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OpenEngine/open_engine/src/open_engine/renderer/renderer2d.cpp
2026-03-01 17:06:15 +01:00

527 lines
18 KiB
C++
Executable File

#include <pch.hpp>
#include "renderer/editor_camera.hpp"
#include "renderer/uniform_buffer.hpp"
#include <renderer/render_command.hpp>
#include <renderer/vertex_array.hpp>
#include <renderer/renderer2d.hpp>
#include <renderer/texture.hpp>
#include <renderer/buffer.hpp>
#include <renderer/shader.hpp>
#include <glm/ext/quaternion_common.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/trigonometric.hpp>
#include <glm/fwd.hpp>
#include <cstdint>
namespace OpenEngine {
struct QuadVertex
{
glm::vec3 position;
glm::vec4 color;
glm::vec2 tex_coord;
float tex_index;
float tiling_factor;
int id = -1;
};
struct Renderer2DData
{
static const uint32_t max_quads = 20000;
static const uint32_t max_vertices = max_quads * 4;
static const uint32_t max_indices = max_quads * 6;
static const uint32_t max_texture_slots = 32;
Ref<VertexArray> vertex_array;
Ref<VertexBuffer> vertex_buffer;
Ref<Shader> texture_shader;
Ref<Texture2D> white_texture;
uint32_t quad_index_count = 0;
QuadVertex* quad_vertex_base = nullptr;
QuadVertex* quad_vertex_ptr = nullptr;
std::array<Ref<Texture2D>, max_texture_slots> texture_slots;
uint32_t texture_slot_index = 1; // 0 is white texture
glm::vec4 quad_vertex_positioning[4];
Statistics stats;
struct CameraData
{
glm::mat4 view_projection;
};
CameraData camera_buffer;
Ref<UniformBuffer> camera_uniform_buffer;
};
static Renderer2DData renderer_data;
void Renderer2D::Init()
{
OE_PROFILE_FUNCTION();
renderer_data.vertex_array = VertexArray::Create();
renderer_data.vertex_buffer = VertexBuffer::Create(renderer_data.max_vertices * sizeof(QuadVertex));
BufferLayout layout = {
{ ShaderDataType::Float3, "a_Position" },
{ ShaderDataType::Float4, "a_Color" },
{ ShaderDataType::Float2, "a_TexCoords" },
{ ShaderDataType::Float, "a_TexIndex" },
{ ShaderDataType::Float, "a_TilingFactor" },
{ ShaderDataType::Int, "a_EntityID"}
};
renderer_data.vertex_buffer->SetLayout(layout);
renderer_data.vertex_array->AddVertexBuffer(renderer_data.vertex_buffer);
renderer_data.quad_vertex_base = new QuadVertex[renderer_data.max_vertices];
uint32_t* quad_indices = new uint32_t[renderer_data.max_indices];
uint32_t offset = 0;
for (uint32_t i = 0; i < renderer_data.max_indices; i += 6) {
quad_indices[i + 0] = offset + 0;
quad_indices[i + 1] = offset + 1;
quad_indices[i + 2] = offset + 2;
quad_indices[i + 3] = offset + 2;
quad_indices[i + 4] = offset + 3;
quad_indices[i + 5] = offset + 0;
offset += 4;
}
Ref<IndexBuffer> index_buffer = IndexBuffer::Create(quad_indices, renderer_data.max_indices);
renderer_data.vertex_array->SetIndexBuffer(index_buffer);
delete[] quad_indices;
renderer_data.white_texture = Texture2D::Create(1, 1);
uint32_t white_texture_data = 0xffffffff;
renderer_data.white_texture->SetData(&white_texture_data, sizeof(uint32_t));
int32_t samplers[renderer_data.max_texture_slots];
for (uint32_t i = 0; i < renderer_data.max_texture_slots; i++)
samplers[i] = i;
renderer_data.texture_shader = Shader::Create("assets/shaders/texture.glsl");
renderer_data.texture_slots[0] = renderer_data.white_texture;
renderer_data.quad_vertex_positioning[0] = {-0.5, -0.5, 0.0f, 1.0f};
renderer_data.quad_vertex_positioning[1] = {0.5, -0.5, 0.0f, 1.0f};
renderer_data.quad_vertex_positioning[2] = {0.5, 0.5, 0.0f, 1.0f};
renderer_data.quad_vertex_positioning[3] = {-0.5, 0.5, 0.0f, 1.0f};
renderer_data.camera_uniform_buffer = UniformBuffer::Create(sizeof(Renderer2DData), 0);
}
void Renderer2D::Shutdown()
{
OE_PROFILE_FUNCTION();
renderer_data.white_texture.reset();
renderer_data.vertex_array.reset();
renderer_data.vertex_buffer.reset();
