A 2D tile-based sandbox game.
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Renderer.cc 19KB

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  1. #include "Renderer.h"
  2. #include <iostream>
  3. #include <stdio.h>
  4. #include <swan-common/constants.h>
  5. #include <string.h>
  6. // std::endian was originally in type_traits, was moved to bit
  7. #include <type_traits>
  8. #include <bit>
  9. #include "gl.h"
  10. #include "shaders.h"
  11. #include "GlWrappers.h"
  12. #include "TileAtlas.h"
  13. #include "util.h"
  14. namespace Cygnet {
  15. struct ChunkProg: public GlProgram {
  16. template<typename... T>
  17. ChunkProg(const T &... shaders): GlProgram(shaders...) { init(); }
  18. ~ChunkProg() { deinit(); }
  19. GLint camera = uniformLoc("camera");
  20. GLint pos = uniformLoc("pos");
  21. GLint vertex = attribLoc("vertex");
  22. GLint tileAtlas = uniformLoc("tileAtlas");
  23. GLint tileAtlasSize = uniformLoc("tileAtlasSize");
  24. GLint tiles = uniformLoc("tiles");
  25. GLuint vbo;
  26. static constexpr float ch = (float)SwanCommon::CHUNK_HEIGHT;
  27. static constexpr float cw = (float)SwanCommon::CHUNK_WIDTH;
  28. static constexpr GLfloat vertexes[] = {
  29. 0.0f, 0.0f, // pos 0: top left
  30. 0.0f, ch , // pos 1: bottom left
  31. cw, ch, // pos 2: bottom right
  32. cw, ch, // pos 2: bottom right
  33. cw, 0.0f, // pos 3: top right
  34. 0.0f, 0.0f, // pos 0: top left
  35. };
  36. void enable() {
  37. glUseProgram(id());
  38. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  39. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  40. glEnableVertexAttribArray(vertex);
  41. glCheck();
  42. glUniform1i(tileAtlas, 0);
  43. glUniform1i(tiles, 1);
  44. }
  45. void disable() {
  46. glDisableVertexAttribArray(vertex);
  47. glCheck();
  48. }
  49. void init() {
  50. glGenBuffers(1, &vbo);
  51. glCheck();
  52. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  53. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  54. glCheck();
  55. }
  56. void deinit() {
  57. glDeleteBuffers(1, &vbo);
  58. glCheck();
  59. }
  60. };
  61. struct ChunkShadowProg: public GlProgram {
  62. template<typename... T>
  63. ChunkShadowProg(const T &... shaders): GlProgram(shaders...) { init(); }
  64. ~ChunkShadowProg() { deinit(); }
  65. GLint camera = uniformLoc("camera");
  66. GLint pos = uniformLoc("pos");
  67. GLint vertex = attribLoc("vertex");
  68. GLint tex = uniformLoc("tex");
  69. GLuint vbo;
  70. static constexpr float ch = (float)SwanCommon::CHUNK_HEIGHT;
  71. static constexpr float cw = (float)SwanCommon::CHUNK_WIDTH;
  72. static constexpr GLfloat vertexes[] = {
  73. 0.0f, 0.0f, // pos 0: top left
  74. 0.0f, ch , // pos 1: bottom left
  75. cw, ch, // pos 2: bottom right
  76. cw, ch, // pos 2: bottom right
  77. cw, 0.0f, // pos 3: top right
  78. 0.0f, 0.0f, // pos 0: top left
  79. };
  80. void enable() {
  81. glUseProgram(id());
  82. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  83. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  84. glEnableVertexAttribArray(vertex);
  85. glCheck();
  86. glUniform1i(tex, 0);
  87. }
  88. void disable() {
  89. glDisableVertexAttribArray(vertex);
  90. glCheck();
  91. }
  92. void init() {
  93. glGenBuffers(1, &vbo);
  94. glCheck();
  95. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  96. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  97. glCheck();
  98. }
  99. void deinit() {
  100. glDeleteBuffers(1, &vbo);
  101. glCheck();
  102. }
  103. };
  104. struct TileProg: public GlProgram {
  105. template<typename... T>
  106. TileProg(const T &... shaders): GlProgram(shaders...) { init(); }
