libs/render/src/render/canvas.cc
| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | #include "render/canvas.h" | ||
| 2 | |||
| 3 | #include "dependency_glad.h" | ||
| 4 | |||
| 5 | #include "assert/assert.h" | ||
| 6 | #include "base/rect.h" | ||
| 7 | #include "base/cint.h" | ||
| 8 | #include "base/mat4.h" | ||
| 9 | |||
| 10 | #include "render/shader.h" | ||
| 11 | #include "render/texture.h" | ||
| 12 | #include "render/opengl_utils.h" | ||
| 13 | #include "render/statechanger.h" | ||
| 14 | |||
| 15 | |||
| 16 | using namespace std::literals; | ||
| 17 | |||
| 18 | |||
| 19 | namespace eu::render | ||
| 20 | { | ||
| 21 | |||
| 22 | ✗ | SpriteBatch::SpriteBatch(OpenglStates* the_states, ShaderProgram* quad_shader, Render2* r) | |
| 23 | ✗ | : states(the_states) | |
| 24 | ✗ | , render(r) | |
| 25 | ✗ | , white_texture | |
| 26 | ( | ||
| 27 | load_image_from_color | ||
| 28 | ✗ | ( | |
| 29 | SEND_DEBUG_LABEL_MANY("white_texture") | ||
| 30 | color_from_rgba(255, 255, 255, 255), | ||
| 31 | TextureEdge::clamp, | ||
| 32 | TextureRenderStyle::pixel, | ||
| 33 | Transparency::include, | ||
| 34 | ColorData::dont_care | ||
| 35 | ) | ||
| 36 | ✗ | ) | |
| 37 | { | ||
| 38 | ✗ | quad_shader->use(); | |
| 39 | |||
| 40 | ✗ | glGenVertexArrays(1, &va); | |
| 41 | ✗ | glBindVertexArray(va); | |
| 42 | |||
| 43 | ✗ | constexpr auto vertex_size = 9 * sizeof(float); | |
| 44 | ✗ | constexpr auto max_vertices = 4 * max_quads; | |
| 45 | ✗ | constexpr auto max_indices = 6 * max_quads; | |
| 46 | |||
| 47 | ✗ | glGenBuffers(1, &vb); | |
| 48 | ✗ | glBindBuffer(GL_ARRAY_BUFFER, vb); | |
| 49 | ✗ | glBufferData(GL_ARRAY_BUFFER, vertex_size * max_vertices, nullptr, GL_DYNAMIC_DRAW); | |
| 50 | |||
| 51 | ✗ | auto relative_offset = [](unsigned int i) | |
| 52 | { | ||
| 53 | ✗ | return reinterpret_cast<void*>(i * sizeof(float)); | |
| 54 | }; | ||
| 55 | |||
| 56 | ✗ | unsigned int offset = 0; | |
| 57 | |||
| 58 | ✗ | glEnableVertexAttribArray(0); | |
| 59 | ✗ | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); | |
| 60 | ✗ | offset += 3; | |
| 61 | |||
| 62 | ✗ | glEnableVertexAttribArray(1); | |
| 63 | ✗ | glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); | |
| 64 | ✗ | offset += 4; | |
| 65 | |||
| 66 | ✗ | glEnableVertexAttribArray(2); | |
| 67 | ✗ | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); | |
| 68 | ✗ | offset += 2; | |
| 69 | |||
| 70 | |||
| 71 | ✗ | std::vector<u32> indices; | |
| 72 | ✗ | indices.reserve(max_indices); | |
| 73 | |||
| 74 | ✗ | for(auto quad_index=0; quad_index<max_quads; quad_index+=1) | |
| 75 | { | ||
| 76 | ✗ | const auto base = quad_index * 4; | |
| 77 | ✗ | indices.emplace_back(base + 0); | |
| 78 | ✗ | indices.emplace_back(base + 1); | |
| 79 | ✗ | indices.emplace_back(base + 2); | |
| 80 | |||
| 81 | ✗ | indices.emplace_back(base + 2); | |
| 82 | ✗ | indices.emplace_back(base + 3); | |
