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@@ -42,9 +42,25 @@ namespace GlitchyEngine.Renderer
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);
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}
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}
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[CRepr]
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struct LineBatchVertex
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{
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public Vector4 Position;
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public ColorRGBA Color;
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public uint32 EntityId;
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public this(Vector4 position, ColorRGBA color, uint32 entityId)
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{
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Position = position;
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Color = color;
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EntityId = entityId;
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}
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}
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[CRepr]
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struct BatchVertex
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struct QuadBatchVertex
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{
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public Matrix Transform;
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public ColorRGBA Color;
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@@ -62,7 +78,7 @@ namespace GlitchyEngine.Renderer
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}
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[CRepr]
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struct CircleBatchVertex : BatchVertex
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struct CircleBatchVertex : QuadBatchVertex
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{
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public float InnerRadius;
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@@ -93,6 +109,8 @@ namespace GlitchyEngine.Renderer
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*/
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FrontToBack
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}
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struct QueueLine: this(Vector4 Start, Vector4 End, ColorRGBA Color, float Depth, uint32 entityId = uint32.MaxValue) { }
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struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture Texture, float Depth, Vector4 uvTransform, uint32 entityId = uint32.MaxValue) { }
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@@ -112,32 +130,40 @@ namespace GlitchyEngine.Renderer
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private static bool s_sceneRunning;
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#endif
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private static Effect s_batchEffect;
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private static Effect s_quadBatchEffect;
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private static Effect s_circleBatchEffect;
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private static Effect s_lineBatchEffect;
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private static GeometryBinding s_quadGeometry;
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private static Texture2D s_whiteTexture;
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private static GeometryBinding s_quadBatchBinding;
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private static GeometryBinding s_circleBatchBinding;
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private static GeometryBinding s_lineBatchBinding;
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private static VertexBuffer s_quadInstanceBuffer;
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private static VertexBuffer s_circleInstanceBuffer;
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private static VertexBuffer s_lineInstanceBuffer;
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private static uint32 s_maxInstancesPerBatch = 8192;
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private static BatchVertex[] s_rawQuadInstances;
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private static QuadBatchVertex[] s_rawQuadInstances;
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private static CircleBatchVertex[] s_rawCircleInstances;
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private static uint32 s_setInstances = 0;
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private static LineBatchVertex[] s_rawLineVertices;
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private static uint32 s_setQuadInstances = 0;
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private static uint32 s_setCircleInstances = 0;
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private static uint32 s_setLineInstances = 0;
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private static List<QueueQuad> s_QuadinstanceQueue;
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private static List<QueueCircle> s_circleInstanceQueue;
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private static List<QueueLine> s_lineInstanceQueue;
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private static DrawOrder s_drawOrder;
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/// The effect that is currently used to draw the sprites.
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private static Effect s_currentEffect;
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private static Effect s_currentQuadEffect;
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private static Effect s_currentCircleEffect;
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private static Effect s_currentLineEffect;
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public static uint32 MaxInstancesPerBatch
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{
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@@ -157,8 +183,9 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileFunction!();
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s_batchEffect = new Effect("content\\Shaders\\spritebatch.hlsl");
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s_quadBatchEffect = new Effect("content\\Shaders\\spritebatch.hlsl");
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s_circleBatchEffect = new Effect("content\\Shaders\\circlebatch.hlsl");
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s_lineBatchEffect = new Effect("content\\Shaders\\linebatch.hlsl");
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}
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private static void InitGeometry()
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@@ -252,6 +279,23 @@ namespace GlitchyEngine.Renderer
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s_circleBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
