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|
// -- internal --
// public
#include "rodeo.h" // TODO remove this
#include "rodeo/gfx.h"
#include "rodeo/window.h"
#include "rodeo/log.h"
// private
#include "gfx/irodeo_gfx.h"
#include "window/irodeo_window.h"
#include "rodeo_config.h"
// -- external --
#include "bgfx/c99/bgfx.h"
#include "SDL_image.h"
#include "SDL.h" // used for timing, need to replace in this file with BGFX at some point
static irodeo_gfx_state_t irodeo_gfx_state = {0};
void
rodeo_gfx_init(float width, float height)
{
#ifdef __EMSCRIPTEN__
bgfx_render_frame(-1);
#endif
irodeo_gfx_state.target_width = width;
irodeo_gfx_state.target_height = height;
bgfx_platform_data_t pd = {0};
memset(&pd, 0, sizeof(bgfx_platform_data_t));
#if !__EMSCRIPTEN__
// x11
pd.ndt = irodeo_window_wmi_get().info.x11.display;
pd.nwh = (void*)(uintptr_t)irodeo_window_wmi_get().info.x11.window;
#else
// web
pd.nwh = (void*)"#canvas";
#endif
bgfx_init_t init = {0};
bgfx_init_ctor(&init);
//init.type = BGFX_RENDERER_TYPE_COUNT; // auto determine renderer
init.type = BGFX_RENDERER_TYPE_OPENGL; // force opengl renderer
//SDL_GetWindowSize(irodeo_gfx_state.window, &irodeo_gfx_state.screen_width, &irodeo_gfx_state.screen_height);
init.resolution.width = rodeo_window_height_get();
init.resolution.height = rodeo_window_width_get();
init.resolution.reset = BGFX_RESET_VSYNC;
init.platformData = pd;
bgfx_init(&init);
bgfx_set_debug(BGFX_DEBUG_TEXT);
//bgfx_set_state(BGFX_STATE_CULL_CCW, 0);
bgfx_dbg_text_clear(0x0, false);
bgfx_set_view_clear(
0,
BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH,
//0x443355FF,
0x000000FF,
1.0f,
0
);
rodeo_log(rodeo_logLevel_info, "Setting up default render pipeline...");
// set up vertex layout
mrodeo_bgfx_vertex_layout_do(&irodeo_gfx_state.vertex_layout)
{
bgfx_vertex_layout_add(&irodeo_gfx_state.vertex_layout, BGFX_ATTRIB_POSITION, 3, BGFX_ATTRIB_TYPE_FLOAT, false, false);
bgfx_vertex_layout_add(&irodeo_gfx_state.vertex_layout, BGFX_ATTRIB_COLOR0, 4, BGFX_ATTRIB_TYPE_FLOAT, false, false);
bgfx_vertex_layout_add(&irodeo_gfx_state.vertex_layout, BGFX_ATTRIB_TEXCOORD0, 2, BGFX_ATTRIB_TYPE_FLOAT, false, false);
bgfx_vertex_layout_add(&irodeo_gfx_state.vertex_layout, BGFX_ATTRIB_TEXCOORD1, 1, BGFX_ATTRIB_TYPE_FLOAT, false, false);
}
// load shaders
cstr shader_path = cstr_lit("???");
switch(bgfx_get_renderer_type()) {
case BGFX_RENDERER_TYPE_NOOP:
rodeo_log(
rodeo_logLevel_error,
"BGFX failed to get determine an appropriate renderer"
);
exit(EXIT_FAILURE);
case BGFX_RENDERER_TYPE_OPENGLES:
cstr_assign(
&shader_path,
"shaders/100_es/"
);
break;
case BGFX_RENDERER_TYPE_VULKAN:
cstr_assign(
&shader_path,
"shaders/spirv/"
);
break;
case BGFX_RENDERER_TYPE_OPENGL:
cstr_assign(
&shader_path,
"shaders/opengl/"
);
break;
default:
rodeo_log(
rodeo_logLevel_error,
