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authortalha <sarcxd@gmail.com>2024-12-14 11:03:37 +0500
committertalha <sarcxd@gmail.com>2024-12-14 11:03:37 +0500
commit05f82730e6d74ab604b02504cc928e764542a8c2 (patch)
tree836153cc89ed80b20a4183986907e1ab48becc72 /source/main.cpp
parent9022d6c1fa64689ab9203d967a8cd31b406155da (diff)
Reworked batch renderer, Updated math.hmaster
Diffstat (limited to 'source/main.cpp')
-rwxr-xr-xsource/main.cpp220
1 files changed, 104 insertions, 116 deletions
diff --git a/source/main.cpp b/source/main.cpp
index c72ad53..49f16fa 100755
--- a/source/main.cpp
+++ b/source/main.cpp
@@ -88,8 +88,7 @@ struct TextState {
TextChar* char_map;
};
-#define BATCH_SIZE 500
-#define MAT4_ELE 4*4
+#define BATCH_SIZE 2000
struct r32_array {
r32* buffer;
@@ -165,46 +164,6 @@ struct Rect {
Vec3 position;
};
-class FrameTimerV2 {
-public:
- FrameTimerV2();
- void update();
- void enforceFramerate(u32 framerate);
-public:
- r64 m_tCurr;
- r64 m_tPrev;
- r64 m_tDeltaMS;
- r64 m_tDelta;
-};
-
-FrameTimerV2::FrameTimerV2() {
- m_tCurr = SDL_GetTicks64();
- m_tPrev = m_tCurr;
- m_tDeltaMS = m_tCurr - m_tPrev;
- m_tDelta = m_tDeltaMS / 1000.0f;
-}
-
-void FrameTimerV2::update() {
- m_tPrev = m_tCurr;
- m_tCurr = SDL_GetTicks64();
- m_tDeltaMS = m_tCurr - m_tPrev;
- m_tDelta = m_tDeltaMS / 1000.0f;
-}
-
-void FrameTimerV2::enforceFramerate(u32 target) {
- r64 target_frametime = SDL_floor(
- 1000.0f/(r64)target
- );
- while(m_tDeltaMS < target_frametime) {
- m_tCurr = SDL_GetTicks64();
- m_tDeltaMS = m_tCurr - m_tPrev;
- m_tDelta = m_tDeltaMS / 1000.0f;
-
- // pass time
- continue;
- }
-}
-
struct FrameTimer {
r64 tCurr;
r64 tPrev;
@@ -391,22 +350,35 @@ void gl_setup_colored_quad_optimized(
void gl_cq_flush(GLRenderer* renderer) {
glUseProgram(renderer->cq_batch_sp);
+ glEnable(GL_DEPTH_TEST);
+
+ glUniformMatrix4fv(
+ glGetUniformLocation(renderer->cq_batch_sp, "View"),
+ 1, GL_FALSE, (renderer->cam_view).buffer
+ );
+
+ glUniformMatrix4fv(
+ glGetUniformLocation(renderer->cq_batch_sp, "Projection"),
+ 1, GL_FALSE, (renderer->cam_proj).buffer
+ );
glBindBuffer(GL_ARRAY_BUFFER, renderer->cq_batch_vbo);
+
// fill batch data
// position batch
glBufferSubData(
GL_ARRAY_BUFFER,
0,
- renderer->cq_pos_batch.size*sizeof(r32),
+ renderer->cq_pos_batch.capacity*sizeof(r32),
renderer->cq_pos_batch.buffer
);
+
// color batch
glBufferSubData(
GL_ARRAY_BUFFER,
- renderer->cq_pos_batch.size*sizeof(r32),
- renderer->cq_color_batch.size*sizeof(r32),
- renderer->cq_color_batch.buffer
+ renderer->cq_pos_batch.capacity*sizeof(r32),
+ renderer->cq_color_batch.capacity*sizeof(r32),
+ (void*)renderer->cq_color_batch.buffer
);
glBindVertexArray(renderer->cq_batch_vao);
