update repeat rendering in WebGL

This commit is contained in:
Rokas Puzonas 2023-08-14 22:51:12 +03:00
parent d1af945202
commit 43d09a64ca

View File

@ -465,78 +465,6 @@ static inline void append_many_b2b_cmp(World *world, BoidList *local_boids, boid
} }
} }
// TODO: Dear god :O, this name.
static inline void world_compute_local_boids_looping_top_edge(BoidList *local_boids, World *world, ChunkGrid *chunks, uboid_t **static_chunks, boid_cmp *b2b_cmps, int *b2b_cmps_count, int neighbour_y) {
Vector2 to_offset = { 0, -world->size.y };
for (int x = 1; x < chunks->width; x++) {
size_t chunk_idx = chunkgrid_get_idx(chunks, x, 0);
BoidList *chunk = &chunks->data[chunk_idx];
uboid_t *chunk_boids = static_chunks[chunk_idx];
for (int ox = -1; ox <= 1; ox++) {
int neighbour_x = x+ox;
if (neighbour_x < 0 || neighbour_x >= chunks->width) continue;
size_t neighbour_idx = chunkgrid_get_idx(chunks, neighbour_x, neighbour_y);
BoidList *neighbour_chunk = &chunks->data[neighbour_idx];
uboid_t *neighbour_boids = static_chunks[neighbour_idx];
for (int i = 0; i < chunk->count; i++) {
uboid_t from_boid = chunk_boids[i];
append_many_b2b_cmp(world, local_boids, b2b_cmps, b2b_cmps_count, to_offset, chunk_boids[i], neighbour_boids, neighbour_chunk->count);
}
}
}
}
// TODO: Dear god :O, this name.
static inline void world_compute_local_boids_looping_left_edge(BoidList *local_boids, World *world, ChunkGrid *chunks, uboid_t **static_chunks, boid_cmp *b2b_cmps, int *b2b_cmps_count, int neighbour_x) {
Vector2 to_offset = { -world->size.x, 0 };
for (int y = 1; y < chunks->height; y++) {
size_t chunk_idx = chunkgrid_get_idx(chunks, 0, y);
BoidList *chunk = &chunks->data[chunk_idx];
uboid_t *chunk_boids = static_chunks[chunk_idx];
for (int oy = -1; oy <= 1; oy++) {
int neighbour_y = y+oy;
if (neighbour_y < 0 || neighbour_y >= chunks->height) continue;
size_t neighbour_idx = chunkgrid_get_idx(chunks, neighbour_x, neighbour_y);
BoidList *neighbour_chunk = &chunks->data[neighbour_idx];
uboid_t *neighbour_boids = static_chunks[neighbour_idx];
for (int i = 0; i < chunk->count; i++) {
uboid_t from_boid = chunk_boids[i];
append_many_b2b_cmp(world, local_boids, b2b_cmps, b2b_cmps_count, to_offset, chunk_boids[i], neighbour_boids, neighbour_chunk->count);
}
}
}
}
// TODO: Dear god :O, this name. PLEASE DO SOMETHING
static inline void world_compute_local_boids_looping_top_left(BoidList *local_boids, World *world, ChunkGrid *chunks, uboid_t **static_chunks, boid_cmp *b2b_cmps, int *b2b_cmps_count, int neighbour_x) {
Vector2 to_offset = { -world->size.x, 0 };
for (int y = 1; y < chunks->height; y++) {
size_t chunk_idx = chunkgrid_get_idx(chunks, 0, y);
BoidList *chunk = &chunks->data[chunk_idx];
uboid_t *chunk_boids = static_chunks[chunk_idx];
for (int oy = -1; oy <= 1; oy++) {
int neighbour_y = y+oy;
if (neighbour_y < 0 || neighbour_y >= chunks->height) continue;
size_t neighbour_idx = chunkgrid_get_idx(chunks, neighbour_x, neighbour_y);
BoidList *neighbour_chunk = &chunks->data[neighbour_idx];
uboid_t *neighbour_boids = static_chunks[neighbour_idx];
for (int i = 0; i < chunk->count; i++) {
uboid_t from_boid = chunk_boids[i];
append_many_b2b_cmp(world, local_boids, b2b_cmps, b2b_cmps_count, to_offset, chunk_boids[i], neighbour_boids, neighbour_chunk->count);
}
}
}
}
static void world_compute_local_boids(BoidList *local_boids, World *world, ChunkGrid *chunks) { static void world_compute_local_boids(BoidList *local_boids, World *world, ChunkGrid *chunks) {
Boid *boids = world->boids.data(); Boid *boids = world->boids.data();
int boid_count = world->boids.size(); int boid_count = world->boids.size();
@ -596,22 +524,7 @@ static void world_compute_local_boids(BoidList *local_boids, World *world, Chunk
} }
} }
// For checking neighbours on the edge of the wall // TODO: Check for neighbours between world borders
if (world->looping_walls) {
// TODO: Rewrite a nicer version here.
