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