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}
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// Line
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{
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VertexElement[] vertexElements = new .(
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VertexElement(.R32G32B32A32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 0, (.)-1, .PerVertexData, 0),
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VertexElement(.R32_UInt, "ENTITYID", false, 0, 0, (.)-1, .PerVertexData, 0)
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);
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s_lineBatchBinding = new GeometryBinding();
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s_lineBatchBinding.SetPrimitiveTopology(.LineList);
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using (var lineBatchLayout = new VertexLayout(vertexElements, true))
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{
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s_lineBatchBinding.SetVertexLayout(lineBatchLayout);
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}
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}
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ApplyInstanceCount();
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}
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@@ -262,7 +306,7 @@ namespace GlitchyEngine.Renderer
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// Quads
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{
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VertexBuffer quadInstanceBuffer = new VertexBuffer(typeof(BatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
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VertexBuffer quadInstanceBuffer = new VertexBuffer(typeof(QuadBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
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quadInstanceBuffer.SetData(0);
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s_quadInstanceBuffer?.ReleaseRef();
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@@ -271,7 +315,7 @@ namespace GlitchyEngine.Renderer
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delete s_rawQuadInstances;
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delete s_QuadinstanceQueue;
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s_rawQuadInstances = new BatchVertex[s_maxInstancesPerBatch];
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s_rawQuadInstances = new QuadBatchVertex[s_maxInstancesPerBatch];
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s_QuadinstanceQueue = new List<QueueQuad>(s_maxInstancesPerBatch);
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}
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@@ -290,6 +334,21 @@ namespace GlitchyEngine.Renderer
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s_rawCircleInstances = new CircleBatchVertex[s_maxInstancesPerBatch];
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s_circleInstanceQueue = new List<QueueCircle>(s_maxInstancesPerBatch);
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}
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// Lines
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{
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VertexBuffer lineInstanceBuffer = new VertexBuffer(typeof(LineBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
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lineInstanceBuffer.SetData(0);
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s_lineInstanceBuffer?.ReleaseRef();
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s_lineInstanceBuffer = lineInstanceBuffer;
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s_lineBatchBinding.SetVertexBufferSlot(s_lineInstanceBuffer, 0);
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delete s_rawLineVertices;
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delete s_lineInstanceQueue;
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s_rawLineVertices = new LineBatchVertex[s_maxInstancesPerBatch];
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s_lineInstanceQueue = new List<QueueLine>(s_maxInstancesPerBatch);
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}
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}
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private static void InitWhitetexture()
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|
@@ -366,8 +425,9 @@ namespace GlitchyEngine.Renderer
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FontRenderer.Deinit();
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s_batchEffect.ReleaseRef();
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s_quadBatchEffect.ReleaseRef();
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s_circleBatchEffect.ReleaseRef();
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s_lineBatchEffect.ReleaseRef();
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s_quadGeometry.ReleaseRef();
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@@ -375,16 +435,21 @@ namespace GlitchyEngine.Renderer
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s_quadBatchBinding.ReleaseRef();
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s_circleBatchBinding.ReleaseRef();
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s_lineBatchBinding.ReleaseRef();
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s_quadInstanceBuffer.ReleaseRef();
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s_circleInstanceBuffer.ReleaseRef();
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s_lineInstanceBuffer.ReleaseRef();
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delete s_rawQuadInstances;
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delete s_rawCircleInstances;
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delete s_rawLineVertices;
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delete s_QuadinstanceQueue;
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delete s_circleInstanceQueue;
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delete s_lineInstanceQueue;
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s_currentEffect?.ReleaseRef();
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s_currentQuadEffect?.ReleaseRef();
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s_currentCircleEffect?.ReleaseRef();
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s_currentLineEffect?.ReleaseRef();
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s_opaqueBlendState.ReleaseRef();
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s_transparentBlendState.ReleaseRef();
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@@ -405,14 +470,14 @@ namespace GlitchyEngine.Renderer
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//s_textureColorEffect.Bind(Renderer._context);
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s_currentEffect?.ReleaseRef();
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s_currentQuadEffect?.ReleaseRef();
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if(effect != null)
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{
