206 lines
6.1 KiB
C
206 lines
6.1 KiB
C
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#include "./character.h"
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#include <assert.h>
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#include <stddef.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.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/program.h"
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#include "util/math/vector.h"
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#include "util/memory/memory.h"
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#include "./uniblock.h"
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/* resources */
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#include "anysrc/header.shader.h"
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#include "anysrc/character.vshader.h"
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#include "anysrc/character.fshader.h"
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#define LOSHADER_CHARACTER_VSHADER_IN_CHARACTER_ID 0
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#define LOSHADER_CHARACTER_VSHADER_IN_FROM_MOTION_ID 1
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#define LOSHADER_CHARACTER_VSHADER_IN_TO_MOTION_ID 2
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#define LOSHADER_CHARACTER_VSHADER_IN_MOTION_TIME 3
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#define LOSHADER_CHARACTER_VSHADER_IN_MARKER 4
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#define LOSHADER_CHARACTER_VSHADER_IN_MARKER_OFFSET 5
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#define LOSHADER_CHARACTER_VSHADER_IN_POS 6
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#define LOSHADER_CHARACTER_VSHADER_IN_SIZE 7
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#define LOSHADER_CHARACTER_VSHADER_IN_COLOR 8
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struct loshader_character_drawer_t {
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const loshader_character_program_t* prog;
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const loshader_uniblock_t* uniblock;
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GLuint vao;
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gleasy_buffer_array_t instances;
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size_t instances_reserved;
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size_t instances_length;
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};
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#pragma pack(push, 1)
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typedef struct {
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uint16_t character_id;
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uint16_t from_motion_id;
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uint16_t to_motion_id;
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float motion_time;
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float marker;
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vec2_t marker_offset;
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vec2_t pos;
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vec2_t size;
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vec4_t color;
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} loshader_character_drawer_internal_instance_t;
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#pragma pack(pop)
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#define LOSHADER_CHARACTER_UNIBLOCK_INDEX 0
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#define LOSHADER_CHARACTER_PRIMITIVE_COUNT 54
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static void loshader_character_program_setup_vao_(
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const loshader_character_program_t* prog, gleasy_buffer_array_t instances) {
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assert(prog != NULL);
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assert(instances != 0);
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glBindBuffer(GL_ARRAY_BUFFER, instances);
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# define enable_attrib_(NAME, name, dim, type) do { \
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glEnableVertexAttribArray(LOSHADER_CHARACTER_VSHADER_IN_##NAME); \
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glVertexAttribPointer( \
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LOSHADER_CHARACTER_VSHADER_IN_##NAME, dim, type, GL_FALSE, \
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sizeof(loshader_character_drawer_internal_instance_t), \
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NULL + offsetof(loshader_character_drawer_internal_instance_t, name)); \
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glVertexAttribDivisor(LOSHADER_CHARACTER_VSHADER_IN_##NAME, 1); \
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} while (0)
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enable_attrib_(CHARACTER_ID, character_id, 1, GL_UNSIGNED_SHORT);
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enable_attrib_(FROM_MOTION_ID, from_motion_id, 1, GL_UNSIGNED_SHORT);
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enable_attrib_(TO_MOTION_ID, to_motion_id, 1, GL_UNSIGNED_SHORT);
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enable_attrib_(MOTION_TIME, motion_time, 1, GL_FLOAT);
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enable_attrib_(MARKER, marker, 1, GL_FLOAT);
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enable_attrib_(MARKER_OFFSET, marker_offset, 2, GL_FLOAT);
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enable_attrib_(POS, pos, 2, GL_FLOAT);
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enable_attrib_(SIZE, size, 2, GL_FLOAT);
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enable_attrib_(COLOR, color, 4, GL_FLOAT);
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# undef enable_attrib_
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}
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void loshader_character_program_initialize(loshader_character_program_t* prog) {
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assert(prog != NULL);
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*prog = gleasy_program_new(
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loshader_header_shader_, sizeof(loshader_header_shader_),
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loshader_character_vshader_, sizeof(loshader_character_vshader_),
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loshader_character_fshader_, sizeof(loshader_character_fshader_));
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const GLuint uniblock = glGetUniformBlockIndex(*prog, "uniblock");
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assert(glGetError() == GL_NO_ERROR);
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glUniformBlockBinding(*prog, uniblock, LOSHADER_CHARACTER_UNIBLOCK_INDEX);
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}
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void loshader_character_program_deinitialize(
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loshader_character_program_t* prog) {
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assert(prog != NULL);
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glDeleteProgram(*prog);
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}
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loshader_character_drawer_t* loshader_character_drawer_new(
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const loshader_character_program_t* prog,
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const loshader_uniblock_t* uniblock) {
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assert(prog != NULL);
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assert(uniblock != NULL);
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loshader_character_drawer_t* drawer = memory_new(sizeof(*drawer));
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*drawer = (typeof(*drawer)) {
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.prog = prog,
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.uniblock = uniblock,
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};
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glGenBuffers(1, &drawer->instances);
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glCreateVertexArrays(1, &drawer->vao);
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glBindVertexArray(drawer->vao);
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loshader_character_program_setup_vao_(drawer->prog, drawer->instances);
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return drawer;
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}
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void loshader_character_drawer_delete(loshader_character_drawer_t* drawer) {
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if (drawer == NULL) return;
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glDeleteBuffers(1, &drawer->instances);
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glDeleteVertexArrays(1, &drawer->vao);
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memory_delete(drawer);
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}
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void loshader_character_drawer_clear(
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loshader_character_drawer_t* drawer, size_t reserve) {
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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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reserve * sizeof(loshader_character_drawer_internal_instance_t),
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NULL, GL_DYNAMIC_DRAW);
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drawer->instances_reserved = reserve;
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}
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}
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void loshader_character_drawer_add_instance(
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loshader_character_drawer_t* drawer,
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const loshader_character_drawer_instance_t* instance) {
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assert(drawer != NULL);
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assert(instance != NULL);
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if (drawer->instances_length >= drawer->instances_reserved) {
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fprintf(stderr, "character drawer instance overflow\n");
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abort();
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}
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const loshader_character_drawer_internal_instance_t insta = {
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.character_id = instance->character_id,
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.from_motion_id = instance->from_motion_id,
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.to_motion_id = instance->to_motion_id,
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.motion_time = instance->motion_time,
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.marker = instance->marker,
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.marker_offset = instance->marker_offset,
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.pos = instance->pos,
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.size = instance->size,
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.color = instance->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 loshader_character_drawer_draw(const loshader_character_drawer_t* drawer) {
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assert(drawer != NULL);
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if (drawer->instances_length == 0) return;
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glUseProgram(*drawer->prog);
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glBindVertexArray(drawer->vao);
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loshader_uniblock_bind(drawer->uniblock, LOSHADER_CHARACTER_UNIBLOCK_INDEX);
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glDrawArraysInstanced(GL_TRIANGLES,
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0, LOSHADER_CHARACTER_PRIMITIVE_COUNT, drawer->instances_length);
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}
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