implemented SDL3 as an option for window manager

This commit is contained in:
2026-03-23 19:00:56 +01:00
parent 226f60e9ae
commit a596028ed9
152 changed files with 84309 additions and 247 deletions

View File

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