Lots of progress on rendering textures.
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@@ -5,47 +5,60 @@ using SlatedGameToolkit.Framework.Graphics.Meshes;
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using SlatedGameToolkit.Framework.Graphics;
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using SlatedGameToolkit.Framework.Graphics.Textures;
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using SlatedGameToolkit.Framework.Graphics.Shaders;
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using SlatedGameToolkit.Framework.Graphics.Programs;
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using SlatedGameToolkit.Framework.Exceptions;
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namespace SlatedGameToolkit.Framework.Graphics.Render
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{
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public class Batch : IDisposable {
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private int projLoc, viewLoc, modelLoc;
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private Camera camera;
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private GLShaderProgram shaderProgram;
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private Texture texture;
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private bool disposed;
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private VertexArray vertexArray;
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private const int VERTEX_LENGTH = 6;
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private const int VERTEX_LENGTH = 9;
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private GLMultiDrawElements multiDrawElements;
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public bool Batching { get; private set; }
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private Matrix4x4 modelsMatrix;
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private float[] data;
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private uint[] indices;
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private uint[] lengths;
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private uint[] offsets;
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private uint dataIndex, indicesIndex, lengthsIndex;
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public Batch(uint BatchVertexSize = 4096) {
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multiDrawElements = GLFunctionUtils.RetrieveGLDelegate<GLMultiDrawElements>("glMultiDrawElements");
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public Batch(Camera camera, GLShaderProgram shaderProgram, uint BatchVertexSize = 4096) {
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multiDrawElements = OpenGL.RetrieveGLDelegate<GLMultiDrawElements>("glMultiDrawElements");
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this.camera = camera;
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this.shaderProgram = shaderProgram;
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indices = new uint[BatchVertexSize];
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lengths = new uint[BatchVertexSize];
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offsets = new uint[BatchVertexSize];
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data = new float[BatchVertexSize * VERTEX_LENGTH];
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vertexArray = new VertexArray();
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GLGetAttribLocation attribLocation = OpenGL.RetrieveGLDelegate<GLGetAttribLocation>("glGetAttribLocation");
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VertexAttributeDefinition[] definitions = new VertexAttributeDefinition[3];
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definitions[0] = new VertexAttributeDefinition(0, 3, 3 * sizeof(float), 0);
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definitions[1] = new VertexAttributeDefinition(1, 4, 1 * sizeof(float), 3 * sizeof(float));
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definitions[2] = new VertexAttributeDefinition(2, 2, 2 * sizeof(float), 4 * sizeof(float));
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definitions[0] = new VertexAttributeDefinition((uint)shaderProgram.GetAttributeLocation("aPosition"), 3, 3 * sizeof(float), 0);
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definitions[1] = new VertexAttributeDefinition((uint)shaderProgram.GetAttributeLocation("aColor"), 4, 4 * sizeof(float), 3 * sizeof(float));
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definitions[2] = new VertexAttributeDefinition((uint)shaderProgram.GetAttributeLocation("aTexCoord"), 2, 2 * sizeof(float), (4 + 3) * sizeof(float));
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modelLoc = shaderProgram.GetUniformLocation("models");
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viewLoc = shaderProgram.GetUniformLocation("view");
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projLoc = shaderProgram.GetUniformLocation("projection");
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vertexArray.defineVertexAttributes(definitions: definitions);
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}
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public virtual void Begin(Texture texture) {
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public virtual void Begin(Texture texture, Matrix4x4 modelsMatrix) {
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if (Batching) throw new InvalidOperationException("This batch is already started.");
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this.texture = texture ?? throw new ArgumentNullException("texture");
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this.Batching = true;
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this.modelsMatrix = modelsMatrix;
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}
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public virtual void Dispose()
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{
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if (disposed) return;
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if (Batching) End();
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disposed = true;
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vertexArray.Dispose();
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}
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@@ -62,7 +75,13 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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data[dataIndex] = vertices[i].Item1.Z;
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dataIndex++;
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data[dataIndex] = color.ToArgb();
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data[dataIndex] = (float) color.A / byte.MaxValue;
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dataIndex++;
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data[dataIndex] = (float) color.R / byte.MaxValue;
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dataIndex++;
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data[dataIndex] = (float) color.G / byte.MaxValue;
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dataIndex++;
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data[dataIndex] = (float) color.B / byte.MaxValue;
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dataIndex++;
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data[dataIndex] = vertices[i].Item2.X;
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@@ -93,7 +112,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
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dataIndex = 0;
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indicesIndex = 0;
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lengthsIndex = 0;
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multiDrawElements(GLEnums.GL_TRIANGLE_STRIP, lengths, GLEnums.GL_UNSIGNED_INT, IntPtr.Zero, lengths.Length);
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shaderProgram.SetUniformMatrix4x4(modelLoc, modelsMatrix);
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shaderProgram.SetUniformMatrix4x4(viewLoc, camera.ViewMatrix);
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shaderProgram.SetUniformMatrix4x4(projLoc, camera.ProjectionMatrix);
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multiDrawElements(GLEnum.GL_TRIANGLE_STRIP, lengths, GLEnum.GL_UNSIGNED_INT, offsets, lengths.Length);
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}
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}
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}
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