330 lines
12 KiB
C++
330 lines
12 KiB
C++
inline b32 AreEqual(render_handle A, render_handle B)
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{
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b32 Result = false;
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if((A.U64[0] == B.U64[0]) && (A.U64[1] == B.U64[1]) &&
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(A.U64[2] == B.U64[2]) && (A.U64[3] == B.U64[3]))
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{
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Result = true;
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}
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return(Result);
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}
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inline v2_s32 DimFromTexture(render_handle Handle)
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{
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v2_s32 Result = V2S32(Handle.U32[2], Handle.U32[3]);
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return(Result);
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}
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inline render_handle EmptyRenderHandle(void)
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{
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render_handle Result = {};
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return(Result);
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}
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#define PushCommand(Group, type) (type *)PushCommand_(Group, Render_Command_##type, sizeof(type))
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static void *PushCommand_(render_group *Group, render_command_type Type, u64 Size)
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{
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void *Result = 0;
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vn_render_commands *Commands = Group->Commands;
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u64 TotalSize = Size + sizeof(render_command_header);
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u8 *PushBufferEnd = Commands->PushBufferBase + Commands->MaxPushBufferSize;
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if((Commands->PushBufferAt + TotalSize) <= PushBufferEnd)
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{
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render_command_header *Header = (render_command_header *)Commands->PushBufferAt;
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Header->Type = Type;
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Commands->PushBufferAt += sizeof(*Header);
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Group->CurrentCommand = Header;
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Result = Commands->PushBufferAt;
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Commands->PushBufferAt += Size;
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Fill(Result, 0, Size);
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}
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else
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{
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InvalidCodepath;
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}
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return(Result);
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}
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inline render_group BeginRenderGroup(vn_render_commands *Commands)
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{
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render_group Group = {};
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Group.Commands = Commands;
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Group.ClipStack[0].Max = Commands->RenderDim;
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return(Group);
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}
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inline void PushClear(render_group *Group, v3_r32 Color)
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{
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render_command_clear *Command = PushCommand(Group, render_command_clear);
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Command->Color = Color;
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}
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inline s32 GetTextureIndexForCommand(render_texture_mapping *Mapping, render_handle Handle)
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{
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s32 Result = -1;
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for(s32 TextureIndex = 0;
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TextureIndex < MAX_BOUND_TEXTURES;
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++TextureIndex)
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{
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if(AreEqual(Mapping->Textures[TextureIndex], EmptyRenderHandle()))
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{
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Assert(Mapping->TexturesUsed == TextureIndex);
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Mapping->Textures[TextureIndex] = Handle;
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++Mapping->TexturesUsed;
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}
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if(AreEqual(Mapping->Textures[TextureIndex], Handle))
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{
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Result = TextureIndex;
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break;
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}
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}
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return(Result);
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}
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inline u32 PackV4ToU32(v4_r32 V)
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{
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u32 Result =
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((u8)(Clamp01(V.x)*255.0)<<24) |
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((u8)(Clamp01(V.y)*255.0)<<16) |
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((u8)(Clamp01(V.z)*255.0)<<8) |
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((u8)(Clamp01(V.w)*255.0)<<0);
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return(Result);
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}
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#if VN_USE_INSTANCING
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static void PushTexturedQuad(render_group *Group,
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range2_r32 Dest,
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range2_r32 Source,
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v4_r32 Color00, v4_r32 Color10, v4_r32 Color01, v4_r32 Color11,
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r32 CornerRadius00, r32 CornerRadius10, r32 CornerRadius01, r32 CornerRadius11,
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r32 EdgeSoftness, r32 BorderThickness,
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render_handle Texture)
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{
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vn_render_commands *Commands = Group->Commands;
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if(!AreEqual(Texture, EmptyRenderHandle()))
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{
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render_command_instanced_quads *Command = (render_command_instanced_quads *)(Group->CurrentCommand + 1);
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s32 TextureIndex;
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if(!(Group->CurrentCommand && Group->CurrentCommand->Type == Render_Command_render_command_instanced_quads &&
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(TextureIndex = GetTextureIndexForCommand(&Command->Mapping, Texture)) != -1))