@@ -424,38 +396,36 @@ void gl_draw_colored_quad_optimized(
Vec3 color
) {
Vec4 vertices[6] = {
- init4v(-1.0f, -1.0f, 0.0f, 1.0f),// bottom-left
- init4v( 1.0f, -1.0f, 0.0f, 1.0f),// bottom-right
- init4v( 1.0f, 1.0f, 0.0f, 1.0f),// top-right
- init4v( 1.0f, 1.0f, 0.0f, 1.0f),// top-right
- init4v(-1.0f, 1.0f, 0.0f, 1.0f),// top-left
- init4v(-1.0f, -1.0f, 0.0f, 1.0f) // bottom-left
+ Vec4{-1.0f, -1.0f, 0.0f, 1.0f},// bottom-left
+ Vec4{ 1.0f, -1.0f, 0.0f, 1.0f},// bottom-right
+ Vec4{ 1.0f, 1.0f, 0.0f, 1.0f},// top-right
+ Vec4{ 1.0f, 1.0f, 0.0f, 1.0f},// top-right
+ Vec4{-1.0f, 1.0f, 0.0f, 1.0f},// top-left
+ Vec4{-1.0f, -1.0f, 0.0f, 1.0f} // bottom-left
};
// setting quad size
- Mat4 model = init_value4m(1.0);
+ Mat4 model = diag4m(1.0);
Mat4 scale = scaling_matrix4m(size.x, size.y, 0.0f);
model = multiply4m(scale, model);
// setting quad position
Mat4 translation = translation_matrix4m(position.x, position.y, position.z);
model = multiply4m(translation, model);
-
- Mat4 mvp = calculate_mvp4m(model, renderer->cam_view, renderer->cam_proj);
-
- Vec4 mvp_pos;
- mvp_pos = multiply4mv(mvp, vertices[0]);
- vertices[0] = mvp_pos;
- mvp_pos = multiply4mv(mvp, vertices[1]);
- vertices[1] = mvp_pos;
- mvp_pos = multiply4mv(mvp, vertices[2]);
- vertices[2] = mvp_pos;
- mvp_pos = multiply4mv(mvp, vertices[3]);
- vertices[3] = mvp_pos;
- mvp_pos = multiply4mv(mvp, vertices[4]);
- vertices[4] = mvp_pos;
- mvp_pos = multiply4mv(mvp, vertices[5]);
- vertices[5] = mvp_pos;
+ Vec4 model_pos;
+ model_pos = multiply4mv(model, vertices[0]);
+ vertices[0] = model_pos;
+ model_pos = multiply4mv(model, vertices[1]);
+ vertices[1] = model_pos;
+ model_pos = multiply4mv(model, vertices[2]);
+ vertices[2] = model_pos;
+ model_pos = multiply4mv(model, vertices[3]);
+ vertices[3] = model_pos;
+ model_pos = multiply4mv(model, vertices[4]);
+ vertices[4] = model_pos;
+ model_pos = multiply4mv(model, vertices[5]);
+ vertices[5] = model_pos;
+
array_insert(&renderer->cq_pos_batch, vertices[0].data, 4);
array_insert(&renderer->cq_pos_batch, vertices[1].data, 4);
array_insert(&renderer->cq_pos_batch, vertices[2].data, 4);
@@ -464,7 +434,6 @@ void gl_draw_colored_quad_optimized(
array_insert(&renderer->cq_pos_batch, vertices[5].data, 4);
// initialise color to be per vertex to allow batching
- // @todo: really need to optimise this
array_insert(&renderer->cq_color_batch, color.data, 3);
array_insert(&renderer->cq_color_batch, color.data, 3);
array_insert(&renderer->cq_color_batch, color.data, 3);
@@ -496,7 +465,7 @@ void gl_draw_colored_quad(
renderer->cq_init = 1;
}
// setting quad size
- Mat4 model = init_value4m(1.0);
+ Mat4 model = diag4m(1.0);