  107. ~TileProg() { deinit(); }
  108. GLint camera = uniformLoc("camera");
  109. GLint transform = uniformLoc("transform");
  110. GLint vertex = attribLoc("vertex");
  111. GLint tileAtlas = uniformLoc("tileAtlas");
  112. GLint tileAtlasSize = uniformLoc("tileAtlasSize");
  113. GLint tileID = uniformLoc("tileID");
  114. GLuint vbo;
  115. static constexpr GLfloat vertexes[] = {
  116. 0.0f, 0.0f, // pos 0: top left
  117. 0.0f, 1.0f, // pos 1: bottom left
  118. 1.0f, 1.0f, // pos 2: bottom right
  119. 1.0f, 1.0f, // pos 2: bottom right
  120. 1.0f, 0.0f, // pos 3: top right
  121. 0.0f, 0.0f, // pos 0: top left
  122. };
  123. void enable() {
  124. glUseProgram(id());
  125. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  126. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  127. glEnableVertexAttribArray(vertex);
  128. glCheck();
  129. glUniform1i(tileAtlas, 0);
  130. }
  131. void disable() {
  132. glDisableVertexAttribArray(vertex);
  133. glCheck();
  134. }
  135. void init() {
  136. glGenBuffers(1, &vbo);
  137. glCheck();
  138. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  139. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  140. glCheck();
  141. }
  142. void deinit() {
  143. glDeleteBuffers(1, &vbo);
  144. glCheck();
  145. }
  146. };
  147. struct SpriteProg: public GlProgram {
  148. template<typename... T>
  149. SpriteProg(const T &... shaders): GlProgram(shaders...) { init(); }
  150. ~SpriteProg() { deinit(); }
  151. GLint camera = uniformLoc("camera");
  152. GLint transform = uniformLoc("transform");
  153. GLint frameSize = uniformLoc("frameSize");
  154. GLint frameInfo = uniformLoc("frameInfo");
  155. GLint vertex = attribLoc("vertex");
  156. GLint tex = uniformLoc("tex");
  157. GLuint vbo;
  158. static constexpr GLfloat vertexes[] = {
  159. 0.0f, 0.0f, // pos 0: top left
  160. 0.0f, 1.0f, // pos 1: bottom left
  161. 1.0f, 1.0f, // pos 2: bottom right
  162. 1.0f, 1.0f, // pos 2: bottom right
  163. 1.0f, 0.0f, // pos 3: top right
  164. 0.0f, 0.0f, // pos 0: top left
  165. };
  166. void enable() {
  167. glUseProgram(id());
  168. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  169. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  170. glEnableVertexAttribArray(vertex);
  171. glCheck();
  172. glUniform1i(tex, 0);
  173. }
  174. void disable() {
  175. glDisableVertexAttribArray(vertex);
  176. glCheck();
  177. }
  178. void init() {
  179. glGenBuffers(1, &vbo);
  180. glCheck();
  181. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  182. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  183. glCheck();
  184. }
  185. void deinit() {
  186. glDeleteBuffers(1, &vbo);
  187. glCheck();
  188. }
  189. };
  190. struct RectProg: public GlProgram {
  191. template<typename... T>
  192. RectProg(const T &... shaders): GlProgram(shaders...) { init(); }
  193. ~RectProg() { deinit(); }
  194. GLint camera = uniformLoc("camera");
  195. GLint pos = uniformLoc("pos");
  196. GLint size = uniformLoc("size");
  197. GLint vertex = attribLoc("vertex");
  198. GLuint vbo;
  199. static constexpr GLfloat vertexes[] = {
  200. 0.0f, 0.0f, // pos 0: top left
  201. 0.0f, 1.0f, // pos 1: bottom left
  202. 1.0f, 1.0f, // pos 2: bottom right
  203. 1.0f, 1.0f, // pos 2: bottom right
  204. 1.0f, 0.0f, // pos 3: top right
  205. 0.0f, 0.0f, // pos 0: top left
  206. };
  207. void enable() {
  208. glUseProgram(id());
  209. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  210. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  211. glEnableVertexAttribArray(vertex);
