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glitchy-engine-beef/GlitchyEngine/src/Renderer/Renderer2D.bf
T
2026-08-16 20:11:36 +02:00

1248 lines
38 KiB
Beef

using GlitchyEngine.Math;
using System.Collections;
using System;
using System.Diagnostics;
using GlitchyEngine.Renderer.Text;
using GlitchyEngine.World;
using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
public static class Renderer2D
{
[CRepr]
struct QuadVertex : IVertexData
{
public float2 Position;
public float2 Texcoord;
public this(float2 position, float2 texcoord)
{
Position = position;
Texcoord = texcoord;
}
public this(float x, float y, float texX, float texY)
{
Position = .(x, y);
Texcoord = .(texX, texY);
}
public static VertexElement[] VertexElements ~ delete _;
public static VertexElement[] IVertexData.VertexElements => VertexElements;
static this()
{
VertexElements = new VertexElement[]
(
VertexElement(.R32G32_Float, "POSITION"),
VertexElement(.R32G32_Float, "TEXCOORD"),
);
}
}
[CRepr]
struct LineBatchVertex
{
public float4 Position;
public ColorRGBA Color;
public uint32 EntityId;
public this(float4 position, ColorRGBA color, uint32 entityId)
{
Position = position;
Color = color;
EntityId = entityId;
}
}
[CRepr]
struct QuadBatchVertex
{
public Matrix Transform;
public ColorRGBA Color;
public float4 UVTransform;
public uint32 EntityId;
public this(Matrix transform, ColorRGBA color, float4 uvTransform, uint32 entityId)
{
Transform = transform;
Color = color;
UVTransform = uvTransform;
EntityId = entityId;
}
}
[CRepr]
struct CircleBatchVertex : QuadBatchVertex
{
public float InnerRadius;
public this(Matrix transform, ColorRGBA color, float4 uvTransform, float innerRadius, uint32 entityId)
: base(transform, color, uvTransform, entityId)
{
InnerRadius = innerRadius;
}
}
enum DrawOrder
{
/// Immediately draw the sprites.
Immediate,
/**
* Deferres rendering until the call of End().
* Sorts the sprites by their texture.
*/
SortByTexture,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
*/
BackToFront,
/**
* Deferres rendering until the call of End().
* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
*/
FrontToBack
}
struct QueueLine: this(float4 Start, float4 End, ColorRGBA Color, float Depth, uint32 entityId = uint32.MaxValue) { }
struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture Texture, Material Material, float Depth, float4 uvTransform, uint32 entityId = uint32.MaxValue) { }
struct QueueCircle : QueueQuad
{
public float InnerRadius;
public this(Matrix Transform, ColorRGBA Color, Texture Texture, Material material, float Depth, float4 uvTransform, float innerRadius, uint32 entityId = uint32.MaxValue)
: base(Transform, Color, Texture, material, Depth, uvTransform, entityId)
{
InnerRadius = innerRadius;
}
}
#if DEBUG
private static bool s_initialized;
private static bool s_sceneRunning;
#endif
private static Matrix sceneViewProjection;
private static AssetHandle<Effect> s_quadBatchEffect;
private static Material s_quadBatchMaterial ~ _?.ReleaseRef();
private static AssetHandle<Effect> s_circleBatchEffect;
private static AssetHandle<Effect> s_lineBatchEffect;
private static GeometryBinding s_quadGeometry;
private static Texture2D s_whiteTexture;
private static GeometryBinding s_quadBatchBinding;
private static GeometryBinding s_circleBatchBinding;
private static GeometryBinding s_lineBatchBinding;
private static VertexBuffer s_quadInstanceBuffer;
private static VertexBuffer s_circleInstanceBuffer;
private static VertexBuffer s_lineInstanceBuffer;
private static uint32 s_maxInstancesPerBatch = 8192;
private static QuadBatchVertex[] s_rawQuadInstances;
private static CircleBatchVertex[] s_rawCircleInstances;
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<QueueCircle> s_circleInstanceQueue;
private static List<QueueLine> s_lineInstanceQueue;
private static DrawOrder s_drawOrder;
/// The effect that is currently used to draw the sprites.