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s_currentEffect = effect..AddRef();
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s_currentQuadEffect = effect..AddRef();
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}
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else
|
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{
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s_currentEffect = s_batchEffect..AddRef();
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s_currentQuadEffect = s_quadBatchEffect..AddRef();
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}
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s_currentCircleEffect?.ReleaseRef();
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@@ -425,7 +490,7 @@ namespace GlitchyEngine.Renderer
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s_currentCircleEffect = s_circleBatchEffect..AddRef();
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}
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s_currentEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
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s_currentQuadEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
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s_currentCircleEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
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s_drawOrder = drawOrder;
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@@ -445,14 +510,14 @@ namespace GlitchyEngine.Renderer
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//s_textureColorEffect.Bind(Renderer._context);
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s_currentEffect?.ReleaseRef();
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s_currentQuadEffect?.ReleaseRef();
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if(effect != null)
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{
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s_currentEffect = effect..AddRef();
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s_currentQuadEffect = effect..AddRef();
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}
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else
|
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{
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s_currentEffect = s_batchEffect..AddRef();
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s_currentQuadEffect = s_quadBatchEffect..AddRef();
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}
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s_currentCircleEffect?.ReleaseRef();
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|
@@ -464,11 +529,22 @@ namespace GlitchyEngine.Renderer
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{
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s_currentCircleEffect = s_circleBatchEffect..AddRef();
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}
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s_currentLineEffect?.ReleaseRef();
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|
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/*if(circleEffect != null)
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{
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|
|
s_currentLineEffect = effect..AddRef();
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}
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else
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{*/
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s_currentLineEffect = s_lineBatchEffect..AddRef();
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//}
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Matrix viewProjection = camera.Projection * Matrix.Invert(transform);
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s_currentEffect.Variables["ViewProjection"].SetData(viewProjection);
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s_currentQuadEffect.Variables["ViewProjection"].SetData(viewProjection);
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s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
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s_currentLineEffect.Variables["ViewProjection"].SetData(viewProjection);
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s_drawOrder = drawOrder;
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@@ -487,14 +563,14 @@ namespace GlitchyEngine.Renderer
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//s_textureColorEffect.Bind(Renderer._context);
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s_currentEffect?.ReleaseRef();
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s_currentQuadEffect?.ReleaseRef();
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|
|
if(effect != null)
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|
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|
{
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|
|
|
s_currentEffect = effect..AddRef();
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|
|
|
s_currentQuadEffect = effect..AddRef();
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|
|
|
}
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|
else
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|
|
|
|
{
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|
s_currentEffect = s_batchEffect..AddRef();
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|
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|
s_currentQuadEffect = s_quadBatchEffect..AddRef();
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|
|
|
}
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|
|
|
|
|
|
|
|
s_currentCircleEffect?.ReleaseRef();
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|
|
|
@@ -506,11 +582,22 @@ namespace GlitchyEngine.Renderer
|
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|
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|
{
|
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|
s_currentCircleEffect = s_circleBatchEffect..AddRef();
|
|
|
|
|
}
|
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|
|
|
|
|
|
|
|
s_currentLineEffect?.ReleaseRef();
|
|
|
|
|
/*if(circleEffect != null)
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|
|
|
|
{
|
|
|
|
|
s_currentLineEffect = effect..AddRef();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{*/
|
|
|
|
|
s_currentLineEffect = s_lineBatchEffect..AddRef();
|
|
|
|
|
//}
|
|
|
|
|
|
|
|
|
|
Matrix viewProjection = camera.Projection * camera.View;
|
|
|
|
|
|
|
|
|
|
s_currentEffect.Variables["ViewProjection"].SetData(viewProjection);
|
|
|
|
|
s_currentQuadEffect.Variables["ViewProjection"].SetData(viewProjection);
|
|
|
|
|
s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
|
|
|
|
|
s_currentLineEffect.Variables["ViewProjection"].SetData(viewProjection);
|
|
|
|
|
|
|
|
|
|
s_drawOrder = drawOrder;
|
|
|
|
|
|
|
|
|
@@ -558,23 +645,31 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
s_circleInstanceQueue.Add(QueueCircle(transform, color, texture ?? s_whiteTexture, depth, uvTransform, innerRadius, id));
|
|
|
|
|
s_statistics.CircleCount++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void FlushInstances()
|
|
|
|
|
|
|
|
|
|
/// Adds a line instance to the instance queue.
