Renderer general cleanup
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parent
a4cf3c6581
commit
bdc73aad4b
103
src/Renderer.zig
103
src/Renderer.zig
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@ -15,7 +15,6 @@ color: [4]f32,
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pub fn init() !Self {
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try sdl.init(.{ .video = true, .audio = true, .events = true });
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// Set OpenGL version
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try sdl.gl.setAttribute(.{ .context_major_version = 3 });
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try sdl.gl.setAttribute(.{ .context_minor_version = 3 });
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try sdl.gl.setAttribute(.{ .multisamplebuffers = true });
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@ -27,43 +26,52 @@ pub fn init() !Self {
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.{ .centered = {} },
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1280,
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720,
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.{ .context = .opengl, .vis = .shown }
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.{ .context = .opengl, .vis = .shown },
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);
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const ctx = try sdl.gl.createContext(window);
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sdl.gl.setSwapInterval( .immediate ) catch {
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sdl.gl.setSwapInterval(.immediate) catch {
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std.debug.print("WARNING: Unable to configure the swap interval.\n", .{});
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};
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// Shader stuff
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var mvp_loc: u32 = undefined;
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var color_loc: u32 = undefined;
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const program = gl.Program.create();
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{
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const vs = gl.Shader.create(.vertex);
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defer vs.delete();
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vs.source(1, &.{@embedFile("shaders/vector.vs")});
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vs.compile();
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const fs = gl.Shader.create(.fragment);
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defer fs.delete();
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vs.source(1, &.{@embedFile("shaders/vector.vs")});
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fs.source(1, &.{@embedFile("shaders/fragment.fs")});
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vs.compile();
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fs.compile();
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program.attach(vs);
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defer program.detach(vs);
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program.attach(fs);
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defer program.detach(fs);
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program.link();
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mvp_loc = program.uniformLocation("mvp").?;
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color_loc = program.uniformLocation("color").?;
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}
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program.use();
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var wsize = window.getSize();
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var xunit = @intToFloat(f32, wsize.width);
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var yunit = @intToFloat(f32, wsize.height);
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// Get the matrix that converts coordinates to 1:1 on the screen from the OpenGL default
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{
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const wsize = window.getSize();
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const xunit = @intToFloat(f32, wsize.width);
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const yunit = @intToFloat(f32, wsize.height);
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const ortho = m.Mat4.createOrthogonal(0.0, xunit, yunit, 0.0, 0.0, 100.0);
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const ortho = m.Mat4.createOrthogonal(0.0, xunit, yunit, 0.0, 0.0, 100.0);
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gl.uniformMatrix4fv(mvp_loc, false, &.{ ortho.fields });
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gl.uniformMatrix4fv(mvp_loc, false, &.{ortho.fields});
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}
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var vertex_array = gl.VertexArray.gen();
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vertex_array.bind();
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@ -73,21 +81,15 @@ pub fn init() !Self {
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gl.clearColor(0.91, 0.97, 1.00, 1.00);
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// TODO: See if there's a more optimal solution to this, maybe activating only when necessary
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gl.enable(.blend);
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gl.blendFunc(.src_alpha, .one_minus_src_alpha);
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return Self{
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.window = window,
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.context = ctx,
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.color_loc = color_loc,
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.buffer = buf,
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.color = .{0,0,0,0}
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};
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return Self{ .window = window, .context = ctx, .color_loc = color_loc, .buffer = buf, .color = .{ 0, 0, 0, 0 } };
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}
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pub fn render(self: Self) void {
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sdl.gl.swapWindow(self.window);
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gl.clear(.{ .color = true });
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}
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@ -99,65 +101,44 @@ pub fn deinit(self: Self) void {
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pub fn setColor(self: *Self, r: u8, g: i32, b: i32, a: i32) void {
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self.*.color = .{
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@intToFloat(f32, r)/255.0,
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@intToFloat(f32, g)/255.0,
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@intToFloat(f32, b)/255.0,
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@intToFloat(f32, a)/255.0,
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@intToFloat(f32, r) / 255.0,
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@intToFloat(f32, g) / 255.0,
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@intToFloat(f32, b) / 255.0,
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@intToFloat(f32, a) / 255.0,
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};
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}
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pub fn drawRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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pub fn drawRectangle(self: Self, x: i32, y: i32, w: i32, h: i32) void {
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const indices = [_]u8{ 0, 1, 1, 2, 2, 3, 3, 0 };
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self.renderRectangle(x, y, w, h, .lines, &indices);
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}
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pub fn fillRectangle(self: Self, x: i32, y: i32, w: i32, h: i32) void {
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const indices = [_]u8{ 1, 3, 0, 1, 3, 2 };
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self.renderRectangle(x, y, w, h, .triangles, &indices);
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}
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fn renderRectangle(self: Self, x: i32, y: i32, w: i32, h: i32, primitive: gl.PrimitiveType, indices: []const u8) void {
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gl.uniform4fv(self.color_loc, &.{self.color});
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var xf = @intToFloat(f32, x);
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var yf = @intToFloat(f32, y);
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var wf = @intToFloat(f32, w);
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var hf = @intToFloat(f32, h);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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xf, yf ,
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xf + wf, yf ,
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xf + wf, yf + hf,
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xf, yf + hf,
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xf , yf , // up-left
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xf + wf, yf , // up-right
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xf + wf, yf + hf, // down-right
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xf , yf + hf, // down-left
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};
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const indices = [_]u8{0, 1, 1, 2, 2, 3, 3, 0};
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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gl.uniform4fv(self.color_loc, &.{ self.color });
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_ = indices;
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gl.drawElements(.lines, 8, .u8, @ptrToInt(&indices));
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gl.disableVertexAttribArray(0);
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}
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pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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var xf = @intToFloat(f32, x);
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var yf = @intToFloat(f32, y);
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var wf = @intToFloat(f32, w);
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var hf = @intToFloat(f32, h);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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xf + wf, yf ,
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xf, yf + hf,
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xf, yf ,
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xf + wf, yf + hf,
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};
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const indices = [_]u8{0, 1, 2, 0, 1, 3};
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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gl.uniform4fv(self.color_loc, &.{ self.color });
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gl.drawElements(.triangles, 6, .u8, @ptrToInt(&indices));
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gl.drawElements(primitive, indices.len, .u8, @ptrToInt(indices.ptr));
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gl.disableVertexAttribArray(0);
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}
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