Added Line batch rendering

This commit is contained in:
Simon Lübeß
2023-03-24 12:54:46 +01:00
parent 5733166b74
commit fc1875ed96
9 changed files with 392 additions and 113 deletions
@@ -0,0 +1,61 @@
#define EDITOR
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float4 Position : POSITION;
float4 Color : COLOR;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
typedef struct PS_Input
{
float4 Position : SV_Position;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_Output;
VS_Output VS(VS_Input input)
{
VS_Output output;
output.Position = mul(ViewProjection, input.Position);
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_TARGET0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
+1 -1
View File
@@ -235,7 +235,7 @@ namespace GlitchyEditor
{ {
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _activeScene))) if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _activeScene)))
{ {
DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection, _camera.Projection * _camera.View, .White); DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection, .White);
} }
Matrix world = Billboard(transform.WorldTransform); Matrix world = Billboard(transform.WorldTransform);
+2 -2
View File
@@ -59,7 +59,7 @@ namespace GlitchyEngine.Renderer
* @param observerVP The view projection of the rendering camera. * @param observerVP The view projection of the rendering camera.
* @param color The color of the frustum. * @param color The color of the frustum.
*/ */
public static void DrawViewFrustum(Matrix worldTransform, Matrix projection, Matrix observerVP, ColorRGBA color = .Red) public static void DrawViewFrustum(Matrix worldTransform, Matrix projection, ColorRGBA color = .Red)
{ {
/*if (_frustumGeometry == null) /*if (_frustumGeometry == null)
{ {
@@ -184,7 +184,7 @@ namespace GlitchyEngine.Renderer
uint16 index0 = indices[i]; uint16 index0 = indices[i];
uint16 index1 = indices[i + 1]; uint16 index1 = indices[i + 1];
Renderer.DrawLine(corners[index0], corners[index1], color, worldTransform, observerVP); Renderer2D.DrawLine(worldTransform * corners[index0], worldTransform * corners[index1], color);
} }
} }
+8 -50
View File
@@ -80,7 +80,7 @@ namespace GlitchyEngine.Renderer
static SceneConstants _sceneConstants; static SceneConstants _sceneConstants;
static AssetHandle<Effect> LineEffect; //static AssetHandle<Effect> LineEffect;
static VertexBuffer LineVertices; static VertexBuffer LineVertices;
static GeometryBinding LineGeometry; static GeometryBinding LineGeometry;
@@ -133,7 +133,7 @@ namespace GlitchyEngine.Renderer
{ {
Debug.Profiler.ProfileFunction!(); Debug.Profiler.ProfileFunction!();
LineEffect = Content.LoadAsset("Shaders\\lineShader.hlsl"); //LineEffect = Content.LoadAsset("Shaders\\lineShader.hlsl");
LineGeometry = new GeometryBinding(); LineGeometry = new GeometryBinding();
LineGeometry.SetPrimitiveTopology(.LineList); LineGeometry.SetPrimitiveTopology(.LineList);
@@ -487,9 +487,10 @@ namespace GlitchyEngine.Renderer
* @param end The end point of the line. * @param end The end point of the line.
* @param color The color of the line. * @param color The color of the line.
*/ */
public static void DrawLine(Vector3 start, Vector3 end, Color color) public static void DrawLine(Vector3 start, Vector3 end, ColorRGBA color)
{ {
DrawLine(Vector4(start, 1.0f), Vector4(end, 1.0f), (ColorRGBA)color, .Identity); Renderer2D.DrawLine(start, end, color);
//DrawLine(Vector4(start, 1.0f), Vector4(end, 1.0f), (ColorRGBA)color, .Identity);
} }
/** @brief Draws a line. /** @brief Draws a line.