// world_compute_local_boids_looping_top_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->height-1);
// world_compute_local_boids_looping_left_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->width-1);
//
// if (fmod(world->size.y, chunks->chunk_size) >= 1) {
// world_compute_local_boids_looping_top_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->height-2);
// }
// if (fmod(world->size.x, chunks->chunk_size) >= 1) {
// world_compute_local_boids_looping_left_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->width-2);
// }
// TODO: Check top left chunk
}
if (b2b_cmps_count > 0) { if (b2b_cmps_count > 0) {
world_calc_distances_and_angles(world, local_boids, b2b_cmps, &b2b_cmps_count); world_calc_distances_and_angles(world, local_boids, b2b_cmps, &b2b_cmps_count);
@ -869,37 +782,61 @@ static Rectangle rect_matrix_mul(Rectangle rect, Matrix *mat) {
return result; return result;
} }
static void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 scale, bool y_flipped) { static void DrawTextureTiled(Texture2D texture, Vector2 texture_size, Vector2 source_size, Rectangle dest, Vector2 scale, bool y_flipped) {
if ((texture.id <= 0)) return; if ((texture.id <= 0)) return;
if ((source.width == 0) || (source.height == 0)) return; if ((source_size.x == 0) || (source_size.y == 0)) return;
float tile_width = source.width * scale.x; float tile_width = source_size.x * scale.x;
float tile_height = source.height * scale.y; float tile_height = source_size.y * scale.y;
float left_tile_edge = ceil(dest.x / tile_width) * tile_width; if (texture_size.x == source_size.x && texture_size.y == source_size.y) {
float ox = dest.x - left_tile_edge; float left_tile_edge = ceil(dest.x / tile_width) * tile_width;
float ox = dest.x - left_tile_edge;
float oy = 0; float oy = 0;
if (y_flipped) { if (y_flipped) {
float bottom_edge = (dest.y + dest.height); float bottom_edge = (dest.y + dest.height);
float bottom_tile_edge = floor(bottom_edge / tile_height) * tile_height; float bottom_tile_edge = floor(bottom_edge / tile_height) * tile_height;
oy = (bottom_tile_edge - bottom_edge); oy = (bottom_tile_edge - bottom_edge);
} else {
float top_tile_edge = ceil(dest.y / tile_height) * tile_height;
oy = (dest.y - top_tile_edge);
}
SetTextureWrap(texture, TEXTURE_WRAP_REPEAT);
DrawTexturePro(texture, {
ox / scale.x,
oy / scale.y,
source_size.x * scale.x,
source_size.y * scale.y * (y_flipped ? -1 : 1)
}, dest,
{ 0, 0 },
0,
WHITE
);
} else { } else {
float top_tile_edge = ceil(dest.y / tile_height) * tile_height; float from_iy = floor(dest.y / tile_height) * tile_height;
oy = (dest.y - top_tile_edge); float to_iy = ceil((dest.y + dest.height) / tile_height) * tile_height;
}
SetTextureWrap(texture, TEXTURE_WRAP_REPEAT); float from_ix = floor(dest.x / tile_width) * tile_width;
DrawTexturePro(texture, { float to_ix = ceil((dest.x + dest.width) / tile_width) * tile_width;
source.x + ox / scale.x,
source.y + oy / scale.y, // TODO: This loop will overdraw on the edges a bit
source.width * scale.x, for (float iy = from_iy; iy < to_iy; iy += tile_height) {
source.height * scale.y * (y_flipped ? -1 : 1) for (float ix = from_ix; ix < to_ix; ix += tile_width) {