| 83 | ✗ | indices.emplace_back(base + 0); | |
| 84 | } | ||
| 85 | |||
| 86 | ✗ | ASSERT(max_indices == indices.size()); | |
| 87 | |||
| 88 | ✗ | glGenBuffers(1, &ib); | |
| 89 | ✗ | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib); | |
| 90 | ✗ | glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_indices * sizeof(u32), indices.data(), GL_STATIC_DRAW); | |
| 91 | ✗ | } | |
| 92 | |||
| 93 | |||
| 94 | ✗ | SpriteBatch::~SpriteBatch() | |
| 95 | { | ||
| 96 | ✗ | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
| 97 | ✗ | glDeleteBuffers(1, &ib); | |
| 98 | |||
| 99 | ✗ | glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| 100 | ✗ | glDeleteBuffers(1, &vb); | |
| 101 | |||
| 102 | ✗ | glBindVertexArray(0); | |
| 103 | ✗ | glDeleteVertexArrays(1, &va); | |
| 104 | ✗ | } | |
| 105 | |||
| 106 | |||
| 107 | ✗ | void add_vertex(SpriteBatch* batch, const Vertex2& v) | |
| 108 | { | ||
| 109 | ✗ | batch->data.push_back(v.position.x); | |
| 110 | ✗ | batch->data.push_back(v.position.y); | |
| 111 | ✗ | batch->data.push_back(v.position.z); | |
| 112 | |||
| 113 | ✗ | batch->data.push_back(v.color.rgb.r); | |
| 114 | ✗ | batch->data.push_back(v.color.rgb.g); | |
| 115 | ✗ | batch->data.push_back(v.color.rgb.b); | |
| 116 | ✗ | batch->data.push_back(v.color.alpha); | |
| 117 | |||
| 118 | ✗ | batch->data.push_back(v.texturecoord.x); | |
| 119 | ✗ | batch->data.push_back(v.texturecoord.y); | |
| 120 | ✗ | } | |
| 121 | |||
| 122 | ✗ | void SpriteBatch::quad(std::optional<const Texture2d*> texture_argument, const Vertex2& v0, const Vertex2& v1, const Vertex2& v2, const Vertex2& v3) | |
| 123 | { | ||
| 124 | ✗ | const Texture2d* texture = texture_argument.value_or(&white_texture); | |
| 125 | |||
| 126 | ✗ | if(quads == max_quads) | |
| 127 | { | ||
| 128 | ✗ | submit(); | |
| 129 | } | ||
| 130 | |||
| 131 | ✗ | if(current_texture == nullptr) | |
| 132 | { | ||
| 133 | ✗ | current_texture = texture; | |
| 134 | } | ||
| 135 | ✗ | else if (current_texture != texture) | |
| 136 | { | ||
| 137 | ✗ | submit(); | |
| 138 | ✗ | current_texture = texture; | |
| 139 | } | ||
| 140 | |||
| 141 | ✗ | quads += 1; | |
| 142 | |||
| 143 | ✗ | add_vertex(this, v0); | |
| 144 | ✗ | add_vertex(this, v1); | |
| 145 | ✗ | add_vertex(this, v2); | |
| 146 | ✗ | add_vertex(this, v3); | |
| 147 | ✗ | } | |
| 148 | |||
| 149 | ✗ | void Quad::draw(SpriteBatch* batch, const Rect& scr) | |
| 150 | { | ||
| 151 | ✗ | const auto tc = texturecoord.value_or(Rect::from_size({1.0f, 1.0f})); | |
| 152 | ✗ | const auto size = scr.get_size(); | |
| 153 | ✗ | const auto local_offset = size * (rotation ? rotation->center : v2{0.5f, 0.5f}); | |
| 154 | ✗ | const auto offset = scr.get_bottom_left() + local_offset; | |
| 155 | |||
| 156 | ✗ | const auto rotate = [&](const v2& p) | |
| 157 | { | ||
| 158 | ✗ | if (rotation.has_value() == false) | |
| 159 | { | ||
