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DrawBatch.cpp
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DrawBatch.cpp
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#include "client.h"
#include "Viewport.h"
#include "DrawBatch.h"
bool DrawBatch::debug_batch_cond=false;
DrawBatch::DrawBatch( Viewport *vp, VFTYPE vft, GLuint tx, GLuint primtype, FragmentShader *fs, BLENDTYPE bt, int linew ) : vf_type(vft), tex(tx), prim_type(primtype), f_shader(fs), blend_type(bt), line_width(linew), vert_used(0), index_used(0), mesh(NULL), translate(0,0), scale(8,8), radrot(0), viewport(vp), perform_transform(false) {
setupVBIB(NULL,vft);
}
void DrawBatch::setupVBIB( Mesh *copy_from,VFTYPE vft ) {
vb = new VertexBuffer();
ib = new IndexBuffer();
if(copy_from) {
vb->setFormat(copy_from->vb->fmt);
vb->reserve(copy_from->vb->array_len);
vb->copyFromBuffer(copy_from->vb->buf,copy_from->vb->array_len);
ib->reserve(copy_from->ib->array_len);
ib->copyFromBuffer(copy_from->ib->buf,copy_from->ib->array_len);
prim_type = copy_from->prim_type;
index_used = copy_from->ib->render_len;
vert_used = copy_from->vb->array_len;
} else {
VertexFormat *vf = getVertexFormat(vft);
vb->setFormat(vf);
vb->reserve(MAXVERTEX);
ib->reserve(MAXINDEX);
}
}
DrawBatch::DrawBatch( Viewport *vp, FragmentShader *fs, BLENDTYPE bt, GLuint tx, GLuint primtype, Vec2 tr, Vec2 scl, float r, Mesh *m, bool copy_mesh ) : vf_type(VFTYPE_INVAL), tex(tx), prim_type(primtype), f_shader(fs), blend_type(bt), line_width(0), vb(NULL), ib(NULL), vert_used(0), index_used(0), translate(tr), scale(scl), radrot(r), viewport(vp), perform_transform(true) {
if(copy_mesh) {
setupVBIB(m);
mesh = NULL;
} else {
mesh = m;
}
}
bool DrawBatch::shouldContinue( Viewport *vp, VFTYPE vft, GLuint texid, GLuint primtype, FragmentShader *fs, BLENDTYPE bt, int linew ) {
bool can_continue=(viewport==vp && vft==vf_type && texid == tex && primtype == prim_type && f_shader == fs && blend_type == bt && line_width == linew );
if(debug_batch_cond && !can_continue) print("shouldcont: v%d t%d(%d,%d) p%d(%d,%d,%d,%d) f%d b%d",
vft==vf_type,
texid==tex,texid,tex,
primtype==prim_type,primtype,prim_type,GL_LINES, GL_TRIANGLES,
f_shader==fs,blend_type==bt);
if(!prim_type) dump();
return can_continue;
}
void DrawBatch::pushVertices( int vnum, Color *colors, Vec3 *coords, int inum, int *inds) {
for(int i=0;i<vnum;i++) {
vb->setCoord(vert_used+i,coords[i]);
vb->setColor(vert_used+i,colors[i]);
}
for(int i=0;i<inum;i++) {
ib->setIndex(index_used+i,vert_used + inds[i]);
}
vert_used += vnum;
index_used += inum;
}
void DrawBatch::pushVertices( int vnum, Color *colors, Vec3 *coords, Vec2 *uvs, int inum, int *inds) {
for(int i=0;i<vnum;i++) {
vb->setCoord(vert_used+i,coords[i]);
vb->setColor(vert_used+i,colors[i]);
vb->setUV(vert_used+i,uvs[i]);
}
for(int i=0;i<inum;i++) {
ib->setIndex(index_used+i,vert_used + inds[i]);
}
vert_used += vnum;
index_used += inum;
}
VertexFormat *g_vf_coord_color = NULL, *g_vf_coord_color_tex = NULL;
VertexFormat *DrawBatch::getVertexFormat(VFTYPE t) {
switch(t) {
case VFTYPE_COORD_COLOR:
if(!g_vf_coord_color) {
g_vf_coord_color = new VertexFormat();
g_vf_coord_color->declareCoordVec3();
