#include "./bullet.h" #include #include #include #include #include #include #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); }