| 160 | ✗ | return v3{ p.x, p.y, 0.0f }; | |
| 161 | } | ||
| 162 | ✗ | const auto local = p - offset; | |
| 163 | ✗ | const auto trans = local.get_rotated(rotation->angle); | |
| 164 | ✗ | const auto rotated = trans + offset; | |
| 165 | ✗ | return v3{ rotated.x, rotated.y, 0.0f }; | |
| 166 | ✗ | }; | |
| 167 | |||
| 168 | batch->quad | ||
| 169 | ✗ | ( | |
| 170 | texture, | ||
| 171 | ✗ | {.position = rotate({scr.left, scr.bottom}), .color = tint, .texturecoord = {tc.left, tc.bottom}}, | |
| 172 | ✗ | {.position = rotate({scr.right, scr.bottom}), .color = tint, .texturecoord = {tc.right, tc.bottom}}, | |
| 173 | ✗ | {.position = rotate({scr.right, scr.top}), .color = tint, .texturecoord = {tc.right, tc.top}}, | |
| 174 | ✗ | {.position = rotate({scr.left, scr.top}), .color = tint, .texturecoord = {tc.left, tc.top}} | |
| 175 | ); | ||
| 176 | ✗ | } | |
| 177 | |||
| 178 | ✗ | void SpriteBatch::submit() | |
| 179 | { | ||
| 180 | ✗ | if(quads == 0) | |
| 181 | { | ||
| 182 | ✗ | return; | |
| 183 | } | ||
| 184 | |||
| 185 | ✗ | bind_texture_2d(states, render->texture_uniform, *current_texture); | |
| 186 | ✗ | glBindVertexArray(va); | |
| 187 | |||
| 188 | ✗ | glBindBuffer(GL_ARRAY_BUFFER, vb); | |
| 189 | glBufferSubData | ||
| 190 | ✗ | ( | |
| 191 | GL_ARRAY_BUFFER, | ||
| 192 | 0, | ||
| 193 | ✗ | static_cast<GLsizeiptr>(sizeof(float) * data.size()), | |
| 194 | ✗ | static_cast<const void*>(data.data()) | |
| 195 | ); | ||
| 196 | ✗ | glDrawElements(GL_TRIANGLES, 6 * quads, GL_UNSIGNED_INT, nullptr); | |
| 197 | |||
| 198 | ✗ | data.resize(0); | |
| 199 | ✗ | quads = 0; | |
| 200 | ✗ | current_texture = nullptr; | |
| 201 | } | ||
| 202 | |||
| 203 | |||
| 204 | ✗ | Render2::Render2(OpenglStates* states) | |
| 205 | // todo(Gustav): move quad_description and quad_layout to a separate setup | ||
| 206 | ✗ | : quad_description | |
| 207 | ( | ||
| 208 | { | ||
| 209 | ✗ | {.type = VertexType::position2xy, .name = "position"}, | |
| 210 | {.type = VertexType::color4, .name = "color"}, | ||
| 211 | {.type = VertexType::texture2, .name = "uv"} | ||
| 212 | } | ||
| 213 | ) | ||
| 214 | ✗ | , quad_layout | |
| 215 | ( | ||
| 216 | ✗ | compile_shader_layout(compile_attribute_layouts({quad_description}), quad_description, std::nullopt, std::nullopt) | |
| 217 | ) | ||
| 218 | ✗ | , quad_shader | |
| 219 | ( | ||
| 220 | SEND_DEBUG_LABEL_MANY("QUAD SHADER") | ||
| 221 | R"glsl( | ||
| 222 | #version 450 core | ||
| 223 | in vec3 position; | ||
| 224 | in vec4 color; | ||
| 225 | in vec2 uv; | ||
| 226 | |||
| 227 | uniform mat4 view_projection; | ||
| 228 | uniform mat4 transform; | ||
| 229 | |||
| 230 | out vec4 varying_color; | ||
| 231 | out vec2 varying_uv; | ||
| 232 | |||
| 233 | void main() | ||
| 234 | { | ||
| 235 | varying_color = color; | ||
| 236 | varying_uv = uv; | ||
| 237 | gl_Position = view_projection * transform * vec4(position, 1.0); | ||
