implemented instanced rendering
This commit is contained in:
parent
0ef2bceeec
commit
f30db0dd47
@ -68,7 +68,7 @@ const Rect DIV_FILL = { .x = 0, .y = 0, .w = 0, .h = 0 };
|
|||||||
|
|
||||||
const uint STACK_STEP = 10;
|
const uint STACK_STEP = 10;
|
||||||
const uint MAX_ELEMS = 128;
|
const uint MAX_ELEMS = 128;
|
||||||
const uint MAX_CMDS = 256;
|
const uint MAX_CMDS = 2048;
|
||||||
const uint ROOT_ID = 1;
|
const uint ROOT_ID = 1;
|
||||||
const uint TEXT_MAX = 64;
|
const uint TEXT_MAX = 64;
|
||||||
|
|
||||||
@ -197,7 +197,7 @@ fn void? Ctx.init(&ctx)
|
|||||||
ctx.cache.init()!;
|
ctx.cache.init()!;
|
||||||
defer catch { (void)ctx.cache.free(); }
|
defer catch { (void)ctx.cache.free(); }
|
||||||
|
|
||||||
ctx.cmd_queue.init(MAX_ELEMENTS)!;
|
ctx.cmd_queue.init(MAX_CMDS)!;
|
||||||
defer catch { (void)ctx.cmd_queue.free(); }
|
defer catch { (void)ctx.cmd_queue.free(); }
|
||||||
|
|
||||||
ctx.active_div = 0;
|
ctx.active_div = 0;
|
||||||
|
@ -13,7 +13,7 @@ layout(location = 0) out vec4 fragColor;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
ivec2 ts = textureSize(tx, 0);
|
ivec2 ts = textureSize(tx, 0);
|
||||||
vec2 fts = vec2(float(ts.x), float(ts.y));
|
vec2 fts = vec2(ts);
|
||||||
vec2 real_uv = uv / fts;
|
vec2 real_uv = uv / fts;
|
||||||
|
|
||||||
vec4 opacity = texture(tx, real_uv);
|
vec4 opacity = texture(tx, real_uv);
|
||||||
|
@ -24,7 +24,7 @@ float median(float r, float g, float b) {
|
|||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
ivec2 ts = textureSize(tx, 0);
|
ivec2 ts = textureSize(tx, 0);
|
||||||
vec2 fts = vec2(float(ts.x), float(ts.y));
|
vec2 fts = vec2(ts);
|
||||||
vec2 real_uv = uv / fts;
|
vec2 real_uv = uv / fts;
|
||||||
|
|
||||||
vec3 msd = texture(tx, real_uv).rgb;
|
vec3 msd = texture(tx, real_uv).rgb;
|
||||||
|
@ -4,56 +4,24 @@ layout(set = 3, binding = 0) uniform Viewport {
|
|||||||
ivec2 view;
|
ivec2 view;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout(location = 0) in vec4 color;
|
layout(location = 0) in vec4 in_color;
|
||||||
layout(location = 1) in vec2 local_position;
|
layout(location = 1) in vec4 in_quad_size; // x,y, w,h
|
||||||
layout(location = 2) in vec2 global_position;
|
layout(location = 2) in float in_radius;
|
||||||
layout(location = 3) in float radius;
|
|
||||||
|
|
||||||
layout(location = 0) out vec4 fragColor;
|
layout(location = 0) out vec4 fragColor;
|
||||||
|
|
||||||
// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
|
// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
|
||||||
float sdf_rr(vec2 p, vec2 center, vec2 half_size, float radius) {
|
float sdf_rr(vec2 p, vec2 half_size, float radius) {
|
||||||
// Translate fragment position to rectangle's coordinate system
|
|
||||||
p -= center;
|
|
||||||
// Adjust for rounded corners: shrink the rectangle by the radius
|
|
||||||
vec2 q = abs(p) - half_size + radius;
|
vec2 q = abs(p) - half_size + radius;
|
||||||
// Combine distance components:
|
|
||||||
// - max(q, 0.0) handles regions outside the rounded corners
|
|
||||||
// - min(max(q.x, q.y), 0.0) handles regions inside the rectangle
|
|
||||||
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
|
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
|
||||||
}
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// local_position are normalized coordinates in the rectangle, passed from the
|
vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5;
|
||||||
// vertex shader
|
vec2 half_size = in_quad_size.zw * 0.5;
|
||||||
/*
|
float distance = sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