g_vf_coord_color->declareColor();
}
return g_vf_coord_color;
case VFTYPE_COORD_COLOR_UV:
if(!g_vf_coord_color_tex) {
g_vf_coord_color_tex = new VertexFormat();
g_vf_coord_color_tex->declareCoordVec3();
g_vf_coord_color_tex->declareColor();
g_vf_coord_color_tex->declareUV();
}
return g_vf_coord_color_tex;
default:
assertmsg(false, "invalid vftype");
}
return NULL;
}
void DrawBatch::draw() {
if(tex==0) {
glDisable(GL_TEXTURE_2D);
} else {
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, tex );
}
if( f_shader) {
#if !(TARGET_IPHONE_SIMULATOR ||TARGET_OS_IPHONE || defined(__linux__) )
glUseProgram(f_shader->program);
#endif
f_shader->updateUniforms();
}
if( blend_type == BLENDTYPE_ADD ) {
glBlendFunc(GL_ONE, GL_ONE );
} else if( blend_type == BLENDTYPE_SRC_ALPHA ){
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
} else {
assertmsg(false, "invalid blend type:%d", blend_type );
}
if( prim_type == GL_LINES ) glLineWidth(line_width);
VertexBuffer *vb_use = NULL;
IndexBuffer *ib_use = NULL;
if(vb) {
vb_use = vb;
ib_use = ib;
} else if(mesh) {
vb_use = mesh->vb;
ib_use = mesh->ib;
} else {
assertmsg(false, "invalid draw batch" );
}
// normal 2D sprites
vb_use->bless();
ib_use->bless();
#if 0
if( prim_type == GL_LINES ) {
print("GL_LINES. vbdump:");
vb_use->dump(2);
}
#endif
int vert_sz = vb_use->fmt->getNumFloat() * sizeof(float);
#if !defined(__linux__)
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ib_use->gl_name );
glBindBuffer( GL_ARRAY_BUFFER, vb_use->gl_name );
#endif
// 以下prop3dからのコピペ、動いたら共通化する
if( vb_use->fmt->coord_offset >= 0 ){
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, vert_sz, (char*)0 + vb_use->fmt->coord_offset * sizeof(float) );
} else {
glDisableClientState( GL_VERTEX_ARRAY );
}
if( vb_use->fmt->color_offset >= 0 ){
glEnableClientState( GL_COLOR_ARRAY );
glColorPointer( 4, GL_FLOAT, vert_sz, (char*)0 + vb_use->fmt->color_offset * sizeof(float));
} else {
glDisableClientState( GL_COLOR_ARRAY );
}
if( vb_use->fmt->texture_offset >= 0 ){
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer( 2, GL_FLOAT, vert_sz, (char*)0 + vb_use->fmt->texture_offset * sizeof(float) );
} else {
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
if( vb_use->fmt->normal_offset >= 0 ) {
glEnableClientState( GL_NORMAL_ARRAY );
glNormalPointer( GL_FLOAT, vert_sz, (char*)0 + vb_use->fmt->normal_offset * sizeof(float) );
} else {
glDisableClientState( GL_NORMAL_ARRAY );
}
glDisable(GL_LIGHTING); // TODO: may be outside of this function
glDisable(GL_LIGHT0);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// print("vp:%p xy:%f,%f", viewport, viewport->scl.x, viewport->scl.y );
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
#define glOrtho_platform glOrthof
#else
#define glOrtho_platform glOrtho
#endif
glOrtho_platform( -viewport->scl.x/2, viewport->scl.x/2, -viewport->scl.y/2, viewport->scl.y/2,-100,100); // center is always (0,0)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(perform_transform) {
// grid, textbox, prims, and 3d meshes
glTranslatef( translate.x, translate.y, 0 );
// TODO: apply camera
glRotatef( radrot * (180.0f/M_PI), 0,0,1);
// TODO: apply viewport scaling
glScalef( scale.x, scale.y, 1 );
}
if(mesh) {