Mat4 scale = scaling_matrix4m(size.x, size.y, 0.0f);
model = multiply4m(scale, model);
// setting quad position
@@ -509,6 +478,7 @@ void gl_draw_colored_quad(
glGetUniformLocation(renderer->cq_sp, "Model"),
1, GL_FALSE, model.buffer
);
+
glUniformMatrix4fv(
glGetUniformLocation(renderer->cq_sp, "View"),
1, GL_FALSE, (renderer->cam_view).buffer
@@ -811,9 +781,10 @@ int main(int argc, char* argv[])
// 3 columns, 6 rows
u32 pos_ele_count = BATCH_SIZE * 4*6;
u32 color_ele_count = BATCH_SIZE * 3*6;
- u32 mem_size = pos_ele_count + color_ele_count;
+ // 1GB <= (((1b*1024)kb*1024)mb*1024)mb
+ u32 mem_size = (1024*1024*1024);
void* batch_memory = calloc(mem_size, sizeof(r32));
- Arena batch_arena = {0};
+ Arena batch_arena;
arena_init(&batch_arena, (unsigned char*)batch_memory, mem_size*sizeof(r32));
array_init(&batch_arena, &(renderer->cq_pos_batch), pos_ele_count);
array_init(&batch_arena, &(renderer->cq_color_batch), color_ele_count);
@@ -913,11 +884,11 @@ int main(int argc, char* argv[])
Vec2 p_motion_dir = Vec2{0.0f, 0.0f};
GameState state = {0};
- state.world_size = v2(scr_width, scr_height);
- state.screen_size = v2(scr_width, scr_height);
- state.render_scale = v2(render_scale);
+ state.world_size = Vec2{(r32)scr_width, (r32)scr_height};
+ state.screen_size = Vec2{(r32)scr_width, (r32)scr_height};
+ state.render_scale = vec2(render_scale);
Vec3 player_position = Vec3{0.0f, 70.0f, -1.0f};
- Vec2 player_size = Vec2{40.0f, 40.0f};
+ Vec2 player_size = vec2(40.0f);
state.player = rect(player_position, player_size);
// @thinking: level object handling
@@ -948,7 +919,6 @@ int main(int argc, char* argv[])
state, Vec2{80.0f, 20.0f}
);
-
Controller controller = {0};
r32 key_down_time[5] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
b8 is_key_down_x = false;
@@ -1190,7 +1160,7 @@ int main(int argc, char* argv[])
else
{
Vec2 dir = get_move_dir(controller);
- pd_1 = dir * 1.0f;
+ pd_1 = dir * render_scale;
if (pd_1.x < 0.0f) {
p_motion_dir.x = -1.0f;
} else if (pd_1.x > 0.0f) {
@@ -1337,21 +1307,40 @@ int main(int argc, char* argv[])
state.wall.size,
Vec3{1.0f, 0.0f, 0.0f});
- for (int i=0;i<4000;i++) {
- u32 max_row_ele = 100;
- Vec2 based_size = div2vf(state.render_scale*state.screen_size, max_row_ele);
+ // benchmark code
+ u32 max_cq_count = 1000;
+ u32 max_row_ele = 50;
+ u32 max_col_ele = max_cq_count/max_row_ele;
+ Vec2 screen_render_size = (state.render_scale * state.screen_size)/2.0f;
+ Vec2 based_size = Vec2{
+ screen_render_size.x / max_row_ele,
+ screen_render_size.y / max_col_ele
+ };
+ for (int i=0;i<max_cq_count;i++) {
Vec3 pos_i = Vec3{
- (atom_size.x+based_size.x)*(r32)(i%max_row_ele),
- (atom_size.y+based_size.y)*(r32)(i/max_row_ele),