|
||||||
* Window
|
float alpha = 1.0 - smoothstep(0.0, 1.0, distance);
|
||||||
* +-----------------------+
|
|
||||||
* | (1,1) |
|
|
||||||
* | +----------x |
|
|
||||||
* | | | |
|
|
||||||
* | | | |
|
|
||||||
* | | Rect | |
|
|
||||||
* | | | |
|
|
||||||
* | | | |
|
|
||||||
* | x----------+ |
|
|
||||||
* | (-1,-1) |
|
|
||||||
* | |
|
|
||||||
* +-----------------------+
|
|
||||||
*/
|
|
||||||
|
|
||||||
vec2 dx = dFdx(local_position);
|
fragColor = vec4(in_color.rgb, in_color.a * alpha);
|
||||||
vec2 dy = dFdy(local_position);
|
|
||||||
// Conversion from normalized coordinates to pixels
|
|
||||||
vec2 norm_to_px = 1.0 / vec2(length(dx), length(dy));
|
|
||||||
|
|
||||||
vec2 centerpoint = global_position - local_position * norm_to_px;
|
|
||||||
// the half size of the rectangle is also norm_to_px
|
|
||||||
vec2 half_size = 1.0 * norm_to_px;
|
|
||||||
|
|
||||||
float distance = sdf_rr(global_position, centerpoint, half_size, radius);
|
|
||||||
float alpha = 1.0 - smoothstep(0.0, 1.0, max(distance, 0.0));
|
|
||||||
|
|
||||||
fragColor = vec4(color.rgb, color.a * alpha);
|
|
||||||
}
|
}
|
@ -5,26 +5,25 @@ layout(set = 1, binding = 0) uniform Viewport {
|
|||||||
};
|
};
|
||||||
|
|
||||||
layout(location = 0) in ivec2 position;
|
layout(location = 0) in ivec2 position;
|
||||||
layout(location = 1) in ivec2 uv;
|
layout(location = 1) in ivec4 attr; // quad x,y,w,h
|
||||||
layout(location = 2) in ivec4 color;
|
layout(location = 2) in ivec2 uv; // x,y in the texture
|
||||||
|
layout(location = 3) in ivec4 color;
|
||||||
|
|
||||||
layout(location = 0) out vec4 col;
|
layout(location = 0) out vec4 out_color;
|
||||||
layout(location = 1) out vec2 local_position;
|
layout(location = 1) out vec4 out_quad_size;
|
||||||
layout(location = 2) out vec2 global_position;
|
layout(location = 2) out float out_radius;
|
||||||
layout(location = 3) out float radius;
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// vertex position
|
// vertex position
|
||||||
vec2 pos;
|
ivec2 px_pos = attr.xy + position.xy * attr.zw;
|
||||||
pos.x = float(position.x)*2.0 / view.x - 1.0;
|
vec2 clip_pos;
|
||||||
pos.y = -(float(position.y)*2.0 / view.y - 1.0);
|
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
|
||||||
|
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
|
||||||
|
|
||||||
gl_Position = vec4(pos, 0.0, 1.0);
|
gl_Position = vec4(clip_pos, 0.0, 1.0);
|
||||||
|
|
||||||
local_position = vec2(sign(uv));
|
out_color = vec4(color) / 255.0;
|
||||||
global_position = gl_Position.xy;
|
out_quad_size = vec4(attr);
|
||||||
radius = abs(float(uv.x));
|
out_radius = float(abs(uv.x));
|
||||||
|
|
||||||
col = vec4(color) / 255.0;
|
|
||||||
}
|
}
|
||||||
|
@ -12,7 +12,7 @@ layout(set = 2, binding = 0) uniform sampler2D tx;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
ivec2 ts = textureSize(tx, 0);
|
ivec2 ts = textureSize(tx, 0);
|
||||||
vec2 fts = vec2(float(ts.x), float(ts.y));
|
vec2 fts = vec2(ts);
|
||||||
vec2 real_uv = uv / fts;
|
vec2 real_uv = uv / fts;
|
||||||
fragColor = texture(tx, real_uv);
|
fragColor = texture(tx, real_uv);
|
||||||
}
|
}
|
@ -5,19 +5,24 @@ layout(set = 1, binding = 0) uniform Viewport {
|
|||||||
};
|
};
|
||||||
|
|
||||||
layout(location = 0) in ivec2 position;
|
layout(location = 0) in ivec2 position;
|
||||||
layout(location = 1) in ivec2 in_uv;
|
layout(location = 1) in ivec4 attr; // quad x,y,w,h
|
||||||
layout(location = 2) in ivec4 color;
|
layout(location = 2) in ivec2 in_uv;
|
||||||
|
layout(location = 3) in ivec4 color;
|
||||||
|
|
||||||
