Refactored, and added separate constructor for custom shader.

This commit is contained in:
Harrison Deng 2020-07-07 01:41:12 -05:00
parent 614602e7cd
commit 512b5f4b13
3 changed files with 92 additions and 43 deletions

View File

@ -10,14 +10,19 @@ using SlatedGameToolkit.Framework.Utilities;
namespace SlatedGameToolkit.Framework.Graphics.Render
{
public class MeshBatch : IDisposable {
/// <summary>
/// Represents a grouping of similar meshes that can be rendered with similar properties.
/// Specifically, properties that need to be the same are:
/// Texture and it's respective properties, model matrix, and vertex buffer array and objects.
/// </summary>
public class MeshBatchRenderer : IDisposable {
public bool Debug { get; set; }
private const int VERTEX_LENGTH = 9;
private bool disposed;
private float batchDelta;
public GLContext GLContext {get; private set; }
private int projALoc, viewALoc, modelALoc, texturedALoc, singleChanneledALoc, flippedALoc;
private bool flipped, singleChanneled;
private int projULoc, viewULoc, modelULoc, texturedULoc, singleChanneledULoc, flippedULoc;
private Camera camera;
private RenderProgram renderProgram;
private ITexture texture;
@ -32,15 +37,20 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
private int[] verticeOffsets;
private int dataIndex, indicesIndex, offsetIndex;
public MeshBatch(Camera camera, RenderProgram renderProgram = null, uint BatchVertexSize = 1024) {
if (renderProgram == null) {
/// <summary>
/// Instantiates a mesh batch with a default vertex and fragment shader.
/// </summary>
/// <param name="camera">The camera to use for providing the correct matrices.</param>
/// <param name="BatchVertexSize">The vertex batch size. Defaults to 1024. This is multiplied by 9 for each individual value of the vertex.</param>
/// <param name="glContext">The glContext to associate the shaders with. Defaults to the currently active one.</param>
public MeshBatchRenderer(Camera camera, uint BatchVertexSize = 1024, GLContext glContext = null) {
VertexShader vert = new VertexShader(EmbeddedResUtils.ReadEmbeddedResourceText("default.vert"));
FragmentShader frag = new FragmentShader(EmbeddedResUtils.ReadEmbeddedResourceText("default.frag"));
renderProgram = new RenderProgram(null, vert, frag);
}
this.renderProgram = renderProgram;
this.GLContext = renderProgram.GLContext;
this.GLContext = glContext ?? WindowContextsManager.CurrentGL;
renderProgram = new RenderProgram(this.GLContext, vert, frag);
this.camera = camera ?? throw new ArgumentNullException("camera");
if (BatchVertexSize < 1) throw new ArgumentException("Batch vertex size cannot be less than 1.");
indices = new uint[BatchVertexSize];
lengths = new int[BatchVertexSize];
indiceOffsets = new int[BatchVertexSize];
@ -51,16 +61,61 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
definitions[0] = new VertexAttributeDefinition((uint)GLContext.GetAttribLocation(renderProgram.Handle, "aPosition"), 3);
definitions[1] = new VertexAttributeDefinition((uint)GLContext.GetAttribLocation(renderProgram.Handle, "aColor"), 4);
definitions[2] = new VertexAttributeDefinition((uint)GLContext.GetAttribLocation(renderProgram.Handle, "aTexCoord"), 2);
renderProgram.Use();
modelALoc = GLContext.GetUniformLocation(renderProgram.Handle, "models");
viewALoc = GLContext.GetUniformLocation(renderProgram.Handle, "view");
projALoc = GLContext.GetUniformLocation(renderProgram.Handle, "projection");
texturedALoc = GLContext.GetUniformLocation(renderProgram.Handle, "textured");
singleChanneledALoc = GLContext.GetUniformLocation(renderProgram.Handle, "singleChanneled");
flippedALoc = GLContext.GetUniformLocation(renderProgram.Handle, "flipped");
vertexBuffers.defineVertexAttributes(definitions: definitions);
renderProgram.Use();
modelULoc = GLContext.GetUniformLocation(renderProgram.Handle, "models");
viewULoc = GLContext.GetUniformLocation(renderProgram.Handle, "view");
projULoc = GLContext.GetUniformLocation(renderProgram.Handle, "projection");
texturedULoc = GLContext.GetUniformLocation(renderProgram.Handle, "textured");
singleChanneledULoc = GLContext.GetUniformLocation(renderProgram.Handle, "singleChanneled");
flippedULoc = GLContext.GetUniformLocation(renderProgram.Handle, "flipped");
GLContext.UniformMatrix4fv(projALoc, 1, false, camera.ProjectionMatrix.ToColumnMajorArray());
GLContext.UniformMatrix4fv(projULoc, 1, false, camera.ProjectionMatrix.ToColumnMajorArray());
}
/// <summary>
/// Instantiates the mesh batch with a custom shader program.
///
/// For this shader to work with this mesh batch, it must have at least defined the required attributes and uniforms.
/// </summary>
/// <param name="aPosition">The position vertex attribute's name. A vec3. To be used to detect the index of the attribute in the shader program.</param>
/// <param name="aColor">The color vertex attribute's name. A vec4. To be used to detect the index of the attribute in the shader program.</param>
