generated from rpuzonas/raylib-cpp-template
update repeat rendering in WebGL
This commit is contained in:
parent
d1af945202
commit
43d09a64ca
228
src/world.cpp
228
src/world.cpp
@ -465,78 +465,6 @@ static inline void append_many_b2b_cmp(World *world, BoidList *local_boids, boid
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}
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}
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// TODO: Dear god :O, this name.
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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) {
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Vector2 to_offset = { 0, -world->size.y };
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for (int x = 1; x < chunks->width; x++) {
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size_t chunk_idx = chunkgrid_get_idx(chunks, x, 0);
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BoidList *chunk = &chunks->data[chunk_idx];
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uboid_t *chunk_boids = static_chunks[chunk_idx];
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for (int ox = -1; ox <= 1; ox++) {
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int neighbour_x = x+ox;
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if (neighbour_x < 0 || neighbour_x >= chunks->width) continue;
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size_t neighbour_idx = chunkgrid_get_idx(chunks, neighbour_x, neighbour_y);
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BoidList *neighbour_chunk = &chunks->data[neighbour_idx];
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uboid_t *neighbour_boids = static_chunks[neighbour_idx];
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for (int i = 0; i < chunk->count; i++) {
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uboid_t from_boid = chunk_boids[i];
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append_many_b2b_cmp(world, local_boids, b2b_cmps, b2b_cmps_count, to_offset, chunk_boids[i], neighbour_boids, neighbour_chunk->count);
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}
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}
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}
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}
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// TODO: Dear god :O, this name.
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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) {
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Vector2 to_offset = { -world->size.x, 0 };
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for (int y = 1; y < chunks->height; y++) {
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size_t chunk_idx = chunkgrid_get_idx(chunks, 0, y);
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BoidList *chunk = &chunks->data[chunk_idx];
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uboid_t *chunk_boids = static_chunks[chunk_idx];
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for (int oy = -1; oy <= 1; oy++) {
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int neighbour_y = y+oy;
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if (neighbour_y < 0 || neighbour_y >= chunks->height) continue;
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size_t neighbour_idx = chunkgrid_get_idx(chunks, neighbour_x, neighbour_y);
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BoidList *neighbour_chunk = &chunks->data[neighbour_idx];
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uboid_t *neighbour_boids = static_chunks[neighbour_idx];
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for (int i = 0; i < chunk->count; i++) {
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uboid_t from_boid = chunk_boids[i];
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append_many_b2b_cmp(world, local_boids, b2b_cmps, b2b_cmps_count, to_offset, chunk_boids[i], neighbour_boids, neighbour_chunk->count);
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}
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}
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}
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}
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// TODO: Dear god :O, this name. PLEASE DO SOMETHING
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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) {
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Vector2 to_offset = { -world->size.x, 0 };
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for (int y = 1; y < chunks->height; y++) {
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size_t chunk_idx = chunkgrid_get_idx(chunks, 0, y);
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BoidList *chunk = &chunks->data[chunk_idx];
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uboid_t *chunk_boids = static_chunks[chunk_idx];
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for (int oy = -1; oy <= 1; oy++) {
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int neighbour_y = y+oy;
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if (neighbour_y < 0 || neighbour_y >= chunks->height) continue;
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size_t neighbour_idx = chunkgrid_get_idx(chunks, neighbour_x, neighbour_y);
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BoidList *neighbour_chunk = &chunks->data[neighbour_idx];
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uboid_t *neighbour_boids = static_chunks[neighbour_idx];
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for (int i = 0; i < chunk->count; i++) {
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uboid_t from_boid = chunk_boids[i];
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append_many_b2b_cmp(world, local_boids, b2b_cmps, b2b_cmps_count, to_offset, chunk_boids[i], neighbour_boids, neighbour_chunk->count);
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}
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}
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}
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}
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static void world_compute_local_boids(BoidList *local_boids, World *world, ChunkGrid *chunks) {
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Boid *boids = world->boids.data();
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int boid_count = world->boids.size();
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@ -596,22 +524,7 @@ static void world_compute_local_boids(BoidList *local_boids, World *world, Chunk
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}
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}
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// For checking neighbours on the edge of the wall
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if (world->looping_walls) {
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// TODO: Rewrite a nicer version here.