|
|
|
|
|
[Inline]
|
|
|
|
|
private static void QueueLineInstance(Vector4 start, Vector4 end, ColorRGBA color, uint32 id = uint32.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
s_lineInstanceQueue.Add(QueueLine(start, end, color, id));
|
|
|
|
|
s_statistics.LineCount++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void FlushQuadInstances()
|
|
|
|
|
{
|
|
|
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
|
|
|
|
|
|
if(s_setInstances == 0)
|
|
|
|
|
if(s_setQuadInstances == 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
s_quadInstanceBuffer.SetData<BatchVertex>(s_rawQuadInstances.Ptr, s_setInstances, 0, .WriteDiscard);
|
|
|
|
|
s_quadInstanceBuffer.SetData<QuadBatchVertex>(s_rawQuadInstances.Ptr, s_setQuadInstances, 0, .WriteDiscard);
|
|
|
|
|
|
|
|
|
|
s_currentEffect.ApplyChanges();
|
|
|
|
|
s_currentEffect.Bind();
|
|
|
|
|
s_quadBatchBinding.InstanceCount = s_setInstances;
|
|
|
|
|
s_currentQuadEffect.ApplyChanges();
|
|
|
|
|
s_currentQuadEffect.Bind();
|
|
|
|
|
s_quadBatchBinding.InstanceCount = s_setQuadInstances;
|
|
|
|
|
s_quadBatchBinding.Bind();
|
|
|
|
|
RenderCommand.DrawIndexedInstanced(s_quadBatchBinding);
|
|
|
|
|
|
|
|
|
|
s_setInstances = 0;
|
|
|
|
|
s_setQuadInstances = 0;
|
|
|
|
|
|
|
|
|
|
s_statistics.QuadDrawCalls++;
|
|
|
|
|
}
|
|
|
|
@@ -583,21 +678,41 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
{
|
|
|
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
|
|
|
|
|
|
if(s_setInstances == 0)
|
|
|
|
|
if(s_setCircleInstances == 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
s_circleInstanceBuffer.SetData<CircleBatchVertex>(s_rawCircleInstances.Ptr, s_setInstances, 0, .WriteDiscard);
|
|
|
|
|
s_circleInstanceBuffer.SetData<CircleBatchVertex>(s_rawCircleInstances.Ptr, s_setCircleInstances, 0, .WriteDiscard);
|
|
|
|
|
|
|
|
|
|
s_currentCircleEffect.ApplyChanges();
|
|
|
|
|
s_currentCircleEffect.Bind();
|
|
|
|
|
s_circleBatchBinding.InstanceCount = s_setInstances;
|
|
|
|
|
s_circleBatchBinding.InstanceCount = s_setCircleInstances;
|
|
|
|
|
s_circleBatchBinding.Bind();
|
|
|
|
|
RenderCommand.DrawIndexedInstanced(s_circleBatchBinding);
|
|
|
|
|
|
|
|
|
|
s_setInstances = 0;
|
|
|
|
|
s_setCircleInstances = 0;
|
|
|
|
|
|
|
|
|
|
s_statistics.CircleDrawCalls++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void FlushLineInstances()
|
|
|
|
|
{
|
|
|
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
|
|
|
|
|
|
if(s_setLineInstances == 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
s_lineInstanceBuffer.SetData<LineBatchVertex>(s_rawLineVertices.Ptr, s_setLineInstances, 0, .WriteDiscard);
|
|
|
|
|
|
|
|
|
|
s_currentLineEffect.ApplyChanges();
|
|
|
|
|
s_currentLineEffect.Bind();
|
|
|
|
|
s_lineBatchBinding.VertexCount = (.)s_setLineInstances;
|
|
|
|
|
s_lineBatchBinding.Bind();
|
|
|
|
|
RenderCommand.DrawIndexed(s_lineBatchBinding);
|
|
|
|
|
|
|
|
|
|
s_setLineInstances = 0;
|
|
|
|
|
|
|
|
|
|
s_statistics.LineDrawCalls++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Quad comparison
|
|
|
|
|
private static int TextureComparison(QueueQuad lhs, QueueQuad rhs)
|
|
|
|
@@ -627,6 +742,20 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
return lhs.Depth <=> rhs.Depth;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Line comparison
|
|
|
|
|
/*private static int TextureComparison(QueueLine lhs, QueueLine rhs)
|
|
|
|
|
{
|
|
|
|
|
return (int)Internal.UnsafeCastToPtr(lhs.Texture) - (int)Internal.UnsafeCastToPtr(rhs.Texture);
|
|
|
|
|
}*/
|
|
|
