mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-11-04 12:51:48 +00:00
1248 lines
38 KiB
Beef
1248 lines
38 KiB
Beef
using GlitchyEngine.Math;
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using System.Collections;
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using System;
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using System.Diagnostics;
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using GlitchyEngine.Renderer.Text;
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using GlitchyEngine.World;
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using GlitchyEngine.Content;
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namespace GlitchyEngine.Renderer
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{
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using internal GlitchyEngine.Renderer;
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public static class Renderer2D
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{
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[CRepr]
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struct QuadVertex : IVertexData
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{
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public float2 Position;
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public float2 Texcoord;
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public this(float2 position, float2 texcoord)
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{
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Position = position;
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Texcoord = texcoord;
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}
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public this(float x, float y, float texX, float texY)
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{
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Position = .(x, y);
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Texcoord = .(texX, texY);
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}
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public static VertexElement[] VertexElements ~ delete _;
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public static VertexElement[] IVertexData.VertexElements => VertexElements;
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static this()
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{
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VertexElements = new VertexElement[]
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(
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VertexElement(.R32G32_Float, "POSITION"),
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VertexElement(.R32G32_Float, "TEXCOORD"),
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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 float4 Position;
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public ColorRGBA Color;
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public uint32 EntityId;
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public this(float4 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 QuadBatchVertex
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{
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public Matrix Transform;
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public ColorRGBA Color;
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public float4 UVTransform;
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public uint32 EntityId;
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public this(Matrix transform, ColorRGBA color, float4 uvTransform, uint32 entityId)
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{
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Transform = transform;
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Color = color;
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UVTransform = uvTransform;
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EntityId = entityId;
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}
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}
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[CRepr]
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struct CircleBatchVertex : QuadBatchVertex
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{
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public float InnerRadius;
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public this(Matrix transform, ColorRGBA color, float4 uvTransform, float innerRadius, uint32 entityId)
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: base(transform, color, uvTransform, entityId)
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{
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InnerRadius = innerRadius;
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}
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}
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enum DrawOrder
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{
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/// Immediately draw the sprites.
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Immediate,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites by their texture.
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*/
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SortByTexture,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
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*/
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BackToFront,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
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*/
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FrontToBack
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}
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struct QueueLine: this(float4 Start, float4 End, ColorRGBA Color, float Depth, uint32 entityId = uint32.MaxValue) { }
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struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture Texture, Material Material, float Depth, float4 uvTransform, uint32 entityId = uint32.MaxValue) { }
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struct QueueCircle : QueueQuad
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{
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public float InnerRadius;
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public this(Matrix Transform, ColorRGBA Color, Texture Texture, Material material, float Depth, float4 uvTransform, float innerRadius, uint32 entityId = uint32.MaxValue)
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: base(Transform, Color, Texture, material, Depth, uvTransform, entityId)
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{
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InnerRadius = innerRadius;
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}
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}
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#if DEBUG
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private static bool s_initialized;
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private static bool s_sceneRunning;
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#endif
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private static Matrix sceneViewProjection;
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private static AssetHandle<Effect> s_quadBatchEffect;
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private static Material s_quadBatchMaterial ~ _?.ReleaseRef();
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private static AssetHandle<Effect> s_circleBatchEffect;
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private static AssetHandle<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 QuadBatchVertex[] s_rawQuadInstances;
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private static CircleBatchVertex[] s_rawCircleInstances;
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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 AssetHandle<Effect> s_currentQuadEffect;
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private static AssetHandle<Effect> s_currentCircleEffect;
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private static AssetHandle<Effect> s_currentLineEffect;
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public static uint32 MaxInstancesPerBatch
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{
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get => s_maxInstancesPerBatch;
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set
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{
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if (s_maxInstancesPerBatch == value)
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return;
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s_maxInstancesPerBatch = value;
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ApplyInstanceCount();
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}
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}
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private static void InitEffect()
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{
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Debug.Profiler.ProfileFunction!();
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s_quadBatchEffect = Content.LoadAsset("Resources/Shaders/spritebatch.fx", null, true);