"No shaders implemented for BGFX renderer chosen"
);
exit(EXIT_FAILURE);
}
cstr vertex_shader_path = cstr_lit("simple.vertex.bin");
cstr fragment_shader_path = cstr_lit("simple.fragment.bin");
cstr_insert_s(
&vertex_shader_path,
0,
shader_path
);
cstr_insert_s(
&fragment_shader_path,
0,
shader_path
);
irodeo_gfx_state.vertex_shader = irodeo_gfx_shader_load(vertex_shader_path);
irodeo_gfx_state.fragment_shader = irodeo_gfx_shader_load(fragment_shader_path);
irodeo_gfx_state.program_shader = bgfx_create_program(
irodeo_gfx_state.vertex_shader,
irodeo_gfx_state.fragment_shader,
true
);
rodeo_log(
rodeo_logLevel_info,
"Default render pipeline finished setup"
);
//bgfx_texture_handle_t default_bgfx_texture = rodeo_texture_2d_create_default();
irodeo_gfx_state.default_texture.internal_texture = malloc(sizeof(irodeo_gfx_texture_internal_t));
// used for binding textures to shader uniforms
irodeo_gfx_state.texture_uniforms[0] = bgfx_create_uniform("default_texture", BGFX_UNIFORM_TYPE_SAMPLER, 1);
irodeo_gfx_state.texture_uniforms[1] = bgfx_create_uniform("texture_0", BGFX_UNIFORM_TYPE_SAMPLER, 1);
{
// represents 1 pixel sized white texture
const uint8_t default_texture_data[] = {
//red, blue, green, alpha
0xff, 0xff, 0xff, 0xff,
};
irodeo_gfx_state.default_texture.internal_texture->texture_bgfx =
bgfx_create_texture_2d(
1,
1,
false,
0,
BGFX_TEXTURE_FORMAT_RGBA8,
BGFX_SAMPLER_UVW_CLAMP | BGFX_SAMPLER_MAG_POINT,
bgfx_copy(
&default_texture_data,
sizeof(default_texture_data)
)
);
irodeo_gfx_state.default_texture.width = 1;
irodeo_gfx_state.default_texture.height = 1;
irodeo_gfx_state.active_texture_p = &irodeo_gfx_state.default_texture.internal_texture->texture_bgfx;
}
SDL_SetWindowResizable(irodeo_window_get(), true);
bgfx_reset(
(uint32_t)rodeo_window_width_get(),
(uint32_t)rodeo_window_height_get(),
//BGFX_RESET_MSAA_X16 | BGFX_RESET_MAXANISOTROPY,
BGFX_RESET_VSYNC,
BGFX_TEXTURE_FORMAT_COUNT
);
rodeo_random_seed_set(SDL_GetTicks64());
irodeo_gfx_state.frame_end = (uint32_t)SDL_GetPerformanceCounter();
}
void
rodeo_gfx_deinit(void)
{
free(irodeo_gfx_state.default_texture.internal_texture);
bgfx_destroy_program(irodeo_gfx_state.program_shader);
bgfx_shutdown();
}
void
irodeo_print_matrix(rodeo_math_mat4_t mat)
{
rodeo_log(
rodeo_logLevel_warning,
"%.05f, %.05f, %.05f, %.05f",
mat.raw[0][0],
mat.raw[0][1],
mat.raw[0][2],
mat.raw[0][3]
);
rodeo_log(
rodeo_logLevel_info,
"%.05f, %.05f, %.05f, %.05f",
mat.raw[1][0],
mat.raw[1][1],
mat.raw[1][2],
mat.raw[1][3]
);
rodeo_log(
rodeo_logLevel_info,
"%.05f, %.05f, %.05f, %.05f",
mat.raw[2][0],
mat.raw[2][1],
mat.raw[2][2],
mat.raw[2][3]
);
rodeo_log(
rodeo_logLevel_info,
"%.05f, %.05f, %.05f, %.05f",
mat.raw[3][0],
mat.raw[3][1],
mat.raw[3][2],
mat.raw[3][3]
);
}
// TODO delete this
#include "math/irodeo_math.h"
static inline
rodeo_math_mat4_t
irodeo_math_cglmMat4_to_rodeoMat4(mat4 in)
