Added Renderer2D and 2D Example

This commit is contained in:
Simon Lübeß
2021-05-30 19:38:24 +02:00
parent 64579f9603
commit 562f4855bd
6 changed files with 692 additions and 0 deletions
+300
View File
@@ -0,0 +1,300 @@
using GlitchyEngine.Math;
using System.Collections;
using System;
using System.Diagnostics;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
public class Renderer2D
{
struct RenderVertex : IVertexData
{
public Vector2 Position;
public this(Vector2 position)
{
Position = position;
}
public this(float x, float y)
{
Position = .(x, y);
}
public static VertexElement[] VertexElements ~ delete _;
public static VertexElement[] IVertexData.VertexElements => VertexElements;
static this()
{
VertexElements = new VertexElement[]
(
VertexElement(.R32G32_Float, "POSITION")
);
}
}
[Ordered]
struct BatchVertex
{
public Matrix Transform;
public Color Color;
public this(Matrix transform, Color color)
{
Transform = transform;
Color = color;
}
}
private GraphicsContext _context ~ _?.ReleaseRef();
private Vector2 _virtualResolution;
private Effect quadEffect ~ _?.ReleaseRef();
private VertexLayout layout ~ delete _;
private GeometryBinding quadBinding ~ _?.ReleaseRef();
private Effect instancingEffect ~ _?.ReleaseRef();
private VertexLayout instancingLayout ~ delete _;
private GeometryBinding instancingBinding ~ _?.ReleaseRef();
private VertexBuffer instanceBuffer ~ _?.ReleaseRef();
private BatchVertex[] _rawInstances = new BatchVertex[1024] ~ delete _;
private uint32 _setInstances = 0;
public this(GraphicsContext context, EffectLibrary effectLibrary)
{
_context = context..AddRef();
Init(effectLibrary);
InitInstancing(effectLibrary);
}
void Init(EffectLibrary effectLibrary)
{
quadEffect = effectLibrary.Load("content\\Shaders\\render2dShader.hlsl", "Renderer2D");
layout = new VertexLayout(_context, RenderVertex.VertexElements, quadEffect.VertexShader);
VertexBuffer quadVertices = new VertexBuffer(_context, typeof(RenderVertex), 4, .Immutable);
RenderVertex[4] vertices = .(
.(0, 0),
.(0, 1),
.(1, 1),
.(1, 0)
);
quadVertices.SetData(vertices);
IndexBuffer quadIndices = new IndexBuffer(_context, 6, .Immutable);
uint16[6] indices = .(
0, 1, 2,
2, 3, 0
);
quadIndices.SetData(indices);
quadBinding = new GeometryBinding(_context);
quadBinding.SetVertexLayout(layout);
quadBinding.SetPrimitiveTopology(.TriangleList);
quadBinding.SetVertexBufferSlot(quadVertices, 0);
quadBinding.SetIndexBuffer(quadIndices);
quadVertices.ReleaseRef();
quadIndices.ReleaseRef();
}
void InitInstancing(EffectLibrary effectLibrary)
{
instancingEffect = effectLibrary.Load("content\\Shaders\\render2dShaderInst.hlsl", "Renderer2DInstancing");
instanceBuffer = new VertexBuffer(_context, typeof(BatchVertex), 1024, .Dynamic, .Write);
instanceBuffer.SetData(0);
VertexElement[] vertexElements = scope .(
VertexElement(.R32G32_Float, "POSITION", 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", 1, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", 2, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", 3, 1, (.)-1, .PerInstanceData, 1),
VertexElement( .R8G8B8A8_UNorm, "COLOR", 0, 1, (.)-1, .PerInstanceData, 1)
);
instancingLayout = new VertexLayout(_context, vertexElements, instancingEffect.VertexShader);
instancingBinding = new GeometryBinding(_context);
instancingBinding.SetVertexLayout(instancingLayout);
instancingBinding.SetPrimitiveTopology(.TriangleList);
instancingBinding.SetVertexBufferSlot(quadBinding.GetVertexBuffer(0), 0);
instancingBinding.SetVertexBufferSlot(instanceBuffer, 1);
instancingBinding.SetIndexBuffer(quadBinding.GetIndexBuffer(), 0);
}
Matrix _projection;
DrawOrder _drawOrder;
enum DrawOrder
{
/// Immediately draw the sprites.