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// world_compute_local_boids_looping_top_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->height-1);
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// world_compute_local_boids_looping_left_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->width-1);
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//
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// if (fmod(world->size.y, chunks->chunk_size) >= 1) {
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// world_compute_local_boids_looping_top_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->height-2);
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// }
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// if (fmod(world->size.x, chunks->chunk_size) >= 1) {
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// world_compute_local_boids_looping_left_edge(local_boids, world, chunks, static_chunks, b2b_cmps, &b2b_cmps_count, chunks->width-2);
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// }
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// TODO: Check top left chunk
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}
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// TODO: Check for neighbours between world borders
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if (b2b_cmps_count > 0) {
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world_calc_distances_and_angles(world, local_boids, b2b_cmps, &b2b_cmps_count);
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@ -869,13 +782,14 @@ static Rectangle rect_matrix_mul(Rectangle rect, Matrix *mat) {
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return result;
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}
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static void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 scale, bool y_flipped) {
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static void DrawTextureTiled(Texture2D texture, Vector2 texture_size, Vector2 source_size, Rectangle dest, Vector2 scale, bool y_flipped) {
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if ((texture.id <= 0)) return;
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if ((source.width == 0) || (source.height == 0)) return;
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if ((source_size.x == 0) || (source_size.y == 0)) return;
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float tile_width = source.width * scale.x;
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float tile_height = source.height * scale.y;
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float tile_width = source_size.x * scale.x;
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float tile_height = source_size.y * scale.y;
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if (texture_size.x == source_size.x && texture_size.y == source_size.y) {
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float left_tile_edge = ceil(dest.x / tile_width) * tile_width;
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float ox = dest.x - left_tile_edge;
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@ -891,15 +805,38 @@ static void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest
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SetTextureWrap(texture, TEXTURE_WRAP_REPEAT);
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DrawTexturePro(texture, {
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source.x + ox / scale.x,
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source.y + oy / scale.y,
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source.width * scale.x,
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source.height * scale.y * (y_flipped ? -1 : 1)
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ox / scale.x,
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oy / scale.y,
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source_size.x * scale.x,
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source_size.y * scale.y * (y_flipped ? -1 : 1)
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}, dest,
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{ 0, 0 },
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0,
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WHITE
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);
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} else {
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float from_iy = floor(dest.y / tile_height) * tile_height;
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float to_iy = ceil((dest.y + dest.height) / tile_height) * tile_height;
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float from_ix = floor(dest.x / tile_width) * tile_width;
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float to_ix = ceil((dest.x + dest.width) / tile_width) * tile_width;
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// TODO: This loop will overdraw on the edges a bit
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for (float iy = from_iy; iy < to_iy; iy += tile_height) {
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for (float ix = from_ix; ix < to_ix; ix += tile_width) {
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DrawTexturePro(texture,
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{
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0,
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texture_size.y-source_size.y,
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source_size.x,
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source_size.y * (y_flipped ? -1 : 1)
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},
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{ ix, iy, tile_width, tile_height },
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{ 0, 0 },
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0, WHITE);
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}
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}
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}
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}
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static bool is_rect_inside_rect(Rectangle outer, Rectangle inner) {
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@ -1041,29 +978,44 @@ static void draw_boid_triangles(World *world, Visuals *visuals, Rectangle chunk_
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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static void draw_boids(World *world, Visuals *visuals) {
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int boid_count = world->boids.size();
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float chunk_size = world->chunks.chunk_size;
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// https://stackoverflow.com/a/466242
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static uint32_t next_two_power(uint32_t v) {
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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v++;
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return v;
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}
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static Vector2 nearest_square_two_power(Vector2 vec) {
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int size = ceil(MAX(vec.x, vec.y));
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size = next_two_power(size);