layout(location = 0) out vec2 out_uv;
|
layout(location = 0) out vec2 out_uv;
|
||||||
layout(location = 1) out vec4 out_color;
|
layout(location = 1) out vec4 out_color;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 pos;
|
// vertex position
|
||||||
pos.x = float(position.x)*2.0 / view.x - 1.0;
|
ivec2 px_pos = attr.xy + position.xy * attr.zw;
|
||||||
pos.y = -(float(position.y)*2.0 / view.y - 1.0);
|
vec2 clip_pos;
|
||||||
gl_Position = vec4(pos, 0.0, 1.0);
|
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
|
||||||
|
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
|
||||||
|
|
||||||
out_uv = vec2(float(in_uv.x), float(in_uv.y));
|
gl_Position = vec4(clip_pos, 0.0, 1.0);
|
||||||
|
|
||||||
|
vec2 px_uv = in_uv.xy + position.xy * attr.zw;
|
||||||
|
out_uv = vec2(px_uv);
|
||||||
out_color = vec4(color) / 255.0;
|
out_color = vec4(color) / 255.0;
|
||||||
}
|
}
|
||||||
|
@ -61,7 +61,7 @@ fn int main(String[] args)
|
|||||||
defer ui.free();
|
defer ui.free();
|
||||||
|
|
||||||
ren::Renderer ren;
|
ren::Renderer ren;
|
||||||
ren.init("Ugui Test", 640, 480, true);
|
ren.init("Ugui Test", 640, 480, false);
|
||||||
defer ren.free();
|
defer ren.free();
|
||||||
ui.input_window_size(640, 480)!!;
|
ui.input_window_size(640, 480)!!;
|
||||||
|
|
||||||
|
277
src/renderer.c3
277
src/renderer.c3
@ -53,14 +53,13 @@ struct Texture {
|
|||||||
// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
|
// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
|
||||||
const int MAX_QUAD_BATCH = 2048;
|
const int MAX_QUAD_BATCH = 2048;
|
||||||
struct QuadBuffer {
|
struct QuadBuffer {
|
||||||
sdl::GPUBuffer* vert_buf;
|
sdl::GPUBuffer* vert_buf; // on-gpu vertex buffer
|
||||||
sdl::GPUBuffer* idx_buf;
|
sdl::GPUBuffer* idx_buf; // on-gpu index buffer
|
||||||
|
sdl::GPUBuffer* attr_buf; // on-gpu quad attribute buffer
|
||||||
|
|
||||||
sdl::GPUTransferBuffer* vertex_ts;
|
sdl::GPUTransferBuffer* attr_ts;
|
||||||
sdl::GPUTransferBuffer* index_ts;
|
|
||||||
|
|
||||||
Vertex[] vertex_ts_mapped;
|
QuadAttributes[] attr_ts_mapped;
|
||||||
short[] index_ts_mapped;
|
|
||||||
|
|
||||||
int count;
|
int count;
|
||||||
int off; // the offset to draw from
|
int off; // the offset to draw from
|
||||||
@ -90,24 +89,24 @@ struct Renderer {
|
|||||||
uint scissor_x, scissor_y, scissor_w, scissor_h;
|
uint scissor_x, scissor_y, scissor_w, scissor_h;
|
||||||
}
|
}
|
||||||
|
|
||||||
// how each vertex is represented in the gpu
|
// How each vertex is represented in the gpu
|
||||||
struct Vertex @packed {
|
struct Vertex {
|
||||||
struct pos {
|
|
||||||
short x, y;
|
short x, y;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Attributes of each quad instance
|
||||||
|
struct QuadAttributes {
|
||||||
|
struct pos {
|
||||||
|
short x, y, w, h;
|
||||||
}
|
}
|
||||||
struct uv {
|
struct uv {
|
||||||
short u, v;
|
short u, v;
|
||||||
}
|
}
|
||||||
struct col { // FIXME: this is shit
|
uint color;
|
||||||
union {
|
|
||||||
char r, g, b, a;
|
|
||||||
char[4] arr;
|
|
||||||
uint u;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
struct Quad @packed {
|
// A single quad
|
||||||
|
struct Quad {
|
||||||
struct vertices {
|
struct vertices {
|
||||||
Vertex v1,v2,v3,v4;
|
Vertex v1,v2,v3,v4;
|
||||||
}
|
}
|
||||||
@ -176,40 +175,102 @@ $endif
|
|||||||
// ==========================
|
// ==========================
|
||||||
QuadBuffer* qb = &self.quad_buffer;
|
QuadBuffer* qb = &self.quad_buffer;
|
||||||
|
|
||||||
|
// since instanced rendering is used, on the gpu there is only one mesh, a single quad.