}, dest, DrawTexturePro(texture,
{ 0, 0 }, {
0, 0,
WHITE texture_size.y-source_size.y,
); source_size.x,
source_size.y * (y_flipped ? -1 : 1)
},
{ ix, iy, tile_width, tile_height },
{ 0, 0 },
0, WHITE);
}
}
}
} }
static bool is_rect_inside_rect(Rectangle outer, Rectangle inner) { static bool is_rect_inside_rect(Rectangle outer, Rectangle inner) {
@ -1041,52 +978,73 @@ static void draw_boid_triangles(World *world, Visuals *visuals, Rectangle chunk_
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
} }
static void draw_boids(World *world, Visuals *visuals) { // https://stackoverflow.com/a/466242
int boid_count = world->boids.size(); static uint32_t next_two_power(uint32_t v) {
float chunk_size = world->chunks.chunk_size; v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return v;
}
static Vector2 nearest_square_two_power(Vector2 vec) {
int size = ceil(MAX(vec.x, vec.y));
size = next_two_power(size);
return { (float)size, (float)size };
}
static Rectangle get_visible_screen_rect() {
Matrix model_view = rlGetMatrixModelview(); Matrix model_view = rlGetMatrixModelview();
Matrix model_view_inv = MatrixInvert(model_view); Matrix model_view_inv = MatrixInvert(model_view);
Rectangle screen_rect = rect_matrix_mul({ Rectangle screen_rect = rect_matrix_mul({
0, 0, (float)GetScreenWidth(), (float)GetScreenHeight(), 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight(),
}, &model_view_inv); }, &model_view_inv);
RPROF_START("Draw boids"); return screen_rect;
Vector2 scale = { model_view.m0, model_view.m5 }; }
Vector2 *vertices = (Vector2*)arena_malloc(&world->frame_arena, sizeof(Vector2)*boid_count*3);
if (!world->looping_walls) { static void draw_boids_directly_visible(World *world, Visuals *visuals, Rectangle screen_rect, Vector2 *vertices) {
Rectangle world_rect = { 0, 0, world->size.x, world->size.y }; Rectangle world_rect = { 0, 0, world->size.x, world->size.y };
Rectangle visible_world_rect = rect_min_overlap(world_rect, screen_rect); Rectangle visible_world_rect = rect_min_overlap(world_rect, screen_rect);
Rectangle visible_chunks_rect = to_chunk_bounds(visible_world_rect, &world->chunks); Rectangle visible_chunks_rect = to_chunk_bounds(visible_world_rect, &world->chunks);
rlDrawRenderBatchActive(); // TODO: Add padding to visible area, so boids a bit offscreen could be rendered and still be seen
glUseProgram(visuals->boid_shader.id); rlDrawRenderBatchActive();
Vector4 color = ColorNormalize(visuals->boid_color); glUseProgram(visuals->boid_shader.id);
Matrix mvp = MatrixMultiply(model_view, rlGetMatrixProjection()); Vector4 color = ColorNormalize(visuals->boid_color);
rlEnableVertexArray(visuals->boid_shader.vao); Matrix mvp = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
glBindBuffer(GL_ARRAY_BUFFER, visuals->boid_shader.vbo); rlEnableVertexArray(visuals->boid_shader.vao);
glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp)); glBindBuffer(GL_ARRAY_BUFFER, visuals->boid_shader.vbo);
glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w); glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp));
glBindBuffer(GL_ARRAY_BUFFER, 0); glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w);
glBindBuffer(GL_ARRAY_BUFFER, 0);