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return { (float)size, (float)size };
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}
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static Rectangle get_visible_screen_rect() {
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Matrix model_view = rlGetMatrixModelview();
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Matrix model_view_inv = MatrixInvert(model_view);
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Rectangle screen_rect = rect_matrix_mul({
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0, 0, (float)GetScreenWidth(), (float)GetScreenHeight(),
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}, &model_view_inv);
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RPROF_START("Draw boids");
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Vector2 scale = { model_view.m0, model_view.m5 };
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Vector2 *vertices = (Vector2*)arena_malloc(&world->frame_arena, sizeof(Vector2)*boid_count*3);
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return screen_rect;
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}
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if (!world->looping_walls) {
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static void draw_boids_directly_visible(World *world, Visuals *visuals, Rectangle screen_rect, Vector2 *vertices) {
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Rectangle world_rect = { 0, 0, world->size.x, world->size.y };
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Rectangle visible_world_rect = rect_min_overlap(world_rect, screen_rect);
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Rectangle visible_chunks_rect = to_chunk_bounds(visible_world_rect, &world->chunks);
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// TODO: Add padding to visible area, so boids a bit offscreen could be rendered and still be seen
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rlDrawRenderBatchActive();
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glUseProgram(visuals->boid_shader.id);
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Vector4 color = ColorNormalize(visuals->boid_color);
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Matrix mvp = MatrixMultiply(model_view, rlGetMatrixProjection());
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Matrix mvp = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
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rlEnableVertexArray(visuals->boid_shader.vao);
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glBindBuffer(GL_ARRAY_BUFFER, visuals->boid_shader.vbo);
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glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp));
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@ -1073,7 +1025,9 @@ static void draw_boids(World *world, Visuals *visuals) {
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draw_boid_triangles(world, visuals, visible_chunks_rect, { 0, 0 }, vertices);
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rlDisableVertexArray();
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glUseProgram(0);
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} else if (scale.x >= 1 && scale.y >= 1) {
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}
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static void draw_boids_repeating_nearby(World *world, Visuals *visuals, Rectangle screen_rect, Vector2 *vertices) {
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float bottom_edge = screen_rect.y + screen_rect.height;
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float right_edge = screen_rect.x + screen_rect.width;
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@ -1082,11 +1036,15 @@ static void draw_boids(World *world, Visuals *visuals) {
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float world_ox2 = floor(right_edge / world->size.x) * world->size.x;
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float world_oy2 = floor(bottom_edge / world->size.y) * world->size.y;
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// Because the width of the screen is less than the width of the world.
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// At most 4 worlds separate worlds can be visible at once.
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// Determine what sub-rectangles of each world is visible and save it the list.
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Rectangle visible_worlds[4];
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int visible_worlds_cnt = 0;
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{
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if (world_ox1 == world_ox2 && world_oy1 == world_oy2) {
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visible_worlds[0] = screen_rect;
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visible_worlds_cnt++;
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visible_worlds_cnt = 1;
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} else if (world_oy1 == world_oy2) {
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visible_worlds[0] = {
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screen_rect.x,
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@ -1100,7 +1058,7 @@ static void draw_boids(World *world, Visuals *visuals) {
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(screen_rect.x + screen_rect.width) - world_ox2,
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screen_rect.height
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};
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visible_worlds_cnt+=2;
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visible_worlds_cnt = 2;
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} else if (world_ox1 == world_ox2) {
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visible_worlds[0] = {
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screen_rect.x,
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@ -1114,7 +1072,7 @@ static void draw_boids(World *world, Visuals *visuals) {
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screen_rect.width,
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(screen_rect.y + screen_rect.height) - world_oy2,
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};
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visible_worlds_cnt+=2;
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visible_worlds_cnt = 2;
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} else {
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visible_worlds[0] = {
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screen_rect.x,
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@ -1140,13 +1098,15 @@ static void draw_boids(World *world, Visuals *visuals) {
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right_edge - world_ox2,
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bottom_edge - world_oy2,
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};
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visible_worlds_cnt+=4;
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visible_worlds_cnt = 4;
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}
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}
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// TODO: Add padding to visible area, so boids a bit offscreen could be rendered and still be seen
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rlDrawRenderBatchActive();