/// <param name="aTexCoord">The texture coordinate vertex attribute's name. A vec2. To be used to detect the index of the attribute in the shader program.</param>
/// <param name="uModels">The models 4x4 matrix's uniform name. To be used to detect the index of the uniform in the shader program.</param>
/// <param name="uView">The view 4x4 matrix's uniform name. To be used to detect the index of the uniform in the shader program.</param>
/// <param name="uProjection">The projection 4x4 matrix's uniform name. To be used to detect the index of the uniform in the shader program.</param>
/// <param name="uTextured">The name of a boolean uniform dictating whether or not the batch of meshes have an associated texture.</param>
/// <param name="uSingleChanneled">The name of a boolean uniform dictating whether or not the current texture is single channelled and only uses red.</param>
/// <param name="uFlipped">The name of a boolean uniform dictating whether or not the current texture is to have it's coordinates flipped.</param>
/// <param name="camera">The camera to use to provide the matrices.</param>
/// <param name="renderProgram">The render program to use for the actual rendering.</param>
/// <param name="BatchVertexSize">The vertex buffer size. Defaults to 1024, and is multiplied by 9 for the individual values of each vertex.</param>
public MeshBatchRenderer(string aPosition, string aColor, string aTexCoord, string uModels, string uView, string uProjection, string uTextured, string uSingleChanneled, string uFlipped, Camera camera, RenderProgram renderProgram, uint BatchVertexSize = 1024) {
this.renderProgram = renderProgram ?? throw new ArgumentNullException("renderProgram");
this.camera = camera ?? throw new ArgumentNullException("camera");
if (BatchVertexSize < 1) throw new ArgumentException("Batch vertex size cannot be less than 1.");
this.GLContext = renderProgram.GLContext;
indices = new uint[BatchVertexSize];
lengths = new int[BatchVertexSize];
indiceOffsets = new int[BatchVertexSize];
data = new float[BatchVertexSize * VERTEX_LENGTH];
verticeOffsets = new int[BatchVertexSize];
vertexBuffers = new VertexArrayBuffers(GLContext);
VertexAttributeDefinition[] definitions = new VertexAttributeDefinition[3];
definitions[0] = new VertexAttributeDefinition((uint)GLContext.GetAttribLocation(renderProgram.Handle, aPosition), 3);
definitions[1] = new VertexAttributeDefinition((uint)GLContext.GetAttribLocation(renderProgram.Handle, aColor), 4);
definitions[2] = new VertexAttributeDefinition((uint)GLContext.GetAttribLocation(renderProgram.Handle, aTexCoord), 2);
renderProgram.Use();
modelULoc = GLContext.GetUniformLocation(renderProgram.Handle, uModels);
viewULoc = GLContext.GetUniformLocation(renderProgram.Handle, uView);
projULoc = GLContext.GetUniformLocation(renderProgram.Handle, uProjection);
texturedULoc = GLContext.GetUniformLocation(renderProgram.Handle, uTextured);
singleChanneledULoc = GLContext.GetUniformLocation(renderProgram.Handle, uSingleChanneled);
flippedULoc = GLContext.GetUniformLocation(renderProgram.Handle, uFlipped);
GLContext.UniformMatrix4fv(projULoc, 1, false, camera.ProjectionMatrix.ToColumnMajorArray());
}
/// <summary>
@ -92,16 +147,10 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
if (mesh.Texture?.Handle != this.texture?.Handle) {
Flush();
this.texture = mesh.Texture;
GLContext.Uniform1i(texturedALoc, texture == null ? 0 : 1);
}
GLContext.Uniform1i(texturedULoc, texture == null ? 0 : 1);
if (texture != null) {
if (flipped != texture.Flipped) {
GLContext.Uniform1i(flippedALoc, texture.Flipped ? 1 : 0);
this.flipped = texture.Flipped;
}
if (singleChanneled != texture.SingleChanneled) {
GLContext.Uniform1i(singleChanneledALoc, texture.SingleChanneled ? 1 : 0);
this.singleChanneled = texture.SingleChanneled;
GLContext.Uniform1i(flippedULoc, texture.Flipped ? 1 : 0);
GLContext.Uniform1i(singleChanneledULoc, texture.SingleChanneled ? 1 : 0);
}
}
ValueTuple<Vector3, Vector2>[] vertices = mesh.Vertices;
@ -161,9 +210,9 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
vertexBuffers.BufferVertices(data, true);
vertexBuffers.BufferIndices(indices, true);
GLContext.UniformMatrix4fv(modelALoc, 1, false, modelsMatrix.ToColumnMajorArray());
if (camera.ViewChanged) GLContext.UniformMatrix4fv(viewALoc, 1, false, camera.ViewMatrix.ToColumnMajorArray());
if (camera.ProjectionChanged) GLContext.UniformMatrix4fv(projALoc, 1, false, camera.ProjectionMatrix.ToColumnMajorArray());
GLContext.UniformMatrix4fv(modelULoc, 1, false, modelsMatrix.ToColumnMajorArray());
if (camera.ViewChanged) GLContext.UniformMatrix4fv(viewULoc, 1, false, camera.ViewMatrix.ToColumnMajorArray());
if (camera.ProjectionChanged) GLContext.UniformMatrix4fv(projULoc, 1, false, camera.ProjectionMatrix.ToColumnMajorArray());
if (Debug) {
GLContext.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
@ -195,7 +244,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
}
}
~MeshBatch()
~MeshBatchRenderer()
{
Dispose(false);
}

