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