| 238 | } | ||
| 239 | )glsl", | ||
| 240 | R"glsl( | ||
| 241 | #version 450 core | ||
| 242 | |||
| 243 | in vec4 varying_color; | ||
| 244 | in vec2 varying_uv; | ||
| 245 | |||
| 246 | uniform sampler2D uniform_texture; | ||
| 247 | |||
| 248 | out vec4 color; | ||
| 249 | |||
| 250 | void main() | ||
| 251 | { | ||
| 252 | color = texture(uniform_texture, varying_uv) * varying_color; | ||
| 253 | } | ||
| 254 | )glsl", | ||
| 255 | ✗ | quad_layout | |
| 256 | ) | ||
| 257 | ✗ | , view_projection_uniform(quad_shader.get_uniform("view_projection")) | |
| 258 | ✗ | , transform_uniform(quad_shader.get_uniform("transform")) | |
| 259 | ✗ | , texture_uniform(quad_shader.get_uniform("uniform_texture")) | |
| 260 | ✗ | , batch(states, &quad_shader, this) | |
| 261 | { | ||
| 262 | ✗ | setup_textures(&quad_shader, {&texture_uniform}); | |
| 263 | |||
| 264 | // todo(Gustav): verify mesh layout with SpriteBatch | ||
| 265 | ✗ | } | |
| 266 | |||
| 267 | |||
| 268 | struct ViewportDef | ||
| 269 | { | ||
| 270 | Rect screen_rect; | ||
| 271 | |||
| 272 | float virtual_width; | ||
| 273 | float virtual_height; | ||
| 274 | }; | ||
| 275 | |||
| 276 | |||
| 277 | ViewportDef | ||
| 278 | ✗ | fit_with_black_bars | |
| 279 | ( | ||
| 280 | float width, | ||
| 281 | float height, | ||
| 282 | int window_width, | ||
| 283 | int window_height | ||
| 284 | ) | ||
| 285 | { | ||
| 286 | ✗ | ASSERTX(width > 0, width); | |
| 287 | ✗ | ASSERTX(height > 0, height); | |
| 288 | ✗ | ASSERTX(window_width >= 0, window_width); | |
| 289 | ✗ | ASSERTX(window_height >= 0, window_height); | |
| 290 | ✗ | const float w = float_from_int(window_width) / width; | |
| 291 | ✗ | const float h = float_from_int(window_height) / height; | |
| 292 | ✗ | const float s = std::min(w, h); | |
| 293 | ✗ | ASSERTX(s > 0, s, w, h); | |
| 294 | ✗ | const float new_width = width * s; | |
| 295 | ✗ | const float new_height = height * s; | |
| 296 | |||
| 297 | return ViewportDef | ||
| 298 | { | ||
| 299 | ✗ | .screen_rect = Rect::from_size({new_width, new_height}).with_bottom_left_at | |
| 300 | ✗ | ({ | |
| 301 | ✗ | (float_from_int(window_width) - new_width) / 2.0f, | |
| 302 | ✗ | (float_from_int(window_height) - new_height) / 2.0f | |
| 303 | }), | ||
| 304 | .virtual_width = width, | ||
| 305 | .virtual_height = height | ||
| 306 | ✗ | }; | |
| 307 | ✗ | } | |
| 308 | |||
| 309 | |||
| 310 | float | ||
| 311 | ✗ | DetermineExtendScale(float scale, float height, int window_height) | |
| 312 | { | ||
| 313 | ✗ | const auto scaled_height = height * scale; | |
| 314 | ✗ | const auto s = static_cast<float>(window_height) / scaled_height; | |
| 315 | ✗ | return s; | |
| 316 | } | ||
| 317 | |||
| 318 | |||
| 319 | ViewportDef | ||
| 320 | ✗ | extended_viewport | |
| 321 | ( | ||
| 322 | float width, | ||
| 323 | float height, | ||
| 324 | int window_width, | ||