{
return (rodeo_math_mat4_t){
.val = {
.m00 = in[0][0], .m01 = in[0][1], .m02 = in[0][2], .m03 = in[0][3],
.m10 = in[1][0], .m11 = in[1][1], .m12 = in[1][2], .m13 = in[1][3],
.m20 = in[2][0], .m21 = in[2][1], .m22 = in[2][2], .m23 = in[2][3],
.m30 = in[3][0], .m31 = in[3][1], .m32 = in[3][2], .m33 = in[3][3]
}
};
}
static inline
mat4s
irodeo_math_rodeoMat4_to_cglmMat4(rodeo_math_mat4_t in)
{
return (mat4s){
.raw = {
{
in.val.m00, in.val.m01, in.val.m02, in.val.m03
},
{
in.val.m10, in.val.m11, in.val.m12, in.val.m13
},
{
in.val.m20, in.val.m21, in.val.m22, in.val.m23
},
{
in.val.m20, in.val.m21, in.val.m22, in.val.m23
},
}
};
}
void
rodeo_gfx_frame_begin(void)
{
// scale the game screen to fit window size with letterbox
// what size we declare the game screen to be within
const float target_width = irodeo_gfx_state.target_width;
const float target_height = irodeo_gfx_state.target_height;
// what the calculated size is to fit in the window
float result_width = target_width;
float result_height = target_height;
const float game_aspect = target_width / target_height;
const float window_aspect = (float)rodeo_window_width_get()/(float)rodeo_window_height_get();
if(window_aspect > game_aspect)
{
result_width /= (game_aspect) / window_aspect;
}
else
{
result_height *= (game_aspect) / window_aspect;
}
//irodeo_print_matrix(irodeo_gfx_state.proj_matrix);
// ---
//
rodeo_log(
rodeo_logLevel_error,
"Start of new frame"
);
// get identity
mat4 old_view_matrix;
glm_mat4_identity(old_view_matrix);
mat4 old_proj_matrix;
glm_mat4_identity(old_proj_matrix);
rodeo_log(
rodeo_logLevel_warning,
"old identity"
);
irodeo_print_matrix(irodeo_math_cglmMat4_to_rodeoMat4(old_proj_matrix));
irodeo_gfx_state.view_matrix = rodeo_math_mat4_identity();
irodeo_gfx_state.proj_matrix = rodeo_math_mat4_identity();
rodeo_log(
rodeo_logLevel_warning,
"new identity"
);
irodeo_print_matrix(irodeo_gfx_state.proj_matrix);
// calculate orthographic
mat4 old_ortho;
glm_ortho_rh_zo(
0,
result_width,
result_height,
0,
-100.0f,
100.0f,
old_ortho //old_proj_matrix
);
rodeo_log(
rodeo_logLevel_warning,
"old ortho"
);
irodeo_print_matrix(irodeo_math_cglmMat4_to_rodeoMat4(old_ortho));
rodeo_math_mat4_t ortho = rodeo_math_mat4_orthographic(
0,
result_width,
result_height,
0,
-100.0f,
100.0f
);
rodeo_log(
rodeo_logLevel_warning,
"new ortho"
);
irodeo_print_matrix(ortho);
// calculate translation
vec3 old_offset = {
1 - (1 * (target_width / result_width)), // x
-(1 - (1 * (target_height / result_height))), // y
0
};
rodeo_math_vec3_t offset = {
.x = 1 - (1 * (target_width / result_width)), // x
.y = -(1 - (1 * (target_height / result_height))), // y
.z = 0
};
// apply translation * orthographic
glm_mat4_mul(old_proj_matrix, old_ortho, old_proj_matrix);
glm_translate(old_proj_matrix, old_offset);
rodeo_log(
rodeo_logLevel_warning,