renderer_data.texture_shader.reset();
delete[] renderer_data.quad_vertex_base;
for (uint32_t i = 0; i < renderer_data.texture_slot_index; i++)
renderer_data.texture_slots[i].reset();
}
void Renderer2D::BeginScene(const OrthographicCamera& camera)
{
OE_PROFILE_FUNCTION();
renderer_data.camera_buffer.view_projection = camera.GetViewProjectionMatrix();
renderer_data.camera_uniform_buffer->SetData(&renderer_data.camera_buffer, sizeof(Renderer2DData::CameraData));
StartBatch();
}
void Renderer2D::BeginScene(const Camera& camera, const glm::mat4& transform)
{
OE_PROFILE_FUNCTION();
renderer_data.camera_buffer.view_projection = camera.GetProjection() * glm::inverse(transform);
renderer_data.camera_uniform_buffer->SetData(&renderer_data.camera_buffer, sizeof(Renderer2DData::CameraData));
StartBatch();
}
void Renderer2D::BeginScene(const EditorCamera& camera)
{
OE_PROFILE_FUNCTION();
renderer_data.camera_buffer.view_projection = camera.GetViewProjection();
renderer_data.camera_uniform_buffer->SetData(&renderer_data.camera_buffer, sizeof(Renderer2DData::CameraData));
StartBatch();
}
void Renderer2D::EndScene()
{
OE_PROFILE_FUNCTION();
uint32_t data_size = (uint8_t*)renderer_data.quad_vertex_ptr - (uint8_t*)renderer_data.quad_vertex_base;
renderer_data.vertex_buffer->SetData(renderer_data.quad_vertex_base, data_size);
Flush();
}
void Renderer2D::Flush()
{
if (renderer_data.quad_index_count == 0)
return;
renderer_data.vertex_array->Bind();
for (int i = 0; i < renderer_data.texture_slot_index; i++)
renderer_data.texture_slots[i]->Bind(i);
renderer_data.texture_shader->Bind();
RenderCommand::DrawIndexed(renderer_data.vertex_array, renderer_data.quad_index_count);
renderer_data.stats.draw_calls++;
}
void Renderer2D::DrawQuad(const Transform& transform_data,
const Ref<Texture2D>& texture, int entity_id, float tiling_factor)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
constexpr glm::vec2 texture_coords[] = { { 0.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f }};
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
constexpr glm::vec4 color = glm::vec4(1.0f);
glm::vec3 position = transform_data.position;
glm::vec3 size = transform_data.size;
float texture_index = 0;
for (uint32_t i = 1; i < renderer_data.texture_slot_index; i++) {
if (*renderer_data.texture_slots[i].get() == *texture.get()) {
texture_index = (float)i;
break;
}
}
if (texture_index == 0) {
if (renderer_data.texture_slot_index >= Renderer2DData::max_texture_slots)
FlushAndReset();
texture_index = (float)renderer_data.texture_slot_index;
renderer_data.texture_slots[renderer_data.texture_slot_index] = texture;
renderer_data.texture_slot_index++;
}
glm::mat4 transform = glm::translate(glm::mat4(1.0f), transform_data.position)
* glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), { 0.0f, 0.0f, 1.0f })
* glm::scale(glm::mat4(1.0f), transform_data.size);
DrawQuad(transform, texture, entity_id);
}
void Renderer2D::DrawQuad(const Transform& transform_data,
const Ref<Texture2D>& texture, const glm::vec4& color,
int entity_id, float tiling_factor)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
constexpr glm::vec2 texture_coords[] = { { 0.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f }};
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
glm::vec3 position = transform_data.position;
glm::vec3 size = transform_data.size;
float texture_index = 0;
for (uint32_t i = 1; i < renderer_data.texture_slot_index; i++) {
if (*renderer_data.texture_slots[i].get() == *texture.get()) {
texture_index = (float)i;
break;
}
}
if (texture_index == 0) {
if (renderer_data.texture_slot_index >= Renderer2DData::max_texture_slots)
FlushAndReset();
texture_index = (float)renderer_data.texture_slot_index;