| 325 | int window_height | ||
| 326 | ) | ||
| 327 | { | ||
| 328 | ✗ | ASSERTX(width >= 0, width); | |
| 329 | ✗ | ASSERTX(height >= 0, height); | |
| 330 | ✗ | ASSERTX(window_width >= 0, window_width); | |
| 331 | ✗ | ASSERTX(window_height >= 0, window_height); | |
| 332 | ✗ | const auto w = float_from_int(window_width) / width; | |
| 333 | ✗ | const auto h = float_from_int(window_height) / height; | |
| 334 | ✗ | const auto r = Rect::from_size({float_from_int(window_width), float_from_int(window_height)}).with_bottom_left_at({ 0, 0 }); | |
| 335 | ✗ | if(w < h) | |
| 336 | { | ||
| 337 | ✗ | const auto s = DetermineExtendScale(w, height, window_height); | |
| 338 | ✗ | return ViewportDef {.screen_rect = r, .virtual_width = width, .virtual_height = height * s}; | |
| 339 | } | ||
| 340 | else | ||
| 341 | { | ||
| 342 | ✗ | const auto s = DetermineExtendScale(h, width, window_width); | |
| 343 | ✗ | return ViewportDef {.screen_rect = r, .virtual_width = width * s, .virtual_height = height}; | |
| 344 | } | ||
| 345 | ✗ | } | |
| 346 | |||
| 347 | |||
| 348 | namespace | ||
| 349 | { | ||
| 350 | ✗ | float lerp(float lhs, float t, float rhs) | |
| 351 | { | ||
| 352 | ✗ | return lhs + t * (rhs - lhs); | |
| 353 | } | ||
| 354 | |||
| 355 | ✗ | Rect lerp(const Rect& lhs, float t, const Rect& rhs) | |
| 356 | { | ||
| 357 | #define V(x) lerp(lhs.x, t, rhs.x) | ||
| 358 | return Rect::from_left_right_top_bottom | ||
| 359 | ✗ | ( | |
| 360 | ✗ | V(left), | |
| 361 | ✗ | V(right), | |
| 362 | ✗ | V(top), | |
| 363 | ✗ | V(bottom) | |
| 364 | ✗ | ); | |
| 365 | #undef V | ||
| 366 | } | ||
| 367 | } | ||
| 368 | |||
| 369 | |||
| 370 | [[nodiscard]] | ||
| 371 | ViewportDef | ||
| 372 | ✗ | lerp | |
| 373 | ( | ||
| 374 | const ViewportDef& lhs, | ||
| 375 | float t, | ||
| 376 | const ViewportDef& rhs | ||
| 377 | ) | ||
| 378 | { | ||
| 379 | #define V(x) lerp(lhs.x, t, rhs.x) | ||
| 380 | return | ||
| 381 | { | ||
| 382 | ✗ | .screen_rect = V(screen_rect), | |
| 383 | ✗ | .virtual_width = V(virtual_width), | |
| 384 | ✗ | .virtual_height = V(virtual_height) | |
| 385 | ✗ | }; | |
| 386 | #undef V | ||
| 387 | } | ||
| 388 | |||
| 389 | |||
| 390 | |||
| 391 | ✗ | void set_gl_viewport(const Rect& r) | |
| 392 | { | ||
| 393 | ✗ | const auto s = r.get_size(); | |
| 394 | ✗ | glViewport(int_from_float(r.left), int_from_float(r.bottom), int_from_float(s.x), int_from_float(s.y)); | |
| 395 | ✗ | } | |
| 396 | |||
| 397 | |||
| 398 | ✗ | RenderLayer2::~RenderLayer2() | |
| 399 | { | ||
| 400 | ✗ | batch->submit(); | |
| 401 | ✗ | } | |
| 402 | |||
| 403 | |||
| 404 | ✗ | RenderLayer2::RenderLayer2(const Layer& l, SpriteBatch* b) | |
| 405 | : Layer(l) | ||
| 406 | ✗ | , batch(b) | |
| 407 | { | ||
| 408 | ✗ | } | |
| 409 | |||
| 410 | ✗ | RenderLayer3::RenderLayer3(const Layer& l) | |
| 411 | ✗ | : Layer(l) | |
| 412 | { | ||