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s_quadBatchMaterial = new Material(s_quadBatchEffect);
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s_circleBatchEffect = Content.LoadAsset("Resources/Shaders/circlebatch.fx", null, true);
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s_lineBatchEffect = Content.LoadAsset("Resources/Shaders/linebatch.fx", null, true);
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}
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private static void InitGeometry()
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{
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Debug.Profiler.ProfileFunction!();
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s_quadGeometry = new GeometryBinding();
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s_quadGeometry.SetPrimitiveTopology(.TriangleList);
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using(var quadVertices = new VertexBuffer(typeof(QuadVertex), 4, .Immutable))
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{
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QuadVertex[4] vertices = .(
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.(-0.5f,-0.5f, 0, 1),
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.(-0.5f, 0.5f, 0, 0),
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.( 0.5f, 0.5f, 1, 0),
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.( 0.5f,-0.5f, 1, 1)
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);
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quadVertices.SetData(vertices);
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s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
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}
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using(var quadIndices = new IndexBuffer(6, .Immutable))
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{
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uint16[6] indices = .(
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0, 1, 2,
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2, 3, 0
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);
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quadIndices.SetData(indices);
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s_quadGeometry.SetIndexBuffer(quadIndices);
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}
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}
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private static void InitInstancingGeometry()
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{
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Debug.Profiler.ProfileFunction!();
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// Quad
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{
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VertexElement[] vertexElements = new .(
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VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32_UInt, "ENTITYID", false, 0, 1, (.)-1, .PerInstanceData, 1)
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);
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s_quadBatchBinding = new GeometryBinding();
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s_quadBatchBinding.SetPrimitiveTopology(.TriangleList);
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using (var quadBatchLayout = new VertexLayout(vertexElements, true))
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{
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s_quadBatchBinding.SetVertexLayout(quadBatchLayout);
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}
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s_quadBatchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
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s_quadBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
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}
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// Circle
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{
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VertexElement[] vertexElements = new .(
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VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32_UInt, "ENTITYID", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32_Float, "TEXCOORD", false, 2, 1, (.)-1, .PerInstanceData, 1)
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);
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s_circleBatchBinding = new GeometryBinding();
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s_circleBatchBinding.SetPrimitiveTopology(.TriangleList);
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using (var circleBatchLayout = new VertexLayout(vertexElements, true))
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{
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s_circleBatchBinding.SetVertexLayout(circleBatchLayout);
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}
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s_circleBatchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
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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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/// Updates the instance buffers so that they can fit s_maxInstancesPerBatch many instances
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private static void ApplyInstanceCount()
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{
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Debug.Profiler.ProfileFunction!();
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// Quads
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{
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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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s_quadInstanceBuffer = quadInstanceBuffer;
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s_quadBatchBinding.SetVertexBufferSlot(s_quadInstanceBuffer, 1);
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delete s_rawQuadInstances;
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delete s_QuadinstanceQueue;
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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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// Circles
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{
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VertexBuffer circleInstanceBuffer = new VertexBuffer(typeof(CircleBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
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circleInstanceBuffer.SetData(0);
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s_circleInstanceBuffer?.ReleaseRef();
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s_circleInstanceBuffer = circleInstanceBuffer;
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s_circleBatchBinding.SetVertexBufferSlot(s_circleInstanceBuffer, 1);
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delete s_rawCircleInstances;
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delete s_circleInstanceQueue;
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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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{
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Debug.Profiler.ProfileFunction!();
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// Create a texture with a single white pixel
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Texture2DDesc tex2Ddesc = .{
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Format = .R8G8B8A8_UNorm,
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Width = 1,
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Height = 1,
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MipLevels = 1,
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ArraySize = 1,
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Usage = .Immutable,
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CpuAccess = .None
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};
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s_whiteTexture = new Texture2D(tex2Ddesc);
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Color color = .White;
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TextureSliceData[1] data = .(.(&color, sizeof(Color), sizeof(Color)));
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s_whiteTexture.SetData(data);
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// Create the default sampler for the white texture
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SamplerState sampler = SamplerStateManager.GetSampler(SamplerStateDescription());
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s_whiteTexture.SamplerState = sampler;
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sampler.ReleaseRef();
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}
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private static BlendState s_opaqueBlendState;
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private static BlendState s_transparentBlendState;
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private static void InitStates()
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{
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s_opaqueBlendState = new BlendState(.Default);
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// TODO: alpha is a bitch.
