#include "./ground.h" #include #include #include #include #include #include #include "util/math/algorithm.h" #include "util/math/matrix.h" #include "util/math/vector.h" #include "util/memory/memory.h" #include "util/gleasy/buffer.h" #include "util/gleasy/program.h" #include "./uniblock.h" /* resources */ #include "anysrc/header.shader.h" #include "anysrc/ground.vshader.h" #include "anysrc/ground.fshader.h" #define LOSHADER_GROUND_VSHADER_IN_GROUND_ID 0 #define LOSHADER_GROUND_VSHADER_IN_POS 1 #define LOSHADER_GROUND_VSHADER_IN_SIZE 2 struct loshader_ground_drawer_t { const loshader_ground_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 ground_id; vec2_t pos; vec2_t size; } loshader_ground_drawer_internal_instance_t; #pragma pack(pop) #define LOSHADER_GROUND_UNIBLOCK_INDEX 0 #define LOSHADER_GROUND_PRIMITIVE_COUNT 6 static void loshader_ground_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_GROUND_VSHADER_IN_##NAME); \ glVertexAttribPointer( \ LOSHADER_GROUND_VSHADER_IN_##NAME, \ dim, type, GL_FALSE, sizeof(loshader_ground_drawer_internal_instance_t), \ NULL + offsetof(loshader_ground_drawer_internal_instance_t, name)); \ glVertexAttribDivisor(LOSHADER_GROUND_VSHADER_IN_##NAME, 1); \ } while (0) enable_attrib_(GROUND_ID, ground_id, 1, GL_UNSIGNED_SHORT); enable_attrib_(POS, pos, 2, GL_FLOAT); enable_attrib_(SIZE, size, 2, GL_FLOAT); # undef enable_attrib_ } void loshader_ground_program_initialize(loshader_ground_program_t* prog) { *prog = gleasy_program_new( loshader_header_shader_, sizeof(loshader_header_shader_), loshader_ground_vshader_, sizeof(loshader_ground_vshader_), loshader_ground_fshader_, sizeof(loshader_ground_fshader_)); const GLuint uniblock = glGetUniformBlockIndex(*prog, "uniblock"); assert(glGetError() == GL_NO_ERROR); glUniformBlockBinding(*prog, uniblock, LOSHADER_GROUND_UNIBLOCK_INDEX); } void loshader_ground_program_deinitialize(loshader_ground_program_t* prog) { assert(prog != NULL); glDeleteProgram(*prog); } loshader_ground_drawer_t* loshader_ground_drawer_new( const loshader_ground_program_t* prog, const loshader_uniblock_t* uniblock) { assert(prog != NULL); assert(uniblock != NULL); loshader_ground_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_ground_program_setup_vao_(drawer->instances); return drawer; } void loshader_ground_drawer_delete(loshader_ground_drawer_t* drawer) { if (drawer == NULL) return; glDeleteBuffers(1, &drawer->instances); glDeleteVertexArrays(1, &drawer->vao); memory_delete(drawer); } void loshader_ground_drawer_clear( loshader_ground_drawer_t* drawer, size_t reserve) { assert(drawer != NULL); drawer->instances_length = 0; if (drawer->instances_reserved < reserve) { glBindBuffer(GL_ARRAY_BUFFER, drawer->instances); glBufferData(GL_ARRAY_BUFFER, reserve * sizeof(loshader_ground_drawer_instance_t), NULL, GL_DYNAMIC_DRAW); drawer->instances_reserved = reserve; } } void loshader_ground_drawer_add_instance( loshader_ground_drawer_t* drawer, const loshader_ground_drawer_instance_t* instance) { assert(drawer != NULL); assert(instance != NULL); if (drawer->instances_length >= drawer->instances_reserved) { fprintf(stderr, "ground drawer instance overflow\n"); abort(); } const loshader_ground_drawer_internal_instance_t inst = { .ground_id = instance->ground_id, .pos = instance->pos, .size = instance->size, }; glBindBuffer(GL_ARRAY_BUFFER, drawer->instances); glBufferSubData(GL_ARRAY_BUFFER, drawer->instances_length*sizeof(inst), sizeof(inst), &inst); ++drawer->instances_length; } void loshader_ground_drawer_draw(const loshader_ground_drawer_t* drawer) { assert(drawer != NULL); if (drawer->instances_length == 0) return; glUseProgram(*drawer->prog); glBindVertexArray(drawer->vao); loshader_uniblock_bind( drawer->uniblock, LOSHADER_GROUND_UNIBLOCK_INDEX); glDrawArraysInstanced(GL_TRIANGLES, 0, LOSHADER_GROUND_PRIMITIVE_COUNT, drawer->instances_length); }