View File

@ -108,7 +108,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Text
}
}
public unsafe void WriteLine(MeshBatch batch, float x, float y, string text, Color color) {
public unsafe void WriteLine(MeshBatchRenderer batch, float x, float y, string text, Color color) {
float currentPoint = x;
float baseLine = y;
char[] chars = text.ToCharArray();

View File

@ -17,7 +17,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
{
private WindowContext window;
private Camera2D camera;
private MeshBatch batch;
private MeshBatchRenderer renderer;
private BitmapFont font;
private Texture logoTexture, fillerTexture;
private RectangleMesh logo, textureTester, untextured;
@ -40,7 +40,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
logoTexture.Dispose();
fillerTexture.Dispose();
font.Dispose();
batch.Dispose();
renderer.Dispose();
window.Dispose();
}
@ -55,7 +55,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
Vector2 drawableDimensions = window.GetDrawableDimensions();
float ratio = drawableDimensions.Y / drawableDimensions.X;
camera = new Camera2D(2f, ratio * 2f);
batch = new MeshBatch(camera, BatchVertexSize: 2048);
renderer = new MeshBatchRenderer(camera, BatchVertexSize: 2048);
logoTexture = TextureLoader.Load2DTexture("Resources/Playground/yhdnbgnc.png");
logo = new RectangleMesh(logoTexture, Color.White);
@ -84,12 +84,12 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
public void Render(double delta)
{
batch.Begin(Matrix4x4.Identity, delta);
batch.Draw(logo);
batch.Draw(textureTester);
batch.Draw(untextured);
font.WriteLine(batch, 0.25f, -0.35f, "ABCDEFGHIJKLMNOPQRSTUVWXYZ\n1234567890", Color.White);
batch.End();
renderer.Begin(Matrix4x4.Identity, delta);
renderer.Draw(logo);
renderer.Draw(textureTester);
renderer.Draw(untextured);
font.WriteLine(renderer, 0.25f, -0.35f, "ABCDEFGHIJKLMNOPQRSTUVWXYZ\n1234567890", Color.White);
renderer.End();
}
public void Update(double timeStep)