"old translation apply to identity"
);
irodeo_print_matrix(irodeo_math_cglmMat4_to_rodeoMat4(old_proj_matrix));
irodeo_gfx_state.proj_matrix = rodeo_math_mat4_translate(irodeo_gfx_state.proj_matrix, offset);
rodeo_log(
rodeo_logLevel_warning,
"new translation apply to identity"
);
irodeo_print_matrix(irodeo_gfx_state.proj_matrix);
irodeo_gfx_state.proj_matrix = rodeo_math_mat4_multiply(irodeo_gfx_state.proj_matrix, ortho);
rodeo_log(
rodeo_logLevel_warning,
"old ortho apply to identity"
);
irodeo_print_matrix(irodeo_math_cglmMat4_to_rodeoMat4(old_proj_matrix));
rodeo_log(
rodeo_logLevel_warning,
"new ortho apply to identity"
);
irodeo_print_matrix(irodeo_gfx_state.proj_matrix);
// push the result to bgfx
bgfx_set_view_transform(0, irodeo_gfx_state.view_matrix.raw, irodeo_gfx_state.proj_matrix.raw);
//bgfx_set_view_transform(0, old_view_matrix, old_proj_matrix);
// ---
bgfx_set_view_rect(0, 0, 0, (uint16_t)rodeo_window_width_get(), (uint16_t)rodeo_window_height_get());
irodeo_gfx_render_buffer_transient_alloc();
bgfx_touch(0);
irodeo_gfx_state.frame_start = irodeo_gfx_state.frame_end;
}
void
rodeo_gfx_frame_end(void)
{
rodeo_gfx_renderer_flush();
bgfx_frame(false);
#ifndef __EMSCRIPTEN__
irodeo_gfx_frame_stall();
#endif
irodeo_gfx_state.frame_count += 1;
irodeo_gfx_state.frame_end = (uint32_t)SDL_GetPerformanceCounter();
//
#ifndef __EMSCRIPTEN__
//irodeo_gfx_state.frame_time = ((float)(irodeo_gfx_state.frame_end - irodeo_gfx_state.frame_start) * 1000.0f / (float)SDL_GetPerformanceFrequency());
irodeo_gfx_state.frame_time = (1.0f/60.f) * 1000; //((float)(state.end_frame - state.start_frame) * 1000.0f / (float)SDL_GetPerformanceFrequency());
#else
irodeo_gfx_state.frame_time = (1.0f/60.f) * 1000; //((float)(state.end_frame - state.start_frame) * 1000.0f / (float)SDL_GetPerformanceFrequency());
#endif
}
float
rodeo_gfx_width_get(void)
{
return irodeo_gfx_state.target_width;
}
float
rodeo_gfx_height_get(void)
{
return irodeo_gfx_state.target_height;
}
rodeo_rectangle_t
rodeo_gfx_letterbox_first_get(void)
{
const float target_width = irodeo_gfx_state.target_width;
const float target_height = irodeo_gfx_state.target_height;
// what the calculated size is to fit in the window
float result_width = target_width;
float result_height = target_height;
const float game_aspect = target_width / target_height;
const float window_aspect = (float)rodeo_window_width_get()/(float)rodeo_window_height_get();
if(window_aspect > game_aspect)
{
result_width /= (game_aspect) / window_aspect;
}
else if(window_aspect < game_aspect)
{
result_height *= (game_aspect) / window_aspect;
}
rodeo_rectangle_t result = {0};
// while checking for float equality should generally never be done
// in this case it is ok because the case where they are exactly equal
// causes the letterboxes to fill the screen instead of not existing.
