moved Sprite Batcher's default shader to Renderer; no longer a global var

This commit is contained in:
Noel Berry
2022-02-10 01:13:20 -08:00
parent 2619d2d9e0
commit f56e3bb2b2
8 changed files with 167 additions and 216 deletions

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@ -17,51 +17,11 @@ using namespace Blah;
namespace
{
// A dummy Frame Buffer that represents the Back Buffer
// it doesn't actually contain any textures or details.
class BackBuffer final : public Target
{
Attachments empty_textures;
Attachments& textures() override
{
BLAH_ASSERT(false, "Backbuffer doesn't have any textures");
return empty_textures;
}
const Attachments& textures() const override
{
BLAH_ASSERT(false, "Backbuffer doesn't have any textures");
return empty_textures;
}
int width() const override
{
int w, h;
Platform::get_draw_size(&w, &h);
return w;
}
int height() const override
{
int w, h;
Platform::get_draw_size(&w, &h);
return h;
}
void clear(Color color, float depth, u8 stencil, ClearMask mask) override
{
if (Renderer::instance)
Renderer::instance->clear_backbuffer(color, depth, stencil, mask);
}
};
Config app_config;
bool app_is_running = false;
bool app_is_exiting = false;
u64 app_time_last;
u64 app_time_accumulator = 0;
TargetRef app_backbuffer;
void app_iterate()
{
@ -135,6 +95,25 @@ namespace
}
}
// A dummy Frame Buffer that represents the Back Buffer
// it doesn't actually contain any textures or details.
class BackBuffer final : public Target
{
public:
Attachments empty_textures;
Attachments& textures() override { BLAH_ASSERT(false, "Backbuffer doesn't have any textures"); return empty_textures; }
const Attachments& textures() const override { BLAH_ASSERT(false, "Backbuffer doesn't have any textures"); return empty_textures; }
int width() const override { int w, h; Platform::get_draw_size(&w, &h); return w; }
int height() const override { int w, h; Platform::get_draw_size(&w, &h); return h; }
void clear(Color color, float depth, u8 stencil, ClearMask mask) override
{
BLAH_ASSERT_RENDERER();
if (Renderer::instance) Renderer::instance->clear_backbuffer(color, depth, stencil, mask);
}
};
BackBuffer app_backbuffer;
TargetRef app_backbuffer_ref = TargetRef(&app_backbuffer);
}
bool App::run(const Config* c)
@ -160,7 +139,6 @@ bool App::run(const Config* c)
// default values
app_is_running = true;
app_is_exiting = false;
app_backbuffer = TargetRef(new BackBuffer());
// initialize the system
if (!Platform::init(app_config))
@ -223,13 +201,12 @@ bool App::run(const Config* c)
Renderer::instance->shutdown();
Platform::shutdown();
delete Renderer::instance;
Renderer::instance = nullptr;
// clear static state
app_is_running = false;
app_is_exiting = false;
app_backbuffer = nullptr;
delete Renderer::instance;
Renderer::instance = nullptr;
Time::ticks = 0;
Time::seconds = 0;
@ -308,8 +285,8 @@ void App::set_size(Point point)
Point App::get_backbuffer_size()
{
BLAH_ASSERT_RUNNING();
if (app_backbuffer)
return Point(app_backbuffer->width(), app_backbuffer->height());
if (Renderer::instance)
return Point(app_backbuffer.width(), app_backbuffer.height());
return Point(0, 0);
}
@ -341,7 +318,7 @@ const RendererFeatures& App::renderer()
const TargetRef& App::backbuffer()
{
BLAH_ASSERT_RUNNING();
return app_backbuffer;
return app_backbuffer_ref;
}
void System::open_url(const char* url)

