implemented SDL3 as an option for window manager
This commit is contained in:
209
TSE_OpenGlImpl/src/shader/basicTileMapShader.cpp
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209
TSE_OpenGlImpl/src/shader/basicTileMapShader.cpp
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#include "basicTileMapShader.hpp"
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#include "BehaviourScripts/Renderable.hpp"
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#include "BehaviourScripts/TileMap.hpp"
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#include "Color.hpp"
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#include "basicTileMapShaderGLSL.hpp"
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#define SHADER_MESH_INDEX 0
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#define SHADER_POS_INDEX 1
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#define SHADER_SPRITE_INDEX 2
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#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1)
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TSE::OpenGL::BasicTileMapShader* TSE::OpenGL::BasicTileMapShader::instance = nullptr;
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TSE::OpenGL::BasicTileMapShader *TSE::OpenGL::BasicTileMapShader::Instance()
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{
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return instance;
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}
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void TSE::OpenGL::BasicTileMapShader::Destroy()
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{
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if(instance != nullptr)
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delete instance;
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instance = nullptr;
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}
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void TSE::OpenGL::BasicTileMapShader::Init(float width, float height)
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{
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std::vector<std::unique_ptr<ShaderPart>> parts;
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parts.push_back(ShaderPart::LoadFromString(vertTile, GL_VERTEX_SHADER));
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parts.push_back(ShaderPart::LoadFromString(fragTile, GL_FRAGMENT_SHADER));
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instance = new BasicTileMapShader(std::move(parts));
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instance->Enable();
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int texIDs[] = { 0 };
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instance->SetUniform("atlas", 0);
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instance->Disable();
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}
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TSE::OpenGL::BasicTileMapShader::BasicTileMapShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
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{
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PackageSize = SHADER_PACKAGE_SIZE;
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}
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TSE::OpenGL::BasicTileMapShader::~BasicTileMapShader()
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{
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if (meshVBO) glDeleteBuffers(1, &meshVBO);
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if (meshIBO) glDeleteBuffers(1, &meshIBO);
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}
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void TSE::OpenGL::BasicTileMapShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
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{
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GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
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if (!meshVBO) glGenBuffers(1, &meshVBO);
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glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
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glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
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if (indices && indexCount > 0)
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{
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if (!meshIBO) glGenBuffers(1, &meshIBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
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GLsizeiptr idxSize =
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(indexType == GL_UNSIGNED_INT ? 4 :
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indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
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meshIndexCount = indexCount;
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meshIndexType = indexType;
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}
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else
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{
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// Kein Index-Buffer
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if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
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meshIndexCount = 0;
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}
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meshVertexCount = vertCount;
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meshStride = stride;
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meshPosOffset = posOffsetBytes;
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meshPosSize = floatCountPerVertex;
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meshPrimitive = primitive;
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meshReady = true;
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glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
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glBindVertexArray(prevVAO);
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}
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void TSE::OpenGL::BasicTileMapShader::OnEnable() const
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{
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if (!meshReady)
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{
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// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
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const float quad[8] = { -0.5f,-0.5f, 0.5f,-0.5f, 0.5f,0.5f, -0.5f,0.5f };
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const_cast<BasicTileMapShader*>(this)->SetMesh(
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quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
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);
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}
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GLint prevArrayBuffer = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
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glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
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glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
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glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
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glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
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// layout 1: position (vec3)
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glEnableVertexAttribArray(SHADER_POS_INDEX);
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glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
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glVertexAttribDivisor(SHADER_POS_INDEX, 1);
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// layout 2: spriteindex (float)
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glEnableVertexAttribArray(SHADER_SPRITE_INDEX);
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glVertexAttribPointer(SHADER_SPRITE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
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glVertexAttribDivisor(SHADER_SPRITE_INDEX, 1);
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}
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void TSE::OpenGL::BasicTileMapShader::OnDisable() const
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{
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glDisableVertexAttribArray(SHADER_MESH_INDEX);
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glDisableVertexAttribArray(SHADER_POS_INDEX);
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glDisableVertexAttribArray(SHADER_SPRITE_INDEX);
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}
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void TSE::OpenGL::BasicTileMapShader::OnFlush()
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, TextureID);
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}
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void TSE::OpenGL::BasicTileMapShader::OnDrawCall(int indexCount)
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{
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if (instanceCount <= 0) return;
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SetUniform("spriteCount", &SpriteCount);
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SetUniform("spriteScale", &SpriteScale);
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GLint prevElementBuffer = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
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if (meshIBO && meshIndexCount > 0)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
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glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
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}
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else
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
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instanceCount = 0;
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}
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void TSE::OpenGL::BasicTileMapShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
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{
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auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
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if (!r) return;
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auto* tm = dynamic_cast<TileMap*>(t.GetBehaviourScript(TILE_MAP));
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if (!tm) return;
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auto tileSet = tm->GetTileSet();
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TextureID = tileSet->GetTextueID();
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SpriteCount = tileSet->GetCount();
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SpriteScale = tm->SpriteScale;
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const std::vector<Vector2> orderedChunks = *tm->GetChunkPositionsInOrder();
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Matrix4x4 matr = t.GetLocalMatrix();
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stack.Push(matr);
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for(auto chunkPos : orderedChunks)
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{
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auto chunk = tm->GetChunk(chunkPos);
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const int spriteCount = chunk->GetSpriteCount();
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const std::vector<Vector2> spritePositions = *chunk->GetOrderedPositions();
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const std::vector<Vector2i> spriteIds = *chunk->GetOrderedSpriteIds();
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int chunkSize = chunk->GetChunksize();
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for (int i = 0; i < spriteCount; i++)
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{
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Matrix4x4 mat = Matrix4x4::ToTranslationMatrix((chunkPos - chunk->nextLine * chunkPos.y) + spritePositions[i]) * Matrix4x4::ToRotationMatrix(Quaternion()) * Matrix4x4::ToScaleMatrix({1,1,1});
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stack.Push(mat);
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Vector3 pos = stack.Top() * Vector3(0,0,0);
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*target++ = pos.x;
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*target++ = pos.y;
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*target++ = pos.z;
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*target++ = spriteIds[i].x;
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++instanceCount;
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stack.Pop();
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if(instanceCount >= 20000)
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restartDrawcall(rnd);
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}
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}
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stack.Pop();
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restartDrawcall(rnd);
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}
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