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glitchy-engine-beef/GlitchyEngine/src/Renderer/Renderer2D.bf
T

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Beef

using GlitchyEngine.Math;
using System.Collections;
using System;
using System.Diagnostics;
using GlitchyEngine.Renderer.Text;
using GlitchyEngine.World;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
public static class Renderer2D
{
[CRepr]
struct QuadVertex : IVertexData
{
public Vector2 Position;
public Vector2 Texcoord;
public this(Vector2 position, Vector2 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 BatchVertex
{
public Matrix Transform;
public ColorRGBA Color;
public Vector4 UVTransform;
public this(Matrix transform, ColorRGBA color, Vector4 uvTransform)
{
Transform = transform;
Color = color;
UVTransform = uvTransform;
}
}
[CRepr]
struct CircleBatchVertex : BatchVertex
{
public float InnerRadius;
public this(Matrix transform, ColorRGBA color, Vector4 uvTransform, float innerRadius)
: base(transform, color, uvTransform)
{
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 QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture Texture, float Depth, Vector4 uvTransform) { }
struct QueueCircle : QueueQuad
{
public float InnerRadius;
public this(Matrix Transform, ColorRGBA Color, Texture Texture, float Depth, Vector4 uvTransform, float innerRadius)
: base(Transform, Color, Texture, Depth, uvTransform)
{
InnerRadius = innerRadius;
}
}
#if DEBUG
private static bool s_initialized;
private static bool s_sceneRunning;
#endif
private static Effect s_batchEffect;
private static Effect s_circleBatchEffect;
private static GeometryBinding s_quadGeometry;
private static Texture2D s_whiteTexture;
private static GeometryBinding s_quadBatchBinding;
private static GeometryBinding s_circleBatchBinding;
private static VertexBuffer s_quadInstanceBuffer;
private static VertexBuffer s_circleInstanceBuffer;
private static uint32 s_maxInstancesPerBatch = 8192;
private static BatchVertex[] s_rawQuadInstances;
private static CircleBatchVertex[] s_rawCircleInstances;
private static uint32 s_setInstances = 0;
private static List<QueueQuad> s_QuadinstanceQueue;
private static List<QueueCircle> s_circleInstanceQueue;
private static DrawOrder s_drawOrder;
/// The effect that is currently used to draw the sprites.
private static Effect s_currentEffect;
private static Effect s_currentCircleEffect;
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_batchEffect = new Effect("content\\Shaders\\spritebatch.hlsl");
s_circleBatchEffect = new Effect("content\\Shaders\\circlebatch.hlsl");
}
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)
);
s_quadBatchBinding = new GeometryBinding();
s_quadBatchBinding.SetPrimitiveTopology(.TriangleList);
using (var quadBatchLayout = new VertexLayout(vertexElements, true, s_batchEffect.VertexShader))
{
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_Float, "TEXCOORD", false, 2, 1, (.)-1, .PerInstanceData, 1)
);
s_circleBatchBinding = new GeometryBinding();
s_circleBatchBinding.SetPrimitiveTopology(.TriangleList);
using (var circleBatchLayout = new VertexLayout(vertexElements, true, s_circleBatchEffect.VertexShader))
{
s_circleBatchBinding.SetVertexLayout(circleBatchLayout);
}
s_circleBatchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
s_circleBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
}
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(BatchVertex), 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 BatchVertex[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);
}
}
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;
s_whiteTexture.SetData(&color);
// Create the default sampler for the white texture
SamplerState sampler = SamplerStateManager.GetSampler(SamplerStateDescription());
s_whiteTexture.SamplerState = sampler;
sampler.ReleaseRef();
}
public static void Init()
{
Debug.Profiler.ProfileFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(!s_initialized, "Renderer2D is already initialized.");
#endif
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_batchEffect.ReleaseRef();
s_circleBatchEffect.ReleaseRef();
s_quadGeometry.ReleaseRef();
s_whiteTexture.ReleaseRef();
s_quadBatchBinding.ReleaseRef();
s_circleBatchBinding.ReleaseRef();
s_quadInstanceBuffer.ReleaseRef();
s_circleInstanceBuffer.ReleaseRef();
delete s_rawQuadInstances;
delete s_rawCircleInstances;
delete s_QuadinstanceQueue;
delete s_circleInstanceQueue;
s_currentEffect?.ReleaseRef();
s_currentCircleEffect?.ReleaseRef();
#if DEBUG
s_initialized = false;
#endif
}
// TODO: remove?