@@ -500,7 +501,7 @@ namespace GlitchyEngine.Renderer
*/ */
public static void DrawLine(Vector3 start, Vector3 end, ColorRGBA color, Matrix transform) public static void DrawLine(Vector3 start, Vector3 end, ColorRGBA color, Matrix transform)
{ {
DrawLine(Vector4(start, 1.0f), Vector4(end, 1.0f), color, transform); Renderer2D.DrawLine(transform * Vector4(start, 1.0f), transform * Vector4(end, 1.0f), color);
} }
/** @brief Draws a ray. /** @brief Draws a ray.
@@ -510,7 +511,7 @@ namespace GlitchyEngine.Renderer
*/ */
public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color) public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color)
{ {
DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, .Identity); Renderer2D.DrawRay(start, direction, color);
} }
/** @brief Draws a ray. /** @brief Draws a ray.
@@ -521,50 +522,7 @@ namespace GlitchyEngine.Renderer
*/ */
public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color, Matrix transform) public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color, Matrix transform)
{ {
DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, transform); Renderer2D.DrawLine(transform * Vector4(start, 1.0f), transform * Vector4(direction, 0.0f), color);
}
/** @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 transform A transform matrix transforming the line.
*/
public static void DrawLine(Vector4 start, Vector4 end, ColorRGBA color, Matrix transform)
{
Debug.Profiler.ProfileRendererFunction!();
LineVertices.SetData(Vector4[2](start, end), 0, .WriteDiscard);
LineEffect.Variables["ViewProjection"].SetData(_sceneConstants.ViewProjection * transform);
LineEffect.Variables["Color"].SetData(color);
LineEffect.ApplyChanges();
LineEffect.Bind();
LineGeometry.Bind();
RenderCommand.DrawIndexed(LineGeometry);
}
/** @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 transform A transform matrix transforming the line.
* @param viewProjection The observing cameras viewprojection
*/
public static void DrawLine(Vector4 start, Vector4 end, ColorRGBA color, Matrix transform, Matrix viewProjection)
{
Debug.Profiler.ProfileRendererFunction!();
LineVertices.SetData(Vector4[2](start, end), 0, .WriteDiscard);
LineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
LineEffect.Variables["Color"].SetData(color);
LineEffect.ApplyChanges();
LineEffect.Bind();
LineGeometry.Bind();
RenderCommand.DrawIndexed(LineGeometry);
} }
} }
} }
+299 -51
View File
@@ -44,7 +44,23 @@ namespace GlitchyEngine.Renderer
} }
[CRepr] [CRepr]
struct BatchVertex struct LineBatchVertex
{
public Vector4 Position;
public ColorRGBA Color;
public uint32 EntityId;
public this(Vector4 position, ColorRGBA color, uint32 entityId)
{
Position = position;
Color = color;
EntityId = entityId;
}
}
[CRepr]
struct QuadBatchVertex
{ {
public Matrix Transform; public Matrix Transform;
public ColorRGBA Color; public ColorRGBA Color;
@@ -62,7 +78,7 @@ namespace GlitchyEngine.Renderer
} }
[CRepr] [CRepr]
struct CircleBatchVertex : BatchVertex struct CircleBatchVertex : QuadBatchVertex
{ {
public float InnerRadius; public float InnerRadius;
@@ -94,6 +110,8 @@ namespace GlitchyEngine.Renderer
FrontToBack FrontToBack
} }
struct QueueLine: this(Vector4 Start, Vector4 End, ColorRGBA Color, float Depth, uint32 entityId = uint32.MaxValue) { }
struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture Texture, float Depth, Vector4 uvTransform, uint32 entityId = uint32.MaxValue) { } struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture Texture, float Depth, Vector4 uvTransform, uint32 entityId = uint32.MaxValue) { }