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{
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Command = PushCommand(Group, render_command_instanced_quads);
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TextureIndex = GetTextureIndexForCommand(&Command->Mapping, Texture);
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Command->QuadBufferIndex = Commands->InstancedQuadCount;
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}
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//if(InRange(Clip, Dest.Min) || InRange(Clip, Dest.Max))
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{
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v2_s32 TextureSize = DimFromTexture(Texture);
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v2_r32 TextureSizeReal = ConvertV2ToR32(TextureSize);
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Source.Min /= TextureSizeReal;
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Source.Max /= TextureSizeReal;
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#if 0
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Dest.Min.x = Round(Dest.Min.x);
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Dest.Min.y = Round(Dest.Min.y);
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#endif
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instanced_quad *Quad = Commands->InstancedQuadBase + Commands->InstancedQuadCount++;
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Quad->Dest = Dest;
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Quad->Source = Source;
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Quad->TextureIndex = TextureIndex;
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Quad->Color[0] = PackV4ToU32(Color00);
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Quad->Color[1] = PackV4ToU32(Color01);
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Quad->Color[2] = PackV4ToU32(Color10);
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Quad->Color[3] = PackV4ToU32(Color11);
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Quad->CornerRadius[0] = CornerRadius00;
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Quad->CornerRadius[1] = CornerRadius01;
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Quad->CornerRadius[2] = CornerRadius10;
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Quad->CornerRadius[3] = CornerRadius11;
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Quad->EdgeSoftness = EdgeSoftness;
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Quad->BorderThickness = BorderThickness;
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Command->QuadCount += 1;
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}
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}
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}
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#else
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static void PushTexturedQuad(render_group *Group,
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range2_r32 Dest,
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range2_r32 Source,
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v4 Color00, v4 Color10, v4 Color01, v4 Color11,
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r32 CornerRadius, r32 EdgeSoftness, r32 BorderThickness,
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render_handle Texture)
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{
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vn_render_commands *Commands = Group->Commands;
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if(!AreEqual(Texture, EmptyRenderHandle()))
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{
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render_command_quads *Command = (render_command_quads *)(Group->CurrentCommand + 1);
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s32 TextureIndex;
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if(!(Group->CurrentCommand && Group->CurrentCommand->Type == Render_Command_render_command_quads &&
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(TextureIndex = GetTextureIndexForCommand(&Command->Mapping, Texture)) != -1))
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{
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Command = PushCommand(Group, render_command_quads);
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Command->QuadBufferIndex = Commands->QuadIndexCount;
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TextureIndex = GetTextureIndexForCommand(&Command->Mapping, Texture);
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}
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range2_r32 Clip = Group->ClipStack[Group->ClipStackUsed];
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v2 DestMin = Max(Dest.Min, Clip.Min);
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v2 DestMax = Min(Dest.Max, Clip.Max);
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// sixten(TODO): Proper aabb overlap testing here!
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if(InRange(Clip, Dest.Min) || InRange(Clip, Dest.Max))
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{
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v2 HalfSize = DimOfRange(Dest)*0.5;
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v2 P00 = V2(DestMin.x, DestMin.y);
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v2 P01 = V2(DestMin.x, DestMax.y);
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v2 P10 = V2(DestMax.x, DestMin.y);
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v2 P11 = V2(DestMax.x, DestMax.y);
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v2 Center = (DestMin + DestMax)*0.5;
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v2 TextureSize = V2(Texture.U32[2], Texture.U32[3]);
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Source.Min /= TextureSize;
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Source.Max /= TextureSize;
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v2 Source00 = Source.Min;
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v2 Source01 = V2(Source.Min.x, Source.Max.y);
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v2 Source10 = V2(Source.Max.x, Source.Min.y);
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v2 Source11 = Source.Max;;
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s32 BaseVertex = Commands->QuadVertexCount;
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quad_vertex *Vertex = Commands->QuadVertexBase + Commands->QuadVertexCount++;
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Vertex->P = P00;
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Vertex->SourceP = Source00;
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Vertex->TextureIndex = TextureIndex;
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Vertex->Color = PackV4ToU32(Color00);
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Vertex->ToCenter = Center - P00;
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Vertex->HalfSize = HalfSize;
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Vertex->CornerRadius = CornerRadius;
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Vertex->EdgeSoftness = EdgeSoftness;
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Vertex->BorderThickness = BorderThickness;
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Vertex = Commands->QuadVertexBase + Commands->QuadVertexCount++;
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Vertex->P = P10;
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Vertex->SourceP = Source10;
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Vertex->TextureIndex = TextureIndex;
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Vertex->Color = PackV4ToU32(Color10);
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Vertex->ToCenter = Center - P10;
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Vertex->HalfSize = HalfSize;
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Vertex->CornerRadius = CornerRadius;
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Vertex->EdgeSoftness = EdgeSoftness;