// this is avoided this by leaving the rectangle size at 0 in that case.
if(window_aspect != game_aspect)
{
result = (rodeo_rectangle_t){
.x = (-result_width + target_width) / 2,
.y = (-result_height + target_height) / 2,
.width = (result_width*( (window_aspect > game_aspect) ? 0 : 1 )) + ((result_width - target_width) / 2),
.height = (result_height*( (window_aspect < game_aspect) ? 0 : 1 )) + ((result_height - target_height) / 2),
};
}
return result;
}
rodeo_rectangle_t
rodeo_gfx_letterbox_second_get(void)
{
rodeo_rectangle_t result = rodeo_gfx_letterbox_first_get();
if(rodeo_gfx_width_get() != result.width)
{ // second box needs to be offset to the right
result.x += rodeo_gfx_width_get() + result.width;
}
else
{ // second box needs to be offset downward
result.y += rodeo_gfx_height_get() + result.height;
}
return result;
}
float
rodeo_gfx_frame_time_get(void)
{
return irodeo_gfx_state.frame_time; //(float)bgfx_get_stats()->cpuTimeFrame;
}
float
rodeo_gfx_frame_perSecond_get(void)
{
return 1.0f / (rodeo_gfx_frame_time_get() / 1000.0f);
}
// measures how much time there is left in the remaining frame until
// the frame target time is reached. If we surpassed the target time
// then this will be negative
float
irodeo_gfx_frame_remaining_get(void)
{
#ifdef __EMSCRIPTEN__
float target = 60.0f;
#else
float target = (float)rodeo_gfx_frame_limit_get();
#endif
float result = (1/target * 1000.0f) - ((float)(SDL_GetPerformanceCounter() - irodeo_gfx_state.frame_start) / (float)SDL_GetPerformanceFrequency() * 1000.0f);
return result;
}
// used internally at the end of every frame to fill for time
// in order to reach the desired framerate
void
irodeo_gfx_frame_stall(void)
{
// if no frame limit then run as fast as possible
if(rodeo_gfx_frame_limit_get() == 0)
{
return;
}
// sleep isnt perfectly accurate so we sleep for a slightly shorter
// amount of time
float stall_time = irodeo_gfx_frame_remaining_get();
if(stall_time > 0.0005)
{
SDL_Delay((uint32_t)(stall_time * 0.9995));
}
// then we spinlock for the small remaining amount of time
stall_time = irodeo_gfx_frame_remaining_get();
while(stall_time > 0.0005) {
stall_time = irodeo_gfx_frame_remaining_get();
}
}
void
rodeo_gfx_renderer_flush(void)
{
// set default texture
bgfx_set_texture(
0,
irodeo_gfx_state.texture_uniforms[0],
rodeo_gfx_texture_2d_default_get().internal_texture->texture_bgfx,
UINT32_MAX
);
if(irodeo_gfx_state.active_texture_p != NULL)
{
// set dynamic texture
bgfx_set_texture(
1,
irodeo_gfx_state.texture_uniforms[1],
*irodeo_gfx_state.active_texture_p,
UINT32_MAX
);
}
else
{
// set to default if none exists
bgfx_set_texture(
1,
irodeo_gfx_state.texture_uniforms[1],
rodeo_gfx_texture_2d_default_get().internal_texture->texture_bgfx,
UINT32_MAX
);
}
if(irodeo_gfx_state.vertex_size > 0)
{
bgfx_set_state(
BGFX_STATE_CULL_CW |
BGFX_STATE_WRITE_RGB |
BGFX_STATE_WRITE_A |
//BGFX_STATE_DEPTH_TEST_LESS |
//BGFX_STATE_MSAA |
BGFX_STATE_BLEND_ALPHA,
0
);
// upload remaining batched vertices
bgfx_set_transient_vertex_buffer(0, &irodeo_gfx_state.vertex_buffer_handle, 0, irodeo_gfx_state.vertex_size);