//private static AssetHandle<Effect> s_currentQuadEffect;
private static AssetHandle<Effect> s_currentCircleEffect;
private static AssetHandle<Effect> s_currentLineEffect;
public static uint32 MaxInstancesPerBatch
{
get => s_maxInstancesPerBatch;
set
{
if (s_maxInstancesPerBatch == value)
return;
s_maxInstancesPerBatch = value;
ApplyInstanceCount();
}
}
private static void InitEffect()
{
Debug.Profiler.ProfileFunction!();
s_quadBatchEffect = Content.LoadAsset("Resources/Shaders/spritebatch.fx", null, true);
s_quadBatchMaterial = new Material(s_quadBatchEffect);
s_circleBatchEffect = Content.LoadAsset("Resources/Shaders/circlebatch.fx", null, true);
s_lineBatchEffect = Content.LoadAsset("Resources/Shaders/linebatch.fx", null, true);
}
private static void InitGeometry()
{
Debug.Profiler.ProfileFunction!();
s_quadGeometry = new GeometryBinding();
s_quadGeometry.SetPrimitiveTopology(.TriangleList);
using(var quadVertices = new VertexBuffer(typeof(QuadVertex), 4, .Immutable))
{
QuadVertex[4] vertices = .(
.(-0.5f,-0.5f, 0, 1),
.(-0.5f, 0.5f, 0, 0),
.( 0.5f, 0.5f, 1, 0),
.( 0.5f,-0.5f, 1, 1)
);
quadVertices.SetData(vertices);
s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
}
using(var quadIndices = new IndexBuffer(6, .Immutable))
{
uint16[6] indices = .(
0, 1, 2,
2, 3, 0
);
quadIndices.SetData(indices);
s_quadGeometry.SetIndexBuffer(quadIndices);
}
}
private static void InitInstancingGeometry()
{
Debug.Profiler.ProfileFunction!();
// Quad
{
VertexElement[] vertexElements = new .(
VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32_UInt, "ENTITYID", false, 0, 1, (.)-1, .PerInstanceData, 1)
);
s_quadBatchBinding = new GeometryBinding();
s_quadBatchBinding.SetPrimitiveTopology(.TriangleList);
using (var quadBatchLayout = new VertexLayout(vertexElements, true))
{
s_quadBatchBinding.SetVertexLayout(quadBatchLayout);
}
s_quadBatchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
s_quadBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
}
// Circle
{
VertexElement[] vertexElements = new .(
VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32_UInt, "ENTITYID", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32_Float, "TEXCOORD", false, 2, 1, (.)-1, .PerInstanceData, 1)
);
s_circleBatchBinding = new GeometryBinding();
s_circleBatchBinding.SetPrimitiveTopology(.TriangleList);
using (var circleBatchLayout = new VertexLayout(vertexElements, true))
{
s_circleBatchBinding.SetVertexLayout(circleBatchLayout);
}
s_circleBatchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 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();
}
/// Updates the instance buffers so that they can fit s_maxInstancesPerBatch many instances
private static void ApplyInstanceCount()
{
Debug.Profiler.ProfileFunction!();
// Quads
{
VertexBuffer quadInstanceBuffer = new VertexBuffer(typeof(QuadBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
quadInstanceBuffer.SetData(0);
s_quadInstanceBuffer?.ReleaseRef();
s_quadInstanceBuffer = quadInstanceBuffer;
s_quadBatchBinding.SetVertexBufferSlot(s_quadInstanceBuffer, 1);
delete s_rawQuadInstances;
delete s_QuadinstanceQueue;
s_rawQuadInstances = new QuadBatchVertex[s_maxInstancesPerBatch];
s_QuadinstanceQueue = new List<QueueQuad>(s_maxInstancesPerBatch);
}
// Circles
{
VertexBuffer circleInstanceBuffer = new VertexBuffer(typeof(CircleBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
circleInstanceBuffer.SetData(0);
s_circleInstanceBuffer?.ReleaseRef();
s_circleInstanceBuffer = circleInstanceBuffer;
s_circleBatchBinding.SetVertexBufferSlot(s_circleInstanceBuffer, 1);
delete s_rawCircleInstances;
delete s_circleInstanceQueue;
s_rawCircleInstances = new CircleBatchVertex[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()
{
Debug.Profiler.ProfileFunction!();
// Create a texture with a single white pixel
Texture2DDesc tex2Ddesc = .{
Format = .R8G8B8A8_UNorm,
Width = 1,
Height = 1,
MipLevels = 1,
ArraySize = 1,
Usage = .Immutable,
CpuAccess = .None
};
s_whiteTexture = new Texture2D(tex2Ddesc);
Color color = .White;
TextureSliceData[1] data = .(.(&color, sizeof(Color), sizeof(Color)));
s_whiteTexture.SetData(data);
// Create the default sampler for the white texture
SamplerState sampler = SamplerStateManager.GetSampler(SamplerStateDescription());
s_whiteTexture.SamplerState = sampler;
sampler.ReleaseRef();
}
private static BlendState s_opaqueBlendState;
private static BlendState s_transparentBlendState;
private static void InitStates()
{
s_opaqueBlendState = new BlendState(.Default);
// TODO: alpha is a bitch.
