158 lines
5.7 KiB
C++
158 lines
5.7 KiB
C++
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/*
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* Implementation of render target for debug rendering
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*/
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// TOP
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struct Dbg_Renderer_Vars{
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Partition part;
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b32 initialized;
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};
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Render_Execute_Sig(dbg_render_execute){
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Dbg_Renderer_Vars *vars = (Dbg_Renderer_Vars*)target->memory;
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vars->part = make_partition(target->memory, target->memory_size);
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if (!vars->initialized){
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vars->initialized = true;
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}
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Render_Command_Header *h;
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for (h = (Render_Command_Header*)target->push_part.base;
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h->type;
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h = NextHeader(h)){
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switch (h->type){
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case render_dbg_parallelagram:
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{
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Render_Dbg_Parallelagram *r =
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(Render_Dbg_Parallelagram*)(h + 1);
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vec2 center = r->transform.pos;
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vec2 half_x = r->transform.basis.x;
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vec2 half_y = r->transform.basis.y;
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vec2 p;
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glBindTexture(GL_TEXTURE_2D, 0);
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glColor4f(r->color.r, r->color.g, r->color.b, r->color.a);
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glBegin(GL_QUADS);
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{
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p = center - half_x + half_y;
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glVertex2f(p.x, p.y);
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p = center + half_x + half_y;
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glVertex2f(p.x, p.y);
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p = center + half_x - half_y;
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glVertex2f(p.x, p.y);
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p = center - half_x - half_y;
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}break;
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case render_dbg_rectangle:
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{
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Render_Dbg_Rectangle *r =
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(Render_Dbg_Rectangle*)(h + 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glColor4f(r->color.r, r->color.g, r->color.b, r->color.a);
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glBegin(GL_QUADS);
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{
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glVertex2f(r->rect.x0, r->rect.y0);
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glVertex2f(r->rect.x1, r->rect.y0);
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glVertex2f(r->rect.x1, r->rect.y1);
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glVertex2f(r->rect.x0, r->rect.y1);
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}
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glEnd();
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}break;
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case render_image:
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{
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Render_Image *i = (Render_Image*)(h + 1);
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Image *image = get_image(bank, i->image_id);
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if (image){
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vec2 center = i->transform.pos;
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vec2 half_x = i->transform.basis.x;
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vec2 half_y = i->transform.basis.y;
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f32 s = image->tex_x;
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f32 t = image->tex_y;
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center = do_transform(center, target->me_to_pixel_transform);
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{
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i32 texture_id = image->texture_id;
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vec4 white = v4(1.f, 1.f, 1.f, 1.f);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glColor4f(white.r, white.g, white.b, white.a);
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glBegin(GL_QUADS);
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{
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vec2 p;
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p = center - half_x + half_y;
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glTexCoord2f(0.f, t);
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glVertex2f(p.x, p.y);
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p = center + half_x + half_y;
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glTexCoord2f(s, t);
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glVertex2f(p.x, p.y);
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p = center + half_x - half_y;
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glTexCoord2f(s, 0.f);
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glVertex2f(p.x, p.y);
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p = center - half_x - half_y;
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glTexCoord2f(0.f, 0.f);
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}
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}
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}break;
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case render_glyph:
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{
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Render_Glyph *g = (Render_Glyph*)(h + 1);
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Font *font = get_font(bank, g->font_id);
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if (font){
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stbtt_aligned_quad q;
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f32 y = g->pos.y;
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g->pos.y = 0;
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stbtt_GetBakedQuad(font->chardata, font->texture_w, font->texture_h,
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g->c, &g->pos.x, &g->pos.y, &q, 1);
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glBindTexture(GL_TEXTURE_2D, font->texture_id);
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glColor4f(0.f, 0.f, 0.f, g->color.a);
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glBegin(GL_QUADS);
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{
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glTexCoord2f(q.s0, q.t1); glVertex2f(q.x0 + 1, y - q.y1 - 1);
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glTexCoord2f(q.s1, q.t1); glVertex2f(q.x1 + 1, y - q.y1 - 1);
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glTexCoord2f(q.s1, q.t0); glVertex2f(q.x1 + 1, y - q.y0 - 1);
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glTexCoord2f(q.s0, q.t0); glVertex2f(q.x0 + 1, y - q.y0 - 1);
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}
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glEnd();
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glColor4f(g->color.r, g->color.g, g->color.b, g->color.a);
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glBegin(GL_QUADS);
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{
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glTexCoord2f(q.s0, q.t1); glVertex2f(q.x0, y - q.y1);
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glTexCoord2f(q.s1, q.t1); glVertex2f(q.x1, y - q.y1);
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glTexCoord2f(q.s1, q.t0); glVertex2f(q.x1, y - q.y0);
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glTexCoord2f(q.s0, q.t0); glVertex2f(q.x0, y - q.y0);
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}
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glEnd();
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}
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}break;
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}
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}
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}
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// BOTTOM
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