|
||||||
|
|
||||||
// create the vertex and index buffer on the gpu
|
// create the vertex and index buffer on the gpu
|
||||||
qb.vert_buf = sdl::create_gpu_buffer(self.gpu,
|
qb.vert_buf = sdl::create_gpu_buffer(self.gpu,
|
||||||
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = Quad.vertices.sizeof * MAX_QUAD_BATCH}
|
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = Quad.vertices.sizeof}
|
||||||
);
|
);
|
||||||
if (qb.vert_buf == null) {
|
if (qb.vert_buf == null) {
|
||||||
unreachable("failed to initialize quad buffer (vertex): %s", sdl::get_error());
|
unreachable("failed to initialize quad buffer (vertex): %s", sdl::get_error());
|
||||||
}
|
}
|
||||||
|
|
||||||
qb.idx_buf = sdl::create_gpu_buffer(self.gpu,
|
qb.idx_buf = sdl::create_gpu_buffer(self.gpu,
|
||||||
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_INDEX, .size = Quad.indices.sizeof * MAX_QUAD_BATCH}
|
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_INDEX, .size = Quad.indices.sizeof}
|
||||||
);
|
);
|
||||||
if (qb.idx_buf == null) {
|
if (qb.idx_buf == null) {
|
||||||
unreachable("failed to initialize quad buffer (index): %s", sdl::get_error());
|
unreachable("failed to initialize quad buffer (index): %s", sdl::get_error());
|
||||||
}
|
}
|
||||||
|
|
||||||
// allocate the transfer buffers for the vertices and indices
|
qb.attr_buf = sdl::create_gpu_buffer(self.gpu,
|
||||||
qb.vertex_ts = sdl::create_gpu_transfer_buffer(self.gpu,
|
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = QuadAttributes.sizeof * MAX_QUAD_BATCH}
|
||||||
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.vertices.sizeof * MAX_QUAD_BATCH}
|
|
||||||
);
|
);
|
||||||
if (qb.vertex_ts == null) {
|
if (qb.attr_buf == null) {
|
||||||
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
|
unreachable("failed to initialize quad buffer (index): %s", sdl::get_error());
|
||||||
}
|
}
|
||||||
|
|
||||||
qb.index_ts = sdl::create_gpu_transfer_buffer(self.gpu,
|
|
||||||
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.indices.sizeof * MAX_QUAD_BATCH}
|
// upload the quad mesh
|
||||||
|
GPUTransferBuffer *ts = sdl::create_gpu_transfer_buffer(self.gpu,
|
||||||
|
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
|
||||||
);
|
);
|
||||||
if (qb.index_ts == null) {
|
if (ts == null) {
|
||||||
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
|
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
|
||||||
}
|
}
|
||||||
|
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, ts, false);
|
||||||
|
|
||||||
// map the transfer buffers
|
/* v1 v4
|
||||||
qb.vertex_ts_mapped = ((Vertex*)sdl::map_gpu_transfer_buffer(self.gpu, qb.vertex_ts, false))[:MAX_QUAD_BATCH];
|
* +-------------+
|
||||||
qb.index_ts_mapped = ((short*)sdl::map_gpu_transfer_buffer(self.gpu, qb.index_ts, false))[:MAX_QUAD_BATCH];
|
* | _/|
|
||||||
if (qb.vertex_ts_mapped.ptr == null || qb.index_ts_mapped.ptr == null) {