| 413 | ✗ | } | |
| 414 | |||
| 415 | |||
| 416 | ✗ | Layer create_layer(const ViewportDef& vp) | |
| 417 | { | ||
| 418 | ✗ | return {.viewport_aabb_in_worldspace = Rect::from_size({vp.virtual_width, vp.virtual_height}), .screen = vp.screen_rect}; | |
| 419 | } | ||
| 420 | |||
| 421 | |||
| 422 | ✗ | RenderLayer2 create_layer2(const RenderCommand& rc, const ViewportDef& vp) | |
| 423 | { | ||
| 424 | ✗ | set_gl_viewport(vp.screen_rect); | |
| 425 | |||
| 426 | // prepare for 2d rendering | ||
| 427 | ✗ | StateChanger{rc.states} | |
| 428 | ✗ | .depth_test(false) | |
| 429 | ✗ | .blend_mode(Blend::src_alpha, Blend::one_minus_src_alpha) | |
| 430 | ✗ | .blending(true); | |
| 431 | |||
| 432 | ✗ | const auto camera = m4_identity; | |
| 433 | ✗ | const auto projection = m4::create_ortho_lrud(0.0f, vp.virtual_width, vp.virtual_height, 0.0f, -1.0f, 1.0f); | |
| 434 | |||
| 435 | ✗ | rc.render->quad_shader.use(); | |
| 436 | ✗ | rc.render->quad_shader.set_mat(rc.render->view_projection_uniform, projection); | |
| 437 | ✗ | rc.render->quad_shader.set_mat(rc.render->transform_uniform, camera); | |
| 438 | |||
| 439 | // todo(Gustav): transform viewport according to the camera | ||
| 440 | ✗ | return RenderLayer2{create_layer(vp), &rc.render->batch}; | |
| 441 | } | ||
| 442 | |||
| 443 | ✗ | RenderLayer3 create_layer3(const RenderCommand& rc, const ViewportDef& vp) | |
| 444 | { | ||
| 445 | ✗ | set_gl_viewport(vp.screen_rect); | |
| 446 | |||
| 447 | // todo(Gustav): prepare states for 3d rendering | ||
| 448 | ✗ | StateChanger{rc.states}.depth_test(true).blending(false); | |
| 449 | |||
| 450 | ✗ | return RenderLayer3{create_layer(vp)}; | |
| 451 | } | ||
| 452 | |||
| 453 | |||
| 454 | ✗ | v2 Layer::mouse_to_world(const v2& p) const | |
| 455 | { | ||
| 456 | // transform from mouse pixels to window 0-1 | ||
| 457 | ✗ | const auto n = to_01(screen, p); | |
| 458 | ✗ | return from_01(viewport_aabb_in_worldspace, n); | |
| 459 | } | ||
| 460 | |||
| 461 | |||
| 462 | ✗ | ViewportDef create_viewport(const LayoutData& ld, const Size& size) | |
| 463 | { | ||
| 464 | ✗ | if(ld.style==ViewportStyle::black_bars) | |
| 465 | { | ||
| 466 | ✗ | return fit_with_black_bars(ld.requested_width, ld.requested_height, size.width, size.height); | |
| 467 | } | ||
| 468 | else | ||
| 469 | { | ||
| 470 | ✗ | return extended_viewport(ld.requested_width, ld.requested_height, size.width, size.height); | |
| 471 | } | ||
| 472 | } | ||
| 473 | |||
| 474 | |||
| 475 | ✗ | ViewportDef create_viewport(const LerpData& ld, const Size& size) | |
| 476 | { | ||
| 477 | return lerp | ||
| 478 | ✗ | ( | |
| 479 | ✗ | create_viewport(ld.lhs, size), | |
| 480 | ✗ | ld.t, | |
| 481 | ✗ | create_viewport(ld.rhs, size) | |
| 482 | ✗ | ); | |
| 483 | } | ||
| 484 | |||
| 485 | |||
| 486 | void | ||
| 487 | ✗ | RenderCommand::clear(const Rgb& color, const LayoutData& ld) const | |
