#include "./character.h" #include #include #include #include #include #include #include "util/gleasy/buffer.h" #include "util/gleasy/program.h" #include "util/math/vector.h" #include "./instanced.h" #include "./uniblock.h" /* resources */ #include "core/loshader/anysrc/header.shader.h" #include "core/loshader/anysrc/character.vshader.h" #include "core/loshader/anysrc/character.fshader.h" #define VSHADER_IN_CHARACTER_ID_ 0 #define VSHADER_IN_FROM_MOTION_ID_ 1 #define VSHADER_IN_TO_MOTION_ID_ 2 #define VSHADER_IN_MOTION_TIME_ 3 #define VSHADER_IN_MARKER_ 4 #define VSHADER_IN_MARKER_OFFSET_ 5 #define VSHADER_IN_POS_ 6 #define VSHADER_IN_SIZE_ 7 #define VSHADER_IN_COLOR_ 8 #define PRIMITIVE_COUNT_ 54 #pragma pack(push, 1) typedef struct { uint16_t character_id; uint16_t from_motion_id; uint16_t to_motion_id; float motion_time; float marker; vec2_t marker_offset; vec2_t pos; vec2_t size; vec4_t color; } loshader_character_drawer_internal_instance_t; #pragma pack(pop) void loshader_character_drawer_initialize( loshader_character_drawer_t* drawer, const loshader_uniblock_t* uniblock) { assert(drawer != NULL); assert(uniblock != NULL); gleasy_program_t prog = gleasy_program_new( loshader_header_shader_, sizeof(loshader_header_shader_), loshader_character_vshader_, sizeof(loshader_character_vshader_), loshader_character_fshader_, sizeof(loshader_character_fshader_)); loshader_instanced_drawer_initialize( &drawer->super, prog, uniblock, sizeof(loshader_character_drawer_internal_instance_t)); glBindVertexArray(drawer->super.vao); glBindBuffer(GL_ARRAY_BUFFER, drawer->super.instances); # define enable_(index, var, dim, type) do { \ glEnableVertexAttribArray(index); \ glVertexAttribPointer( \ index, dim, type, GL_FALSE, \ sizeof(loshader_character_drawer_internal_instance_t), \ NULL + offsetof(loshader_character_drawer_internal_instance_t, var)); \ glVertexAttribDivisor(index, 1); \ } while (0) enable_(VSHADER_IN_CHARACTER_ID_, character_id, 1, GL_UNSIGNED_SHORT); enable_(VSHADER_IN_FROM_MOTION_ID_, from_motion_id, 1, GL_UNSIGNED_SHORT); enable_(VSHADER_IN_TO_MOTION_ID_, to_motion_id, 1, GL_UNSIGNED_SHORT); enable_(VSHADER_IN_MOTION_TIME_, motion_time, 1, GL_FLOAT); enable_(VSHADER_IN_MARKER_, marker, 1, GL_FLOAT); enable_(VSHADER_IN_MARKER_OFFSET_, marker_offset, 2, GL_FLOAT); enable_(VSHADER_IN_POS_, pos, 2, GL_FLOAT); enable_(VSHADER_IN_SIZE_, size, 2, GL_FLOAT); enable_(VSHADER_IN_COLOR_, color, 4, GL_FLOAT); # undef enable_ } void loshader_character_drawer_add_instance( loshader_character_drawer_t* drawer, const loshader_character_drawer_instance_t* instance) { assert(drawer != NULL); assert(instance != NULL); const loshader_character_drawer_internal_instance_t insta = { .character_id = instance->character_id, .from_motion_id = instance->motion.from, .to_motion_id = instance->motion.to, .motion_time = instance->motion.time, .marker = instance->marker, .marker_offset = instance->marker_offset, .pos = instance->pos, .size = instance->size, .color = instance->color, }; if (!loshader_instanced_drawer_add_instance(&drawer->super, &insta)) { fprintf(stderr, "character drawer overflow\n"); abort(); } } void loshader_character_drawer_draw(const loshader_character_drawer_t* drawer) { assert(drawer != NULL); loshader_instanced_drawer_draw(&drawer->super, PRIMITIVE_COUNT_); }