// This is for premultiplied alpha!!!! However the engine has basically no support for that >:[
BlendStateDescription transparentDesc = .Default;
transparentDesc.IndependentBlendEnable = true;
transparentDesc.RenderTarget[0] = .(true,
.One, .InvertedSourceAlpha, .Add,
.One, .One, .Add, .All);
s_transparentBlendState = new BlendState(transparentDesc);
}
public static void Init()
{
Debug.Profiler.ProfileFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(!s_initialized, "Renderer2D is already initialized.");
#endif
InitStates();
InitEffect();
InitGeometry();
InitInstancingGeometry();
InitWhitetexture();
FontRenderer.Init();
#if DEBUG
s_initialized = true;
#endif
}
public static void Deinit()
{
Debug.Profiler.ProfileFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D is not initialized.");
#endif
FontRenderer.Deinit();
s_quadGeometry.ReleaseRef();
s_whiteTexture.ReleaseRef();
s_quadBatchBinding.ReleaseRef();
s_circleBatchBinding.ReleaseRef();
s_lineBatchBinding.ReleaseRef();
s_quadInstanceBuffer.ReleaseRef();
s_circleInstanceBuffer.ReleaseRef();
s_lineInstanceBuffer.ReleaseRef();
delete s_rawQuadInstances;
delete s_rawCircleInstances;
delete s_rawLineVertices;
delete s_QuadinstanceQueue;
delete s_circleInstanceQueue;
delete s_lineInstanceQueue;
s_opaqueBlendState.ReleaseRef();
s_transparentBlendState.ReleaseRef();
#if DEBUG
s_initialized = false;
#endif
}
// TODO: remove?
public static void BeginScene(OldCamera 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;
}*/
sceneViewProjection = camera.ViewProjection;
s_currentLineEffect = s_lineBatchEffect;
//s_currentQuadEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
s_quadBatchMaterial.SetVariable("ViewProjection", camera.ViewProjection);
//s_currentCircleEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
s_drawOrder = drawOrder;
#if DEBUG
s_sceneRunning = true;
#endif
}
public static void BeginScene(Camera camera, Matrix transform, 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 * 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)
{
DrawQuad(transform, s_whiteTexture, s_quadBatchMaterial, color);
}
// Quad Subtexture
[Inline]
private static float4 CalculateSubTexcoords(float4 texCoords, float4 innerTexcoords)
{
float4 uv = texCoords;
uv.XY += innerTexcoords.XY * uv.ZW;
uv.ZW *= innerTexcoords.ZW;
return uv;
}
// Subtex only
public static void DrawQuad(float2 position, float2 size, float rotation, SubTexture2D texture, Material material = null, ColorRGBA color = .White)
{
DrawQuad(float3(position, 0.0f), size, rotation, texture.Texture, material, color, texture.TexCoords);
}
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);
}
public static void DrawQuad(Matrix transform, SubTexture2D texture, Material material = null, ColorRGBA color = .White)
{
DrawQuad(transform, texture.Texture, material, color, texture.TexCoords);
}
// Subtex + Texcoords
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);
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;
}
}