struct QueueCircle : QueueQuad struct QueueCircle : QueueQuad
@@ -112,8 +130,9 @@ namespace GlitchyEngine.Renderer
private static bool s_sceneRunning; private static bool s_sceneRunning;
#endif #endif
private static Effect s_batchEffect; private static Effect s_quadBatchEffect;
private static Effect s_circleBatchEffect; private static Effect s_circleBatchEffect;
private static Effect s_lineBatchEffect;
private static GeometryBinding s_quadGeometry; private static GeometryBinding s_quadGeometry;
@@ -121,23 +140,30 @@ namespace GlitchyEngine.Renderer
private static GeometryBinding s_quadBatchBinding; private static GeometryBinding s_quadBatchBinding;
private static GeometryBinding s_circleBatchBinding; private static GeometryBinding s_circleBatchBinding;
private static GeometryBinding s_lineBatchBinding;
private static VertexBuffer s_quadInstanceBuffer; private static VertexBuffer s_quadInstanceBuffer;
private static VertexBuffer s_circleInstanceBuffer; private static VertexBuffer s_circleInstanceBuffer;
private static VertexBuffer s_lineInstanceBuffer;
private static uint32 s_maxInstancesPerBatch = 8192; private static uint32 s_maxInstancesPerBatch = 8192;
private static BatchVertex[] s_rawQuadInstances; private static QuadBatchVertex[] s_rawQuadInstances;
private static CircleBatchVertex[] s_rawCircleInstances; private static CircleBatchVertex[] s_rawCircleInstances;
private static uint32 s_setInstances = 0; private static LineBatchVertex[] s_rawLineVertices;
private static uint32 s_setQuadInstances = 0;
private static uint32 s_setCircleInstances = 0;
private static uint32 s_setLineInstances = 0;
private static List<QueueQuad> s_QuadinstanceQueue; private static List<QueueQuad> s_QuadinstanceQueue;
private static List<QueueCircle> s_circleInstanceQueue; private static List<QueueCircle> s_circleInstanceQueue;
private static List<QueueLine> s_lineInstanceQueue;
private static DrawOrder s_drawOrder; private static DrawOrder s_drawOrder;
/// The effect that is currently used to draw the sprites. /// The effect that is currently used to draw the sprites.
private static Effect s_currentEffect; private static Effect s_currentQuadEffect;
private static Effect s_currentCircleEffect; private static Effect s_currentCircleEffect;
private static Effect s_currentLineEffect;
public static uint32 MaxInstancesPerBatch public static uint32 MaxInstancesPerBatch
{ {
@@ -157,8 +183,9 @@ namespace GlitchyEngine.Renderer
{ {
Debug.Profiler.ProfileFunction!(); Debug.Profiler.ProfileFunction!();
s_batchEffect = new Effect("content\\Shaders\\spritebatch.hlsl"); s_quadBatchEffect = new Effect("content\\Shaders\\spritebatch.hlsl");
s_circleBatchEffect = new Effect("content\\Shaders\\circlebatch.hlsl"); s_circleBatchEffect = new Effect("content\\Shaders\\circlebatch.hlsl");
s_lineBatchEffect = new Effect("content\\Shaders\\linebatch.hlsl");
} }
private static void InitGeometry() private static void InitGeometry()
@@ -252,6 +279,23 @@ namespace GlitchyEngine.Renderer
s_circleBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0); s_circleBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
} }
// Line
{
VertexElement[] vertexElements = new .(
VertexElement(.R32G32B32A32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 0, (.)-1, .PerVertexData, 0),
VertexElement(.R32_UInt, "ENTITYID", false, 0, 0, (.)-1, .PerVertexData, 0)
);
s_lineBatchBinding = new GeometryBinding();