  212. glCheck();
  213. }
  214. void disable() {
  215. glDisableVertexAttribArray(vertex);
  216. glCheck();
  217. }
  218. void init() {
  219. glGenBuffers(1, &vbo);
  220. glCheck();
  221. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  222. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  223. glCheck();
  224. }
  225. void deinit() {
  226. glDeleteBuffers(1, &vbo);
  227. glCheck();
  228. }
  229. };
  230. struct BlendProg: public GlProgram {
  231. template<typename... T>
  232. BlendProg(const T &... shaders): GlProgram(shaders...) { init(); }
  233. ~BlendProg() { deinit(); }
  234. GLint vertex = attribLoc("vertex");
  235. GLint texCoord = attribLoc("texCoord");
  236. GLint tex = uniformLoc("tex");
  237. GLuint vbo;
  238. static constexpr GLfloat vertexes[] = {
  239. -1.0f, -1.0f, 0.0f, 0.0f, // pos 0: top left
  240. -1.0f, 1.0f, 0.0f, 1.0f, // pos 1: bottom left
  241. 1.0f, 1.0f, 1.0f, 1.0f, // pos 2: bottom right
  242. 1.0f, 1.0f, 1.0f, 1.0f, // pos 2: bottom right
  243. 1.0f, -1.0f, 1.0f, 0.0f, // pos 3: top right
  244. -1.0f, -1.0f, 0.0f, 0.0f, // pos 0: top left
  245. };
  246. void enable() {
  247. glUseProgram(id());
  248. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  249. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
  250. glVertexAttribPointer(texCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
  251. glEnableVertexAttribArray(vertex);
  252. glEnableVertexAttribArray(texCoord);
  253. glCheck();
  254. glUniform1i(tex, 0);
  255. glCheck();
  256. }
  257. void disable() {
  258. glDisableVertexAttribArray(vertex);
  259. glCheck();
  260. }
  261. void init() {
  262. glGenBuffers(1, &vbo);
  263. glCheck();
  264. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  265. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  266. glCheck();
  267. }
  268. void deinit() {
  269. glDeleteBuffers(1, &vbo);
  270. glCheck();
  271. }
  272. };
  273. struct RendererState {
  274. GlVxShader chunkVx{Shaders::chunkVx};
  275. GlFrShader chunkFr{Shaders::chunkFr};
  276. GlVxShader chunkShadowVx{Shaders::chunkShadowVx};
  277. GlFrShader chunkShadowFr{Shaders::chunkShadowFr};
  278. GlVxShader tileVx{Shaders::tileVx};
  279. GlFrShader tileFr{Shaders::tileFr};
  280. GlVxShader spriteVx{Shaders::spriteVx};
  281. GlFrShader spriteFr{Shaders::spriteFr};
  282. GlVxShader rectVx{Shaders::rectVx};
  283. GlFrShader rectFr{Shaders::rectFr};
  284. GlVxShader blendVx{Shaders::blendVx};
  285. GlFrShader blendFr{Shaders::blendFr};
  286. ChunkProg chunkProg{chunkVx, chunkFr};
  287. ChunkShadowProg chunkShadowProg{chunkShadowVx, chunkShadowFr};
  288. TileProg tileProg{tileVx, tileFr};
  289. SpriteProg spriteProg{spriteVx, spriteFr};
  290. RectProg rectProg{rectVx, rectFr};
  291. BlendProg blendProg{blendVx, blendFr};
  292. SwanCommon::Vec2i screenSize;
  293. GLuint offscreenFramebuffer = 0;
  294. GLuint offscreenTex = 0;
  295. GLuint atlasTex = 0;
  296. SwanCommon::Vec2 atlasTexSize;
  297. };
  298. Renderer::Renderer(): state_(std::make_unique<RendererState>()) {
  299. glGenTextures(1, &state_->atlasTex);
  300. glCheck();
  301. glGenTextures(1, &state_->offscreenTex);
  302. glCheck();
  303. }
  304. Renderer::~Renderer() {
  305. glDeleteFramebuffers(1, &state_->offscreenFramebuffer);
  306. glDeleteTextures(1, &state_->offscreenFramebuffer);
  307. glDeleteTextures(1, &state_->atlasTex);
  308. }
  309. void Renderer::draw(const RenderCamera &cam) {
  310. Mat3gf camMat;
  311. camMat.translate(-cam.pos);
  312. if (cam.size.y > cam.size.x) {
  313. float ratio = (float)cam.size.y / (float)cam.size.x;
  314. winScale_ = {1/ratio, 1};