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// This is for premultiplied alpha!!!! However the engine has basically no support for that >:[
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BlendStateDescription transparentDesc = .Default;
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transparentDesc.IndependentBlendEnable = true;
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transparentDesc.RenderTarget[0] = .(true,
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.One, .InvertedSourceAlpha, .Add,
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.One, .One, .Add, .All);
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s_transparentBlendState = new BlendState(transparentDesc);
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}
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public static void Init()
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{
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Debug.Profiler.ProfileFunction!();
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#if DEBUG
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Log.EngineLogger.AssertDebug(!s_initialized, "Renderer2D is already initialized.");
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#endif
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InitStates();
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InitEffect();
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InitGeometry();
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InitInstancingGeometry();
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InitWhitetexture();
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FontRenderer.Init();
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#if DEBUG
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s_initialized = true;
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#endif
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}
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public static void Deinit()
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{
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Debug.Profiler.ProfileFunction!();
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#if DEBUG
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Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D is not initialized.");
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#endif
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FontRenderer.Deinit();
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s_quadGeometry.ReleaseRef();
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s_whiteTexture.ReleaseRef();
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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_opaqueBlendState.ReleaseRef();
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s_transparentBlendState.ReleaseRef();
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#if DEBUG
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s_initialized = false;
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#endif
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}
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// TODO: remove?
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public static void BeginScene(OldCamera camera, DrawOrder drawOrder = .SortByTexture)
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{
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Debug.Profiler.ProfileRendererFunction!();
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#if DEBUG
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Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
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Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
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#endif
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/*if(effect != .Invalid)
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{
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s_currentQuadEffect = effect;
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}
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else
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{
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s_currentQuadEffect = s_quadBatchEffect;
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}*/
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/*if(circleEffect != .Invalid)
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{
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s_currentCircleEffect = circleEffect;
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}
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else
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{
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s_currentCircleEffect = s_circleBatchEffect;
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}*/
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sceneViewProjection = camera.ViewProjection;
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s_currentLineEffect = s_lineBatchEffect;
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//s_currentQuadEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
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s_quadBatchMaterial.SetVariable("ViewProjection", camera.ViewProjection);
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//s_currentCircleEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
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s_drawOrder = drawOrder;
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#if DEBUG
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s_sceneRunning = true;
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#endif
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}
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public static void BeginScene(Camera camera, Matrix transform, DrawOrder drawOrder = .SortByTexture)
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{
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Debug.Profiler.ProfileRendererFunction!();
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#if DEBUG
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Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
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Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
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#endif
