MeshBatch now records states to reduce data sent to shader per call.
This commit is contained in:
parent
fd7edc2629
commit
614602e7cd
@ -17,6 +17,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
|
||||
private float batchDelta;
|
||||
public GLContext GLContext {get; private set; }
|
||||
private int projALoc, viewALoc, modelALoc, texturedALoc, singleChanneledALoc, flippedALoc;
|
||||
private bool flipped, singleChanneled;
|
||||
private Camera camera;
|
||||
private RenderProgram renderProgram;
|
||||
private ITexture texture;
|
||||
@ -31,7 +32,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
|
||||
private int[] verticeOffsets;
|
||||
private int dataIndex, indicesIndex, offsetIndex;
|
||||
|
||||
public MeshBatch(Camera camera, RenderProgram renderProgram = null, uint BatchVertexSize = 4096) {
|
||||
public MeshBatch(Camera camera, RenderProgram renderProgram = null, uint BatchVertexSize = 1024) {
|
||||
if (renderProgram == null) {
|
||||
VertexShader vert = new VertexShader(EmbeddedResUtils.ReadEmbeddedResourceText("default.vert"));
|
||||
FragmentShader frag = new FragmentShader(EmbeddedResUtils.ReadEmbeddedResourceText("default.frag"));
|
||||
@ -94,8 +95,14 @@ namespace SlatedGameToolkit.Framework.Graphics.Render
|
||||
GLContext.Uniform1i(texturedALoc, texture == null ? 0 : 1);
|
||||
}
|
||||
if (texture != null) {
|
||||
GLContext.Uniform1i(singleChanneledALoc, texture.SingleChanneled ? 1 : 0);
|
||||
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;
|
||||
}
|
||||
}
|
||||
ValueTuple<Vector3, Vector2>[] vertices = mesh.Vertices;
|
||||
uint[] indices = mesh.Elements;
|
||||
|
@ -17,7 +17,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
|
||||
{
|
||||
private WindowContext window;
|
||||
private Camera2D camera;
|
||||
private MeshBatch renderer;
|
||||
private MeshBatch batch;
|
||||
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();
|
||||
renderer.Dispose();
|
||||
batch.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);
|
||||
renderer = new MeshBatch(camera);
|
||||
batch = new MeshBatch(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)
|
||||
{
|
||||
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();
|
||||
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();
|
||||
}
|
||||
|
||||
public void Update(double timeStep)
|
||||
|
Loading…
x
Reference in New Issue
Block a user