//const bgfx_memory_t* vbm = bgfx_copy(irodeo_gfx_state.batched_vertices, sizeof(rodeo_gfx_vertex_t) * irodeo_gfx_state.vertex_size);
//bgfx_update_dynamic_vertex_buffer(irodeo_gfx_state.vertex_buffer_handle, 0, vbm);
// upload remaining batched indices
bgfx_set_transient_index_buffer(&irodeo_gfx_state.index_buffer_handle, 0, irodeo_gfx_state.index_size);
//bgfx_set_dynamic_index_buffer(irodeo_gfx_state.index_buffer_handle, 0, irodeo_gfx_state.index_size);
//const bgfx_memory_t* ibm = bgfx_copy(irodeo_gfx_state.batched_indices, sizeof(uint16_t) * irodeo_gfx_state.index_size);
//bgfx_update_dynamic_index_buffer(irodeo_gfx_state.index_buffer_handle, 0, ibm);
// submit vertices & batches
bgfx_submit(0, irodeo_gfx_state.program_shader, 0, BGFX_DISCARD_NONE);
// reset arrays
irodeo_gfx_state.vertex_size = 0;
irodeo_gfx_state.index_size = 0;
irodeo_gfx_state.index_count = 0;
// allocate new buffers
irodeo_gfx_render_buffer_transient_alloc();
}
irodeo_gfx_state.active_texture_p = NULL;
}
rodeo_gfx_texture_2d_t
rodeo_gfx_texture_2d_default_get(void)
{
return irodeo_gfx_state.default_texture;
}
rodeo_gfx_texture_2d_t
rodeo_gfx_texture_2d_create_from_RGBA8(
const uint16_t width,
const uint16_t height,
const uint8_t memory[]
)
{
rodeo_gfx_texture_2d_t texture;
texture.internal_texture = malloc(sizeof(irodeo_gfx_texture_internal_t));
bgfx_copy(memory, (uint32_t)width * (uint32_t)height * sizeof(uint8_t) * 4);
texture.internal_texture->texture_bgfx =
bgfx_create_texture_2d(
width,
height,
false,
0,
BGFX_TEXTURE_FORMAT_RGBA8,
BGFX_SAMPLER_UVW_CLAMP | BGFX_SAMPLER_MAG_POINT,
bgfx_copy(memory, (uint32_t)width * (uint32_t)height * sizeof(uint8_t) * 4)
);
texture.width = width;
texture.height = height;
return texture;
}
void
rodeo_gfx_texture_2d_destroy(rodeo_gfx_texture_2d_t texture)
{
bgfx_destroy_texture(texture.internal_texture->texture_bgfx);
free(texture.internal_texture);
}
void
rodeo_gfx_rectangle_draw(
const rodeo_rectangle_t rectangle,
const rodeo_color_RGBAFloat_t color
)
{
rodeo_gfx_texture_2d_draw(
rectangle,
(rodeo_rectangle_t){ 0, 0, (float)rodeo_gfx_texture_2d_default_get().width, (float)rodeo_gfx_texture_2d_default_get().height },
color,
rodeo_gfx_texture_2d_default_get()
);
}
void
rodeo_gfx_texture_2d_draw(
// cant be NULL
const rodeo_rectangle_t destination,
// default: entire texture
const rodeo_rectangle_t source,
// default: white
const rodeo_color_RGBAFloat_t color,
// default: default texture
const rodeo_gfx_texture_2d_t texture
)
{
// whether to use default or custom texture
float texture_uniform_slot = 0.0;
rodeo_rectangle_t source_applied;
if((source.height != 0 || source.width != 0) && texture.internal_texture != NULL)
{
source_applied = (rodeo_rectangle_t){
.x = source.x / (float)texture.width,
.y = source.y / (float)texture.height,
.width = source.width / (float)texture.width,
.height = source.height / (float)texture.height,
};
}
else
{
source_applied = (rodeo_rectangle_t){
.x = 0.0f,
.y = 0.0f,
.width = 1.0f,
.height = 1.0f,
};
}
// if not using texture: use default instead
// otherwise check what current texture is active
// if none or the same: set it
// if different: flush and then set it
if(texture.internal_texture != NULL)