renderer_data.texture_slots[renderer_data.texture_slot_index] = texture;
renderer_data.texture_slot_index++;
}
glm::mat4 transform = glm::translate(glm::mat4(1.0f), transform_data.position)
* glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), { 0.0f, 0.0f, 1.0f })
* glm::scale(glm::mat4(1.0f), transform_data.size);
}
void Renderer2D::DrawQuad(const Transform& transform_data,
const Ref<Subtexture2D>& subtexture, int entity_id,
float tiling_factor)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
const glm::vec2* texture_coords = subtexture->GetCoords();
const Ref<Texture2D>& texture = subtexture->GetTexture();
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
constexpr glm::vec4 color = glm::vec4(1.0f);
glm::vec3 position = transform_data.position;
glm::vec3 size = transform_data.size;
float texture_index = 0;
for (uint32_t i = 1; i < renderer_data.texture_slot_index; i++) {
if (*renderer_data.texture_slots[i].get() == *texture.get()) {
texture_index = (float)i;
break;
}
}
if (texture_index == 0) {
if (renderer_data.texture_slot_index >= Renderer2DData::max_texture_slots)
FlushAndReset();
texture_index = (float)renderer_data.texture_slot_index;
renderer_data.texture_slots[renderer_data.texture_slot_index] = texture;
renderer_data.texture_slot_index++;
}
glm::mat4 transform = glm::translate(glm::mat4(1.0f), transform_data.position)
* glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), { 0.0f, 0.0f, 1.0f })
* glm::scale(glm::mat4(1.0f), transform_data.size);
DrawQuad(transform, subtexture, entity_id);
}
void Renderer2D::DrawQuad(const Transform& transform_data,
const glm::vec4& color, int entity_id)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
constexpr glm::vec2 texture_coords[] = { { 0.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f }};
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
glm::vec3 position = transform_data.position;
glm::vec3 size = transform_data.size;
glm::mat4 transform = glm::translate(glm::mat4(1.0f), transform_data.position)
* glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), { 0.0f, 0.0f, 1.0f })
* glm::scale(glm::mat4(1.0f), transform_data.size);
DrawQuad(transform, color, entity_id);
}
void Renderer2D::DrawQuad(const glm::mat4& transform,
const Ref<Texture2D>& texture, int entity_id, float tiling_factor)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
constexpr glm::vec2 texture_coords[] = { { 0.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f }};
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
constexpr glm::vec4 color = glm::vec4(1.0f);
float texture_index = 0;
for (uint32_t i = 1; i < renderer_data.texture_slot_index; i++) {
if (*renderer_data.texture_slots[i].get() == *texture.get()) {
texture_index = (float)i;
break;
}
}
if (texture_index == 0) {
if (renderer_data.texture_slot_index >= Renderer2DData::max_texture_slots)
FlushAndReset();
texture_index = (float)renderer_data.texture_slot_index;
renderer_data.texture_slots[renderer_data.texture_slot_index] = texture;
renderer_data.texture_slot_index++;
}
for (size_t i = 0; i < quad_vertex_count; i++) {
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[i];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = texture_coords[i];
renderer_data.quad_vertex_ptr->tex_index = texture_index;
renderer_data.quad_vertex_ptr->tiling_factor = tiling_factor;
renderer_data.quad_vertex_ptr->id = entity_id;
renderer_data.quad_vertex_ptr++;
}
renderer_data.quad_index_count += 6;
renderer_data.stats.quad_count++;
}
void Renderer2D::DrawQuad(const glm::mat4& transform,
const Ref<Texture2D>& texture, const glm::vec4& color,
int entity_id, float tiling_factor)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