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/*if(effect != .Invalid)
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{
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s_currentQuadEffect = effect;
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}
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else
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{
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s_currentQuadEffect = s_quadBatchEffect;
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}*/
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/*if(circleEffect != .Invalid)
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{
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s_currentCircleEffect = circleEffect;
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}
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else
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{
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s_currentCircleEffect = s_circleBatchEffect;
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|
}*/
|
|
|
|
s_currentLineEffect = s_lineBatchEffect;
|
|
|
|
sceneViewProjection = camera.Projection * Matrix.Invert(transform);
|
|
|
|
s_quadBatchMaterial.SetVariable("ViewProjection", sceneViewProjection);
|
|
//s_currentQuadEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
|
//s_currentCircleEffect.Get()?.Variables["ViewProjection"].SetData(sceneViewProjection);
|
|
s_currentLineEffect.Get()?.Variables["ViewProjection"].SetData(sceneViewProjection);
|
|
|
|
s_drawOrder = drawOrder;
|
|
|
|
#if DEBUG
|
|
s_sceneRunning = true;
|
|
#endif
|
|
}
|
|
|
|
public static void BeginScene(EditorCamera camera, DrawOrder drawOrder = .SortByTexture)
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
#if DEBUG
|
|
Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
|
|
Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
|
|
#endif
|
|
|
|
/*if(effect != .Invalid)
|
|
{
|
|
s_currentQuadEffect = effect;
|
|
}
|
|
else
|
|
{
|
|
s_currentQuadEffect = s_quadBatchEffect;
|
|
}
|
|
|
|
if(circleEffect != .Invalid)
|
|
{
|
|
s_currentCircleEffect = circleEffect;
|
|
}
|
|
else
|
|
{
|
|
s_currentCircleEffect = s_circleBatchEffect;
|
|
}*/
|
|
|
|
s_currentLineEffect = s_lineBatchEffect;
|
|
|
|
sceneViewProjection = camera.Projection * camera.View;
|
|
|
|
//s_currentQuadEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
|
s_quadBatchMaterial.SetVariable("ViewProjection", sceneViewProjection);
|
|
//s_currentCircleEffect.Get()?.Variables["ViewProjection"].SetData(sceneViewProjection);
|
|
s_currentLineEffect.Get()?.Variables["ViewProjection"].SetData(sceneViewProjection);
|
|
|
|
s_drawOrder = drawOrder;
|
|
|
|
#if DEBUG
|
|
s_sceneRunning = true;
|
|
#endif
|
|
}
|
|
|
|
public static void EndScene()
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
#if DEBUG
|
|
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
|
|
#endif
|
|
|
|
Flush();
|
|
#if DEBUG
|
|
s_sceneRunning = false;
|
|
#endif
|
|
}
|
|
|
|
public static void Flush()
|
|
{
|
|
Debug.Profiler.ProfileFunction!();
|
|
#if DEBUG
|
|
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
|
|
#endif
|
|
|
|
if(s_drawOrder != .Immediate)
|
|
DrawDeferred();
|
|
}
|
|
|
|
/// Adds a quad instance to the instance queue.
|
|
[Inline]
|
|
private static void QueueQuadInstance(Matrix transform, ColorRGBA color, Texture texture, Material material, float depth, float4 uvTransform, uint32 id = uint32.MaxValue)
|
|
{
|
|
s_QuadinstanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, material, depth, uvTransform, id));
|
|
s_statistics.QuadCount++;
|
|
}
|
|
|
|
/// Adds a circle instance to the instance queue.
|
|
[Inline]
|
|
private static void QueueCircleInstance(Matrix transform, ColorRGBA color, Texture2D texture, Material material, float depth, float4 uvTransform, float innerRadius, uint32 id = uint32.MaxValue)
|
|
{
|
|
s_circleInstanceQueue.Add(QueueCircle(transform, color, texture ?? s_whiteTexture, material, depth, uvTransform, innerRadius, id));
|
|
s_statistics.CircleCount++;
|
|
}
|
|
|
|
/// Adds a line instance to the instance queue.
|
|
[Inline]
|
|
private static void QueueLineInstance(float4 start, float4 end, ColorRGBA color, uint32 id = uint32.MaxValue)
|
|
{
|
|
s_lineInstanceQueue.Add(QueueLine(start, end, color, id));
|
|
s_statistics.LineCount++;
|
|
}
|
|
|
|
private static void FlushQuadInstances(Material material, Texture texture)
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
if(s_setQuadInstances == 0)
|
|
return;
|
|
|
|
s_quadInstanceBuffer.SetData<QuadBatchVertex>(s_rawQuadInstances.Ptr, s_setQuadInstances, 0, .WriteDiscard);
|
|
|
|
// TODO: Bind scene buffer
|
|
material.SetVariable("ViewProjection", sceneViewProjection);
|
|
material.Bind();
|
|
|
|
using (TextureViewBinding tvb = texture.GetViewBinding())
|
|
{
|
|
if (material.Effect.Textures.TryGetValue("Texture", let textureEntry))
|
|
{
|
|
if (textureEntry.PsSlot != null)
|
|
{
|
|
RenderCommand.BindTexture(tvb, textureEntry.PsSlot.Index, .Pixel);
|
|
}
|
|
}
|
|
}
|
|
|
|
//s_quadBatchMaterial.Effect.Textures["Texture"]
|
|
//
|
|
|
|
s_quadBatchBinding.InstanceCount = s_setQuadInstances;
|
|
s_quadBatchBinding.Bind();
|
|
RenderCommand.DrawIndexedInstanced(s_quadBatchBinding);
|
|
|
|
s_setQuadInstances = 0;
|
|
|
|
s_statistics.QuadDrawCalls++;
|
|
}
|
|
|
|
private static void FlushCircleInstances()
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
if(s_setCircleInstances == 0)
|
|
return;
|
|
|
|
s_circleInstanceBuffer.SetData<CircleBatchVertex>(s_rawCircleInstances.Ptr, s_setCircleInstances, 0, .WriteDiscard);
|
|
|
|
s_currentCircleEffect.ApplyChanges();
|
|
s_currentCircleEffect.Bind();
|
|
s_circleBatchBinding.InstanceCount = s_setCircleInstances;
|
|
s_circleBatchBinding.Bind();
|
|
RenderCommand.DrawIndexedInstanced(s_circleBatchBinding);
|
|
|
|
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)
|
|
{
|
|
return (int)Internal.UnsafeCastToPtr(lhs.Texture) - (int)Internal.UnsafeCastToPtr(rhs.Texture);
|
|
}
|
|
private static int BackToFrontComparison(QueueQuad lhs, QueueQuad rhs)
|
|
{
|
|
return rhs.Depth <=> lhs.Depth;
|
|
}
|
|
private static int FrontToBackComparison(QueueQuad lhs, QueueQuad rhs)
|
|
{
|
|
return lhs.Depth <=> rhs.Depth;
|
|
}
|
|
|
|
// Circle comparison
|
|
private static int TextureComparison(QueueCircle lhs, QueueCircle rhs)
|
|
{
|
|
// When we sort by texture, we can choose the most optimal order.
