scary quads and nice sprites
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e3d87525d4
commit
6e65700f38
6 changed files with 218 additions and 64 deletions
119
src/renderer.c3
119
src/renderer.c3
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@ -29,12 +29,13 @@ struct Texture {
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}
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// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
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const int MAX_QUAD_BATCH = 16;
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const int MAX_QUAD_BATCH = 128;
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struct QuadBuffer {
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sdl::GPUBuffer* vert_buf;
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sdl::GPUBuffer* idx_buf;
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bool initialized;
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int count;
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int off; // the offset to draw from
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}
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alias ShaderList = List{Shader};
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@ -373,14 +374,15 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
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self.pipelines.push(p);
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}
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// NOTE: with TEXTUREUSAGE_SAMPLER the texture format cannot be intger _UINT so it has to be nermalized
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enum TextureType : (GPUTextureFormat format) {
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FULL_COLOR = GPU_TEXTUREFORMAT_R8G8B8A8_UINT,
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JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UINT
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FULL_COLOR = GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
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JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UNORM
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}
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// create a new gpu texture from a pixel buffer, the format has to be specified
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// the new texture s given an id and pushed into a texture list
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fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels, ushort width, ushort height)
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fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels, uint width, uint height)
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{
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uint id = name.hash();
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@ -393,7 +395,7 @@ fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels
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.width = width,
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.height = height,
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.layer_count_or_depth = 1,
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.num_levels = 0, // no mip maps
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.num_levels = 1, // no mip maps so just one level
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// .sample_count not used since the texture is not a render target
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};
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@ -429,7 +431,7 @@ fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels
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self.update_texture(name, pixels, width, height);
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}
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fn void Renderer.update_texture(&self, String name, char[] pixels, ushort width, ushort height, ushort x = 0, ushort y = 0)
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fn void Renderer.update_texture(&self, String name, char[] pixels, uint width, uint height, uint x = 0, uint y = 0)
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{
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Texture* t = self.textures.get_from_name(name);
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if (t == null || t.texture == null) {
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@ -482,6 +484,87 @@ fn void Renderer.update_texture(&self, String name, char[] pixels, ushort width,
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}
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fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v) {
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if (self.quad_buffer.count >= MAX_QUAD_BATCH) {
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return false;
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}
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// upload the quad data to the gpu
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if (self.quad_buffer.initialized == false) {
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unreachable("quad buffer not initialized");
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}
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GPUTransferBuffer* buf = sdl::create_gpu_transfer_buffer(self.gpu,
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&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
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);
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if (buf == null) {
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unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
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}
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Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, buf, false);
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if (quad == null) {
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unreachable("failed to map gpu transfer buffer: %s", sdl::get_error());
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}
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/* v1 v4
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* +-------------+
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* | _/|
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* | _/ |
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* | 1 _/ |
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* | _/ |
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* | _/ |
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* | _/ 2 |
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* |/ |
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* +-------------+
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* v2 v3
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*/
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quad.vertices.v1 = {.pos = {.x = x, .y = y}, .uv = {.u = u, .v = v}};
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quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .uv = {.u = u, .v = v+h}};
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quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .uv = {.u = u+w, .v = v+h}};
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quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .uv = {.u = u+w, .v = v}};
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// triangle 1 indices
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quad.indices.i1 = 0; // v1
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quad.indices.i2 = 1; // v2
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quad.indices.i3 = 3; // v4
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// triangle 2 indices
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quad.indices.i4 = 1; // v2
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quad.indices.i5 = 2; // v3
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quad.indices.i6 = 3; // v4
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sdl::unmap_gpu_transfer_buffer(self.gpu, buf);
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GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu);
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if (cmd == null) {
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unreachable("failed to upload quad at acquiring command buffer: %s", sdl::get_error());
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}
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GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
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// upload vertices
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QuadBuffer* qb = &self.quad_buffer;
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sdl::upload_to_gpu_buffer(cpy,
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&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.vertices.offsetof},
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&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = qb.count * Quad.vertices.sizeof, .size = Quad.vertices.sizeof},
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false
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);
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// upload indices
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sdl::upload_to_gpu_buffer(cpy,
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&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.indices.offsetof},
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&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = qb.count * Quad.indices.sizeof, .size = Quad.indices.sizeof},
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false
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);
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sdl::end_gpu_copy_pass(cpy);
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if (!sdl::submit_gpu_command_buffer(cmd)) {
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unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
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}
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sdl::release_gpu_transfer_buffer(self.gpu, buf);
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//sdl::wait_for_gpu_idle(self.gpu);
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qb.count++;
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return true;
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}
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// Push a quad into the quad buffer, return true on success and false on failure
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fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color)
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{
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@ -558,7 +641,7 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
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unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
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}
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sdl::release_gpu_transfer_buffer(self.gpu, buf);
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sdl::wait_for_gpu_idle(self.gpu);
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//sdl::wait_for_gpu_idle(self.gpu);
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qb.count++;
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@ -570,17 +653,27 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
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fn void Renderer.draw_quads(&self, GPURenderPass* pass)
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{
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QuadBuffer* qb = &self.quad_buffer;
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sdl::bind_gpu_vertex_buffers(pass, 0, (GPUBufferBinding[]){{.buffer = qb.vert_buf, .offset = 0}}, 1);
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sdl::bind_gpu_index_buffer(pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = 0}, GPU_INDEXELEMENTSIZE_16BIT);
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if (qb.off == qb.count) return;
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sdl::bind_gpu_vertex_buffers(pass, 0, (GPUBufferBinding[]){{.buffer = qb.vert_buf, .offset = qb.off*Quad.vertices.sizeof}}, 1);
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sdl::bind_gpu_index_buffer(pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = qb.off*Quad.indices.sizeof}, GPU_INDEXELEMENTSIZE_16BIT);
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// we need instancing to not do this
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for (int i = 0; i < qb.count; i++) {
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for (int i = 0; i < qb.count - qb.off; i++) {
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sdl::draw_gpu_indexed_primitives(pass, 6, 1, i*6, i*4, 0);
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}
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qb.count = 0;
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qb.off = qb.count;
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}
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fn void Renderer.reset_quads(&self)
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{
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self.quad_buffer.count = 0;
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self.quad_buffer.off = 0;
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}
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// TODO: fn Renderer.draw_sprite, same as draw_quad but also bind the texture
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// TODO: fn Renderer.begin_render
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// TODO: fn Renderer.end_render
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@ -599,4 +692,8 @@ fn void Renderer.draw_quads(&self, GPURenderPass* pass)
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* - draw
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* - push uniform
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* - draw
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*
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* 2. The GPU buffers are read per-command-buffer and not per
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* render pass. So I cannot override an element in the buffer
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* before submitting the command buffer.
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*/
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