|
* | _/ |
|
||||||
|
* | 1 _/ |
|
||||||
|
* | _/ |
|
||||||
|
* | _/ |
|
||||||
|
* | _/ 2 |
|
||||||
|
* |/ |
|
||||||
|
* +-------------+
|
||||||
|
* v2 v3
|
||||||
|
*/
|
||||||
|
quad.vertices.v1 = {.x = 0, .y = 0};
|
||||||
|
quad.vertices.v2 = {.x = 0, .y = 1};
|
||||||
|
quad.vertices.v3 = {.x = 1, .y = 1};
|
||||||
|
quad.vertices.v4 = {.x = 1, .y = 0};
|
||||||
|
// triangle 1 indices
|
||||||
|
quad.indices.i1 = 0; // v1
|
||||||
|
quad.indices.i2 = 1; // v2
|
||||||
|
quad.indices.i3 = 3; // v4
|
||||||
|
// triangle 2 indices
|
||||||
|
quad.indices.i4 = 1; // v2
|
||||||
|
quad.indices.i5 = 2; // v3
|
||||||
|
quad.indices.i6 = 3; // v4
|
||||||
|
|
||||||
|
sdl::unmap_gpu_transfer_buffer(self.gpu, ts);
|
||||||
|
|
||||||
|
GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu);
|
||||||
|
if (cmd == null) {
|
||||||
|
unreachable("failed to upload quad at acquiring command buffer: %s", sdl::get_error());
|
||||||
|
}
|
||||||
|
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
|
||||||
|
|
||||||
|
// upload vertices
|
||||||
|
sdl::upload_to_gpu_buffer(cpy,
|
||||||
|
&&(GPUTransferBufferLocation){.transfer_buffer = ts, .offset = Quad.vertices.offsetof},
|
||||||
|
&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = 0, .size = Quad.vertices.sizeof},
|
||||||
|
false
|
||||||
|
);
|
||||||
|
// upload indices
|
||||||
|
sdl::upload_to_gpu_buffer(cpy,
|
||||||
|
&&(GPUTransferBufferLocation){.transfer_buffer = ts, .offset = Quad.indices.offsetof},
|
||||||
|
&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = 0, .size = Quad.indices.sizeof},
|
||||||
|
false
|
||||||
|
);
|
||||||
|
|
||||||
|
sdl::end_gpu_copy_pass(cpy);
|
||||||
|
if (!sdl::submit_gpu_command_buffer(cmd)) {
|
||||||
|
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
|
||||||
|
}
|
||||||
|
sdl::release_gpu_transfer_buffer(self.gpu, ts);
|
||||||
|
|
||||||
|
|
||||||
|
// create and map the quad attributes transfer buffer
|
||||||
|
qb.attr_ts = sdl::create_gpu_transfer_buffer(self.gpu,
|
||||||
|
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = QuadAttributes.sizeof * MAX_QUAD_BATCH}
|
||||||
|
);
|
||||||
|
if (qb.attr_ts == null) {
|
||||||
|
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
|
||||||
|
}
|
||||||
|
qb.attr_ts_mapped = ((QuadAttributes*)sdl::map_gpu_transfer_buffer(self.gpu, qb.attr_ts, false))[:MAX_QUAD_BATCH];
|
||||||
|
if (qb.attr_ts_mapped.ptr == null) {
|
||||||
unreachable("failed to map vertex or index buffers: %s", sdl::get_error());
|
unreachable("failed to map vertex or index buffers: %s", sdl::get_error());
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -355,35 +416,47 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
|
|||||||
// is represented by two floats, the color as 32 bit rgba and the uv also as intgers.
|
// is represented by two floats, the color as 32 bit rgba and the uv also as intgers.