|
|
private static int BackToFrontComparison(QueueLine lhs, QueueLine rhs)
|
|
|
|
|
{
|
|
|
|
|
return rhs.Depth <=> lhs.Depth;
|
|
|
|
|
}
|
|
|
|
|
private static int FrontToBackComparison(QueueLine lhs, QueueLine rhs)
|
|
|
|
|
{
|
|
|
|
|
return lhs.Depth <=> rhs.Depth;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void SortInstances()
|
|
|
|
|
{
|
|
|
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
@@ -636,12 +765,16 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
case .SortByTexture:
|
|
|
|
|
s_QuadinstanceQueue.Sort(scope => TextureComparison);
|
|
|
|
|
s_circleInstanceQueue.Sort(scope => TextureComparison);
|
|
|
|
|
/*Lines cant be sorted by texture*/
|
|
|
|
|
s_lineInstanceQueue.Sort(scope => BackToFrontComparison);
|
|
|
|
|
case .BackToFront:
|
|
|
|
|
s_QuadinstanceQueue.Sort(scope => BackToFrontComparison);
|
|
|
|
|
s_circleInstanceQueue.Sort(scope => BackToFrontComparison);
|
|
|
|
|
s_lineInstanceQueue.Sort(scope => BackToFrontComparison);
|
|
|
|
|
case .FrontToBack:
|
|
|
|
|
s_QuadinstanceQueue.Sort(scope => FrontToBackComparison);
|
|
|
|
|
s_circleInstanceQueue.Sort(scope => FrontToBackComparison);
|
|
|
|
|
s_lineInstanceQueue.Sort(scope => FrontToBackComparison);
|
|
|
|
|
case .Immediate:
|
|
|
|
|
default:
|
|
|
|
|
Log.EngineLogger.Error("Unknown instance draw order.");
|
|
|
|
@@ -652,13 +785,14 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
{
|
|
|
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
|
|
|
|
|
|
if(s_QuadinstanceQueue.IsEmpty && s_circleInstanceQueue.IsEmpty)
|
|
|
|
|
if(s_QuadinstanceQueue.IsEmpty && s_circleInstanceQueue.IsEmpty && s_lineInstanceQueue.IsEmpty)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
SortInstances();
|
|
|
|
|
|
|
|
|
|
DrawDeferredQuads();
|
|
|
|
|
DrawDeferredCircles();
|
|
|
|
|
DrawDeferredLines();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void DrawDeferredQuads()
|
|
|
|
@@ -672,9 +806,9 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
RenderCommand.SetBlendState(s_transparentBlendState);
|
|
|
|
|
|
|
|
|
|
Texture texture = s_QuadinstanceQueue[0].Texture;
|
|
|
|
|
s_currentEffect.SetTexture("Texture", texture);
|
|
|
|
|
s_currentQuadEffect.SetTexture("Texture", texture);
|
|
|
|
|
|
|
|
|
|
s_setInstances = 0;
|
|
|
|
|
s_setQuadInstances = 0;
|
|
|
|
|
|
|
|
|
|
for(int i < s_QuadinstanceQueue.Count)
|
|
|
|
|
{
|
|
|
|
@@ -683,21 +817,21 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
// flush every time the texture changes
|
|
|
|
|
if(quad.Texture != texture)
|
|
|
|
|
{
|
|
|
|
|
FlushInstances();
|
|
|
|
|
FlushQuadInstances();
|
|
|
|
|
|
|
|
|
|
texture = quad.Texture;
|
|
|
|
|
s_currentEffect.SetTexture("Texture", texture);
|
|
|
|
|
s_currentQuadEffect.SetTexture("Texture", texture);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s_rawQuadInstances[s_setInstances++] = .(quad.Transform, quad.Color, quad.uvTransform, quad.entityId);
|
|
|
|
|
s_rawQuadInstances[s_setQuadInstances++] = .(quad.Transform, quad.Color, quad.uvTransform, quad.entityId);
|
|
|
|
|
|
|
|
|
|
if(s_setInstances == s_rawQuadInstances.Count)
|
|
|
|
|
if(s_setQuadInstances == s_rawQuadInstances.Count)
|
|
|
|
|
{
|
|
|
|
|
FlushInstances();
|
|
|
|
|
FlushQuadInstances();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FlushInstances();
|
|
|
|
|
FlushQuadInstances();
|
|
|
|
|
|
|
|
|
|
s_QuadinstanceQueue.Clear();
|
|
|
|
|
}
|
|
|
|
@@ -715,7 +849,7 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