Immediate,
/**
* Deferres rendering until the call of End().
* Sorts the sprites by their texture.
*/
SortByTexture,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
*/
BackToFront,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
*/
FrontToBack
}
/**
* Initializes the renderer.
* @param drawOrder Determines if and how the sprites will be ordered before rendering.
* @param virtualResolution The virtual resolution used for rendering.
* Can be used to draw resolution independent stuff. // TODO: find a better explanation
*/ // TODO: RenderMode (Immediate, Deferred)
public void Begin(DrawOrder drawOrder = .SortByTexture, Vector2 virtualResolution = .Zero, float maxDepth = 100)
{
_drawOrder = drawOrder;
_virtualResolution = virtualResolution;
if(virtualResolution == .Zero)
{
_virtualResolution = .(_context.SwapChain.BackbufferViewport.Width, _context.SwapChain.BackbufferViewport.Height);
}
_projection = .(2.0f / _virtualResolution.X, 0, 0, 0,
0, -2.0f / _virtualResolution.Y, 0, 0,
0, 0, 1.0f / maxDepth, 0,
-1, 1, 0, 1);
}
struct QueuedQuad: this(Matrix Transform, Color Color, Texture2D Texture, float Depth) { }
List<QueuedQuad> _quads = new .(128) ~ delete _;
public void Draw(Texture2D texture, float x, float y, float width, float height, Color color = .White, float depth = 0.0f)
{
Matrix transform = .(width, 0, 0, 0,
0, height, 0, 0,
0, 0, 1, 0,
x, y, depth, 1) * _projection;
if(_drawOrder == .Immediate)
{
texture.Bind();
quadEffect.Variables["World"].SetData(transform);
quadEffect.Variables["Color"].SetData(color);
quadEffect.Variables["HasTexture"].SetData(true);
quadEffect.Bind(_context);
quadBinding.Bind(_context);
RenderCommand.DrawIndexed(quadBinding);
}
else
{
_quads.Add(.(transform, color, texture, depth));
}
}
public void End()
{
if(_drawOrder != .Immediate)
{
DrawDeferred();
}
}
void FlushInstances()
{
if(_setInstances == 0)
return;
instanceBuffer.SetData<BatchVertex>(_rawInstances.Ptr, _setInstances, 0, .WriteDiscard);
instancingEffect.Bind(_context);
instancingBinding.InstanceCount = _setInstances;
instancingBinding.Bind(_context);
RenderCommand.DrawIndexedInstanced(instancingBinding);
_setInstances = 0;
}
int TextureComparison(QueuedQuad lhs, QueuedQuad rhs)
{
return (int)Internal.UnsafeCastToPtr(lhs.Texture) - (int)Internal.UnsafeCastToPtr(rhs.Texture);
}
int FrontToBackComparison(QueuedQuad lhs, QueuedQuad rhs)
{
return rhs.Depth <=> lhs.Depth;
}
int BackToFrontComparison(QueuedQuad lhs, QueuedQuad rhs)
{
return lhs.Depth <=> rhs.Depth;
}
private void SortQuads()
{
switch(_drawOrder)
{
case .SortByTexture:
_quads.Sort(scope => TextureComparison);
case .BackToFront:
_quads.Sort(scope => BackToFrontComparison);
case .FrontToBack:
_quads.Sort(scope => FrontToBackComparison);
default:
}
}
private void DrawDeferred()
{
if(_quads.Count == 0)
return;
SortQuads();
Texture2D texture = _quads[0].Texture;
texture.Bind();
_setInstances = 0;
for(int i < _quads.Count)
{
var quad = ref _quads[i];
// flush every time the texture changes
if(quad.Texture != texture)
{
FlushInstances();
texture = quad.Texture;
texture.Bind();
}
_rawInstances[_setInstances++] = .(quad.Transform, quad.Color);
}
FlushInstances();
_quads.Clear();
Debug.Assert(_quads.Count == 0);
}
}
}