  315. camMat.scale({cam.zoom * ratio, -cam.zoom});
  316. } else {
  317. float ratio = (float)cam.size.x / (float)cam.size.y;
  318. winScale_ = {1, 1/ratio};
  319. camMat.scale({cam.zoom, -cam.zoom * ratio});
  320. }
  321. auto &chunkProg = state_->chunkProg;
  322. auto &chunkShadowProg = state_->chunkShadowProg;
  323. auto &tileProg = state_->tileProg;
  324. auto &spriteProg = state_->spriteProg;
  325. auto &rectProg = state_->rectProg;
  326. auto &blendProg = state_->blendProg;
  327. if (state_->screenSize != cam.size) {
  328. state_->screenSize = cam.size;
  329. glBindTexture(GL_TEXTURE_2D, state_->offscreenTex);
  330. glCheck();
  331. glTexImage2D(
  332. GL_TEXTURE_2D, 0, GL_RGBA, cam.size.x, cam.size.y, 0,
  333. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  334. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  335. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  336. glCheck();
  337. glGenFramebuffers(1, &state_->offscreenFramebuffer);
  338. glCheck();
  339. glBindFramebuffer(GL_FRAMEBUFFER, state_->offscreenFramebuffer);
  340. glCheck();
  341. glFramebufferTexture2D(
  342. GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
  343. state_->offscreenTex, 0);
  344. glCheck();
  345. }
  346. glBindFramebuffer(GL_FRAMEBUFFER, state_->offscreenFramebuffer);
  347. glFramebufferTexture2D(
  348. GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
  349. state_->offscreenTex, 0);
  350. glClearColor(0, 0, 0, 0);
  351. glClear(GL_COLOR_BUFFER_BIT);
  352. {
  353. chunkProg.enable();
  354. glUniformMatrix3fv(chunkProg.camera, 1, GL_TRUE, camMat.data());
  355. glCheck();
  356. glUniform2f(chunkProg.tileAtlasSize, state_->atlasTexSize.x, state_->atlasTexSize.y);
  357. glCheck();
  358. glActiveTexture(GL_TEXTURE0);
  359. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  360. glCheck();
  361. glActiveTexture(GL_TEXTURE1);
  362. for (auto [pos, chunk]: drawChunks_) {
  363. glUniform2f(chunkProg.pos, pos.x, pos.y);
  364. glBindTexture(GL_TEXTURE_2D, chunk.tex);
  365. glDrawArrays(GL_TRIANGLES, 0, 6);
  366. glCheck();
  367. }
  368. drawChunks_.clear();
  369. chunkProg.disable();
  370. }
  371. {
  372. tileProg.enable();
  373. glUniformMatrix3fv(tileProg.camera, 1, GL_TRUE, camMat.data());
  374. glCheck();
  375. glUniform2f(tileProg.tileAtlasSize, state_->atlasTexSize.x, state_->atlasTexSize.y);
  376. glCheck();
  377. glActiveTexture(GL_TEXTURE0);
  378. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  379. glCheck();
  380. glActiveTexture(GL_TEXTURE1);
  381. for (auto [mat, id]: drawTiles_) {
  382. glUniformMatrix3fv(tileProg.transform, 1, GL_TRUE, mat.data());
  383. glUniform1f(tileProg.tileID, id);
  384. glDrawArrays(GL_TRIANGLES, 0, 6);
  385. glCheck();
  386. }
  387. drawTiles_.clear();
  388. tileProg.disable();
  389. }
  390. {
  391. spriteProg.enable();
  392. glUniformMatrix3fv(spriteProg.camera, 1, GL_TRUE, camMat.data());
  393. glCheck();
  394. glActiveTexture(GL_TEXTURE0);
  395. for (auto [mat, frame, sprite]: drawSprites_) {
  396. glUniformMatrix3fv(spriteProg.transform, 1, GL_TRUE, mat.data());
  397. glUniform2f(spriteProg.frameSize, sprite.scale.x, sprite.scale.y);
  398. glUniform2f(spriteProg.frameInfo, sprite.frameCount, frame);
  399. glBindTexture(GL_TEXTURE_2D, sprite.tex);
  400. glDrawArrays(GL_TRIANGLES, 0, 6);
  401. glCheck();
  402. }
  403. drawSprites_.clear();
  404. spriteProg.disable();
  405. }
  406. {
  407. rectProg.enable();
  408. glUniformMatrix3fv(rectProg.camera, 1, GL_TRUE, camMat.data());
  409. glCheck();
  410. for (auto [pos, size]: drawRects_) {