constexpr glm::vec2 texture_coords[] = { { 0.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f }};
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
float texture_index = 0;
for (uint32_t i = 1; i < renderer_data.texture_slot_index; i++) {
if (*renderer_data.texture_slots[i].get() == *texture.get()) {
texture_index = (float)i;
break;
}
}
if (texture_index == 0) {
if (renderer_data.texture_slot_index >= Renderer2DData::max_texture_slots)
FlushAndReset();
texture_index = (float)renderer_data.texture_slot_index;
renderer_data.texture_slots[renderer_data.texture_slot_index] = texture;
renderer_data.texture_slot_index++;
}
for (size_t i = 0; i < quad_vertex_count; i++) {
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[i];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = texture_coords[i];
renderer_data.quad_vertex_ptr->tex_index = texture_index;
renderer_data.quad_vertex_ptr->tiling_factor = tiling_factor;
renderer_data.quad_vertex_ptr->id = entity_id;
renderer_data.quad_vertex_ptr++;
}
renderer_data.quad_index_count += 6;
renderer_data.stats.quad_count++;
}
void Renderer2D::DrawQuad(const glm::mat4& transform,
const Ref<Subtexture2D>& subtexture, int entity_id,
float tiling_factor)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
const glm::vec2* texture_coords = subtexture->GetCoords();
const Ref<Texture2D>& texture = subtexture->GetTexture();
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
constexpr glm::vec4 color = glm::vec4(1.0f);
float texture_index = 0;
for (uint32_t i = 1; i < renderer_data.texture_slot_index; i++) {
if (*renderer_data.texture_slots[i].get() == *texture.get()) {
texture_index = (float)i;
break;
}
}
if (texture_index == 0) {
if (renderer_data.texture_slot_index >= Renderer2DData::max_texture_slots)
FlushAndReset();
texture_index = (float)renderer_data.texture_slot_index;
renderer_data.texture_slots[renderer_data.texture_slot_index] = texture;
renderer_data.texture_slot_index++;
}
for (size_t i = 0; i < quad_vertex_count; i++) {
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[i];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = texture_coords[i];
renderer_data.quad_vertex_ptr->tex_index = texture_index;
renderer_data.quad_vertex_ptr->tiling_factor = tiling_factor;
renderer_data.quad_vertex_ptr->id = entity_id;
renderer_data.quad_vertex_ptr++;
}
renderer_data.quad_index_count += 6;
renderer_data.stats.quad_count++;
}
void Renderer2D::DrawQuad(const glm::mat4& transform,
const glm::vec4& color, int entity_id)
{
OE_PROFILE_FUNCTION();
constexpr size_t quad_vertex_count = 4;
constexpr glm::vec2 texture_coords[] = { { 0.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f }};
if (renderer_data.quad_index_count >= Renderer2DData::max_indices)
FlushAndReset();
for (size_t i = 0; i < quad_vertex_count; i++) {
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[i];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = texture_coords[i];
renderer_data.quad_vertex_ptr->tex_index = 0;
renderer_data.quad_vertex_ptr->tiling_factor = 1.0f;
renderer_data.quad_vertex_ptr->id = entity_id;
renderer_data.quad_vertex_ptr++;
}
renderer_data.quad_index_count += 6;
renderer_data.stats.quad_count++;
}
void Renderer2D::ResetStats()
{
memset(&renderer_data.stats, 0, sizeof(Statistics));
}
const Statistics& Renderer2D::GetStats()
{
return renderer_data.stats;
}
void Renderer2D::FlushAndReset()
{
EndScene();
renderer_data.quad_index_count = 0;
renderer_data.quad_vertex_ptr = renderer_data.quad_vertex_base;
renderer_data.texture_slot_index = 1;
}
void Renderer2D::StartBatch()
{
renderer_data.quad_index_count = 0;
renderer_data.quad_vertex_ptr = renderer_data.quad_vertex_base;
renderer_data.texture_slot_index = 1;
}
void Renderer2D::NextBatch()
{
Flush();
StartBatch();
}
}