1, &drawer->instances);
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2020-09-14 00:00:00 +00:00
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glBindVertexArray(drawer->vao);
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2020-10-09 00:00:00 +00:00
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glBindBuffer(GL_ARRAY_BUFFER, drawer->instances);
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2020-09-14 00:00:00 +00:00
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2020-10-09 00:00:00 +00:00
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# define enable_(index, var, dim, type) do { \
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glEnableVertexAttribArray(index); \
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glVertexAttribPointer( \
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index, dim, type, GL_FALSE, \
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sizeof(glyphas_drawer_instance_t), \
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NULL + offsetof(glyphas_drawer_instance_t, var)); \
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glVertexAttribDivisor(index, 1); \
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} while (0)
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enable_(VSHADER_IN_POS_, pos, 2, GL_FLOAT);
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enable_(VSHADER_IN_SIZE_, size, 2, GL_FLOAT);
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enable_(VSHADER_IN_UV_POS_, uv_pos, 2, GL_FLOAT);
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enable_(VSHADER_IN_UV_SIZE_, uv_size, 2, GL_FLOAT);
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enable_(VSHADER_IN_COLOR_, color, 4, GL_FLOAT);
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2020-09-14 00:00:00 +00:00
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2020-10-09 00:00:00 +00:00
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# undef enable_attrib_
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2020-09-14 00:00:00 +00:00
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}
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2020-10-09 00:00:00 +00:00
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void glyphas_drawer_deinitialize(glyphas_drawer_t* drawer) {
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assert(drawer != NULL);
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2020-09-14 00:00:00 +00:00
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glDeleteBuffers(1, &drawer->instances);
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glDeleteVertexArrays(1, &drawer->vao);
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}
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2020-10-09 00:00:00 +00:00
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void glyphas_drawer_clear(glyphas_drawer_t* drawer, size_t reserve) {
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2020-09-14 00:00:00 +00:00
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assert(drawer != NULL);
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assert(reserve > 0);
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drawer->instances_length = 0;
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if (drawer->instances_reserved < reserve) {
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glBindBuffer(GL_ARRAY_BUFFER, drawer->instances);
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glBufferData(GL_ARRAY_BUFFER,
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2020-10-09 00:00:00 +00:00
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reserve*sizeof(glyphas_drawer_instance_t), NULL, GL_DYNAMIC_DRAW);
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2020-09-14 00:00:00 +00:00
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drawer->instances_reserved = reserve;
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}
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}
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void glyphas_drawer_add_block(
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glyphas_drawer_t* drawer, const glyphas_block_t* block) {
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assert(drawer != NULL);
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assert(block != NULL);
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size_t len;
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const glyphas_block_item_t* items = glyphas_block_get_items(block, &len);
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for (size_t i = 0; i < len; ++i) {
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glyphas_drawer_add_block_item(drawer, &items[i]);
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}
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}
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void glyphas_drawer_add_block_item(
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glyphas_drawer_t* drawer, const glyphas_block_item_t* item) {
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assert(drawer != NULL);
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assert(item != NULL);
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const glyphas_drawer_instance_t insta = {
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.pos = item->pos,
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.size = item->size,
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.uv_pos = vec2(item->uv.left, item->uv.top),
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.uv_size = vec2(item->uv.right-item->uv.left, item->uv.top-item->uv.bottom),
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.color = item->color,
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};
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const size_t offset = drawer->instances_length * sizeof(insta);
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glBindBuffer(GL_ARRAY_BUFFER, drawer->instances);
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(insta), &insta);
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++drawer->instances_length;
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}
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void glyphas_drawer_draw(const glyphas_drawer_t* drawer) {
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assert(drawer != NULL);
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if (drawer->instances_length == 0) return;
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glBindVertexArray(drawer->vao);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, drawer->tex);
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2020-10-09 00:00:00 +00:00
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glUniform1i(UNIFORM_TEX_, 0);
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2020-09-14 00:00:00 +00:00
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, drawer->instances_length);
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}
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