assert( mesh->ib );
glDrawElements( mesh->prim_type, mesh->ib->render_len, INDEX_BUFFER_GL_TYPE, 0);
} else {
glDrawElements( prim_type, index_used, INDEX_BUFFER_GL_TYPE, 0);
}
// clean
#if !defined(__linux__)
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
#endif
#if !(TARGET_IPHONE_SIMULATOR ||TARGET_OS_IPHONE || defined(__linux__))
if(f_shader) glUseProgram(0);
#endif
}
void DrawBatch::dump() {
print("DrawBatch vft:%d tex:%d prim_type:%d shader:%p blend_type:%d line_w:%d vert_used:%d index_used:%d tr:%f,%f scl:%f,%f rot:%f vb:%p ib:%p",
vf_type, tex, prim_type, f_shader, blend_type, line_width, vert_used, index_used, translate.x, translate.y, scale.x, scale.y, radrot );
if(vb) vb->dump(vert_used);
if(ib) ib->dump(index_used);
}
//////////////////////
// One sprite : includes 2 triangles
// returns true if success
bool DrawBatchList::appendSprite1( Viewport *vp, FragmentShader *fs, BLENDTYPE bt, GLuint tex, Color c, Vec2 tr, Vec2 scl, float radrot, Vec2 lb, Vec2 lt, Vec2 rt, Vec2 rb ) {
// print("appendspr: tr:%f,%f scl:%f,%f rot:%f", tr.x,tr.y,scl.x,scl.y,radrot);
DrawBatch *b = getCurrentBatch();
bool to_continue = false;
if( b && b->shouldContinue( vp, VFTYPE_COORD_COLOR_UV, tex, GL_TRIANGLES, fs, bt ) && b->hasVertexRoom(4) ) {
to_continue = true;
}
if( !to_continue ) {
b = startNextBatch( vp, VFTYPE_COORD_COLOR_UV, tex, GL_TRIANGLES, fs, bt );
if(!b) {
print("DrawBatchList_OGL::appendSprite1: can't start sprite batch");
return false;
}
}
// 4 vertices for 2 trigles. requires 6 indexes
// C --- D
// | |
// A --- B
Color cols[4] = { c,c,c,c };
float basesize = 0.5;
float ax = (-basesize)*scl.x, ay = (-basesize)*scl.y;
float bx = (basesize)*scl.x, by = (-basesize)*scl.y;
float cx = (-basesize)*scl.x, cy = (basesize)*scl.y;
float dx = (basesize)*scl.x, dy = (basesize)*scl.y;
if(radrot!=0) {
float rotcos= ::cos(radrot), rotsin = ::sin(radrot);
#define ZROTX(x,y) ( rotcos * (x) - rotsin * (y) )
#define ZROTY(x,y) ( rotsin * (x) + rotcos * (y) )
float rotax = ZROTX(ax,ay), rotay = ZROTY(ax,ay);
float rotbx = ZROTX(bx,by), rotby = ZROTY(bx,by);
float rotcx = ZROTX(cx,cy), rotcy = ZROTY(cx,cy);
float rotdx = ZROTX(dx,dy), rotdy = ZROTY(dx,dy);
ax = rotax; ay = rotay;
bx = rotbx; by = rotby;
cx = rotcx; cy = rotcy;
dx = rotdx; dy = rotdy;
}
Vec3 coords[4] = {
Vec3(tr.x+ax,tr.y+ay,0),
Vec3(tr.x+bx,tr.y+by,0),
Vec3(tr.x+cx,tr.y+cy,0),
Vec3(tr.x+dx,tr.y+dy,0) };
Vec2 uvs[4] = {
lb,
rb,
lt,
rt
};
int inds[6] = {
0,2,1, // ACB
1,2,3, // BCD
};
b->pushVertices( 4, cols, coords,uvs, 6, inds );
return true;
}
bool DrawBatchList::appendLine( Viewport *vp, Vec2 p0, Vec2 p1, Color col, Vec2 trans, Vec2 scl, float radrot, int linew ) {
DrawBatch *b = getCurrentBatch();
bool to_continue = false;
if( b && b->shouldContinue( vp, VFTYPE_COORD_COLOR, 0, GL_LINES, NULL, BLENDTYPE_SRC_ALPHA, linew ) && b->hasVertexRoom(2) ) {
to_continue = true;
}
if(!to_continue) {
b = startNextBatch( vp, VFTYPE_COORD_COLOR, 0, GL_LINES, NULL, BLENDTYPE_SRC_ALPHA, linew );
if(!b) {
print("appendline: can't start new batch");
return false;
}
}
Vec2 p0r( p0.x*scl.x, p0.y*scl.y );
Vec2 p1r( p1.x*scl.x, p1.y*scl.y );
float rotcos= ::cos(radrot), rotsin = ::sin(radrot);