|
|
// So we sort by material first, so we don't have to change too much state all the time.
|
|
int materialCmp = (int)Internal.UnsafeCastToPtr(lhs.Texture) <=> (int)Internal.UnsafeCastToPtr(rhs.Texture);
|
|
|
|
if (materialCmp != 0)
|
|
return materialCmp;
|
|
else
|
|
return (int)Internal.UnsafeCastToPtr(lhs.Texture) - (int)Internal.UnsafeCastToPtr(rhs.Texture);
|
|
}
|
|
private static int BackToFrontComparison(QueueCircle lhs, QueueCircle rhs)
|
|
{
|
|
return rhs.Depth <=> lhs.Depth;
|
|
}
|
|
private static int FrontToBackComparison(QueueCircle lhs, QueueCircle rhs)
|
|
{
|
|
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!();
|
|
|
|
switch(s_drawOrder)
|
|
{
|
|
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.");
|
|
}
|
|
}
|
|
|
|
private static void DrawDeferred()
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
if(s_QuadinstanceQueue.IsEmpty && s_circleInstanceQueue.IsEmpty && s_lineInstanceQueue.IsEmpty)
|
|
return;
|
|
|
|
SortInstances();
|
|
|
|
RenderCommand.SetDepthStencilState(Renderer.[Friend]_meshDepthStencilState);
|
|
|
|
DrawDeferredQuads();
|
|
DrawDeferredCircles();
|
|
DrawDeferredLines();
|
|
|
|
RenderCommand.SetDepthStencilState(Renderer.[Friend]_fullscreenDepthState);
|
|
}
|
|
|
|
private static void DrawDeferredQuads()
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
if(s_QuadinstanceQueue.IsEmpty)
|
|
return;
|
|
|
|
// TODO: per object blendstate
|
|
RenderCommand.SetBlendState(s_transparentBlendState);
|
|
|
|
Texture texture = s_QuadinstanceQueue[0].Texture;
|
|
Material material = s_QuadinstanceQueue[0].Material;
|
|
|
|
// TODO: Actually use an engine buffer?