draw_boid_triangles(world, visuals, visible_chunks_rect, { 0, 0 }, vertices); draw_boid_triangles(world, visuals, visible_chunks_rect, { 0, 0 }, vertices);
rlDisableVertexArray(); rlDisableVertexArray();
glUseProgram(0); glUseProgram(0);
} else if (scale.x >= 1 && scale.y >= 1) { }
float bottom_edge = screen_rect.y + screen_rect.height;
float right_edge = screen_rect.x + screen_rect.width;
float world_ox1 = floor(screen_rect.x / world->size.x) * world->size.x; static void draw_boids_repeating_nearby(World *world, Visuals *visuals, Rectangle screen_rect, Vector2 *vertices) {
float world_oy1 = floor(screen_rect.y / world->size.y) * world->size.y; float bottom_edge = screen_rect.y + screen_rect.height;
float world_ox2 = floor(right_edge / world->size.x) * world->size.x; float right_edge = screen_rect.x + screen_rect.width;
float world_oy2 = floor(bottom_edge / world->size.y) * world->size.y;
Rectangle visible_worlds[4]; float world_ox1 = floor(screen_rect.x / world->size.x) * world->size.x;
int visible_worlds_cnt = 0; float world_oy1 = floor(screen_rect.y / world->size.y) * world->size.y;
float world_ox2 = floor(right_edge / world->size.x) * world->size.x;
float world_oy2 = floor(bottom_edge / world->size.y) * world->size.y;
// Because the width of the screen is less than the width of the world.
// At most 4 worlds separate worlds can be visible at once.
// Determine what sub-rectangles of each world is visible and save it the list.
Rectangle visible_worlds[4];
int visible_worlds_cnt = 0;
{
if (world_ox1 == world_ox2 && world_oy1 == world_oy2) { if (world_ox1 == world_ox2 && world_oy1 == world_oy2) {
visible_worlds[0] = screen_rect; visible_worlds[0] = screen_rect;
visible_worlds_cnt++; visible_worlds_cnt = 1;
} else if (world_oy1 == world_oy2) { } else if (world_oy1 == world_oy2) {
visible_worlds[0] = { visible_worlds[0] = {
screen_rect.x, screen_rect.x,
@ -1100,7 +1058,7 @@ static void draw_boids(World *world, Visuals *visuals) {
(screen_rect.x + screen_rect.width) - world_ox2, (screen_rect.x + screen_rect.width) - world_ox2,
screen_rect.height screen_rect.height
}; };
visible_worlds_cnt+=2; visible_worlds_cnt = 2;
} else if (world_ox1 == world_ox2) { } else if (world_ox1 == world_ox2) {
visible_worlds[0] = { visible_worlds[0] = {
screen_rect.x, screen_rect.x,
@ -1114,7 +1072,7 @@ static void draw_boids(World *world, Visuals *visuals) {
screen_rect.width, screen_rect.width,
(screen_rect.y + screen_rect.height) - world_oy2, (screen_rect.y + screen_rect.height) - world_oy2,
}; };
visible_worlds_cnt+=2; visible_worlds_cnt = 2;
} else { } else {
visible_worlds[0] = { visible_worlds[0] = {
screen_rect.x, screen_rect.x,
@ -1140,79 +1098,121 @@ static void draw_boids(World *world, Visuals *visuals) {
right_edge - world_ox2, right_edge - world_ox2,
bottom_edge - world_oy2, bottom_edge - world_oy2,
}; };
visible_worlds_cnt+=4; visible_worlds_cnt = 4;
} }
}
rlDrawRenderBatchActive(); // TODO: Add padding to visible area, so boids a bit offscreen could be rendered and still be seen
rlDrawRenderBatchActive();
glUseProgram(visuals->boid_shader.id);
Vector4 color = ColorNormalize(visuals->boid_color);
Matrix mvp = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp));
glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w);
rlEnableVertexArray(visuals->boid_shader.vao);
for (int i = 0; i < visible_worlds_cnt; i++) {
Rectangle visible_rect = visible_worlds[i];
DEBUG_ASSERT(visible_rect.x <= world->size.x);
DEBUG_ASSERT(visible_rect.y <= world->size.y);
float offset_x = 0;
float offset_y = 0;
if (visible_rect.x < 0) {
offset_x -= world->size.x;
visible_rect.x += world->size.x;
} else if (visible_rect.x >= world->size.x) {
offset_x += world->size.x;
visible_rect.x -= world->size.x;
}
if (visible_rect.y < 0) {
offset_y -= world->size.y;
visible_rect.y += world->size.y;
} else if (visible_rect.y >= world->size.y) {
offset_y += world->size.y;
visible_rect.y -= world->size.y;
}
Rectangle visible_chunks = to_chunk_bounds(visible_rect, &world->chunks);
draw_boid_triangles(world, visuals, visible_chunks, { offset_x, offset_y }, vertices);
}
rlDisableVertexArray();
glUseProgram(0);
}
static void draw_boids_repeating(World *world, Visuals *visuals, Rectangle screen_rect, Vector2 *vertices) {
Matrix model_view = rlGetMatrixModelview();
Vector2 scale = { model_view.m0, model_view.m5 };
Vector2 render_size = Vector2Multiply(world->size, scale);
RenderTexture2D *frame_buffer = &visuals->boid_shader.frame_buffer;
#ifdef __EMSCRIPTEN__
// Render buffer on WebGL must be a use powers of 2
Vector2 frame_buffer_size = nearest_square_two_power(render_size);
#else
Vector2 frame_buffer_size = render_size;
#endif
if (fabs(frame_buffer->texture.width - frame_buffer_size.x) >= 1 || fabs(frame_buffer->texture.height - frame_buffer_size.y) >= 1) {
UnloadRenderTexture(visuals->boid_shader.frame_buffer);
visuals->boid_shader.frame_buffer = LoadRenderTexture(frame_buffer_size.x, frame_buffer_size.y);
}
// TODO: Account for boids which are right on the edge of the world and should be seen on the other side
Matrix projection = rlGetMatrixProjection();
rlDrawRenderBatchActive();
BeginTextureMode(*frame_buffer);
Matrix model_view_no_trans = matrix_no_translation(model_view);
rlSetMatrixModelview(model_view_no_trans);
ClearBackground(visuals->bg_color);
glUseProgram(visuals->boid_shader.id); glUseProgram(visuals->boid_shader.id);
Vector4 color = ColorNormalize(visuals->boid_color); Vector4 color = ColorNormalize(visuals->boid_color);
Matrix mvp = MatrixMultiply(model_view, rlGetMatrixProjection()); Matrix render_projection = {
2.0f/frame_buffer_size.x, 0, 0, -1,
0, -2.0f/frame_buffer_size.y, 0, 1,
0, 0, -2, -1,
0, 0, 0, 1
};
Matrix mvp = MatrixMultiply(model_view_no_trans, render_projection);
glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp)); glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp));
glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w); glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w);
rlEnableVertexArray(visuals->boid_shader.vao); rlEnableVertexArray(visuals->boid_shader.vao);
for (int i = 0; i < visible_worlds_cnt; i++) { draw_boid_triangles(world, visuals, { 0, 0, (float)world->chunks.width, (float)world->chunks.height }, { 0, 0 }, vertices);
Rectangle visible_rect = visible_worlds[i];
DEBUG_ASSERT(visible_rect.x <= world->size.x);
DEBUG_ASSERT(visible_rect.y <= world->size.y);
float offset_x = 0;