{
if(irodeo_gfx_state.active_texture_p != NULL)
{
if(&texture.internal_texture->texture_bgfx != irodeo_gfx_state.active_texture_p)
{
rodeo_gfx_renderer_flush();
}
}
texture_uniform_slot = 1.0;
irodeo_gfx_state.active_texture_p = &texture.internal_texture->texture_bgfx;
}
if(irodeo_gfx_state.vertex_size < mrodeo_vertex_size_max)
{
irodeo_gfx_state.batched_vertices[irodeo_gfx_state.vertex_size] =
(rodeo_gfx_vertex_t)
{
.x = destination.width + destination.x,
.y = destination.height + destination.y,
//.z = 0.0f,
.color = color,
.texture_id = texture_uniform_slot,
.texture_x = source_applied.width + source_applied.x,
.texture_y = source_applied.height + source_applied.y,
};
irodeo_gfx_state.vertex_size += 1;
irodeo_gfx_state.batched_vertices[irodeo_gfx_state.vertex_size] =
(rodeo_gfx_vertex_t)
{
.x = destination.width + destination.x,
.y = destination.y,
//.z = 0.0f,
.color = color,
.texture_id = texture_uniform_slot,
.texture_x = source_applied.width + source_applied.x,
.texture_y = source_applied.y,
};
irodeo_gfx_state.vertex_size += 1;
irodeo_gfx_state.batched_vertices[irodeo_gfx_state.vertex_size] =
(rodeo_gfx_vertex_t)
{
.x = destination.x,
.y = destination.y,
//.z = 0.0f,
.color = color,
.texture_id = texture_uniform_slot,
.texture_x = source_applied.x,
.texture_y = source_applied.y,
};
irodeo_gfx_state.vertex_size += 1;
irodeo_gfx_state.batched_vertices[irodeo_gfx_state.vertex_size] =
(rodeo_gfx_vertex_t)
{
.x = destination.x,
.y = destination.height + destination.y,
//.z = 0.0f,
.color = color,
.texture_id = texture_uniform_slot,
.texture_x = source_applied.x,
.texture_y = source_applied.height + source_applied.y,
};
irodeo_gfx_state.vertex_size += 1;
irodeo_index_type_t indices[] =
{
0, 1, 3,
1, 2, 3
//2, 1, 0,
//2, 3, 1
};
irodeo_gfx_state.batched_indices[irodeo_gfx_state.index_size] = irodeo_gfx_state.index_count + indices[0];
irodeo_gfx_state.index_size += 1;
irodeo_gfx_state.batched_indices[irodeo_gfx_state.index_size] = irodeo_gfx_state.index_count + indices[1];
irodeo_gfx_state.index_size += 1;
irodeo_gfx_state.batched_indices[irodeo_gfx_state.index_size] = irodeo_gfx_state.index_count + indices[2];
irodeo_gfx_state.index_size += 1;
irodeo_gfx_state.batched_indices[irodeo_gfx_state.index_size] = irodeo_gfx_state.index_count + indices[3];
irodeo_gfx_state.index_size += 1;
irodeo_gfx_state.batched_indices[irodeo_gfx_state.index_size] = irodeo_gfx_state.index_count + indices[4];
irodeo_gfx_state.index_size += 1;
irodeo_gfx_state.batched_indices[irodeo_gfx_state.index_size] = irodeo_gfx_state.index_count + indices[5];
irodeo_gfx_state.index_size += 1;
irodeo_gfx_state.index_count += 4;
}
if(irodeo_gfx_state.vertex_size >= mrodeo_vertex_size_max)
{
rodeo_gfx_renderer_flush();
}
}
rodeo_gfx_texture_2d_t
rodeo_gfx_texture_2d_create_from_path(cstr path)
{
// load image to surface
SDL_Surface *surface = IMG_Load(cstr_str(&path));
if(surface == NULL)
{
rodeo_log(
rodeo_logLevel_error,
"Loading texture from image failed: %s",
IMG_GetError()
);
return (rodeo_gfx_texture_2d_t){0};
}
// check and handle a color key for transparency
// not sure if I actually need this...