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@ -6,117 +6,13 @@
#include <blah/graphics/material.h>
#include <blah/numerics/calc.h>
#include <blah/app.h>
#include "../internal/renderer.h"
#include <cmath>
using namespace Blah;
namespace
{
// TODO:
// This shader needs to be graphics API agnostic
const ShaderData opengl_shader_data = {
// vertex shader
#ifdef __EMSCRIPTEN__
"#version 300 es\n"
#else
"#version 330\n"
#endif
"uniform mat4 u_matrix;\n"
"layout(location=0) in vec2 a_position;\n"
"layout(location=1) in vec2 a_tex;\n"
"layout(location=2) in vec4 a_color;\n"
"layout(location=3) in vec4 a_type;\n"
"out vec2 v_tex;\n"
"out vec4 v_col;\n"
"out vec4 v_type;\n"
"void main(void)\n"
"{\n"
" gl_Position = u_matrix * vec4(a_position.xy, 0, 1);\n"
" v_tex = a_tex;\n"
" v_col = a_color;\n"
" v_type = a_type;\n"
"}",
// fragment shader
#ifdef __EMSCRIPTEN__
"#version 300 es\n"
"precision mediump float;\n"
#else
"#version 330\n"
#endif
"uniform sampler2D u_texture;\n"
"in vec2 v_tex;\n"
"in vec4 v_col;\n"
"in vec4 v_type;\n"
"out vec4 o_color;\n"
"void main(void)\n"
"{\n"
" vec4 color = texture(u_texture, v_tex);\n"
" o_color = \n"
" v_type.x * color * v_col + \n"
" v_type.y * color.a * v_col + \n"
" v_type.z * v_col;\n"
"}"
};
const char* d3d11_shader = ""
"cbuffer constants : register(b0)\n"
"{\n"
" row_major float4x4 u_matrix;\n"
"}\n"
"struct vs_in\n"
"{\n"
" float2 position : POS;\n"
" float2 texcoord : TEX;\n"
" float4 color : COL;\n"
" float4 mask : MASK;\n"
"};\n"
"struct vs_out\n"
"{\n"
" float4 position : SV_POSITION;\n"
" float2 texcoord : TEX;\n"
" float4 color : COL;\n"
" float4 mask : MASK;\n"
"};\n"
"Texture2D u_texture : register(t0);\n"
"SamplerState u_texture_sampler : register(s0);\n"
"vs_out vs_main(vs_in input)\n"
"{\n"
" vs_out output;\n"
" output.position = mul(float4(input.position, 0.0f, 1.0f), u_matrix);\n"
" output.texcoord = input.texcoord;\n"
" output.color = input.color;\n"
" output.mask = input.mask;\n"
" return output;\n"
"}\n"
"float4 ps_main(vs_out input) : SV_TARGET\n"
"{\n"
" float4 color = u_texture.Sample(u_texture_sampler, input.texcoord);\n"
" return\n"
" input.mask.x * color * input.color + \n"
" input.mask.y * color.a * input.color + \n"
" input.mask.z * input.color;\n"
"}\n";
const ShaderData d3d11_shader_data = {
d3d11_shader,
d3d11_shader,
{
{ "POS", 0 },
{ "TEX", 0 },
{ "COL", 0 },
{ "MASK", 0 },
}
};
const VertexFormat format = VertexFormat(
{
{ 0, VertexType::Float2, false },
@ -124,11 +20,8 @@ namespace
{ 2, VertexType::UByte4, true },
{ 3, VertexType::UByte4, true },
});
}
namespace
{
static Vec2f batch_shape_intersection(const Vec2f& p0, const Vec2f& p1, const Vec2f& q0, const Vec2f& q1)
Vec2f batch_shape_intersection(const Vec2f& p0, const Vec2f& p1, const Vec2f& q0, const Vec2f& q1)
{
const auto aa = p1 - p0;
const auto bb = q0 - q1;
@ -208,21 +101,6 @@ do { \
INSERT_BATCH(); \
m_batch.variable = variable;
ShaderRef Batch::m_default_shader;
Batch::Batch()
{
texture_uniform = "u_texture";
sampler_uniform = "u_texture_sampler";
matrix_uniform = "u_matrix";
clear();
}
Batch::~Batch()
{
dispose();
}
void Batch::push_matrix(const Mat3x2f& matrix, bool absolute)
{
m_matrix_stack.push_back(m_matrix);
@ -407,16 +285,11 @@ void Batch::render(const TargetRef& target, const Mat4x4f& matrix)
if (!m_mesh)
m_mesh = Mesh::create();
if (!m_default_shader)
{
if (App::renderer().type == RendererType::OpenGL)
m_default_shader = Shader::create(opengl_shader_data);
else if (App::renderer().type == RendererType::D3D11)
m_default_shader = Shader::create(d3d11_shader_data);
}
if (!m_default_material)
m_default_material = Material::create(m_default_shader);
{
BLAH_ASSERT_RENDERER();
m_default_material = Material::create(Renderer::instance->default_batcher_shader);
}
}
// upload data