+ (2.0f*based_size.x + atom_size.x)*(r32)(i%max_row_ele),
+ (2.0f*based_size.y + atom_size.y)*(r32)(i/max_row_ele),
-5.0f
};
- r32 color_factor = (r32)(1000-i)/1000.0f;
+ r32 cf_r = ((r32)(i%max_row_ele))/(r32)max_row_ele;
+ r32 cf_g = ((r32)i/(r32)max_col_ele)/(r32)max_col_ele;
+ r32 cf_b = (r32)(max_cq_count-i)/(r32)max_cq_count;
+#if 0
+ gl_draw_colored_quad(
+ renderer,
+ pos_i,
+ based_size,
+ Vec3{cf_r, cf_g, cf_b}
+ );
+#endif
+#if 1
gl_draw_colored_quad_optimized(
renderer,
pos_i,
- atom_size,
- Vec3{color_factor, color_factor, color_factor}
+ based_size,
+ Vec3{cf_r, cf_g, cf_b}
);
+#endif
}
gl_cq_flush(renderer);
@@ -1385,44 +1374,43 @@ int main(int argc, char* argv[])
Vec3{0.0f, 0.0f, 0.0f}); // color
}
- char accel_output[50];
- sprintf(accel_output, "effective_force %f", effective_force);
- gl_render_text(renderer,
- accel_output,
- Vec2{500.0f, 150.0f}, // position
- 28.0f, // size
- Vec3{0.0f, 0.0f, 0.0f}); // color
- char move_state_output[50];
+ //char accel_output[50];
+ //sprintf(accel_output, "effective_force %f", effective_force);
+ //gl_render_text(renderer,
+ // accel_output,
+ // Vec2{500.0f, 150.0f}, // position
+ // 28.0f*render_scale, // size
+ // Vec3{0.0f, 0.0f, 0.0f}); // color
char fmt_buffer[50];
- sprintf(fmt_buffer, "player moving? %d", is_key_down_x);
- gl_render_text(renderer,
- fmt_buffer,
- Vec2{900.0f, 40.0f}, // position
- 28.0f, // size
- Vec3{0.0f, 0.0f, 0.0f}); // color
+ //sprintf(fmt_buffer, "player moving? %d", is_key_down_x);
+ //gl_render_text(renderer,
+ // fmt_buffer,
+ // Vec2{900.0f, 40.0f}, // position
+ // 28.0f*render_scale, // size
+ // Vec3{0.0f, 0.0f, 0.0f}); // color
sprintf(fmt_buffer, "frametime: %f", timer.tDelta);
gl_render_text(renderer,
fmt_buffer,
Vec2{900.0f, 90.0f}, // position
- 280.0f, // size
+ 28.0f*render_scale, // size
Vec3{0.0f, 0.0f, 0.0f}); // color
- sprintf(fmt_buffer, "%f pixels", pd_1.x);
-
- gl_render_text(renderer,
- fmt_buffer,
- Vec2{500.0f, 200.0f}, // position
- 28.0f, // size
- Vec3{0.0f, 0.0f, 0.0f}); // color
-
- sprintf(fmt_buffer, "collide: x(%d),y(%d)", collidex, collidey);
- gl_render_text(renderer,
- fmt_buffer,
- Vec2{500.0f, 1000.0f}, // position
- 28.0f, // size
- Vec3{0.0f, 0.0f, 0.0f}); // color
+ //sprintf(fmt_buffer, "%f pixels", pd_1.x);
+
+ //gl_render_text(renderer,
+ // fmt_buffer,
+ // Vec2{500.0f, 200.0f}, // position
+ // 28.0f*render_scale, // size
+ // Vec3{0.0f, 0.0f, 0.0f}); // color
+
+ //sprintf(fmt_buffer, "collide: x(%d),y(%d)", collidex, collidey);
+ //gl_render_text(renderer,
+ // fmt_buffer,
+ // Vec2{500.0f, 1000.0f}, // position
+ // 28.0f*render_scale, // size
+ // Vec3{0.0f, 0.0f, 0.0f}); // color
SDL_GL_SwapWindow(window);
}