| 488 | { | ||
| 489 | ✗ | if(ld.style == ViewportStyle::extended) | |
| 490 | { | ||
| 491 | ✗ | glClearColor(color.r, color.g, color.b, 1.0f); | |
| 492 | ✗ | glClear(GL_COLOR_BUFFER_BIT); | |
| 493 | } | ||
| 494 | else | ||
| 495 | { | ||
| 496 | ✗ | auto l = with_layer2(*this, ld); | |
| 497 | ✗ | Quad{ .tint = color }.draw(l.batch, l.viewport_aabb_in_worldspace); | |
| 498 | ✗ | } | |
| 499 | ✗ | } | |
| 500 | |||
| 501 | |||
| 502 | bool | ||
| 503 | ✗ | is_fullscreen(const LerpData& ld) | |
| 504 | { | ||
| 505 | ✗ | if(ld.lhs.style == ld.rhs.style || (ld.t <= 0.0f || ld.t >= 1.0f)) | |
| 506 | { | ||
| 507 | ✗ | const auto style = ld.t >= 1.0f ? ld.rhs.style : ld.lhs.style; | |
| 508 | ✗ | return style == ViewportStyle::extended; | |
| 509 | } | ||
| 510 | |||
| 511 | ✗ | return false; | |
| 512 | } | ||
| 513 | |||
| 514 | |||
| 515 | void | ||
| 516 | ✗ | RenderCommand::clear(const Rgb& color, const LerpData& ld) const | |
| 517 | { | ||
| 518 | ✗ | if(is_fullscreen(ld)) | |
| 519 | { | ||
| 520 | ✗ | glClearColor(color.r, color.g, color.b, 1.0f); | |
| 521 | ✗ | glClear(GL_COLOR_BUFFER_BIT); | |
| 522 | } | ||
| 523 | else | ||
| 524 | { | ||
| 525 | ✗ | auto l = with_layer2(*this, ld); | |
| 526 | ✗ | Quad{ .tint = color }.draw(l.batch, l.viewport_aabb_in_worldspace); | |
| 527 | ✗ | } | |
| 528 | ✗ | } | |
| 529 | |||
| 530 | |||
| 531 | ✗ | RenderLayer2 with_layer2(const RenderCommand& rc, const LayoutData& ld) | |
| 532 | { | ||
| 533 | ✗ | const auto vp = create_viewport(ld, rc.size); | |
| 534 | ✗ | return create_layer2(rc, vp); | |
| 535 | } | ||
| 536 | |||
| 537 | |||
| 538 | ✗ | RenderLayer3 with_layer3(const RenderCommand& rc, const LayoutData& ld) | |
| 539 | { | ||
| 540 | ✗ | const auto vp = create_viewport(ld, rc.size); | |
| 541 | ✗ | return create_layer3(rc, vp); | |
| 542 | } | ||
| 543 | |||
| 544 | |||
| 545 | ✗ | Layer with_layer(const InputCommand& rc, const LayoutData& ld) | |
| 546 | { | ||
| 547 | ✗ | const auto vp = create_viewport(ld, rc.size); | |
| 548 | ✗ | return create_layer(vp); | |
| 549 | } | ||
| 550 | |||
| 551 | |||
| 552 | |||
| 553 | |||
| 554 | |||
| 555 | ✗ | RenderLayer2 with_layer2(const RenderCommand& rc, const LerpData& ld) | |
| 556 | { | ||
| 557 | ✗ | const auto vp = create_viewport(ld, rc.size); | |
| 558 | ✗ | return create_layer2(rc, vp); | |
| 559 | } | ||
| 560 | |||
| 561 | |||
| 562 | ✗ | RenderLayer3 with_layer3(const RenderCommand& rc, const LerpData& ld) | |
| 563 | { | ||
| 564 | ✗ | const auto vp = create_viewport(ld, rc.size); | |
| 565 | ✗ | return create_layer3(rc, vp); | |
| 566 | } | ||
| 567 | |||
| 568 | |||
| 569 | ✗ | Layer with_layer(const InputCommand& rc, const LerpData& ld) | |
| 570 | { | ||
| 571 | ✗ | const auto vp = create_viewport(ld, rc.size); | |
| 572 | ✗ | return create_layer(vp); | |
| 573 | } | ||
| 574 | |||
| 575 | } | ||
| 576 |