public static void BeginScene(OldCamera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
{
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
//s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef();
if(effect != null)
{
s_currentEffect = effect..AddRef();
}
else
{
s_currentEffect = s_batchEffect..AddRef();
}
s_currentCircleEffect?.ReleaseRef();
if(circleEffect != null)
{
s_currentCircleEffect = effect..AddRef();
}
else
{
s_currentCircleEffect = s_circleBatchEffect..AddRef();
}
s_currentEffect.Variables["ViewProjection"].SetData(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, Effect effect = null, Effect circleEffect = null)
{
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
//s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef();
if(effect != null)
{
s_currentEffect = effect..AddRef();
}
else
{
s_currentEffect = s_batchEffect..AddRef();
}
s_currentCircleEffect?.ReleaseRef();
if(circleEffect != null)
{
s_currentCircleEffect = effect..AddRef();
}
else
{
s_currentCircleEffect = s_circleBatchEffect..AddRef();
}
Matrix viewProjection = camera.Projection * Matrix.Invert(transform);
s_currentEffect.Variables["ViewProjection"].SetData(viewProjection);
s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
s_drawOrder = drawOrder;
#if DEBUG
s_sceneRunning = true;
#endif
}
public static void BeginScene(EditorCamera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
{
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
//s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef();
if(effect != null)
{
s_currentEffect = effect..AddRef();
}
else
{
s_currentEffect = s_batchEffect..AddRef();
}
s_currentCircleEffect?.ReleaseRef();
if(circleEffect != null)
{
s_currentCircleEffect = effect..AddRef();
}
else
{
s_currentCircleEffect = s_circleBatchEffect..AddRef();
}
Matrix viewProjection = camera.Projection * camera.View;
s_currentEffect.Variables["ViewProjection"].SetData(viewProjection);
s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
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, float depth, Vector4 uvTransform)
{
s_QuadinstanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, depth, uvTransform));
s_statistics.QuadCount++;
}
/// Adds a circle instance to the instance queue.
[Inline]
private static void QueueCircleInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform, float innerRadius)
{
s_circleInstanceQueue.Add(QueueCircle(transform, color, texture ?? s_whiteTexture, depth, uvTransform, innerRadius));
s_statistics.CircleCount++;
}
private static void FlushInstances()
{
Debug.Profiler.ProfileRendererFunction!();
if(s_setInstances == 0)
return;
s_quadInstanceBuffer.SetData<BatchVertex>(s_rawQuadInstances.Ptr, s_setInstances, 0, .WriteDiscard);
s_currentEffect.Bind(Renderer._context);
s_quadBatchBinding.InstanceCount = s_setInstances;
s_quadBatchBinding.Bind();
RenderCommand.DrawIndexedInstanced(s_quadBatchBinding);
s_setInstances = 0;
s_statistics.QuadDrawCalls++;
}
private static void FlushCircleInstances()
{
Debug.Profiler.ProfileRendererFunction!();
if(s_setInstances == 0)
return;
s_circleInstanceBuffer.SetData<CircleBatchVertex>(s_rawCircleInstances.Ptr, s_setInstances, 0, .WriteDiscard);
s_currentCircleEffect.Bind(Renderer._context);
s_circleBatchBinding.InstanceCount = s_setInstances;
s_circleBatchBinding.Bind();
RenderCommand.DrawIndexedInstanced(s_circleBatchBinding);
s_setInstances = 0;
s_statistics.CircleDrawCalls++;
}
// 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)
{
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;
}
private static void SortInstances()
{
Debug.Profiler.ProfileRendererFunction!();
switch(s_drawOrder)
{
case .SortByTexture:
s_QuadinstanceQueue.Sort(scope => TextureComparison);
s_circleInstanceQueue.Sort(scope => TextureComparison);
case .BackToFront:
s_QuadinstanceQueue.Sort(scope => BackToFrontComparison);
s_circleInstanceQueue.Sort(scope => BackToFrontComparison);
case .FrontToBack:
s_QuadinstanceQueue.Sort(scope => FrontToBackComparison);
s_circleInstanceQueue.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)
return;
SortInstances();
DrawDeferredQuads();
DrawDeferredCircles();
}
private static void DrawDeferredQuads()
{
Debug.Profiler.ProfileRendererFunction!();
if(s_QuadinstanceQueue.IsEmpty)
return;
Texture texture = s_QuadinstanceQueue[0].Texture;
s_currentEffect.SetTexture("Texture", texture);
s_setInstances = 0;
for(int i < s_QuadinstanceQueue.Count)
{
var quad = ref s_QuadinstanceQueue[i];
// flush every time the texture changes
if(quad.Texture != texture)
{
FlushInstances();
texture = quad.Texture;
s_currentEffect.SetTexture("Texture", texture);
}
s_rawQuadInstances[s_setInstances++] = .(quad.Transform, quad.Color, quad.uvTransform);
if(s_setInstances == s_rawQuadInstances.Count)
{
FlushInstances();
}
}
FlushInstances();
s_QuadinstanceQueue.Clear();
}
private static void DrawDeferredCircles()
{
Debug.Profiler.ProfileRendererFunction!();
if(s_circleInstanceQueue.IsEmpty)
return;
Texture texture = s_circleInstanceQueue[0].Texture;
s_currentCircleEffect.SetTexture("Texture", texture);
s_setInstances = 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;
s_currentCircleEffect.SetTexture("Texture", texture);
}