s_lineBatchBinding.SetPrimitiveTopology(.LineList);
using (var lineBatchLayout = new VertexLayout(vertexElements, true))
{
s_lineBatchBinding.SetVertexLayout(lineBatchLayout);
}
}
ApplyInstanceCount(); ApplyInstanceCount();
} }
@@ -262,7 +306,7 @@ namespace GlitchyEngine.Renderer
// Quads // Quads
{ {
VertexBuffer quadInstanceBuffer = new VertexBuffer(typeof(BatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write); VertexBuffer quadInstanceBuffer = new VertexBuffer(typeof(QuadBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
quadInstanceBuffer.SetData(0); quadInstanceBuffer.SetData(0);
s_quadInstanceBuffer?.ReleaseRef(); s_quadInstanceBuffer?.ReleaseRef();
@@ -271,7 +315,7 @@ namespace GlitchyEngine.Renderer
delete s_rawQuadInstances; delete s_rawQuadInstances;
delete s_QuadinstanceQueue; delete s_QuadinstanceQueue;
s_rawQuadInstances = new BatchVertex[s_maxInstancesPerBatch]; s_rawQuadInstances = new QuadBatchVertex[s_maxInstancesPerBatch];
s_QuadinstanceQueue = new List<QueueQuad>(s_maxInstancesPerBatch); s_QuadinstanceQueue = new List<QueueQuad>(s_maxInstancesPerBatch);
} }
@@ -290,6 +334,21 @@ namespace GlitchyEngine.Renderer
s_rawCircleInstances = new CircleBatchVertex[s_maxInstancesPerBatch]; s_rawCircleInstances = new CircleBatchVertex[s_maxInstancesPerBatch];
s_circleInstanceQueue = new List<QueueCircle>(s_maxInstancesPerBatch); s_circleInstanceQueue = new List<QueueCircle>(s_maxInstancesPerBatch);
} }
// Lines
{
VertexBuffer lineInstanceBuffer = new VertexBuffer(typeof(LineBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
lineInstanceBuffer.SetData(0);
s_lineInstanceBuffer?.ReleaseRef();
s_lineInstanceBuffer = lineInstanceBuffer;
s_lineBatchBinding.SetVertexBufferSlot(s_lineInstanceBuffer, 0);
delete s_rawLineVertices;
delete s_lineInstanceQueue;
s_rawLineVertices = new LineBatchVertex[s_maxInstancesPerBatch];
s_lineInstanceQueue = new List<QueueLine>(s_maxInstancesPerBatch);
}
} }
private static void InitWhitetexture() private static void InitWhitetexture()
@@ -366,8 +425,9 @@ namespace GlitchyEngine.Renderer
FontRenderer.Deinit(); FontRenderer.Deinit();
s_batchEffect.ReleaseRef(); s_quadBatchEffect.ReleaseRef();
s_circleBatchEffect.ReleaseRef(); s_circleBatchEffect.ReleaseRef();
s_lineBatchEffect.ReleaseRef();
s_quadGeometry.ReleaseRef(); s_quadGeometry.ReleaseRef();
@@ -375,16 +435,21 @@ namespace GlitchyEngine.Renderer
s_quadBatchBinding.ReleaseRef(); s_quadBatchBinding.ReleaseRef();
s_circleBatchBinding.ReleaseRef(); s_circleBatchBinding.ReleaseRef();
s_lineBatchBinding.ReleaseRef();
s_quadInstanceBuffer.ReleaseRef(); s_quadInstanceBuffer.ReleaseRef();
s_circleInstanceBuffer.ReleaseRef(); s_circleInstanceBuffer.ReleaseRef();
s_lineInstanceBuffer.ReleaseRef();
delete s_rawQuadInstances; delete s_rawQuadInstances;
delete s_rawCircleInstances; delete s_rawCircleInstances;
delete s_rawLineVertices;
delete s_QuadinstanceQueue; delete s_QuadinstanceQueue;
delete s_circleInstanceQueue; delete s_circleInstanceQueue;
delete s_lineInstanceQueue;
s_currentEffect?.ReleaseRef(); s_currentQuadEffect?.ReleaseRef();
s_currentCircleEffect?.ReleaseRef(); s_currentCircleEffect?.ReleaseRef();
s_currentLineEffect?.ReleaseRef();
s_opaqueBlendState.ReleaseRef(); s_opaqueBlendState.ReleaseRef();
s_transparentBlendState.ReleaseRef(); s_transparentBlendState.ReleaseRef();
@@ -405,14 +470,14 @@ namespace GlitchyEngine.Renderer
//s_textureColorEffect.Bind(Renderer._context); //s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef(); s_currentQuadEffect?.ReleaseRef();