Vec3 coords[2] = {
Vec3(trans.x+ZROTX(p0r.x,p0r.y), trans.y+ZROTY(p0r.x,p0r.y), 0),
Vec3(trans.x+ZROTX(p1r.x,p1r.y), trans.y+ZROTY(p1r.x,p1r.y), 0)
};
int inds[2] = { 0,1 };
Color cols[2] = { col, col };
b->pushVertices( 2, cols, coords, 2, inds );
return true;
}
bool DrawBatchList::appendRect( Viewport *vp, Vec2 p0, Vec2 p1, Color c, Vec2 trans, Vec2 scl, float radrot ) {
DrawBatch *b = getCurrentBatch();
bool to_continue = false;
if( b && b->shouldContinue( vp, VFTYPE_COORD_COLOR, 0, GL_TRIANGLES, NULL, BLENDTYPE_SRC_ALPHA ) && b->hasVertexRoom(4) ) {
to_continue = true;
}
if(!to_continue) {
b = startNextBatch( vp, VFTYPE_COORD_COLOR, 0, GL_TRIANGLES, NULL, BLENDTYPE_SRC_ALPHA );
if(!b) {
print("appendline: can't start new batch");
return false;
}
}
float rotcos= ::cos(radrot), rotsin = ::sin(radrot);
Vec2 tl(p0.x*scl.x,p0.y*scl.y); // top left
Vec2 tr(p1.x*scl.x,p0.y*scl.y); // top right
Vec2 br(p1.x*scl.x,p1.y*scl.y); // bottom right
Vec2 bl(p0.x*scl.x,p1.y*scl.y); // bottom left
Vec3 coords[4] = {
Vec3( trans.x + ZROTX(tl.x,tl.y), trans.y + ZROTY(tl.x,tl.y), 0 ),
Vec3( trans.x + ZROTX(tr.x,tr.y), trans.y + ZROTY(tr.x,tr.y), 0 ),
Vec3( trans.x + ZROTX(br.x,br.y), trans.y + ZROTY(br.x,br.y), 0 ),
Vec3( trans.x + ZROTX(bl.x,bl.y), trans.y + ZROTY(bl.x,bl.y), 0 )
};
int inds[6] = { 0,1,2,0,2,3 };
Color cols[4] = { c, c, c, c };
b->pushVertices( 4, cols, coords, 6, inds );
return true;
}
bool DrawBatchList::appendMesh( Viewport *vp, FragmentShader *fs, BLENDTYPE bt, GLuint tex, Vec2 tr, Vec2 scl, float radrot, Mesh *mesh, bool copy_mesh ) {
DrawBatch *b = startNextMeshBatch( vp, fs, bt, tex, tr,scl,radrot,mesh,copy_mesh );
if(!b) {
print("appendMesh: can't start mesh batch!" );
return false;
}
return true;
}
DrawBatchList::DrawBatchList() : used(0) {
for(int i=0;i<MAXBATCH;i++) {
batches[i] = NULL;
}
};
void DrawBatchList::clear() {
for(int i=0;i<used;i++) {
delete batches[i];
batches[i] = NULL;
}
used=0;
}
void DrawBatchList::dump() {
for(int i=0;i<used;i++) {
DrawBatch *b = batches[i];
print("[%d] VF:%d Tex:%3d prim:%d blt:%d lw:%d vn:%d in:%d vp:%p sh:%p lc:%.1f,%.1f scl:%.1f,%.1f",
i, b->vf_type, b->tex, b->prim_type, b->blend_type, b->line_width,
b->vert_used, b->index_used,
b->viewport, b->f_shader,
b->translate.x, b->translate.y, b->scale.x, b->scale.y );
}
}
DrawBatch *DrawBatchList::getCurrentBatch() {
if(used==0) return NULL;
return batches[used-1];
}
DrawBatch *DrawBatchList::startNextBatch( Viewport *vp, VFTYPE vft, GLuint tex, GLuint primtype, FragmentShader *fs, BLENDTYPE bt, int linew ) {
assertmsg( used<MAXBATCH, "max draw batch (vftype). need tune" );
DrawBatch *b = new DrawBatch( vp, vft, tex, primtype, fs, bt, linew );
batches[used] = b;
used++;
return b;
}
DrawBatch *DrawBatchList::startNextMeshBatch( Viewport *vp, FragmentShader *fs, BLENDTYPE bt, GLuint tex, Vec2 tr, Vec2 scl, float radrot, Mesh *mesh, bool copy_mesh ) {
assertmsg( used<MAXBATCH, "max draw batch (withshader). need tune" );
DrawBatch *b = new DrawBatch( vp, fs, bt, tex, mesh->prim_type, tr, scl, radrot, mesh, copy_mesh );
batches[used] = b;
used++;
return b;
}
int DrawBatchList::drawAll() {
for(int i=0;i<used;i++) {
batches[i]->draw();
}
return used;
}