s_rawCircleInstances[s_setInstances++] = .(circle.Transform, circle.Color, circle.uvTransform, circle.InnerRadius);
if(s_setInstances == s_rawCircleInstances.Count)
{
FlushCircleInstances();
}
}
FlushCircleInstances();
s_circleInstanceQueue.Clear();
}
/// A specialized function that calculates the 2D transform matrix
private static Matrix Calculate2DTransform(Vector3 translation, Vector2 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
// Colored Quad
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuad(Vector3(position, 0.0f), size, rotation, s_whiteTexture, color);
}
/// Like DrawQuad but the pivot point is the top left corner
public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, s_whiteTexture, color);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuad(position, size, rotation, s_whiteTexture, color);
}
public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuadPivotCorner(position, size, rotation, s_whiteTexture, color);
}
public static void DrawQuad(Matrix transform, ColorRGBA color)
{
DrawQuad(transform, s_whiteTexture, color);
}
// Quad Subtexture
[Inline]
private static Vector4 CalculateSubTexcoords(Vector4 texCoords, Vector4 innerTexcoords)
{
Vector4 uv = texCoords;
uv.XY += innerTexcoords.XY * uv.ZW;
uv.ZW *= innerTexcoords.ZW;
return uv;
}
// Subtex only
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, SubTexture2D texture, ColorRGBA color = .White)
{
DrawQuad(Vector3(position, 0.0f), size, rotation, texture.Texture, .White, texture.TexCoords);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, SubTexture2D texture, ColorRGBA color = .White)
{
DrawQuad(position, size, rotation, texture.Texture, .White, texture.TexCoords);
}
public static void DrawQuad(Matrix transform, SubTexture2D texture, ColorRGBA color = .White)
{
DrawQuad(transform, texture.Texture, color, texture.TexCoords);
}
// Subtex + Texcoords
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, SubTexture2D subtexture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Vector4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
DrawQuad(Vector3(position, 0.0f), size, rotation, subtexture.Texture, .White, uv);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, SubTexture2D subtexture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Vector4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
DrawQuad(position, size, rotation, subtexture.Texture, .White, uv);
}
public static void DrawQuad(Matrix transform, SubTexture2D subtexture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Vector4 uv = CalculateSubTexcoords(subtexture.TexCoords, uvTransform);
DrawQuad(transform, subtexture.Texture, .White, uv);
}
// Textured Quad
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, Texture texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuad(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, Texture texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Matrix transform = Calculate2DTransform(position, size, rotation);
DrawQuad(transform, texture, color, uvTransform);
}
public static void DrawQuad(Matrix transform, Texture texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Debug.Profiler.ProfileRendererFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
#endif
QueueQuadInstance(transform, color, texture, transform.Translation.Z, uvTransform);
if(s_drawOrder == .Immediate)
{
DrawDeferred();
}
}
// Textured quad pivot
public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuad(position + Vector3(size.X / 2, size.Y / -2, 0), size, rotation, texture, color, uvTransform);
}
// Circle
public static void DrawCircle(Vector2 position, Vector2 size, ColorRGBA color, float innerRadius = 1.0f)
{
DrawCircle(Vector3(position, 0.0f), size, 0, s_whiteTexture, color, innerRadius);
}
public static void DrawCircle(Vector3 position, Vector2 size, ColorRGBA color, float innerRadius = 1.0f)
{
DrawCircle(position, size, 0, s_whiteTexture, color, innerRadius);
}
public static void DrawCircle(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawCircle(Vector3(position, 0.0f), size, rotation, texture, color, innerRadius, uvTransform);
}
public static void DrawCircle(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, Vector4 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, Vector4 uvTransform = .(0, 0, 1, 1))
{
Debug.Profiler.ProfileRendererFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
#endif
QueueCircleInstance(transform, color, texture, transform.Translation.Z, uvTransform, innerRadius);
if(s_drawOrder == .Immediate)
{
DrawDeferred();
}
}
public struct Statistics
{
public uint32 QuadDrawCalls = 0;
public uint32 CircleDrawCalls = 0;
public uint32 QuadCount = 0;
public uint32 CircleCount = 0;
public uint32 TotalDrawCalls => QuadDrawCalls + CircleDrawCalls;
public uint32 TotalInstanceCount => QuadCount + CircleCount;
public uint32 TotalVertexCount => TotalInstanceCount * 4;
public uint32 TotalTriangleCount => TotalInstanceCount * 2;
public uint32 TotalIndexCount => TotalInstanceCount * 6;
public void Reset() mut
{
QuadDrawCalls = 0;
CircleDrawCalls = 0;
QuadCount = 0;
CircleCount = 0;
}
}
private static Statistics s_statistics;
public static ref Statistics Stats => ref s_statistics;
}
}