if(effect != null) if(effect != null)
{ {
s_currentEffect = effect..AddRef(); s_currentQuadEffect = effect..AddRef();
} }
else else
{ {
s_currentEffect = s_batchEffect..AddRef(); s_currentQuadEffect = s_quadBatchEffect..AddRef();
} }
s_currentCircleEffect?.ReleaseRef(); s_currentCircleEffect?.ReleaseRef();
@@ -425,7 +490,7 @@ namespace GlitchyEngine.Renderer
s_currentCircleEffect = s_circleBatchEffect..AddRef(); s_currentCircleEffect = s_circleBatchEffect..AddRef();
} }
s_currentEffect.Variables["ViewProjection"].SetData(camera.ViewProjection); s_currentQuadEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
s_currentCircleEffect.Variables["ViewProjection"].SetData(camera.ViewProjection); s_currentCircleEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
s_drawOrder = drawOrder; s_drawOrder = drawOrder;
@@ -445,14 +510,14 @@ namespace GlitchyEngine.Renderer
//s_textureColorEffect.Bind(Renderer._context); //s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef(); s_currentQuadEffect?.ReleaseRef();
if(effect != null) if(effect != null)
{ {
s_currentEffect = effect..AddRef(); s_currentQuadEffect = effect..AddRef();
} }
else else
{ {
s_currentEffect = s_batchEffect..AddRef(); s_currentQuadEffect = s_quadBatchEffect..AddRef();
} }
s_currentCircleEffect?.ReleaseRef(); s_currentCircleEffect?.ReleaseRef();
@@ -465,10 +530,21 @@ namespace GlitchyEngine.Renderer
s_currentCircleEffect = s_circleBatchEffect..AddRef(); s_currentCircleEffect = s_circleBatchEffect..AddRef();
} }
s_currentLineEffect?.ReleaseRef();
/*if(circleEffect != null)
{
s_currentLineEffect = effect..AddRef();
}
else
{*/
s_currentLineEffect = s_lineBatchEffect..AddRef();
//}
Matrix viewProjection = camera.Projection * Matrix.Invert(transform); Matrix viewProjection = camera.Projection * Matrix.Invert(transform);
s_currentEffect.Variables["ViewProjection"].SetData(viewProjection); s_currentQuadEffect.Variables["ViewProjection"].SetData(viewProjection);
s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection); s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
s_currentLineEffect.Variables["ViewProjection"].SetData(viewProjection);
s_drawOrder = drawOrder; s_drawOrder = drawOrder;
@@ -487,14 +563,14 @@ namespace GlitchyEngine.Renderer
//s_textureColorEffect.Bind(Renderer._context); //s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef(); s_currentQuadEffect?.ReleaseRef();
if(effect != null) if(effect != null)
{ {
s_currentEffect = effect..AddRef(); s_currentQuadEffect = effect..AddRef();
} }
else else
{ {
s_currentEffect = s_batchEffect..AddRef(); s_currentQuadEffect = s_quadBatchEffect..AddRef();
} }
s_currentCircleEffect?.ReleaseRef(); s_currentCircleEffect?.ReleaseRef();
@@ -507,10 +583,21 @@ namespace GlitchyEngine.Renderer
s_currentCircleEffect = s_circleBatchEffect..AddRef(); s_currentCircleEffect = s_circleBatchEffect..AddRef();
} }
s_currentLineEffect?.ReleaseRef();
/*if(circleEffect != null)
{
s_currentLineEffect = effect..AddRef();
}
else
{*/
s_currentLineEffect = s_lineBatchEffect..AddRef();
//}
Matrix viewProjection = camera.Projection * camera.View; 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_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
s_currentLineEffect.Variables["ViewProjection"].SetData(viewProjection);
s_drawOrder = drawOrder; s_drawOrder = drawOrder;
@@ -559,22 +646,30 @@ namespace GlitchyEngine.Renderer
s_statistics.CircleCount++; 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!(); Debug.Profiler.ProfileRendererFunction!();