float offset_y = 0;
if (visible_rect.x < 0) {
offset_x -= world->size.x;
visible_rect.x += world->size.x;
} else if (visible_rect.x >= world->size.x) {
offset_x += world->size.x;
visible_rect.x -= world->size.x;
}
if (visible_rect.y < 0) {
offset_y -= world->size.y;
visible_rect.y += world->size.y;
} else if (visible_rect.y >= world->size.y) {
offset_y += world->size.y;
visible_rect.y -= world->size.y;
}
Rectangle visible_chunks = to_chunk_bounds(visible_rect, &world->chunks);
draw_boid_triangles(world, visuals, visible_chunks, { offset_x, offset_y }, vertices);
}
rlDisableVertexArray(); rlDisableVertexArray();
glUseProgram(0); glUseProgram(0);
EndTextureMode();
rlSetMatrixModelview(model_view);
rlSetMatrixProjection(projection);
DrawTextureTiled(frame_buffer->texture,
frame_buffer_size,
render_size,
screen_rect,
Vector2Invert(scale),
true);
}
static void draw_boids(World *world, Visuals *visuals) {
RPROF_START("Draw boids");
int boid_count = world->boids.size();
float chunk_size = world->chunks.chunk_size;
Rectangle screen_rect = get_visible_screen_rect();
Matrix model_view = rlGetMatrixModelview();
Vector2 scale = { model_view.m0, model_view.m5 };
Vector2 *vertices = (Vector2*)arena_malloc(&world->frame_arena, sizeof(Vector2)*boid_count*3);
if (!world->looping_walls) {
// Case 1: World is not repeating, so just draw the boids which are visible
draw_boids_directly_visible(world, visuals, screen_rect, vertices);
} else if (scale.x >= 1 && scale.y >= 1) {
// Case 2: World is repeating, but each bodi will at most be rendered once
draw_boids_repeating_nearby(world, visuals, screen_rect, vertices);
} else { } else {
Vector2 frame_buffer_size = Vector2Multiply(world->size, scale); // Case 3: World is repeating, any boid could be rendered many times
draw_boids_repeating(world, visuals, screen_rect, vertices);
RenderTexture2D *frame_buffer = &visuals->boid_shader.frame_buffer;
if (fabs(frame_buffer->texture.width - frame_buffer_size.x) >= 1 || fabs(frame_buffer->texture.height - frame_buffer_size.y) >= 1) {
UnloadRenderTexture(visuals->boid_shader.frame_buffer);
visuals->boid_shader.frame_buffer = LoadRenderTexture(frame_buffer_size.x, frame_buffer_size.y);
}
Matrix projection = rlGetMatrixProjection();
rlDrawRenderBatchActive();
BeginTextureMode(*frame_buffer);
Matrix model_view_no_trans = matrix_no_translation(model_view);
rlSetMatrixModelview(model_view_no_trans);
ClearBackground(visuals->bg_color);
glUseProgram(visuals->boid_shader.id);
Vector4 color = ColorNormalize(visuals->boid_color);
Matrix mvp = MatrixMultiply(model_view_no_trans, rlGetMatrixProjection());
glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp));
glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w);
rlEnableVertexArray(visuals->boid_shader.vao);
draw_boid_triangles(world, visuals, { 0, 0, (float)world->chunks.width, (float)world->chunks.height }, { 0, 0 }, vertices);
rlDisableVertexArray();
glUseProgram(0);
EndTextureMode();
rlSetMatrixModelview(model_view);
rlSetMatrixProjection(projection);
DrawTextureTiled(frame_buffer->texture,
{ 0, 0, frame_buffer_size.x, frame_buffer_size.y },
screen_rect,
Vector2Invert(scale),
true);
} }
RPROF_STOP(); RPROF_STOP();
} }