MeshBatch now records states to reduce data sent to shader per call.

This commit is contained in:
Harrison Deng 2020-07-07 01:07:14 -05:00
parent fd7edc2629
commit 614602e7cd
2 changed files with 19 additions and 12 deletions

View File

@ -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);
GLContext.Uniform1i(flippedALoc, texture.Flipped ? 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;

View File

@ -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)