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Vertex->BorderThickness = BorderThickness;
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Vertex = Commands->QuadVertexBase + Commands->QuadVertexCount++;
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Vertex->P = P01;
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Vertex->SourceP = Source01;
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Vertex->TextureIndex = TextureIndex;
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Vertex->Color = PackV4ToU32(Color01);
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Vertex->ToCenter = Center - P01;
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Vertex->HalfSize = HalfSize;
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Vertex->CornerRadius = CornerRadius;
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Vertex->EdgeSoftness = EdgeSoftness;
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Vertex->BorderThickness = BorderThickness;
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Vertex = Commands->QuadVertexBase + Commands->QuadVertexCount++;
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Vertex->P = P11;
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Vertex->SourceP = Source11;
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Vertex->TextureIndex = TextureIndex;
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Vertex->Color = PackV4ToU32(Color11);
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Vertex->ToCenter = Center - P11;
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Vertex->HalfSize = HalfSize;
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Vertex->CornerRadius = CornerRadius;
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Vertex->EdgeSoftness = EdgeSoftness;
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Vertex->BorderThickness = BorderThickness;
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Commands->QuadIndexBase[Commands->QuadIndexCount++] = BaseVertex + 0;
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Commands->QuadIndexBase[Commands->QuadIndexCount++] = BaseVertex + 3;
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Commands->QuadIndexBase[Commands->QuadIndexCount++] = BaseVertex + 1;
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Commands->QuadIndexBase[Commands->QuadIndexCount++] = BaseVertex + 0;
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Commands->QuadIndexBase[Commands->QuadIndexCount++] = BaseVertex + 2;
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Commands->QuadIndexBase[Commands->QuadIndexCount++] = BaseVertex + 3;
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++Command->QuadCount;
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}
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}
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}
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#endif
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inline void PushQuad(render_group *Group, range2_r32 Dest,
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v4_r32 Color00, v4_r32 Color01, v4_r32 Color10, v4_r32 Color11,
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r32 CornerRadius00, r32 CornerRadius01, r32 CornerRadius10, r32 CornerRadius11,
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r32 EdgeSoftness, r32 BorderThickness)
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{
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PushTexturedQuad(Group, Dest, Range2R32(V2R32(0, 0), V2R32(0, 0)),
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Color00, Color01, Color10, Color11,
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CornerRadius00, CornerRadius01, CornerRadius10, CornerRadius11,
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EdgeSoftness, BorderThickness, Group->Commands->WhiteTexture);
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}
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inline void PushQuad(render_group *Group, range2_r32 Dest,
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v4_r32 Color,
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r32 CornerRadius00, r32 CornerRadius01, r32 CornerRadius10, r32 CornerRadius11,
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r32 EdgeSoftness, r32 BorderThickness)
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{
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PushTexturedQuad(Group, Dest, Range2R32(V2R32(0, 0), V2R32(0, 0)),
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Color, Color, Color, Color,
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CornerRadius00, CornerRadius01, CornerRadius10, CornerRadius11,
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EdgeSoftness, BorderThickness, Group->Commands->WhiteTexture);
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}
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inline void PushQuad(render_group *Group, range2_r32 Dest,
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v4_r32 Color00, v4_r32 Color01, v4_r32 Color10, v4_r32 Color11,
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r32 CornerRadius, r32 EdgeSoftness, r32 BorderThickness)
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{
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PushTexturedQuad(Group, Dest, Range2R32(V2R32(0, 0), V2R32(0, 0)),
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Color00, Color01, Color10, Color11,
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CornerRadius, CornerRadius, CornerRadius, CornerRadius,
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EdgeSoftness, BorderThickness, Group->Commands->WhiteTexture);
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}
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inline void PushQuad(render_group *Group, range2_r32 Dest,
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v4_r32 Color,
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r32 CornerRadius, r32 EdgeSoftness, r32 BorderThickness)
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{
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PushTexturedQuad(Group, Dest, Range2R32(V2R32(0, 0), V2R32(0, 0)),
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Color, Color, Color, Color,
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CornerRadius, CornerRadius, CornerRadius, CornerRadius,
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EdgeSoftness, BorderThickness, Group->Commands->WhiteTexture);
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}
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inline void PushClip(render_group *Group, range2_r32 Clip)
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{
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Assert(Group->ClipStackUsed + 1 < ArrayCount(Group->ClipStack));
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#if VN_USE_INSTANCING
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render_command_clip *Command = PushCommand(Group, render_command_clip);
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Command->ClipRect = Group->ClipStack[++Group->ClipStackUsed] = Clip;
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#else
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Group->ClipStack[++Group->ClipStackUsed] = Clip;
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#endif
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}
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inline void PopClip(render_group *Group)
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{
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Assert(Group->ClipStackUsed > 0);
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#if VN_USE_INSTANCING
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render_command_clip *Command = PushCommand(Group, render_command_clip);
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Command->ClipRect = Group->ClipStack[--Group->ClipStackUsed];
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#else
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--Group->ClipStackUsed;
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#endif
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} |