//uint32_t color_key;
//if(SDL_GetColorKey(surface, &color_key) == 0)
//{
// SDL_SetColorKey(surface, SDL_TRUE, color_key);
//}
// convert pixel format of surface into RGBA8
SDL_Surface *converted_surface =
SDL_ConvertSurfaceFormat(
surface,
// pixel format needs to be backwards
// of what bgfx uses for some reason
SDL_PIXELFORMAT_ABGR8888,
0
);
if(converted_surface == NULL)
{
rodeo_log(
rodeo_logLevel_error,
"Converting image to RGBA8 while loading texture failed: %s",
SDL_GetError()
);
SDL_FreeSurface(surface);
return (rodeo_gfx_texture_2d_t){0};
}
// load the pixel data into our own texture
rodeo_gfx_texture_2d_t texture = rodeo_gfx_texture_2d_create_from_RGBA8(
(uint16_t)converted_surface->w,
(uint16_t)converted_surface->h,
converted_surface->pixels
);
SDL_FreeSurface(surface);
SDL_FreeSurface(converted_surface);
return texture;
}
uint64_t
rodeo_gfx_frame_count_get(void)
{
return irodeo_gfx_state.frame_count;
}
void
rodeo_gfx_frame_limit_set(uint32_t limit)
{
#ifdef __EMSCRIPTEN__
rodeo_log(
rodeo_logLevel_warning,
"Framerate limit cannot be set on web platform. Limit is enforced by platform to 60fps"
);
#else
irodeo_gfx_state.frame_limit = limit;
#endif
}
uint32_t
rodeo_gfx_frame_limit_get(void)
{
#ifdef __EMSCRIPTEN__
return 60;
#else
return irodeo_gfx_state.frame_limit;
#endif
}
cstr
rodeo_gfx_renderer_name_get(void)
{
return cstr_from(
bgfx_get_renderer_name(bgfx_get_renderer_type())
);
}
bgfx_shader_handle_t
irodeo_gfx_shader_load(const cstr path)
{
const char* path_cstr = cstr_str(&path);
FILE *file = fopen(path_cstr, "rb");
if(!file)
{
rodeo_log(
rodeo_logLevel_error,
"Shader file \"%s\" not found",
path_cstr
);
return (bgfx_shader_handle_t)BGFX_INVALID_HANDLE;
}
fseek(file, 0, SEEK_END);
int64_t file_size_temp = ftell(file);
if(file_size_temp < 0)
{
rodeo_log(
rodeo_logLevel_error,
"Failed to get current file position of given stream(ftell() error)"
);
exit(EXIT_FAILURE);
}
if((file_size_temp + 1) > UINT32_MAX)
{
rodeo_log(
rodeo_logLevel_error,
"File size larger then what bgfx can allocate"
);
exit(EXIT_FAILURE);
}
uint32_t file_size = (uint32_t)file_size_temp;
fseek(file, 0, SEEK_SET);
const bgfx_memory_t *mem = bgfx_alloc(file_size + 1);
fread(mem->data, 1, file_size, file);
mem->data[mem->size - 1] = '\0';
fclose(file);
bgfx_shader_handle_t shader = bgfx_create_shader(mem);
rodeo_log(
rodeo_logLevel_info,
"Shader loaded with idx: %"PRIu8"",
shader.idx
);
return shader;
}
void
irodeo_gfx_render_buffer_transient_alloc(void)
{
bgfx_alloc_transient_vertex_buffer(&irodeo_gfx_state.vertex_buffer_handle, mrodeo_vertex_size_max, &irodeo_gfx_state.vertex_layout);
bgfx_alloc_transient_index_buffer(&irodeo_gfx_state.index_buffer_handle, mrodeo_index_size_max, false);
irodeo_gfx_state.batched_vertices = (rodeo_gfx_vertex_t*)irodeo_gfx_state.vertex_buffer_handle.data;
irodeo_gfx_state.batched_indices = (irodeo_index_type_t*)irodeo_gfx_state.index_buffer_handle.data;
}
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