|
||||||
.vertex_input_state = {
|
.vertex_input_state = {
|
||||||
// the description of each vertex buffer, for now I use only one buffer
|
// the description of each vertex buffer, for now I use only one buffer
|
||||||
.vertex_buffer_descriptions = (GPUVertexBufferDescription[]){{
|
.vertex_buffer_descriptions = (GPUVertexBufferDescription[]){
|
||||||
|
{ // first slot, per-vertex attributes
|
||||||
.slot = 0,
|
.slot = 0,
|
||||||
.pitch = Vertex.sizeof,
|
.pitch = Vertex.sizeof,
|
||||||
.input_rate = GPU_VERTEXINPUTRATE_VERTEX,
|
.input_rate = GPU_VERTEXINPUTRATE_VERTEX,
|
||||||
.instance_step_rate = 0,
|
},
|
||||||
}},
|
{ // second slot, per-instance attributes
|
||||||
.num_vertex_buffers = 1,
|
.slot = 1,
|
||||||
// the description of each vertex, each vertex has three properties
|
.pitch = QuadAttributes.sizeof,
|
||||||
|
.input_rate = GPU_VERTEXINPUTRATE_INSTANCE,
|
||||||
|
}
|
||||||
|
},
|
||||||
|
.num_vertex_buffers = 2,
|
||||||
|
// the description of each vertex
|
||||||
.vertex_attributes = (GPUVertexAttribute[]){
|
.vertex_attributes = (GPUVertexAttribute[]){
|
||||||
{ // at location zero there is the position of the vertex
|
{ // at location zero there is the position of the vertex
|
||||||
.location = 0,
|
.location = 0,
|
||||||
.buffer_slot = 0, // only one buffer so always slot zero
|
.buffer_slot = 0, // buffer slot zero so per-vertex
|
||||||
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
|
.format = GPU_VERTEXELEMENTFORMAT_SHORT2, // x,y
|
||||||
.offset = Vertex.pos.offsetof,
|
.offset = 0,
|
||||||
},
|
},
|
||||||
{ // at location one there are the uv coordinates
|
{ // at location one there is the per-quad position
|
||||||
.location = 1,
|
.location = 1,
|
||||||
.buffer_slot = 0,
|
.buffer_slot = 1, // buffer slot one so per-instance
|
||||||
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
|
.format = GPU_VERTEXELEMENTFORMAT_SHORT4, // x,y,w,h
|
||||||
.offset = Vertex.uv.offsetof,
|
.offset = QuadAttributes.pos.offsetof,
|
||||||
},
|
},
|
||||||
{ // at location two there is the color
|
{ // at location two there are the per-quad uv coordinates
|
||||||
.location = 2,
|
.location = 2,
|
||||||
.buffer_slot = 0,
|
.buffer_slot = 1,
|
||||||
.format = GPU_VERTEXELEMENTFORMAT_UBYTE4, // 4x8bit unsigned rgba format
|
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
|
||||||
.offset = Vertex.col.offsetof,
|
.offset = QuadAttributes.uv.offsetof,
|
||||||
|
},
|
||||||
|
{ // at location three there is the quad color
|
||||||
|
.location = 3,
|
||||||
|
.buffer_slot = 1,
|
||||||
|
.format = GPU_VERTEXELEMENTFORMAT_UBYTE4,
|
||||||
|
.offset = QuadAttributes.color.offsetof,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
.num_vertex_attributes = 3,
|
.num_vertex_attributes = 4,
|
||||||
},
|
},
|
||||||
// the pipeline's primitive type and rasterizer state differs based on what needs to
|
// the pipeline's primitive type and rasterizer state differs based on what needs to
|
||||||
// be drawn
|
// be drawn
|
||||||
@ -556,75 +629,32 @@ fn void Renderer.update_texture_by_id(&self, Id id, char[] pixels, uint width, u
|
|||||||
|
|
||||||
fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v, uint color = 0xffffffff)
|
fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v, uint color = 0xffffffff)
|
||||||