if(s_setInstances == 0) if(s_setQuadInstances == 0)
return; 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_currentQuadEffect.ApplyChanges();
s_currentEffect.Bind(); s_currentQuadEffect.Bind();
s_quadBatchBinding.InstanceCount = s_setInstances; s_quadBatchBinding.InstanceCount = s_setQuadInstances;
s_quadBatchBinding.Bind(); s_quadBatchBinding.Bind();
RenderCommand.DrawIndexedInstanced(s_quadBatchBinding); RenderCommand.DrawIndexedInstanced(s_quadBatchBinding);
s_setInstances = 0; s_setQuadInstances = 0;
s_statistics.QuadDrawCalls++; s_statistics.QuadDrawCalls++;
} }
@@ -583,22 +678,42 @@ namespace GlitchyEngine.Renderer
{ {
Debug.Profiler.ProfileRendererFunction!(); Debug.Profiler.ProfileRendererFunction!();
if(s_setInstances == 0) if(s_setCircleInstances == 0)
return; 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.ApplyChanges();
s_currentCircleEffect.Bind(); s_currentCircleEffect.Bind();
s_circleBatchBinding.InstanceCount = s_setInstances; s_circleBatchBinding.InstanceCount = s_setCircleInstances;
s_circleBatchBinding.Bind(); s_circleBatchBinding.Bind();
RenderCommand.DrawIndexedInstanced(s_circleBatchBinding); RenderCommand.DrawIndexedInstanced(s_circleBatchBinding);
s_setInstances = 0; s_setCircleInstances = 0;
s_statistics.CircleDrawCalls++; 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 // Quad comparison
private static int TextureComparison(QueueQuad lhs, QueueQuad rhs) private static int TextureComparison(QueueQuad lhs, QueueQuad rhs)
{ {
@@ -627,6 +742,20 @@ namespace GlitchyEngine.Renderer
return lhs.Depth <=> rhs.Depth; 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() private static void SortInstances()
{ {
Debug.Profiler.ProfileRendererFunction!(); Debug.Profiler.ProfileRendererFunction!();
@@ -636,12 +765,16 @@ namespace GlitchyEngine.Renderer
case .SortByTexture: case .SortByTexture:
s_QuadinstanceQueue.Sort(scope => TextureComparison); s_QuadinstanceQueue.Sort(scope => TextureComparison);
s_circleInstanceQueue.Sort(scope => TextureComparison); s_circleInstanceQueue.Sort(scope => TextureComparison);
/*Lines cant be sorted by texture*/
s_lineInstanceQueue.Sort(scope => BackToFrontComparison);
case .BackToFront: case .BackToFront:
s_QuadinstanceQueue.Sort(scope => BackToFrontComparison); s_QuadinstanceQueue.Sort(scope => BackToFrontComparison);
s_circleInstanceQueue.Sort(scope => BackToFrontComparison); s_circleInstanceQueue.Sort(scope => BackToFrontComparison);
s_lineInstanceQueue.Sort(scope => BackToFrontComparison);
case .FrontToBack: case .FrontToBack:
s_QuadinstanceQueue.Sort(scope => FrontToBackComparison); s_QuadinstanceQueue.Sort(scope => FrontToBackComparison);
s_circleInstanceQueue.Sort(scope => FrontToBackComparison); s_circleInstanceQueue.Sort(scope => FrontToBackComparison);
s_lineInstanceQueue.Sort(scope => FrontToBackComparison);
case .Immediate: case .Immediate:
default: default:
Log.EngineLogger.Error("Unknown instance draw order."); Log.EngineLogger.Error("Unknown instance draw order.");
@@ -652,13 +785,14 @@ namespace GlitchyEngine.Renderer
{ {
Debug.Profiler.ProfileRendererFunction!(); Debug.Profiler.ProfileRendererFunction!();
if(s_QuadinstanceQueue.IsEmpty && s_circleInstanceQueue.IsEmpty) if(s_QuadinstanceQueue.IsEmpty && s_circleInstanceQueue.IsEmpty && s_lineInstanceQueue.IsEmpty)
return; return;
SortInstances(); SortInstances();
DrawDeferredQuads(); DrawDeferredQuads();
DrawDeferredCircles(); DrawDeferredCircles();
