Clyde improvements.

Reduced the amount of buffer data calls to the OpenGL driver significantly, cleaned some code up to make it easier to extend Clyde.
This commit is contained in:
Pieter-Jan Briers
2019-12-18 12:21:52 +01:00
parent 6c0c395dc7
commit 610bfea95c
3 changed files with 612 additions and 601 deletions

View File

@@ -0,0 +1,275 @@
using System;
using Robust.Client.GameObjects;
using Robust.Client.Graphics.ClientEye;
using Robust.Client.Graphics.Drawing;
using Robust.Client.Graphics.Shaders;
using Robust.Client.Interfaces.Graphics;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics.Clyde
{
internal partial class Clyde
{
private sealed class RenderHandle : IRenderHandle
{
private readonly Clyde _clyde;
public DrawingHandleScreen DrawingHandleScreen { get; }
public DrawingHandleWorld DrawingHandleWorld { get; }
public RenderHandle(Clyde clyde)
{
_clyde = clyde;
DrawingHandleScreen = new DrawingHandleScreenImpl(this);
DrawingHandleWorld = new DrawingHandleWorldImpl(this);
}
public void SetModelTransform(in Matrix3 matrix)
{
_clyde.DrawSetModelTransform(matrix);
}
public void SetViewTransform(in Matrix3 matrix)
{
_clyde.DrawSetViewTransform(matrix);
}
public void ResetViewTransform()
{
_clyde.DrawResetViewTransform();
}
public void DrawTexture(Texture texture, Vector2 a, Vector2 b, Color modulate, UIBox2? subRegion,
Angle angle)
{
if (texture is AtlasTexture atlas)
{
texture = atlas.SourceTexture;
if (subRegion.HasValue)
{
var offset = atlas.SubRegion.TopLeft;
subRegion = new UIBox2(
subRegion.Value.TopLeft + offset,
subRegion.Value.BottomRight + offset);
}
else
{
subRegion = atlas.SubRegion;
}
}
var clydeTexture = (ClydeTexture) texture;
_clyde.DrawTexture(clydeTexture.TextureId, a, b, modulate, subRegion, angle);
}
public void SetScissor(UIBox2i? scissorBox)
{
_clyde.DrawSetScissor(scissorBox);
}
public void SetSpace(CurrentSpace space)
{
_clyde.DrawSwitchSpace(space);
}
public void DrawEntity(IEntity entity, Vector2 position, Vector2 scale)
{
if (entity.Deleted)
{
throw new ArgumentException("Tried to draw an entity has been deleted.", nameof(entity));
}
var sprite = entity.GetComponent<SpriteComponent>();
// Switch rendering to world space.
SetSpace(CurrentSpace.WorldSpace);
{
var ofsX = position.X - _clyde.ScreenSize.X / 2f;
var ofsY = position.Y - _clyde.ScreenSize.Y / 2f;
var viewMatrix = Matrix3.Identity;
viewMatrix.R0C0 = scale.X;
viewMatrix.R1C1 = scale.Y;
viewMatrix.R0C2 = ofsX / EyeManager.PIXELSPERMETER;
viewMatrix.R1C2 = -ofsY / EyeManager.PIXELSPERMETER;
SetViewTransform(viewMatrix);
}
// Draw the entity.
sprite.OpenGLRender(DrawingHandleWorld, false);
// Reset to screen space
SetSpace(CurrentSpace.ScreenSpace);
}
public void DrawLine(Vector2 a, Vector2 b, Color color)
{
_clyde.DrawLine(a, b, color);
}
public void UseShader(ShaderInstance shader)
{
if (shader != null && shader.Disposed)
{
throw new ArgumentException("Unable to use disposed shader instance.", nameof(shader));
}
var clydeShader = (ClydeShaderInstance) shader;
_clyde.DrawUseShader(clydeShader?.Handle ?? _clyde._defaultShader.Handle);
}
public void Viewport(Box2i viewport)
{
_clyde.DrawViewport(viewport);
}
public void UseRenderTarget(IRenderTarget renderTarget)
{
var target = (RenderTarget) renderTarget;
_clyde.DrawRenderTarget(target?.Handle ?? default);
}
public void Clear(Color color)
{
_clyde.DrawClear(color);
}
private sealed class DrawingHandleScreenImpl : DrawingHandleScreen
{
private readonly RenderHandle _renderHandle;
public DrawingHandleScreenImpl(RenderHandle renderHandle)
{
_renderHandle = renderHandle;
}
public override void SetTransform(in Matrix3 matrix)
{
_renderHandle.SetModelTransform(matrix);
}
public override void UseShader(ShaderInstance shader)
{
_renderHandle.UseShader(shader);
}
public override void DrawCircle(Vector2 position, float radius, Color color)
{
// TODO: Implement this.
}
public override void DrawLine(Vector2 from, Vector2 to, Color color)
{
_renderHandle.DrawLine(@from, to, color * Modulate);
}
public override void DrawRect(UIBox2 rect, Color color, bool filled = true)
{
if (filled)
{
DrawTextureRect(Texture.White, rect, color);
}
else
{
DrawLine(rect.TopLeft, rect.TopRight, color);
DrawLine(rect.TopRight, rect.BottomRight, color);
DrawLine(rect.BottomRight, rect.BottomLeft, color);
DrawLine(rect.BottomLeft, rect.TopLeft, color);
}
}
public override void DrawTextureRectRegion(Texture texture, UIBox2 rect, UIBox2? subRegion = null,
Color? modulate = null)
{
var color = (modulate ?? Color.White) * Modulate;
_renderHandle.DrawTexture(texture, rect.TopLeft, rect.BottomRight, color,
subRegion, 0);
}
}
private sealed class DrawingHandleWorldImpl : DrawingHandleWorld
{
private readonly RenderHandle _renderHandle;
public DrawingHandleWorldImpl(RenderHandle renderHandle)
{
_renderHandle = renderHandle;
}
public override void SetTransform(in Matrix3 matrix)
{
_renderHandle.SetModelTransform(matrix);
}
public override void UseShader(ShaderInstance shader)
{
_renderHandle.UseShader(shader);
}
public override void DrawCircle(Vector2 position, float radius, Color color)
{
// TODO: Implement this.
}
public override void DrawLine(Vector2 from, Vector2 to, Color color)
{
_renderHandle.DrawLine(@from, to, color * Modulate);
}
public override void DrawRect(Box2 rect, Color color, bool filled = true)
{
if (filled)
{
DrawTextureRect(Texture.White, rect, color);
}
else
{
DrawLine(rect.TopLeft, rect.TopRight, color);
DrawLine(rect.TopRight, rect.BottomRight, color);
DrawLine(rect.BottomRight, rect.BottomLeft, color);
DrawLine(rect.BottomLeft, rect.TopLeft, color);
}
}
public override void DrawRect(in Box2Rotated rect, Color color, bool filled = true)
{
if (filled)
{
DrawTextureRect(Texture.White, rect, color);
}
else
{
DrawLine(rect.TopLeft, rect.TopRight, color);
DrawLine(rect.TopRight, rect.BottomRight, color);
DrawLine(rect.BottomRight, rect.BottomLeft, color);
DrawLine(rect.BottomLeft, rect.TopLeft, color);
}
}
public override void DrawTextureRectRegion(Texture texture, Box2 rect, UIBox2? subRegion = null,
Color? modulate = null)
{
var color = (modulate ?? Color.White) * Modulate;
_renderHandle.DrawTexture(texture, rect.BottomLeft, rect.TopRight, color, subRegion, 0);
}
public override void DrawTextureRectRegion(Texture texture, in Box2Rotated rect,
UIBox2? subRegion = null, Color? modulate = null)
{
var color = (modulate ?? Color.White) * Modulate;
_renderHandle.DrawTexture(texture, rect.Box.BottomLeft, rect.Box.TopRight, color, subRegion,
(float) rect.Rotation);
}
}
}
}
}

