cOMS/gpuapi/RenderUtils.h

341 lines
9.7 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_GPUAPI_RENDER_UTILS_H
#define TOS_GPUAPI_RENDER_UTILS_H
#include <stdio.h>
#include <string.h>
#include "../math/matrix/MatrixFloat32.h"
#include "../font/Font.h"
inline
void vertex_rect_create(
Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex,
f32 x, f32 y, f32 width, f32 height, int32 align_h, int32 align_v,
uint32 color_index = 0, f32 tex_x1 = 0.0f, f32 tex_y1 = 0.0f, f32 tex_x2 = 0.0f, f32 tex_y2 = 0.0f
) {
if (align_h == UI_ALIGN_H_RIGHT) {
x -= width;
} else if (align_h == UI_ALIGN_H_CENTER) {
x -= width / 2;
}
if (align_v == UI_ALIGN_V_TOP) {
y -= height;
} else if (align_v == UI_ALIGN_V_CENTER) {
y -= height / 2;
}
// Degenerate triangles
// They are alternating every loop BUT since we use references they look the same in code
// WARNING: Before using we must make sure that the 0 index is defined
// The easiest way is to just define a "degenerate" starting point
vertices[*index].position.x = vertices[*index - 1].position.x;
vertices[*index].position.y = vertices[*index - 1].position.y;
vertices[*index].position.z = zindex;
vertices[*index].tex_coord.x = 0;
vertices[*index].tex_coord.y = 0;
vertices[*index].color = 0;
++(*index);
vertices[*index].position.x = x;
vertices[*index].position.y = y;
vertices[*index].position.z = zindex;
vertices[*index].tex_coord.x = 0;
vertices[*index].tex_coord.y = 0;
vertices[*index].color = 0;
++(*index);
// Rectangle
vertices[*index].position.x = x;
vertices[*index].position.y = y;
vertices[*index].position.z = zindex;
vertices[*index].tex_coord.x = tex_x1;
vertices[*index].tex_coord.y = tex_y1;
vertices[*index].color = color_index;
++(*index);
// Depending on the orientation we either need to add or subtract height -> we use branchless code for that
vertices[*index].position.x = x;
vertices[*index].position.y = y + height;
vertices[*index].position.z = zindex;
vertices[*index].tex_coord.x = tex_x1;
vertices[*index].tex_coord.y = tex_y2;
vertices[*index].color = color_index;
++(*index);
vertices[*index].position.x = x + width;
vertices[*index].position.y = y;
vertices[*index].position.z = zindex;
vertices[*index].tex_coord.x = tex_x2;
vertices[*index].tex_coord.y = tex_y1;
vertices[*index].color = color_index;
++(*index);
vertices[*index].position.x = x + width;
vertices[*index].position.y = y + height;
vertices[*index].position.z = zindex;
vertices[*index].tex_coord.x = tex_x2;
vertices[*index].tex_coord.y = tex_y2;
vertices[*index].color = color_index;
++(*index);
}
void text_calculate_dimensions(
f32* __restrict width, f32* __restrict height,
const Font* __restrict font, const char* text, f32 scale, int32 length
) {
f32 x = 0;
f32 y = font->line_height * scale;
f32 offset_x = 0;
// @todo remember to restrict to width/height if value > 0 -> force width to remain below certain value
for (int i = 0; i < length; ++i) {
int32 character = utf8_get_char_at(text, i);
if (character == '\n') {
x = OMS_MAX(x, offset_x);
y += font->line_height * scale;
offset_x = 0;
continue;
}
Glyph* glyph = NULL;
for (int j = 0; j < font->glyph_count; ++j) {
if (font->glyphs[j].codepoint == character) {
glyph = &font->glyphs[j];
break;
}
}
if (!glyph) {
continue;
}
offset_x += (glyph->metrics.width + glyph->metrics.offset_x) * scale;
}
*width = OMS_MAX(x, offset_x);
*height = y;
}
void vertex_text_create(
Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex,
f32 x, f32 y, f32 width, f32 height, int32 align_h, int32 align_v,
const Font* __restrict font, const char* __restrict text, f32 size, uint32 color_index = 0
) {
int32 length = utf8_strlen(text);
float scale = size / font->size;
// If we do a different alignment we need to pre-calculate the width and height
if (align_h != 0 || align_v != 0) {
text_calculate_dimensions(&width, &height, font, text, scale, length);
if (align_h == UI_ALIGN_H_RIGHT) {
x -= width;
} else if (align_h == UI_ALIGN_H_CENTER) {
x -= width / 2;
}
if (align_v == UI_ALIGN_V_TOP) {
y -= height;
} else if (align_v == UI_ALIGN_V_CENTER) {
y -= height / 2;
}
}
f32 offset_x = x;
for (int i = 0; i < length; ++i) {
int32 character = utf8_get_char_at(text, i);
if (character == '\n') {
y += font->line_height * scale;
offset_x = x;
continue;
}
Glyph* glyph = NULL;
for (int j = 0; j < font->glyph_count; ++j) {
if (font->glyphs[j].codepoint == character) {
glyph = &font->glyphs[j];
break;
}
}
if (!glyph) {
continue;
}
vertex_rect_create(
vertices, index, zindex,
offset_x, y, glyph->metrics.width * scale, glyph->metrics.height * scale, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM,
color_index, glyph->coords.x1, glyph->coords.y1, glyph->coords.x2, glyph->coords.y2
);
offset_x += (glyph->metrics.width + glyph->metrics.offset_x) * scale;
}
// @question How and where to cut off text out of view (here or somewhere else)
// We could just prepare the entire text here but then decide what to render later?