|
|
material.SetVariable("ViewProjection", sceneViewProjection);
|
|
|
|
s_setQuadInstances = 0;
|
|
|
|
for(int i < s_QuadinstanceQueue.Count)
|
|
{
|
|
var quad = ref s_QuadinstanceQueue[i];
|
|
|
|
// flush every time the texture changes
|
|
if(quad.Texture != texture || quad.Material != material)
|
|
{
|
|
FlushQuadInstances(material, texture);
|
|
|
|
material = quad.Material;
|
|
texture = quad.Texture;
|
|
}
|
|
|
|
s_rawQuadInstances[s_setQuadInstances++] = .(quad.Transform, quad.Color, quad.uvTransform, quad.entityId);
|
|
|
|
if(s_setQuadInstances == s_rawQuadInstances.Count)
|
|
{
|
|
FlushQuadInstances(material, texture);
|
|
}
|
|
}
|
|
|
|
FlushQuadInstances(material, texture);
|
|
|
|
s_QuadinstanceQueue.Clear();
|
|
}
|
|
|
|
private static void DrawDeferredCircles()
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
if(s_circleInstanceQueue.IsEmpty)
|
|
return;
|
|
|
|
// TODO: per object blendstate
|
|
RenderCommand.SetBlendState(s_transparentBlendState);
|
|
|
|
let effect = s_currentCircleEffect.Get();
|
|
|
|
if (effect == null)
|
|
return;
|
|
|
|
Texture texture = s_circleInstanceQueue[0].Texture;
|
|
effect.SetTexture("Texture", texture);
|
|
|
|
s_setCircleInstances = 0;
|
|
|
|
for(int i < s_circleInstanceQueue.Count)
|
|
{
|
|
var circle = ref s_circleInstanceQueue[i];
|
|
|
|
// flush every time the texture changes
|
|
if(circle.Texture != texture)
|
|
{
|
|
FlushCircleInstances();
|
|
|
|
texture = circle.Texture;
|
|
effect.SetTexture("Texture", texture);
|
|
}
|
|
|
|
s_rawCircleInstances[s_setCircleInstances++] = .(circle.Transform, circle.Color, circle.uvTransform, circle.InnerRadius, circle.entityId);
|
|
|
|
if(s_setCircleInstances == s_rawCircleInstances.Count)
|
|
{
|
|
FlushCircleInstances();
|
|
}
|
|
}
|
|
|
|
FlushCircleInstances();
|
|
|
|
s_circleInstanceQueue.Clear();
|
|
}
|
|
|
|
private static void DrawDeferredLines()
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
if(s_lineInstanceQueue.IsEmpty)
|
|
return;
|
|
|
|
let effect = s_currentLineEffect.Get();
|
|
|
|
if (effect == null)
|
|
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(float3 translation, float2 scale, float rotation)
|
|
{
|
|
float sin = 0.0f;
|
|
float cos = 1.0f;
|
|
|
|
if (rotation != 0.0f)
|
|
{
|
|
sin = Math.Sin(rotation);
|
|
cos = Math.Cos(rotation);
|
|
}
|
|
|
|
return .(cos * scale.X, -sin * scale.Y, 0, translation.X,
|
|
sin * scale.X, cos * scale.Y, 0, translation.Y,
|
|
0 , 0 , 1, translation.Z,
|
|
0 , 0 , 0, 1);
|
|
}
|
|
|
|
// 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(float3 start, float3 end, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
{
|
|
DrawLine(float4(start, 1.0f), float4(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(float3 start, float3 direction, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
{
|
|
DrawLine(float4(start, 1.0f), float4(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(float2 position, float2 size, ColorRGBA color = .White, uint32 entityId = uint32.MaxValue)
|
|
{
|
|
float2 halfSize = size / 2;
|
|
|
|
float4 p0 = float4(position + float2(-halfSize.X, -halfSize.Y), 0.0f, 1.0f);
|
|
float4 p1 = float4(position + float2(halfSize.X, -halfSize.Y), 0.0f, 1.0f);
|
|
float4 p2 = float4(position + float2(halfSize.X, halfSize.Y), 0.0f, 1.0f);
|
|
float4 p3 = float4(position + float2(-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)
|
|
{
|
|
float2 halfSize = float2.One / 2.0f;
|
|
|
|
float4 p0 = transform * float4(-halfSize.X, -halfSize.Y, 0.0f, 1.0f);
|
|
float4 p1 = transform * float4(halfSize.X, -halfSize.Y, 0.0f, 1.0f);
|
|
float4 p2 = transform * float4(halfSize.X, halfSize.Y, 0.0f, 1.0f);
|
|
float4 p3 = transform * float4(-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(float4 start, float4 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
|
|
|
|
public static void DrawQuad(float2 position, float2 size, float rotation, ColorRGBA color)
|
|
{
|
|
DrawQuad(float3(position, 0.0f), size, rotation, s_whiteTexture, s_quadBatchMaterial, color);
|
|
}
|
|
|
|
/// Like DrawQuad but the pivot point is the top left corner
|
|
public static void DrawQuadPivotCorner(float2 position, float2 size, float rotation, ColorRGBA color)
|
|
{
|
|
DrawQuadPivotCorner(float3(position, 0.0f), size, rotation, s_whiteTexture, s_quadBatchMaterial, color);
|
|
}
|
|
|
|
public static void DrawQuad(float3 position, float2 size, float rotation, ColorRGBA color)
