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LEFTONE/core/loshader/bullet.c

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#include "./bullet.h"
#include <assert.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include "util/gleasy/buffer.h"
#include "util/gleasy/program.h"
#include "util/math/vector.h"
#include "util/memory/memory.h"
#include "./uniblock.h"
/* resources */
#include "anysrc/header.shader.h"
#include "anysrc/bullet.vshader.h"
#include "anysrc/bullet.fshader.h"
#define LOSHADER_BULLET_VSHADER_IN_BULLET_ID 0
#define LOSHADER_BULLET_VSHADER_IN_POS 1
#define LOSHADER_BULLET_VSHADER_IN_SIZE 2
#define LOSHADER_BULLET_VSHADER_IN_THETA 3
#define LOSHADER_BULLET_VSHADER_IN_TIME 4
#define LOSHADER_BULLET_VSHADER_IN_COLOR 5
struct loshader_bullet_drawer_t {
const loshader_bullet_program_t* prog;
const loshader_uniblock_t* uniblock;
GLuint vao;
gleasy_buffer_array_t instances;
size_t instances_reserved;
size_t instances_length;
};
#pragma pack(push, 1)
typedef struct {
uint16_t bullet_id;
vec2_t pos;
vec2_t size;
float theta;
float time;
vec4_t color;
} loshader_bullet_drawer_internal_instance_t;
#pragma pack(pop)
#define LOSHADER_BULLET_UNIBLOCK_INDEX 0
#define LOSHADER_BULLET_PRIMITIVE_COUNT 6
static void loshader_bullet_program_setup_vao_(
gleasy_buffer_array_t instances) {
assert(instances != 0);
glBindBuffer(GL_ARRAY_BUFFER, instances);
# define enable_attrib_(NAME, name, dim, type) do { \
glEnableVertexAttribArray(LOSHADER_BULLET_VSHADER_IN_##NAME); \
glVertexAttribPointer( \
LOSHADER_BULLET_VSHADER_IN_##NAME, dim, type, GL_FALSE, \
sizeof(loshader_bullet_drawer_internal_instance_t), \
NULL + offsetof(loshader_bullet_drawer_internal_instance_t, name)); \
glVertexAttribDivisor(LOSHADER_BULLET_VSHADER_IN_##NAME, 1); \
} while (0)
enable_attrib_(BULLET_ID, bullet_id, 1, GL_UNSIGNED_SHORT);
enable_attrib_(POS, pos, 2, GL_FLOAT);
enable_attrib_(SIZE, size, 2, GL_FLOAT);
enable_attrib_(THETA, theta, 1, GL_FLOAT);
enable_attrib_(TIME, time, 1, GL_FLOAT);
enable_attrib_(COLOR, color, 4, GL_FLOAT);
# undef enable_attrib_
}
void loshader_bullet_program_initialize(loshader_bullet_program_t* prog) {
assert(prog != NULL);
*prog = gleasy_program_new(
loshader_header_shader_, sizeof(loshader_header_shader_),
loshader_bullet_vshader_, sizeof(loshader_bullet_vshader_),
loshader_bullet_fshader_, sizeof(loshader_bullet_fshader_));
const GLuint uniblock = glGetUniformBlockIndex(*prog, "uniblock");
assert(glGetError() == GL_NO_ERROR);
glUniformBlockBinding(*prog, uniblock, LOSHADER_BULLET_UNIBLOCK_INDEX);
}
void loshader_bullet_program_deinitialize(loshader_bullet_program_t* prog) {
assert(prog != NULL);
glDeleteProgram(*prog);
}
loshader_bullet_drawer_t* loshader_bullet_drawer_new(
const loshader_bullet_program_t* prog,
const loshader_uniblock_t* uniblock) {
assert(prog != NULL);
assert(uniblock != NULL);
loshader_bullet_drawer_t* drawer = memory_new(sizeof(*drawer));
*drawer = (typeof(*drawer)) {
.prog = prog,
.uniblock = uniblock,
};
glCreateVertexArrays(1, &drawer->vao);
glBindVertexArray(drawer->vao);
glGenBuffers(1, &drawer->instances);
loshader_bullet_program_setup_vao_(drawer->instances);
return drawer;
}
void loshader_bullet_drawer_delete(loshader_bullet_drawer_t* drawer) {
assert(drawer != NULL);
glDeleteBuffers(1, &drawer->instances);
glDeleteVertexArrays(1, &drawer->vao);
memory_delete(drawer);
}
void loshader_bullet_drawer_clear(
loshader_bullet_drawer_t* drawer, size_t reserve) {
assert(drawer != NULL);
assert(reserve > 0);
drawer->instances_length = 0;
if (drawer->instances_reserved < reserve) {
glBindBuffer(GL_ARRAY_BUFFER, drawer->instances);
glBufferData(GL_ARRAY_BUFFER,
reserve * sizeof(loshader_bullet_drawer_internal_instance_t),
NULL, GL_DYNAMIC_DRAW);
drawer->instances_reserved = reserve;
}
}
void loshader_bullet_drawer_add_instance(
loshader_bullet_drawer_t* drawer,
const loshader_bullet_drawer_instance_t* instance) {
assert(drawer != NULL);
assert(instance != NULL);
if (drawer->instances_length >= drawer->instances_reserved) {
fprintf(stderr, "bullet drawer instance overflow\n");
abort();
}
const loshader_bullet_drawer_internal_instance_t insta = {
.bullet_id = instance->bullet_id,
.pos = instance->pos,
.size = instance->size,
.theta = instance->theta,
.time = instance->time,
.color = instance->color,
};
const size_t offset = drawer->instances_length * sizeof(insta);
glBindBuffer(GL_ARRAY_BUFFER, drawer->instances);
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(insta), &insta);
++drawer->instances_length;
}
void loshader_bullet_drawer_draw(const loshader_bullet_drawer_t* drawer) {
assert(drawer != NULL);
if (drawer->instances_length == 0) return;
glUseProgram(*drawer->prog);
glBindVertexArray(drawer->vao);
loshader_uniblock_bind(drawer->uniblock, LOSHADER_BULLET_UNIBLOCK_INDEX);
glDrawArraysInstanced(GL_TRIANGLES,
0, LOSHADER_BULLET_PRIMITIVE_COUNT, drawer->instances_length);
}