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diff --git a/src/cache.c b/src/cache.c
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-/*
- * 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++;
-}
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