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glUseProgram(visuals->boid_shader.id);
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Vector4 color = ColorNormalize(visuals->boid_color);
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Matrix mvp = MatrixMultiply(model_view, rlGetMatrixProjection());
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Matrix mvp = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
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glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp));
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glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w);
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@ -1178,15 +1138,27 @@ static void draw_boids(World *world, Visuals *visuals) {
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}
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rlDisableVertexArray();
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glUseProgram(0);
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} else {
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Vector2 frame_buffer_size = Vector2Multiply(world->size, scale);
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}
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static void draw_boids_repeating(World *world, Visuals *visuals, Rectangle screen_rect, Vector2 *vertices) {
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Matrix model_view = rlGetMatrixModelview();
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Vector2 scale = { model_view.m0, model_view.m5 };
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Vector2 render_size = Vector2Multiply(world->size, scale);
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RenderTexture2D *frame_buffer = &visuals->boid_shader.frame_buffer;
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#ifdef __EMSCRIPTEN__
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// Render buffer on WebGL must be a use powers of 2
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Vector2 frame_buffer_size = nearest_square_two_power(render_size);
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#else
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Vector2 frame_buffer_size = render_size;
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#endif
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if (fabs(frame_buffer->texture.width - frame_buffer_size.x) >= 1 || fabs(frame_buffer->texture.height - frame_buffer_size.y) >= 1) {
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UnloadRenderTexture(visuals->boid_shader.frame_buffer);
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visuals->boid_shader.frame_buffer = LoadRenderTexture(frame_buffer_size.x, frame_buffer_size.y);
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}
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// TODO: Account for boids which are right on the edge of the world and should be seen on the other side
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Matrix projection = rlGetMatrixProjection();
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rlDrawRenderBatchActive();
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BeginTextureMode(*frame_buffer);
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@ -1195,7 +1167,13 @@ static void draw_boids(World *world, Visuals *visuals) {
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ClearBackground(visuals->bg_color);
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glUseProgram(visuals->boid_shader.id);
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Vector4 color = ColorNormalize(visuals->boid_color);
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Matrix mvp = MatrixMultiply(model_view_no_trans, rlGetMatrixProjection());
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Matrix render_projection = {
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2.0f/frame_buffer_size.x, 0, 0, -1,
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0, -2.0f/frame_buffer_size.y, 0, 1,
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0, 0, -2, -1,
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0, 0, 0, 1
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};
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Matrix mvp = MatrixMultiply(model_view_no_trans, render_projection);
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glUniformMatrix4fv(visuals->boid_shader.mvp_loc, 1, false, MatrixToFloat(mvp));
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glUniform4f(visuals->boid_shader.frag_color_loc, color.x, color.y, color.z, color.w);
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@ -1209,10 +1187,32 @@ static void draw_boids(World *world, Visuals *visuals) {
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rlSetMatrixProjection(projection);
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DrawTextureTiled(frame_buffer->texture,
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{ 0, 0, frame_buffer_size.x, frame_buffer_size.y },
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frame_buffer_size,
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render_size,
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screen_rect,
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Vector2Invert(scale),
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true);
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}
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static void draw_boids(World *world, Visuals *visuals) {
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RPROF_START("Draw boids");
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int boid_count = world->boids.size();
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float chunk_size = world->chunks.chunk_size;
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Rectangle screen_rect = get_visible_screen_rect();
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Matrix model_view = rlGetMatrixModelview();
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Vector2 scale = { model_view.m0, model_view.m5 };
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Vector2 *vertices = (Vector2*)arena_malloc(&world->frame_arena, sizeof(Vector2)*boid_count*3);
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if (!world->looping_walls) {
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// Case 1: World is not repeating, so just draw the boids which are visible
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draw_boids_directly_visible(world, visuals, screen_rect, vertices);
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} else if (scale.x >= 1 && scale.y >= 1) {
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// Case 2: World is repeating, but each bodi will at most be rendered once
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draw_boids_repeating_nearby(world, visuals, screen_rect, vertices);
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} else {
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// Case 3: World is repeating, any boid could be rendered many times
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draw_boids_repeating(world, visuals, screen_rect, vertices);
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}
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RPROF_STOP();
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}
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