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@ -72,7 +72,7 @@ namespace Blah
wglDeleteContext_fn delete_context;
wglMakeCurrent_fn make_current;
} gl;
};
} g_platform;
// Win32 File Class
class Win32File : public File
@ -187,8 +187,6 @@ namespace Blah
using namespace Blah;
namespace fs = std::filesystem;
static Blah::Win32Platform g_platform;
bool Platform::init(const Config& config)
{
// clear platform

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@ -22,6 +22,9 @@ namespace Blah
// Renderer Features
RendererFeatures features;
// Default Shader for the Batcher
ShaderRef default_batcher_shader;
virtual ~Renderer() = default;
// Initialize the Graphics

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@ -20,6 +20,63 @@
namespace Blah
{
const char* d3d11_batch_shader = ""
"cbuffer constants : register(b0)\n"
"{\n"
" row_major float4x4 u_matrix;\n"
"}\n"
"struct vs_in\n"
"{\n"
" float2 position : POS;\n"
" float2 texcoord : TEX;\n"
" float4 color : COL;\n"
" float4 mask : MASK;\n"
"};\n"
"struct vs_out\n"
"{\n"
" float4 position : SV_POSITION;\n"
" float2 texcoord : TEX;\n"
" float4 color : COL;\n"
" float4 mask : MASK;\n"
"};\n"
"Texture2D u_texture : register(t0);\n"
"SamplerState u_texture_sampler : register(s0);\n"
"vs_out vs_main(vs_in input)\n"
"{\n"
" vs_out output;\n"
" output.position = mul(float4(input.position, 0.0f, 1.0f), u_matrix);\n"
" output.texcoord = input.texcoord;\n"
" output.color = input.color;\n"
" output.mask = input.mask;\n"
" return output;\n"
"}\n"
"float4 ps_main(vs_out input) : SV_TARGET\n"
"{\n"
" float4 color = u_texture.Sample(u_texture_sampler, input.texcoord);\n"
" return\n"
" input.mask.x * color * input.color + \n"
" input.mask.y * color.a * input.color + \n"
" input.mask.z * input.color;\n"
"}\n";
const ShaderData d3d11_batch_shader_data = {
d3d11_batch_shader,
d3d11_batch_shader,
{
{ "POS", 0 },
{ "TEX", 0 },
{ "COL", 0 },
{ "MASK", 0 },
}
};
class D3D11_Shader;
class Renderer_D3D11 : public Renderer
@ -787,6 +844,9 @@ namespace Blah
}
}
// create default sprite batch shader
default_batcher_shader = Shader::create(d3d11_batch_shader_data);
return true;
}

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@ -343,6 +343,51 @@ typedef void (APIENTRY* DEBUGPROC)(GLenum source,
namespace Blah
{
const ShaderData opengl_batch_shader_data = {
// vertex shader
#ifdef __EMSCRIPTEN__
"#version 300 es\n"
#else
"#version 330\n"
#endif
"uniform mat4 u_matrix;\n"
"layout(location=0) in vec2 a_position;\n"
"layout(location=1) in vec2 a_tex;\n"
"layout(location=2) in vec4 a_color;\n"
"layout(location=3) in vec4 a_type;\n"
"out vec2 v_tex;\n"
"out vec4 v_col;\n"
"out vec4 v_type;\n"
"void main(void)\n"
"{\n"
" gl_Position = u_matrix * vec4(a_position.xy, 0, 1);\n"
" v_tex = a_tex;\n"
" v_col = a_color;\n"
" v_type = a_type;\n"
"}",
// fragment shader
#ifdef __EMSCRIPTEN__
"#version 300 es\n"
"precision mediump float;\n"
#else
"#version 330\n"
#endif
"uniform sampler2D u_texture;\n"
"in vec2 v_tex;\n"
"in vec4 v_col;\n"
"in vec4 v_type;\n"
"out vec4 o_color;\n"
"void main(void)\n"
"{\n"
" vec4 color = texture(u_texture, v_tex);\n"
" o_color = \n"
" v_type.x * color * v_col + \n"
" v_type.y * color.a * v_col + \n"
" v_type.z * v_col;\n"
"}"
};
class Renderer_OpenGL : public Renderer
{
public:
@ -1158,6 +1203,9 @@ namespace Blah
features.origin_bottom_left = true;
features.max_texture_size = max_texture_size;
// create the default batch shader
default_batcher_shader = Shader::create(opengl_batch_shader_data);
return true;
}