General progress on getting OpenGL based rendering.

This commit is contained in:
2020-06-01 01:27:38 -05:00
parent 5e85eb5de1
commit e59e78e08c
40 changed files with 995 additions and 501 deletions

View File

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using System;
using System.Drawing;
using System.Numerics;
using SlatedGameToolkit.Framework.Graphics.Meshes;
using SlatedGameToolkit.Framework.Graphics;
using SlatedGameToolkit.Framework.Graphics.Textures;
using SlatedGameToolkit.Framework.Graphics.Shaders;
namespace SlatedGameToolkit.Framework.Graphics.Render
{
public class Batch : IDisposable {
private Texture texture;
private bool disposed;
private VertexArray vertexArray;
private const int VERTEX_LENGTH = 6;
private GLMultiDrawElements multiDrawElements;
public bool Batching { get; private set; }
private float[] data;
private uint[] indices;
private uint[] lengths;
private uint[] offsets;
private uint dataIndex, indicesIndex, lengthsIndex;
public Batch(uint BatchVertexSize = 4096) {
multiDrawElements = GLFunctionUtils.RetrieveGLDelegate<GLMultiDrawElements>("glMultDrawElements");
indices = new uint[BatchVertexSize];
lengths = new uint[BatchVertexSize];
offsets = new uint[BatchVertexSize];
data = new float[BatchVertexSize * VERTEX_LENGTH];
vertexArray = new VertexArray();
VertexAttributeDefinition[] definitions = new VertexAttributeDefinition[3];
definitions[0] = new VertexAttributeDefinition(0, 3, 3 * sizeof(float), 0);
definitions[1] = new VertexAttributeDefinition(1, 4, 1 * sizeof(float), 3 * sizeof(float));
definitions[2] = new VertexAttributeDefinition(2, 2, 2 * sizeof(float), 4 * sizeof(float));
vertexArray.defineVertexAttributes(definitions: definitions);
}
public virtual void Begin(Texture texture) {
if (Batching) throw new InvalidOperationException("This batch is already started.");
this.texture = texture ?? throw new ArgumentNullException("texture");
this.Batching = true;
}
public virtual void Dispose()
{
if (disposed) return;
disposed = true;
vertexArray.Dispose();
}
public virtual void Draw(IMeshable meshable, Color color) {
ValueTuple<Vector3, Vector2>[] vertices = meshable.Vertices;
uint[] indices = meshable.Elements;
if (vertices.Length * VERTEX_LENGTH + dataIndex >= data.Length || indices.Length + indicesIndex >= indicesIndex) Flush();
for (int i = 0; i < vertices.Length; i++) {
data[dataIndex] = vertices[i].Item1.X;
dataIndex++;
data[dataIndex] = vertices[i].Item1.Y;
dataIndex++;
data[dataIndex] = vertices[i].Item1.Z;
dataIndex++;
data[dataIndex] = color.ToArgb();
dataIndex++;
data[dataIndex] = vertices[i].Item2.X;
dataIndex++;
data[dataIndex] = vertices[i].Item2.Y;
dataIndex++;
uint elementsCount = (uint)indices.Length;
Array.Copy(indices, indices, elementsCount);
indicesIndex += elementsCount;
lengths[lengthsIndex] = elementsCount;
lengthsIndex ++;
}
}
public virtual void End() {
if (!Batching) throw new InvalidOperationException("This batch was never started.");
this.Batching = false;
Flush();
}
protected virtual void Flush() {
texture.Use();
vertexArray.Use();
vertexArray.BufferVertices(data);
vertexArray.BufferIndices(indices);
dataIndex = 0;
indicesIndex = 0;
lengthsIndex = 0;
multiDrawElements(GLEnums.GL_TRIANGLE_STRIP, lengths, GLEnums.GL_UNSIGNED_INT, offsets);
}
}
}