// @todo If width or height (usually just width) > 0 we use those values for automatic wrapping
// This way we can ensure no overflow easily
// @todo implement line alignment, currently only total alignment is considered
}
inline
void entity_world_space(f32* world_space, const f32* local_space, const f32* model_mat)
{
mat4vec4_mult(model_mat, local_space, world_space);
}
inline
void entity_view_space(f32* view_space, const f32* world_space, const f32* view_mat)
{
mat4vec4_mult(view_mat, world_space, view_space);
}
inline
void entity_clip_space(f32* clip_space, const f32* view_space, const f32* projection_mat)
{
mat4vec4_mult(projection_mat, view_space, clip_space);
}
inline
void entity_clip_space_mat(f32* result_mat, const f32* model_mat, const f32* view_mat, const f32* projection_mat)
{
f32 temp[16];
mat4mat4_mult(projection_mat, view_mat, temp);
mat4mat4_mult(temp, model_mat, result_mat);
}
/**
* Create the matrix used to transform from local space to clip space
*
* This allows us to transform multiple objects with the same matrix
*
* Vclip = Mprojection * Mview * Mmodel * Vlocal
*/
void entity_clip_space_mat_sse(f32* result_mat, const f32* model_mat, const f32* view_mat, const f32* projection_mat)
{
__m128 temp[4];
__m128 a[4];
__m128 b[4];
a[0] = _mm_loadu_ps(projection_mat);
a[1] = _mm_loadu_ps(&projection_mat[4]);
a[2] = _mm_loadu_ps(&projection_mat[8]);
a[3] = _mm_loadu_ps(&projection_mat[12]);
b[0] = _mm_loadu_ps(view_mat);
b[1] = _mm_loadu_ps(&view_mat[4]);
b[2] = _mm_loadu_ps(&view_mat[8]);
b[3] = _mm_loadu_ps(&view_mat[12]);
_MM_TRANSPOSE4_PS(b[0], b[1], b[2], b[3]);
mat4mat4_mult_sse(a, b, temp);
a[0] = temp[0];
a[1] = temp[1];
a[2] = temp[2];
a[3] = temp[3];
b[0] = _mm_loadu_ps(model_mat);
b[1] = _mm_loadu_ps(&model_mat[4]);
b[2] = _mm_loadu_ps(&model_mat[8]);
b[3] = _mm_loadu_ps(&model_mat[12]);
_MM_TRANSPOSE4_PS(b[0], b[1], b[2], b[3]);
mat4mat4_mult_sse(a, b, temp);
_mm_store_ps(&result_mat[0], temp[0]);
_mm_store_ps(&result_mat[4], temp[1]);
_mm_store_ps(&result_mat[8], temp[2]);
_mm_store_ps(&result_mat[12], temp[3]);
}
inline
void entity_clip_space_from_local(f32* clip_space, const f32* local_space, const f32* mat)
{
mat4vec4_mult(mat, local_space, clip_space);
}
inline
void entity_clip_space_from_local_sse(f32* clip_space, const f32* local_space, const f32* mat)
{
mat4vec4_mult_sse(mat, local_space, clip_space);
}
/*
inline
void entity_screen_space(f32* screen_space, const f32* clip_space, const f32* viewport_mat)
{
// @todo implement
}
*/
inline
void entity_world_space_sse(f32* world_space, const f32* local_space, const f32* model_mat)
{
mat4vec4_mult_sse(model_mat, local_space, world_space);
}
inline
void entity_view_space_sse(f32* view_space, const f32* world_space, const f32* view_mat)
{
mat4vec4_mult_sse(view_mat, world_space, view_space);
}
inline
void entity_clip_space_sse(f32* clip_space, const f32* view_space, const f32* projection_mat)
{
mat4vec4_mult_sse(projection_mat, view_space, clip_space);
}
/*
inline
void entity_screen_space_sse(f32* screen_space, const f32* clip_space, const f32* viewport_mat)
{
// @todo implement
}
*/
inline
void entity_world_space_sse(__m128* world_space, const __m128* local_space, const __m128* model_mat)
{
mat4vec4_mult_sse(model_mat, local_space, world_space);
}
inline
void entity_view_space_sse(__m128* view_space, const __m128* world_space, const __m128* view_mat)
{
mat4vec4_mult_sse(view_mat, world_space, view_space);
}
inline
void entity_clip_space_sse(__m128* clip_space, const __m128* view_space, const __m128* projection_mat)
{
mat4vec4_mult_sse(projection_mat, view_space, clip_space);
}
/*
inline
void entity_screen_space_sse(__m128* screen_space, const __m128* clip_space, const __m128* viewport_mat)
{
// @todo implement
}
*/
#endif