|
|
{
|
|
DrawQuad(position, size, rotation, s_whiteTexture, s_quadBatchMaterial, color);
|
|
}
|
|
|
|
public static void DrawQuadPivotCorner(float3 position, float2 size, float rotation, ColorRGBA color)
|
|
{
|
|
DrawQuadPivotCorner(position, size, rotation, s_whiteTexture, s_quadBatchMaterial, color);
|
|
}
|
|
|
|
public static void DrawQuad(Matrix transform, ColorRGBA color)
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{
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DrawQuad(transform, s_whiteTexture, s_quadBatchMaterial, color);
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}
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// Quad Subtexture
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[Inline]
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private static float4 CalculateSubTexcoords(float4 texCoords, float4 innerTexcoords)
|
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{
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|
float4 uv = texCoords;
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uv.XY += innerTexcoords.XY * uv.ZW;
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uv.ZW *= innerTexcoords.ZW;
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return uv;
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}
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// Subtex only
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public static void DrawQuad(float2 position, float2 size, float rotation, SubTexture2D texture, Material material = null, ColorRGBA color = .White)
|
|
{
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|
DrawQuad(float3(position, 0.0f), size, rotation, texture.Texture, material, color, texture.TexCoords);
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}
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|
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public static void DrawQuad(float3 position, float2 size, float rotation, SubTexture2D texture, Material material = null, ColorRGBA color = .White)
|
|
{
|
|
DrawQuad(position, size, rotation, texture.Texture, material, color, texture.TexCoords);
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|
}
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|
|
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public static void DrawQuad(Matrix transform, SubTexture2D texture, Material material = null, ColorRGBA color = .White)
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|
{
|
|
DrawQuad(transform, texture.Texture, material, color, texture.TexCoords);
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|
}
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|
|
|
// Subtex + Texcoords
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|
|
|
public static void DrawQuad(float2 position, float2 size, float rotation, SubTexture2D subtexture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
float4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
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|
|
|
DrawQuad(float3(position, 0.0f), size, rotation, subtexture.Texture, material, color, uv);
|
|
}
|
|
|
|
public static void DrawQuad(float3 position, float2 size, float rotation, SubTexture2D subtexture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
float4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
|
|
|
|
DrawQuad(position, size, rotation, subtexture.Texture, material, color, uv);
|
|
}
|
|
|
|
public static void DrawQuad(Matrix transform, SubTexture2D subtexture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1), uint32 entityId = uint32.MaxValue)
|
|
{
|
|
float4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
|
|
|
|
DrawQuad(transform, subtexture.Texture, material, color, uv, entityId);
|
|
}
|
|
|
|
// Textured Quad
|
|
|
|
public static void DrawQuad(float2 position, float2 size, float rotation, Texture texture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
DrawQuad(float3(position, 0.0f), size, rotation, texture, material, color, uvTransform);
|
|
}
|
|
|
|
public static void DrawQuad(float3 position, float2 size, float rotation, Texture texture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
Matrix transform = Calculate2DTransform(position, size, rotation);
|
|
|
|
DrawQuad(transform, texture, material, color, uvTransform);
|
|
}
|
|
|
|