  411. glUniform2f(rectProg.pos, pos.x, pos.y);
  412. glUniform2f(rectProg.size, size.x, size.y);
  413. glDrawArrays(GL_TRIANGLES, 0, 6);
  414. glCheck();
  415. }
  416. drawRects_.clear();
  417. rectProg.disable();
  418. }
  419. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  420. {
  421. blendProg.enable();
  422. glActiveTexture(GL_TEXTURE0);
  423. glBindTexture(GL_TEXTURE_2D, state_->offscreenTex);
  424. glDrawArrays(GL_TRIANGLES, 0, 6);
  425. glCheck();
  426. blendProg.disable();
  427. }
  428. {
  429. chunkShadowProg.enable();
  430. glUniformMatrix3fv(chunkShadowProg.camera, 1, GL_TRUE, camMat.data());
  431. glCheck();
  432. glActiveTexture(GL_TEXTURE0);
  433. for (auto [pos, shadow]: drawChunkShadows_) {
  434. glUniform2f(chunkShadowProg.pos, pos.x, pos.y);
  435. glBindTexture(GL_TEXTURE_2D, shadow.tex);
  436. glDrawArrays(GL_TRIANGLES, 0, 6);
  437. glCheck();
  438. }
  439. drawChunkShadows_.clear();
  440. chunkShadowProg.disable();
  441. }
  442. }
  443. void Renderer::uploadTileAtlas(const void *data, int width, int height) {
  444. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  445. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  446. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  447. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  448. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  449. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  450. glCheck();
  451. state_->atlasTexSize = {
  452. (float)(int)(width / SwanCommon::TILE_SIZE),
  453. (float)(int)(height / SwanCommon::TILE_SIZE) };
  454. }
  455. void Renderer::modifyTile(TileID id, const void *data) {
  456. int w = (int)state_->atlasTexSize.x;
  457. int x = id % w;
  458. int y = id / w;
  459. glActiveTexture(GL_TEXTURE0);
  460. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  461. glTexSubImage2D(
  462. GL_TEXTURE_2D, 0, x * SwanCommon::TILE_SIZE, y * SwanCommon::TILE_SIZE,
  463. SwanCommon::TILE_SIZE, SwanCommon::TILE_SIZE,
  464. GL_RGBA, GL_UNSIGNED_BYTE, data);
  465. glCheck();
  466. }
  467. RenderChunk Renderer::createChunk(
  468. TileID tiles[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT]) {
  469. RenderChunk chunk;
  470. glGenTextures(1, &chunk.tex);
  471. glCheck();
  472. glActiveTexture(GL_TEXTURE0);
  473. glBindTexture(GL_TEXTURE_2D, chunk.tex);
  474. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  475. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  476. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  477. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  478. glCheck();
  479. static_assert(
  480. std::endian::native == std::endian::big ||
  481. std::endian::native == std::endian::little,
  482. "Expected either big or little endian");
  483. if constexpr (std::endian::native == std::endian::little) {
  484. glTexImage2D(
  485. GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
  486. SwanCommon::CHUNK_WIDTH, SwanCommon::CHUNK_HEIGHT,
  487. 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, tiles);
  488. glCheck();
  489. } else if constexpr (std::endian::native == std::endian::big) {
  490. uint8_t buf[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT * 2];
  491. for (size_t y = 0; y < SwanCommon::CHUNK_HEIGHT; ++y) {
  492. for (size_t x = 0; x < SwanCommon::CHUNK_WIDTH; ++x) {
  493. size_t dst = y * SwanCommon::CHUNK_WIDTH * 2 + x * 2;
  494. size_t src = y * SwanCommon::CHUNK_WIDTH + x;
  495. buf[dst + 0] = tiles[src] & 0xff;
  496. buf[dst + 1] = (tiles[src] & 0xff00) >> 8;
  497. }
  498. }
  499. glTexImage2D(
  500. GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