{
|
{
|
||||||
Quad quad;
|
QuadAttributes qa = {
|
||||||
/* v1 v4
|
.pos = {.x = x, .y = y, .w = w, .h = h},
|
||||||
* +-------------+
|
.uv = {.u = u, .v = v},
|
||||||
* | _/|
|
.color = color
|
||||||
* | _/ |
|
};
|
||||||
* | 1 _/ |
|
|
||||||
* | _/ |
|
|
||||||
* | _/ |
|
|
||||||
* | _/ 2 |
|
|
||||||
* |/ |
|
|
||||||
* +-------------+
|
|
||||||
* v2 v3
|
|
||||||
*/
|
|
||||||
quad.vertices.v1 = {.pos = {.x = x, .y = y}, .uv = {.u = u, .v = v}, .col.u = color};
|
|
||||||
quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .uv = {.u = u, .v = v+h}, .col.u = color};
|
|
||||||
quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .uv = {.u = u+w, .v = v+h}, .col.u = color};
|
|
||||||
quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .uv = {.u = u+w, .v = v}, .col.u = color};
|
|
||||||
// triangle 1 indices
|
|
||||||
quad.indices.i1 = 0; // v1
|
|
||||||
quad.indices.i2 = 1; // v2
|
|
||||||
quad.indices.i3 = 3; // v4
|
|
||||||
// triangle 2 indices
|
|
||||||
quad.indices.i4 = 1; // v2
|
|
||||||
quad.indices.i5 = 2; // v3
|
|
||||||
quad.indices.i6 = 3; // v4
|
|
||||||
|
|
||||||
return self.upload_quad(&quad);
|
return self.upload_quad(qa);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Push a quad into the quad buffer, return true on success and false on failure
|
// Push a quad into the quad buffer, return true on success and false on failure
|
||||||
fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color, ushort radius = 0)
|
fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color, ushort radius = 0)
|
||||||
{
|
{
|
||||||
Quad quad;
|
QuadAttributes qa = {
|
||||||
/* v1 v4
|
.pos = {.x = x, .y = y, .w = w, .h = h},
|
||||||
* +-------------+
|
.uv = {.u = radius, .v = radius},
|
||||||
* | _/|
|
.color = color
|
||||||
* | _/ |
|
};
|
||||||
* | 1 _/ |
|
|
||||||
* | _/ |
|
|
||||||
* | _/ |
|
|
||||||
* | _/ 2 |
|
|
||||||
* |/ |
|
|
||||||
* +-------------+
|
|
||||||
* v2 v3
|
|
||||||
*/
|
|
||||||
// the wanted radius is pushed into the uv coordinates, the vertex shader then extracts the absolute value
|
|
||||||
// and passes it to the fragment shader, then it uses the sign to give the fragment shader local coordinates
|
|
||||||
// into the quad.
|
|
||||||
quad.vertices.v1 = {.pos = {.x = x, .y = y}, .uv = {.u = -radius, .v = +radius}, .col.u = color};
|
|
||||||
quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .uv = {.u = -radius, .v = -radius}, .col.u = color};
|
|
||||||
quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .uv = {.u = +radius, .v = -radius}, .col.u = color};
|
|
||||||
quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .uv = {.u = +radius, .v = +radius}, .col.u = color};
|
|
||||||
// triangle 1 indices
|
|
||||||
quad.indices.i1 = 0; // v1
|
|
||||||
quad.indices.i2 = 1; // v2
|
|
||||||
quad.indices.i3 = 3; // v4
|
|
||||||
// triangle 2 indices
|
|
||||||
quad.indices.i4 = 1; // v2
|
|
||||||
quad.indices.i5 = 2; // v3
|
|
||||||
quad.indices.i6 = 3; // v4
|
|
||||||
|
|
||||||
return self.upload_quad(&quad);
|
return self.upload_quad(qa);
|
||||||
}
|
}
|
||||||
|
|
||||||
// this does not upload a quad, but it simply copies the quad data to the correct transfer buffers.
|
// this does not upload a quad, but it simply copies the quad data to the correct transfer buffers.