DrawDeferredLines();
} }
private static void DrawDeferredQuads() private static void DrawDeferredQuads()
@@ -672,9 +806,9 @@ namespace GlitchyEngine.Renderer
RenderCommand.SetBlendState(s_transparentBlendState); RenderCommand.SetBlendState(s_transparentBlendState);
Texture texture = s_QuadinstanceQueue[0].Texture; 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) for(int i < s_QuadinstanceQueue.Count)
{ {
@@ -683,21 +817,21 @@ namespace GlitchyEngine.Renderer
// flush every time the texture changes // flush every time the texture changes
if(quad.Texture != texture) if(quad.Texture != texture)
{ {
FlushInstances(); FlushQuadInstances();
texture = quad.Texture; 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(); s_QuadinstanceQueue.Clear();
} }
@@ -715,7 +849,7 @@ namespace GlitchyEngine.Renderer
Texture texture = s_circleInstanceQueue[0].Texture; Texture texture = s_circleInstanceQueue[0].Texture;
s_currentCircleEffect.SetTexture("Texture", texture); s_currentCircleEffect.SetTexture("Texture", texture);
s_setInstances = 0; s_setCircleInstances = 0;
for(int i < s_circleInstanceQueue.Count) for(int i < s_circleInstanceQueue.Count)
{ {
@@ -730,9 +864,9 @@ namespace GlitchyEngine.Renderer
s_currentCircleEffect.SetTexture("Texture", texture); 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(); FlushCircleInstances();
} }
@@ -743,6 +877,36 @@ namespace GlitchyEngine.Renderer
s_circleInstanceQueue.Clear(); 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 /// A specialized function that calculates the 2D transform matrix
private static Matrix Calculate2DTransform(Vector3 translation, Vector2 scale, float rotation) private static Matrix Calculate2DTransform(Vector3 translation, Vector2 scale, float rotation)
{ {
@@ -763,6 +927,85 @@ namespace GlitchyEngine.Renderer
// Primitives // 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 // Colored Quad
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, ColorRGBA color) public static void DrawQuad(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
@@ -939,21 +1182,26 @@ namespace GlitchyEngine.Renderer
{ {
public uint32 QuadDrawCalls = 0; public uint32 QuadDrawCalls = 0;
public uint32 CircleDrawCalls = 0; public uint32 CircleDrawCalls = 0;
public uint32 LineDrawCalls = 0;
public uint32 QuadCount = 0; public uint32 QuadCount = 0;
public uint32 CircleCount = 0; public uint32 CircleCount = 0;
public uint32 LineCount = 0;
public uint32 TotalDrawCalls => QuadDrawCalls + CircleDrawCalls; public uint32 TotalDrawCalls => QuadDrawCalls + CircleDrawCalls + LineDrawCalls;
public uint32 TotalInstanceCount => QuadCount + CircleCount; public uint32 TotalInstanceCount => QuadCount + CircleCount + LineCount;
public uint32 TotalVertexCount => TotalInstanceCount * 4; public uint32 TotalVertexCount => (QuadCount + CircleCount) * 4 + LineCount * 2;
public uint32 TotalTriangleCount => TotalInstanceCount * 2; public uint32 TotalTriangleCount => (QuadCount + CircleCount) * 2;
public uint32 TotalIndexCount => TotalInstanceCount * 6; public uint32 TotalIndexCount => (QuadCount + CircleCount) * 6;
public void Reset() mut public void Reset() mut
{ {
QuadDrawCalls = 0; QuadDrawCalls = 0;
CircleDrawCalls = 0; CircleDrawCalls = 0;
LineDrawCalls = 0;
QuadCount = 0; QuadCount = 0;
CircleCount = 0; CircleCount = 0;
LineCount = 0;
} }
} }
@@ -333,8 +333,8 @@ namespace GlitchyEngine.Renderer.Text
Renderer2D.Flush(); Renderer2D.Flush();
// TODO: this is very not good! // TODO: this is very not good!