  501. SwanCommon::CHUNK_WIDTH, SwanCommon::CHUNK_HEIGHT,
  502. 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, buf);
  503. glCheck();
  504. }
  505. return chunk;
  506. }
  507. void Renderer::modifyChunk(RenderChunk chunk, SwanCommon::Vec2i pos, TileID id) {
  508. glActiveTexture(GL_TEXTURE0);
  509. glBindTexture(GL_TEXTURE_2D, chunk.tex);
  510. glCheck();
  511. static_assert(
  512. std::endian::native == std::endian::big ||
  513. std::endian::native == std::endian::little,
  514. "Expected either big or little endian");
  515. if constexpr (std::endian::native == std::endian::little) {
  516. glTexSubImage2D(
  517. GL_TEXTURE_2D, 0, pos.x, pos.y, 1, 1,
  518. GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, &id);
  519. } else if constexpr (std::endian::native == std::endian::big) {
  520. uint8_t buf[] = { (uint8_t)(id & 0xff), (uint8_t)((id & 0xff00) >> 8) };
  521. glTexSubImage2D(
  522. GL_TEXTURE_2D, 0, pos.x, pos.y, 1, 1,
  523. GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, buf);
  524. }
  525. glCheck();
  526. }
  527. void Renderer::destroyChunk(RenderChunk chunk) {
  528. glDeleteTextures(1, &chunk.tex);
  529. glCheck();
  530. }
  531. RenderChunkShadow Renderer::createChunkShadow(
  532. uint8_t data[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT]) {
  533. RenderChunkShadow shadow;
  534. glGenTextures(1, &shadow.tex);
  535. glCheck();
  536. glActiveTexture(GL_TEXTURE0);
  537. glBindTexture(GL_TEXTURE_2D, shadow.tex);
  538. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  539. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  540. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  541. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  542. glCheck();
  543. glTexImage2D(
  544. GL_TEXTURE_2D, 0, GL_LUMINANCE,
  545. SwanCommon::CHUNK_WIDTH, SwanCommon::CHUNK_HEIGHT,
  546. 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
  547. glCheck();
  548. return shadow;
  549. }
  550. void Renderer::modifyChunkShadow(
  551. RenderChunkShadow shadow,
  552. uint8_t data[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT]) {
  553. glActiveTexture(GL_TEXTURE0);
  554. glBindTexture(GL_TEXTURE_2D, shadow.tex);
  555. glTexImage2D(
  556. GL_TEXTURE_2D, 0, GL_LUMINANCE,
  557. SwanCommon::CHUNK_WIDTH, SwanCommon::CHUNK_HEIGHT,
  558. 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
  559. glCheck();
  560. }
  561. void Renderer::destroyChunkShadow(RenderChunkShadow shadow) {
  562. glDeleteTextures(1, &shadow.tex);
  563. glCheck();
  564. }
  565. RenderSprite Renderer::createSprite(void *data, int width, int height, int fh) {
  566. RenderSprite sprite;
  567. sprite.scale = {
  568. (float)width / SwanCommon::TILE_SIZE,
  569. (float)fh / SwanCommon::TILE_SIZE };
  570. sprite.frameCount = height / fh;
  571. glGenTextures(1, &sprite.tex);
  572. glCheck();
  573. glActiveTexture(GL_TEXTURE0);
  574. glBindTexture(GL_TEXTURE_2D, sprite.tex);
  575. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  576. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  577. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  578. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  579. glCheck();
  580. glTexImage2D(
  581. GL_TEXTURE_2D, 0, GL_RGBA, width, height,
  582. 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  583. glCheck();
  584. return sprite;
  585. }
  586. RenderSprite Renderer::createSprite(void *data, int width, int height) {
  587. return createSprite(data, width, height, height);
  588. }
  589. void Renderer::destroySprite(RenderSprite sprite) {
  590. glDeleteTextures(1, &sprite.tex);
  591. }
  592. }