|
||||||
// Data transfer to the GPU only happens in draw_quads() to save time
|
// Data transfer to the GPU only happens in draw_quads() to save time
|
||||||
fn bool Renderer.upload_quad(&self, Quad* source_quad)
|
fn bool Renderer.upload_quad(&self, QuadAttributes qa)
|
||||||
{
|
{
|
||||||
if (self.quad_buffer.count >= MAX_QUAD_BATCH || source_quad == null) {
|
if (self.quad_buffer.count >= MAX_QUAD_BATCH) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
QuadBuffer* qb = &self.quad_buffer;
|
QuadBuffer* qb = &self.quad_buffer;
|
||||||
@ -634,17 +664,7 @@ fn bool Renderer.upload_quad(&self, Quad* source_quad)
|
|||||||
unreachable("quad buffer not initialized");
|
unreachable("quad buffer not initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
qb.vertex_ts_mapped[qb.count*4 + 0] = source_quad.vertices.v1;
|
qb.attr_ts_mapped[qb.count] = qa;
|
||||||
qb.vertex_ts_mapped[qb.count*4 + 1] = source_quad.vertices.v2;
|
|
||||||
qb.vertex_ts_mapped[qb.count*4 + 2] = source_quad.vertices.v3;
|
|
||||||
qb.vertex_ts_mapped[qb.count*4 + 3] = source_quad.vertices.v4;
|
|
||||||
|
|
||||||
qb.index_ts_mapped[qb.count*6 + 0] = source_quad.indices.i1;
|
|
||||||
qb.index_ts_mapped[qb.count*6 + 1] = source_quad.indices.i2;
|
|
||||||
qb.index_ts_mapped[qb.count*6 + 2] = source_quad.indices.i3;
|
|
||||||
qb.index_ts_mapped[qb.count*6 + 3] = source_quad.indices.i4;
|
|
||||||
qb.index_ts_mapped[qb.count*6 + 4] = source_quad.indices.i5;
|
|
||||||
qb.index_ts_mapped[qb.count*6 + 5] = source_quad.indices.i6;
|
|
||||||
|
|
||||||
qb.count++;
|
qb.count++;
|
||||||
|
|
||||||
@ -666,16 +686,10 @@ fn void Renderer.draw_quads(&self)
|
|||||||
}
|
}
|
||||||
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
|
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
|
||||||
|
|
||||||
// upload vertices
|
// upload quad attributes
|
||||||
sdl::upload_to_gpu_buffer(cpy,
|
sdl::upload_to_gpu_buffer(cpy,
|
||||||
&&(GPUTransferBufferLocation){.transfer_buffer = qb.vertex_ts, .offset = qb.off * Quad.vertices.sizeof},
|
&&(GPUTransferBufferLocation){.transfer_buffer = qb.attr_ts, .offset = QuadAttributes.sizeof * qb.off},
|
||||||
&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = qb.off * Quad.vertices.sizeof, .size = Quad.vertices.sizeof * (long)(qb.count - qb.off)},
|
&&(GPUBufferRegion){.buffer = qb.attr_buf, .offset = QuadAttributes.sizeof * qb.off, .size = QuadAttributes.sizeof * (long)(qb.count - qb.off)},
|
||||||
false
|
|
||||||
);
|
|
||||||
// upload indices
|
|
||||||
sdl::upload_to_gpu_buffer(cpy,
|
|
||||||
&&(GPUTransferBufferLocation){.transfer_buffer = qb.index_ts, .offset = qb.off * Quad.indices.sizeof},
|
|
||||||
&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = qb.off * Quad.indices.sizeof, .size = Quad.indices.sizeof * (long)(qb.count - qb.off)},
|
|
||||||
false
|
false
|
||||||
);
|
);
|
||||||
|
|
||||||
@ -684,13 +698,14 @@ fn void Renderer.draw_quads(&self)
|
|||||||
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
|
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
|
||||||
}
|
}
|
||||||
|
|
||||||
sdl::bind_gpu_vertex_buffers(self.render_pass, 0, (GPUBufferBinding[]){{.buffer = qb.vert_buf, .offset = qb.off*Quad.vertices.sizeof}}, 1);
|
sdl::bind_gpu_vertex_buffers(self.render_pass, 0,
|
||||||
sdl::bind_gpu_index_buffer(self.render_pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = qb.off*Quad.indices.sizeof}, GPU_INDEXELEMENTSIZE_16BIT);
|
(GPUBufferBinding[]){
|
||||||
|
{.buffer = qb.vert_buf, .offset = 0},
|
||||||
|
{.buffer = qb.attr_buf, .offset = 0},
|
||||||
|
}, 2);
|
||||||
|
sdl::bind_gpu_index_buffer(self.render_pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = 0}, GPU_INDEXELEMENTSIZE_16BIT);
|
||||||
|
|
||||||
// we need instancing to not do this
|
sdl::draw_gpu_indexed_primitives(self.render_pass, 6, qb.count-qb.off, 0, 0, qb.off);
|
||||||
for (int i = 0; i < qb.count - qb.off; i++) {
|
|
||||||
sdl::draw_gpu_indexed_primitives(self.render_pass, 6, 1, i*6, i*4, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
qb.off = qb.count;
|
qb.off = qb.count;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user