public static void DrawQuad(Matrix transform, Texture texture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1), uint32 entityId = uint32.MaxValue)
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
#if DEBUG
|
|
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
|
|
#endif
|
|
|
|
QueueQuadInstance(transform, color, texture, material ?? s_quadBatchMaterial, transform.Translation.Z, uvTransform, entityId);
|
|
|
|
if(s_drawOrder == .Immediate)
|
|
{
|
|
DrawDeferred();
|
|
}
|
|
}
|
|
|
|
public static void DrawSprite(Matrix transform, SpriteRendererComponent* spriteRenderer, uint32 entityId)
|
|
{
|
|
Asset asset = Content.GetAsset(spriteRenderer.Sprite);
|
|
|
|
Texture2D spriteTexture = null;
|
|
float4 uvTransform = spriteRenderer.UvTransform;
|
|
|
|
if (Texture2D texture = asset as Texture2D)
|
|
{
|
|
spriteTexture = texture;
|
|
}
|
|
else if (Sprite sprite = asset as Sprite)
|
|
{
|
|
spriteTexture = Content.GetAsset<Texture2D>(sprite.TextureHandle);
|
|
uvTransform = sprite.TextureCoordinates;
|
|
}
|
|
|
|
Material material = spriteRenderer.Material.Get();
|
|
DrawQuad(transform, spriteTexture ?? s_whiteTexture, material, spriteRenderer.Color, uvTransform, entityId);
|
|
}
|
|
|
|
public static void DrawCircle(Matrix transform, CircleRendererComponent* spriteRenderer, uint32 entityId)
|
|
{
|
|
DrawCircle(transform, spriteRenderer.Sprite.Get() ?? s_whiteTexture, spriteRenderer.Color, spriteRenderer.InnerRadius, spriteRenderer.UvTransform, entityId);
|
|
}
|
|
|
|
// Textured quad pivot
|
|
|
|
public static void DrawQuadPivotCorner(float2 position, float2 size, float rotation, Texture2D texture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
DrawQuadPivotCorner(float3(position, 0.0f), size, rotation, texture, material, color, uvTransform);
|
|
}
|
|
|
|
public static void DrawQuadPivotCorner(float3 position, float2 size, float rotation, Texture2D texture, Material material = null, ColorRGBA color = .White, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
DrawQuad(position + float3(size.X / 2, size.Y / -2, 0), size, rotation, texture, material, color, uvTransform);
|
|
}
|
|
|
|
// Circle
|
|
|
|
public static void DrawCircle(float2 position, float2 size, ColorRGBA color, float innerRadius = 1.0f)
|
|
{
|
|
DrawCircle(float3(position, 0.0f), size, 0, s_whiteTexture, color, innerRadius);
|
|
}
|
|
|
|
public static void DrawCircle(float3 position, float2 size, ColorRGBA color, float innerRadius = 1.0f)
|
|
{
|
|
DrawCircle(position, size, 0, s_whiteTexture, color, innerRadius);
|
|
}
|
|
|
|
public static void DrawCircle(float2 position, float2 size, float rotation, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
DrawCircle(float3(position, 0.0f), size, rotation, texture, color, innerRadius, uvTransform);
|
|
}
|
|
|
|
public static void DrawCircle(float3 position, float2 size, float rotation, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, float4 uvTransform = .(0, 0, 1, 1))
|
|
{
|
|
Matrix transform = Calculate2DTransform(position, size, rotation);
|
|
|
|
DrawCircle(transform, texture, color, innerRadius, uvTransform);
|
|
}
|
|
|
|
public static void DrawCircle(Matrix transform, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, float4 uvTransform = .(0, 0, 1, 1), uint32 entityId = uint32.MaxValue)
|
|
{
|
|
Debug.Profiler.ProfileRendererFunction!();
|
|
|
|
#if DEBUG
|
|
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
|
|
#endif
|
|
|
|
Runtime.FatalError("Circle renderer currently broken, do we need it?");
|
|
/*QueueCircleInstance(transform, color, texture, null, transform.Translation.Z, uvTransform, innerRadius, entityId);
|
|
|
|
if(s_drawOrder == .Immediate)
|
|
{
|
|
DrawDeferred();
|
|
}*/
|
|
}
|
|
|
|
public struct Statistics
|
|
{
|
|
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 + LineDrawCalls;
|
|
public uint32 TotalInstanceCount => QuadCount + CircleCount + LineCount;
|
|
public uint32 TotalVertexCount => (QuadCount + CircleCount) * 4 + LineCount * 2;
|
|
public uint32 TotalTriangleCount => (QuadCount + CircleCount) * 2;
|
|
public uint32 TotalIndexCount => (QuadCount + CircleCount) * 6;
|
|
|
|
public void Reset() mut
|
|
{
|
|
QuadDrawCalls = 0;
|
|
CircleDrawCalls = 0;
|
|
LineDrawCalls = 0;
|
|
QuadCount = 0;
|
|
CircleCount = 0;
|
|
LineCount = 0;
|
|
}
|
|
}
|
|
|
|
private static Statistics s_statistics;
|
|
|
|
public static ref Statistics Stats => ref s_statistics;
|
|
}
|
|
}
|