Texture texture = s_circleInstanceQueue[0].Texture;
|
|
|
|
|
s_currentCircleEffect.SetTexture("Texture", texture);
|
|
|
|
|
|
|
|
|
|
s_setInstances = 0;
|
|
|
|
|
s_setCircleInstances = 0;
|
|
|
|
|
|
|
|
|
|
for(int i < s_circleInstanceQueue.Count)
|
|
|
|
|
{
|
|
|
|
@@ -730,9 +864,9 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
s_currentCircleEffect.SetTexture("Texture", texture);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s_rawCircleInstances[s_setInstances++] = .(circle.Transform, circle.Color, circle.uvTransform, circle.InnerRadius, circle.entityId);
|
|
|
|
|
s_rawCircleInstances[s_setCircleInstances++] = .(circle.Transform, circle.Color, circle.uvTransform, circle.InnerRadius, circle.entityId);
|
|
|
|
|
|
|
|
|
|
if(s_setInstances == s_rawCircleInstances.Count)
|
|
|
|
|
if(s_setCircleInstances == s_rawCircleInstances.Count)
|
|
|
|
|
{
|
|
|
|
|
FlushCircleInstances();
|
|
|
|
|
}
|
|
|
|
@@ -743,6 +877,36 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
s_circleInstanceQueue.Clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void DrawDeferredLines()
|
|
|
|
|
{
|
|
|
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
|
|
|
|
|
|
if(s_lineInstanceQueue.IsEmpty)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// TODO: per object blendstate
|
|
|
|
|
RenderCommand.SetBlendState(s_transparentBlendState);
|
|
|
|
|
|
|
|
|
|
s_setLineInstances = 0;
|
|
|
|
|
|
|
|
|
|
for(int i < s_lineInstanceQueue.Count)
|
|
|
|
|
{
|
|
|
|
|
let line = ref s_lineInstanceQueue[i];
|
|
|
|
|
|
|
|
|
|
s_rawLineVertices[s_setLineInstances++] = .(line.Start, line.Color, line.entityId);
|
|
|
|
|
s_rawLineVertices[s_setLineInstances++] = .(line.End, line.Color, line.entityId);
|
|
|
|
|
|
|
|
|
|
if(s_setLineInstances == s_rawLineVertices.Count)
|
|
|
|
|
{
|
|
|
|
|
FlushLineInstances();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FlushLineInstances();
|
|
|
|
|
|
|
|
|
|
s_lineInstanceQueue.Clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// A specialized function that calculates the 2D transform matrix
|
|
|
|
|
private static Matrix Calculate2DTransform(Vector3 translation, Vector2 scale, float rotation)
|
|
|
|
|
{
|
|
|
|
@@ -762,6 +926,85 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Primitives
|
|
|
|
|
|
|
|
|
|
/** @brief Draws a line.
|
|
|
|
|
* @param start The start point of the line.
|
|
|
|
|
* @param end The end point of the line.
|
|
|
|
|
* @param color The color of the line.
|
|
|
|
|
* @param entityId The optional ID of the entity that belongs to this line (for picking).
|
|
|
|
|
*/
|
|
|
|
|
public static void DrawLine(Vector3 start, Vector3 end, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
DrawLine(Vector4(start, 1.0f), Vector4(end, 1.0f), color, entityId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @brief Draws a ray.
|
|
|
|
|
* @param start The start point of the ray.
|
|
|
|
|
* @param direction The direction of the ray.
|
|
|
|
|
* @param color The color of the ray.
|
|
|
|
|
* @param entityId The optional ID of the entity that belongs to this ray (for picking).
|
|
|
|
|
*/
|
|
|
|
|
public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, entityId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @brief Draws a rectangle.
|
|
|
|
|
* @param position The center of the rectangle.
|
|
|
|
|
* @param size The size of the rectangle.
|
|
|
|
|
* @param color The color of the rectangle.
|
|
|
|
|
* @param entityId The optional ID of the entity that belongs to this rectangle (for picking).
