VertexBuffer, VertexLayout and GeometryBinding improvements

- VertexBuffer: Added constructor that takes stride instead of type
- VertexLayout: Added Refcounting to VertexLayout and ownership parameters for VertexElements
- Fixed: GeometryBinding using stride and offset from buffer instead of buffer binding
This commit is contained in:
Simon Lübeß
2021-08-05 18:32:21 +02:00
parent e04d058381
commit 5c0ee3bae0
7 changed files with 65 additions and 32 deletions
+11 -13
View File
@@ -56,11 +56,9 @@ namespace GlitchyEngine.Renderer
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();
@@ -80,7 +78,7 @@ namespace GlitchyEngine.Renderer
{
quadEffect = effectLibrary.Load("content\\Shaders\\render2dShader.hlsl", "Renderer2D");
layout = new VertexLayout(_context, RenderVertex.VertexElements, quadEffect.VertexShader);
VertexLayout layout = new VertexLayout(_context, RenderVertex.VertexElements, false, quadEffect.VertexShader);
VertexBuffer quadVertices = new VertexBuffer(_context, typeof(RenderVertex), 4, .Immutable);
@@ -103,7 +101,7 @@ namespace GlitchyEngine.Renderer
quadIndices.SetData(indices);
quadBinding = new GeometryBinding(_context);
quadBinding.SetVertexLayout(layout);
quadBinding.SetVertexLayout(layout..ReleaseRefNoDelete());
quadBinding.SetPrimitiveTopology(.TriangleList);
quadBinding.SetVertexBufferSlot(quadVertices, 0);
quadBinding.SetIndexBuffer(quadIndices);
@@ -133,20 +131,20 @@ namespace GlitchyEngine.Renderer
instanceBuffer.SetData(0);
VertexElement[] vertexElements = scope .(
VertexElement(.R32G32_Float, "POSITION", 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32_Float, "POSITION", false, 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),
VertexElement(.R32G32B32A32_Float, "TEXCOORD", 0, 1, (.)-1, .PerInstanceData, 1)
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
VertexElement( .R8G8B8A8_UNorm, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 0, 1, (.)-1, .PerInstanceData, 1)
);
instancingLayout = new VertexLayout(_context, vertexElements, instancingEffect.VertexShader);
VertexLayout instancingLayout = new VertexLayout(_context, vertexElements, true, instancingEffect.VertexShader);
instancingBinding = new GeometryBinding(_context);
instancingBinding.SetVertexLayout(instancingLayout);
instancingBinding.SetVertexLayout(instancingLayout..ReleaseRefNoDelete());
instancingBinding.SetPrimitiveTopology(.TriangleList);
instancingBinding.SetVertexBufferSlot(quadBinding.GetVertexBuffer(0), 0);
instancingBinding.SetVertexBufferSlot(instanceBuffer, 1);