var lastEffect = Renderer2D.[Friend]s_currentEffect; var lastEffect = Renderer2D.[Friend]s_currentQuadEffect;
Renderer2D.[Friend]s_currentEffect = _msdfEffect..AddRef(); Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect..AddRef();
// TODO: oh no.... // TODO: oh no....
// Copy viewProjection from current effect // Copy viewProjection from current effect
Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>(); Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>();
@@ -410,7 +410,7 @@ namespace GlitchyEngine.Renderer.Text
// TODO: not good! // TODO: not good!
// Change back effect // Change back effect
_msdfEffect.ReleaseRef(); _msdfEffect.ReleaseRef();
Renderer2D.[Friend]s_currentEffect = lastEffect; Renderer2D.[Friend]s_currentQuadEffect = lastEffect;
// release all atlas textures // release all atlas textures
for(int i < atlasses.Count) for(int i < atlasses.Count)
@@ -439,8 +439,8 @@ namespace GlitchyEngine.Renderer.Text
Renderer2D.Flush(); Renderer2D.Flush();
// TODO: this is very not good! // TODO: this is very not good!
var lastEffect = Renderer2D.[Friend]s_currentEffect; var lastEffect = Renderer2D.[Friend]s_currentQuadEffect;
Renderer2D.[Friend]s_currentEffect = _msdfEffect..AddRef(); Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect..AddRef();
// TODO: oh no.... // TODO: oh no....
// Copy viewProjection from current effect // Copy viewProjection from current effect
Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>(); Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>();
@@ -664,7 +664,7 @@ namespace GlitchyEngine.Renderer.Text
// TODO: not good! // TODO: not good!
// Change back effect // Change back effect
_msdfEffect.ReleaseRef(); _msdfEffect.ReleaseRef();
Renderer2D.[Friend]s_currentEffect = lastEffect; Renderer2D.[Friend]s_currentQuadEffect = lastEffect;
// release all atlas textures // release all atlas textures
for(int i < atlasses.Count) for(int i < atlasses.Count)
+8
View File
@@ -383,6 +383,14 @@ namespace GlitchyEngine.World
Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index); Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
} }
Renderer2D.DrawLine(Vector3.Zero, Vector3.Up, .Red);
Renderer2D.DrawLine(Vector3.Zero, Vector3(0, 0, 1), .Green);
Renderer2D.DrawRay(Vector3.Zero, Vector3(1, 0, 0), .Blue);
Renderer2D.DrawRect(Vector2(2.0f, 1.0f), Vector2(1.0f, 2.0f), .Yellow);
Renderer2D.DrawRect(Matrix.Translation(2, 2, 1) * Matrix.RotationZ(MathHelper.PiOverFour), .Purple);
Renderer2D.EndScene(); Renderer2D.EndScene();
Renderer2D.BeginScene(camera, .BackToFront); Renderer2D.BeginScene(camera, .BackToFront);