|
|
|
|
|
*/
|
|
|
|
|
public static void DrawRect(Vector2 position, Vector2 size, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
Vector2 halfSize = size / 2;
|
|
|
|
|
|
|
|
|
|
Vector4 p0 = Vector4(position + Vector2(-halfSize.X, -halfSize.Y), 0.0f, 1.0f);
|
|
|
|
|
Vector4 p1 = Vector4(position + Vector2(halfSize.X, -halfSize.Y), 0.0f, 1.0f);
|
|
|
|
|
Vector4 p2 = Vector4(position + Vector2(halfSize.X, halfSize.Y), 0.0f, 1.0f);
|
|
|
|
|
Vector4 p3 = Vector4(position + Vector2(-halfSize.X, halfSize.Y), 0.0f, 1.0f);
|
|
|
|
|
|
|
|
|
|
DrawLine(p0, p1, color, entityId);
|
|
|
|
|
DrawLine(p1, p2, color, entityId);
|
|
|
|
|
DrawLine(p2, p3, color, entityId);
|
|
|
|
|
DrawLine(p3, p0, color, entityId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @brief Draws a rectangle.
|
|
|
|
|
* @param transform The transform of the rectangle.
|
|
|
|
|
* @param color The color of the rectangle.
|
|
|
|
|
* @param entityId The optional ID of the entity that belongs to this rectangle (for picking).
|
|
|
|
|
*/
|
|
|
|
|
public static void DrawRect(Matrix transform, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
Vector2 halfSize = Vector2.One / 2.0f;
|
|
|
|
|
|
|
|
|
|
Vector4 p0 = transform * Vector4(-halfSize.X, -halfSize.Y, 0.0f, 1.0f);
|
|
|
|
|
Vector4 p1 = transform * Vector4(halfSize.X, -halfSize.Y, 0.0f, 1.0f);
|
|
|
|
|
Vector4 p2 = transform * Vector4(halfSize.X, halfSize.Y, 0.0f, 1.0f);
|
|
|
|
|
Vector4 p3 = transform * Vector4(-halfSize.X, halfSize.Y, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
|
|
DrawLine(p0, p1, color, entityId);
|
|
|
|
|
DrawLine(p1, p2, color, entityId);
|
|
|
|
|
DrawLine(p2, p3, color, entityId);
|
|
|
|
|
DrawLine(p3, p0, color, entityId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static void DrawLine(Vector4 start, Vector4 end, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
|
|
|
|
|
|
#if DEBUG
|
|
|
|
|
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
QueueLineInstance(start, end, color, entityId);
|
|
|
|
|
|
|
|
|
|
if(s_drawOrder == .Immediate)
|
|
|
|
|
{
|
|
|
|
|
DrawDeferred();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Colored Quad
|
|
|
|
|
|
|
|
|
@@ -939,21 +1182,26 @@ namespace GlitchyEngine.Renderer
|
|
|
|
|
{
|
|
|
|
|
public uint32 QuadDrawCalls = 0;
|
|
|
|
|
public uint32 CircleDrawCalls = 0;
|
|
|
|
|
public uint32 LineDrawCalls = 0;
|
|
|
|
|
|
|
|
|
|
public uint32 QuadCount = 0;
|
|
|
|
|
public uint32 CircleCount = 0;
|
|
|
|
|
public uint32 LineCount = 0;
|
|
|
|
|
|
|
|
|
|
public uint32 TotalDrawCalls => QuadDrawCalls + CircleDrawCalls;
|
|
|
|
|
public uint32 TotalInstanceCount => QuadCount + CircleCount;
|
|
|
|
|
public uint32 TotalVertexCount => TotalInstanceCount * 4;
|
|
|
|
|
public uint32 TotalTriangleCount => TotalInstanceCount * 2;
|
|
|
|
|
public uint32 TotalIndexCount => TotalInstanceCount * 6;
|
|
|
|
|
public uint32 TotalDrawCalls => QuadDrawCalls + CircleDrawCalls + LineDrawCalls;
|
|
|
|
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public uint32 TotalInstanceCount => QuadCount + CircleCount + LineCount;
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public uint32 TotalVertexCount => (QuadCount + CircleCount) * 4 + LineCount * 2;
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public uint32 TotalTriangleCount => (QuadCount + CircleCount) * 2;
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public uint32 TotalIndexCount => (QuadCount + CircleCount) * 6;
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public void Reset() mut
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{
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QuadDrawCalls = 0;
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CircleDrawCalls = 0;
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LineDrawCalls = 0;
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QuadCount = 0;
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CircleCount = 0;
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LineCount = 0;
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}
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}
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