internal render_command_buffer AllocateRenderCommandBuffer (u8* Memory, s32 Size) { render_command_buffer Result = {}; Result.CommandMemory = Memory; Result.CommandMemoryUsed = 0; Result.CommandMemorySize = Size; return Result; } internal void Render3DQuadBatch (u8* CommandData, s32 TriCount) { DEBUG_TRACK_FUNCTION; v4* Vertecies = (v4*)(CommandData + BATCH_3D_VERTECIES_OFFSET(TriCount)); v2* UVs = (v2*)(CommandData + BATCH_3D_UVS_OFFSET(TriCount)); v4* Colors = (v4*)(CommandData + BATCH_3D_COLORS_OFFSET(TriCount)); #if IMMEDIATE_MODE_RENDERING for (s32 Tri = 0; Tri < TriCount; Tri++) { v4 P0 = Vertecies[BATCH_3D_VERTEX_INDEX(Tri, 0)]; v4 P1 = Vertecies[BATCH_3D_VERTEX_INDEX(Tri, 1)]; v4 P2 = Vertecies[BATCH_3D_VERTEX_INDEX(Tri, 2)]; v2 UV0 = UVs[BATCH_3D_UV_INDEX(Tri, 0)]; v2 UV1 = UVs[BATCH_3D_UV_INDEX(Tri, 1)]; v2 UV2 = UVs[BATCH_3D_UV_INDEX(Tri, 2)]; v4 C0 = Colors[BATCH_3D_COLOR_INDEX(Tri, 0)]; v4 C1 = Colors[BATCH_3D_COLOR_INDEX(Tri, 1)]; v4 C2 = Colors[BATCH_3D_COLOR_INDEX(Tri, 2)]; OpenGLDraw3DTri(P0, P1, P2, UV0, UV1, UV2, C0, C1, C2); } #else OpenGLRenderTriBuffer((u8*)Vertecies, 4, (u8*)UVs, 2, (u8*)Colors, 4, TriCount * 3); #endif } internal void Render2DQuadBatch (u8* CommandData, s32 QuadCount) { DEBUG_TRACK_FUNCTION; v2* Vertecies = (v2*)(CommandData + BATCH_2D_VERTECIES_OFFSET(QuadCount)); v2* UVs = (v2*)(CommandData + BATCH_2D_UVS_OFFSET(QuadCount)); v4* Colors = (v4*)(CommandData + BATCH_2D_COLORS_OFFSET(QuadCount)); #if IMMEDIATE_MODE_RENDERING for (s32 Quad = 0; Quad < QuadCount; Quad++) { for (s32 Tri = 0; Tri < 2; Tri++) { v2 P0 = Vertecies[BATCH_2D_VERTEX_INDEX(Quad, Tri, 0)]; v2 P1 = Vertecies[BATCH_2D_VERTEX_INDEX(Quad, Tri, 1)]; v2 P2 = Vertecies[BATCH_2D_VERTEX_INDEX(Quad, Tri, 2)]; v2 UV0 = UVs[BATCH_2D_UV_INDEX(Quad, Tri, 0)]; v2 UV1 = UVs[BATCH_2D_UV_INDEX(Quad, Tri, 1)]; v2 UV2 = UVs[BATCH_2D_UV_INDEX(Quad, Tri, 2)]; v4 C0 = Colors[BATCH_2D_COLOR_INDEX(Quad, Tri, 0)]; v4 C1 = Colors[BATCH_2D_COLOR_INDEX(Quad, Tri, 1)]; v4 C2 = Colors[BATCH_2D_COLOR_INDEX(Quad, Tri, 2)]; OpenGLDraw2DTri(P0, P1, P2, UV0, UV1, UV2, C0, C1, C2); } } #else OpenGLRenderTriBuffer((u8*)Vertecies, 2, (u8*)UVs, 2, (u8*)Colors, 4, QuadCount * 2 * 3); #endif } internal void RenderCommandBuffer (render_command_buffer CommandBuffer) { DEBUG_TRACK_FUNCTION; glMatrixMode(GL_TEXTURE_2D); glLoadIdentity(); glClearColor(0.1f, 0.1f, 0.1f, 1); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); b32 GLTextureEnabled = false; u8* CurrentPosition = CommandBuffer.CommandMemory; while(CurrentPosition < CommandBuffer.CommandMemory + CommandBuffer.CommandMemoryUsed) { render_command_header* CommandHeader = (render_command_header*)CurrentPosition; CurrentPosition += sizeof(render_command_header); switch (CommandHeader->Type) { case RenderCommand_render_command_set_render_mode: { render_command_set_render_mode* Command = (render_command_set_render_mode*)(CommandHeader + 1); glViewport(Command->ViewOffsetX, Command->ViewOffsetY, Command->ViewWidth, Command->ViewHeight); LoadModelView(Command->ModelView.E); LoadProjection(Command->Projection.E); if (Command->UseDepthBuffer) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); } else { glDisable(GL_DEPTH_TEST); } CurrentPosition += sizeof(render_command_set_render_mode); }break; case RenderCommand_render_command_clear_screen: { render_command_clear_screen* Command = (render_command_clear_screen*)(CommandHeader + 1); ClearRenderBuffer(); CurrentPosition += sizeof(render_command_clear_screen); }break; case RenderCommand_render_batch_command_quad_2d: { render_batch_command_quad_2d* Command = (render_batch_command_quad_2d*)(CommandHeader + 1); if (GLTextureEnabled) { glDisable(GL_TEXTURE_2D); GLTextureEnabled = false; } u8* CommandData = (u8*)(Command + 1); Render2DQuadBatch(CommandData, Command->QuadCount); CurrentPosition += sizeof(render_batch_command_quad_2d) + Command->DataSize; }break; case RenderCommand_render_batch_command_quad_3d: { render_batch_command_quad_3d* Command = (render_batch_command_quad_3d*)(CommandHeader + 1); if (GLTextureEnabled) { glDisable(GL_TEXTURE_2D); GLTextureEnabled = false; } u8* CommandData = (u8*)(Command + 1); Render3DQuadBatch(CommandData, Command->QuadCount * 2); CurrentPosition += sizeof(render_batch_command_quad_3d) + Command->DataSize; }break; case RenderCommand_render_batch_command_texture_2d: { render_batch_command_texture_2d* Command = (render_batch_command_texture_2d*)(CommandHeader + 1); if (!GLTextureEnabled) { glEnable(GL_TEXTURE_2D); GLTextureEnabled = true; } Assert(Command->Texture.Handle > 0); glBindTexture(GL_TEXTURE_2D, Command->Texture.Handle); u8* CommandData = (u8*)(Command + 1); Render2DQuadBatch(CommandData, Command->QuadCount); CurrentPosition += sizeof(render_batch_command_texture_2d) + Command->DataSize; }break; default: { InvalidCodePath; }break; } } } internal void ClearRenderBuffer (render_command_buffer* Buffer) { Buffer->CommandMemoryUsed = 0; }