diff options
| author | Vito Caputo <vcaputo@pengaru.com> | 2020-07-31 16:54:31 -0700 |
|---|---|---|
| committer | Vito Caputo <vcaputo@pengaru.com> | 2020-07-31 16:54:31 -0700 |
| commit | 94de2291e005f1c646fd779e8d32b2820e22e071 (patch) | |
| tree | 988bb9fde53a73edf948dd14fec07802a2f42406 /src/cache.c | |
| parent | cd7e9ebd9675461f59d5f7a9c7c0a9a1a0536d12 (diff) | |
*: initial implementation of pig
This is nothing to write home about, but it provides a little sandbox for
developing shader-generated textures in the spirit of shadertoy or the
demoscene tool bonzomatic.
It's more oriented towards developing shaders for use with libstage in
the small games I've been hacking on.
Diffstat (limited to 'src/cache.c')
| -rw-r--r-- | src/cache.c | 308 |
1 files changed, 308 insertions, 0 deletions
diff --git a/src/cache.c b/src/cache.c new file mode 100644 index 0000000..69c5504 --- /dev/null +++ b/src/cache.c @@ -0,0 +1,308 @@ +/* + * Copyright (C) 2018-2019 - Vito Caputo - <vcaputo@pengaru.com> + * + * This program is free software: you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 3 as published + * by the Free Software Foundation. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +/* This implements a simple texture-based 2D cache of a stage. So you can + * construct a stage of costly stuff to render that doesn't change every frame, + * give that to a cache, then stick the cache in the actual stage being + * rendered every frame. + * + * When the associated stage is dirty, the cache will render it into the cached + * texture in the prepare pass of the render. When it's not dirty, the cached + * texture will be used as-is. + */ + +#include <assert.h> +#include <stdlib.h> + +#include <stdio.h> // FIXME testing + +#include <stage.h> + +#include "bb2f.h" +#include "cache.h" +#include "pig.h" +#include "glad.h" +#include "m4f.h" +#include "shader.h" + +struct cache_t { + stage_t *stage; + const bb2f_t *region; + unsigned tex; + int x, y, w, h; + + unsigned refcnt; +}; + +static unsigned vbo, tcbo; +static shader_t *cache_shader; + +static const float vertices[] = { + +1.f, +1.f, 0.f, + +1.f, -1.f, 0.f, + -1.f, +1.f, 0.f, + +1.f, -1.f, 0.f, + -1.f, -1.f, 0.f, + -1.f, +1.f, 0.f, +}; + +static const float texcoords[] = { + 1.f, 1.f, + 1.f, 0.f, + 0.f, 1.f, + 1.f, 0.f, + 0.f, 0.f, + 0.f, 1.f, +}; + + +static const char *cache_vs = "" + "#version 120\n" + + "attribute vec3 vertex;" + "attribute vec2 texcoord;" + + "uniform mat4 model_x, view_x, projection_x;" + + "void main()" + "{" + " gl_TexCoord[0].xy = texcoord;" + " gl_Position = projection_x * view_x * model_x * vec4(vertex, 1.f);" + "}" +""; + + +static const char *cache_fs = "" + "#version 120\n" + + "uniform sampler2D tex0;" + "uniform float alpha;" + + "void main()" + "{" + " gl_FragColor = texture2D(tex0, gl_TexCoord[0].st);" + " gl_FragColor.a *= alpha;" + "}" +""; + + +/* update is where the cache maintains the cache. It calls a stage + * render on the attached stage as part of the outer stage's prepare phase. + * 1 is returned if the cache needed updating, 0 if not. + */ +int cache_update(cache_t *cache, float alpha, void *render_ctxt) +{ + pig_t *pig = render_ctxt; + int w, h; + + assert(pig); + assert(cache); + + /* On a more modern GL this is where an FBO would be setup for off-screen rendering + * of the cached stage, leaving the contents in a texture for cache_render to use. + * + * On old GL, which eon is targeting, all we can do here is render into the backbuffer, + * and read it back out into memory for a texture upload. Then just clear the backbuffer + * for the next user, the contents never get flipped to. + * + * I've read that this can be buggy to do, so this whole approach may be useless without FBOs. + */ + + /* FIXME TODO: this is lifted from eon, I've mechanically converted the eon API to pig API, + * but it feels like this should be in libplay. + */ + + /* determine the cache'd region dimensions in pixels */ + if (!cache->region) { + pig_canvas_size(pig, &w, &h); + cache->x = cache->y = 0; + } else { + int xmin, ymin, xmax, ymax; + + /* compute texture 1:1 dimensions in pixels for the region */ + pig_canvas_from_ndc(pig, cache->region->min.x, cache->region->min.y, &xmin, &ymin); + pig_canvas_from_ndc(pig, cache->region->max.x, cache->region->max.y, &xmax, &ymax); + + assert(ymax >= ymin); + assert(xmax >= xmin); + + w = xmax - xmin; + h = ymax - ymin; + + cache->x = xmin; + cache->y = ymin; + } + + /* if the dimensions changed, (re)create the texture, and ensure the cached stage is dirty */ + if (w != cache->w || h != cache->h) { + cache->w = w; + cache->h = h; + + glBindTexture(GL_TEXTURE_2D, cache->tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); + + stage_dirty(cache->stage); + } + + if (stage_render(cache->stage, render_ctxt)) { + + glFinish(); /* XXX: ensures all outstanding rendering is done before reading into the cache */ + glBindTexture(GL_TEXTURE_2D, cache->tex); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, cache->x, cache->y, w, h); + glBindTexture(GL_TEXTURE_2D, 0); + + return 1; + } + + return 0; +} + + +/* Render simply renders a cached texture onto the screen */ +void cache_render(cache_t *cache, float alpha, const m4f_t *model_x, const m4f_t *view_x, const m4f_t *projection_x) +{ + m4f_t identity = m4f_identity(); + int *uniforms, *attributes; + + assert(cache); + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + shader_use(cache_shader, NULL, &uniforms, NULL, &attributes); + + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glVertexAttribPointer(attributes[0], 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); + glEnableVertexAttribArray(attributes[0]); + + glBindBuffer(GL_ARRAY_BUFFER, tcbo); + glEnableVertexAttribArray(attributes[1]); + glVertexAttribPointer(attributes[1], 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, cache->tex); + glUniform1i(uniforms[0], 0); + + glUniform1f(uniforms[1], alpha); + + if (!model_x) + model_x = &identity; + + if (!view_x) + view_x = &identity; + + if (!projection_x) + projection_x = &identity; + + glUniformMatrix4fv(uniforms[2], 1, GL_FALSE, &model_x->m[0][0]); + glUniformMatrix4fv(uniforms[3], 1, GL_FALSE, &view_x->m[0][0]); + glUniformMatrix4fv(uniforms[4], 1, GL_FALSE, &projection_x->m[0][0]); + + glDrawArrays(GL_TRIANGLES, 0, 6); + + glBindTexture(GL_TEXTURE_2D, 0); + glUseProgram(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); +} + + +void cache_free(cache_t *cache) +{ + assert(cache); + + cache->refcnt--; + if (cache->refcnt > 0) + return; + + stage_free(cache->stage); + glDeleteTextures(1, &cache->tex); + free(cache); +} + + +/* return a cache for a stage + * The cache takes ownership of the supplied stage, and will + * free it when the cache is freed w/cache_free(). + * When the associated stage is dirty, the cache gets updated with its rendered + * output on a subsequent render, in the prepare hook. + * + * region specifies, in ndc coordinates, the region of the canvas as rendered by the associated stage to cache. + * transform specifies the transformation to apply to the two triangles used for mapping the cached texture. + * The triangles used for mapping the texture form a section of a unit cube @ coordinates -1,-1,0 .. +1,+1,0, so + * if you supply an identity matrix for transform, the cached texture is drawn fullscreen. + * + * Either region and/or transform may be NULL. When region is NULL, it's assumed to be -1,-1..+1,+1. When + * transform is NULL, it's assumed to be an identity matrix. So supplying NULL for both caches the full canvas, + * and draws it directly back into the full canvas. + */ +cache_t * cache_new(stage_t *stage, const bb2f_t *region) +{ + cache_t *cache; + + assert(stage); + + if (!vbo) { + /* common to all cache nodes */ + cache_shader = shader_pair_new(cache_vs, cache_fs, + 5, + (const char *[]) { + "tex0", + "alpha", + "model_x", + "view_x", + "projection_x", + }, + 2, + (const char *[]) { + "vertex", + "texcoord", + }); + + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glGenBuffers(1, &tcbo); + glBindBuffer(GL_ARRAY_BUFFER, tcbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + + cache = calloc(1, sizeof(cache_t)); + if (!cache) + return NULL; + + cache->stage = stage; + cache->region = region; + + glGenTextures(1, &cache->tex); + glBindTexture(GL_TEXTURE_2D, cache->tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glBindTexture(GL_TEXTURE_2D, 0); + + cache->refcnt++; + + return cache; +} + + +void cache_ref(cache_t *cache) +{ + cache->refcnt++; +} |
