|
| 1 | ++++ |
| 2 | +title = "Virtual Sprites" |
| 3 | +description = "Dynamically building an atlas of used sprites at runtime." |
| 4 | +draft = true |
| 5 | +[taxonomies] |
| 6 | +categories = ["rendering"] |
| 7 | +tags = ["rendering", "texturing"] |
| 8 | ++++ |
| 9 | + |
| 10 | +> Dynamically building an atlas and index of sprites at runtime... |
| 11 | +
|
| 12 | +{{ todo_notice(body="This article is incomplete and explains an experimental technique.") }} |
| 13 | + |
| 14 | +## Motivation |
| 15 | + |
| 16 | +{{ todo_notice(body="Convert to paragraphs? Explain better?") }} |
| 17 | + |
| 18 | +- Building a texture atlas at start-up of *all* the sprites is quite the expensive process. |
| 19 | +- Array textures are limited to ~2048 layers and require all sprites to have the same size. |
| 20 | +- Both a normal atlas and array-textures have trouble with animated textures. |
| 21 | +- Uploading small textures/sprites to the GPU is surprisingly fast and easy. |
| 22 | +- As chunk meshes depend on their used sprites, we can't save/restore them to disk. |
| 23 | +- Being able to dynamically create new sprites at runtime as needed is neat. |
| 24 | +- Being able to let sprites have special projections and parameters is neat. |
| 25 | +- Surprisingly this is doable, though slower, with older OpenGL versions! |
| 26 | + - (iirc, older GPUs/drivers don't like random-ish memory/texture reads?) |
| 27 | + |
| 28 | +Silly things one can do with this technique: |
| 29 | + |
| 30 | +- 'Environmental' sprites. |
| 31 | +- User-generated sprites. |
| 32 | +- Font glyphs and emoji. |
| 33 | + |
| 34 | +Drawbacks: |
| 35 | + |
| 36 | +- Whomst cares? |
| 37 | + |
| 38 | +## Implementation |
| 39 | + |
| 40 | +{{ todo_notice(body="Finish (minimal) implementation?") }} |
| 41 | + |
| 42 | +```glsl |
| 43 | +#version 460 core |
| 44 | +
|
| 45 | +struct SpriteDef { |
| 46 | + float uv[4]; |
| 47 | +}; |
| 48 | +
|
| 49 | +layout(binding = 0, std430) readonly buffer ssbo_sprites { |
| 50 | + SpriteDef sprites[]; |
| 51 | +}; |
| 52 | +
|
| 53 | +struct Facelet { |
| 54 | + int data0; // position, dimensions, rotation |
| 55 | + int data1; // colortint, corner-ao, ... |
| 56 | + int data2; // spriteref, spritearg, ... |
| 57 | +} |
| 58 | +
|
| 59 | +layout(binding = 1, std430) readonly buffer ssbo_faces { |
| 60 | + Facelet facelets[]; |
| 61 | +}; |
| 62 | +
|
| 63 | +struct Meshlet { |
| 64 | + mat4 transform; |
| 65 | + int facelets_start; |
| 66 | + int facelets_count; |
| 67 | +} |
| 68 | +
|
| 69 | +layout(binding = 2, std430) readonly buffer ssbo_meshlets { |
| 70 | + Meshlet meshlets[]; |
| 71 | +}; |
| 72 | +``` |
| 73 | + |
| 74 | +--- |
| 75 | + |
| 76 | +{{ todo_notice(body="Recommended: Face Pulling") }} |
| 77 | +{{ todo_notice(body="Requirement: SSBOs or BufferTextures") }} |
| 78 | + |
| 79 | +## See also |
| 80 | + |
| 81 | +- [Face Pulling](/wiki/face-pulling) |
| 82 | +- [Vertex Pooling](/wiki/vertex-pooling) |
| 83 | + |
| 84 | +## References |
| 85 | + |
| 86 | +- [SSBOs](https://ktstephano.github.io/rendering/opengl/ssbos) |
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