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@@ -1,18 +1,13 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
using System.Threading;
using JetBrains.Annotations;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using Robust.Client.Graphics.ClientEye;
using Robust.Client.Input;
using Robust.Client.Interfaces.Graphics;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Interfaces.Graphics.Lighting;
@@ -67,13 +62,8 @@ namespace Robust.Client.Graphics.Clyde
// VBO to draw a single quad.
private Buffer QuadVBO;
private OGLHandle QuadVAO;
// VBO to draw a single line.
private Buffer LineVBO;
private OGLHandle LineVAO;
private const int UniIModUV = 0;
private const int UniIModelMatrix = 1;
private const int UniIModulate = 2;
@@ -210,44 +200,25 @@ namespace Robust.Client.Graphics.Clyde
GL.EnableVertexAttribArray(1);
}
// Line drawing.
// Batch rendering
{
var lineVertices = new[]
{
new Vertex2D(0, 0, 0, 0),
new Vertex2D(1, 1, 1, 1),
};
BatchVBO = new Buffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
Vertex2D.SizeOf * BatchVertexData.Length, "BatchVBO");
LineVBO = new Buffer<Vertex2D>(this, BufferTarget.ArrayBuffer, BufferUsageHint.StaticDraw, lineVertices,
nameof(LineVBO));
LineVAO = new OGLHandle((uint) GL.GenVertexArray());
GL.BindVertexArray(LineVAO.Handle);
_objectLabelMaybe(ObjectLabelIdentifier.VertexArray, LineVAO, nameof(LineVAO));
BatchVAO = new OGLHandle(GL.GenVertexArray());
GL.BindVertexArray(BatchVAO.Handle);
_objectLabelMaybe(ObjectLabelIdentifier.VertexArray, BatchVAO, "BatchVAO");
// Vertex Coords
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 0);
GL.EnableVertexAttribArray(0);
// Texture Coords.
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 2 * sizeof(float));
GL.EnableVertexAttribArray(1);
BatchEBO = new Buffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
sizeof(ushort) * BatchIndexData.Length, "BatchEBO");
}
BatchVBO = new Buffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
Vertex2D.SizeOf * BatchVertexData.Length, "BatchVBO");
BatchVAO = new OGLHandle(GL.GenVertexArray());
GL.BindVertexArray(BatchVAO.Handle);
_objectLabelMaybe(ObjectLabelIdentifier.VertexArray, BatchVAO, "BatchVAO");
// Vertex Coords
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 0);
GL.EnableVertexAttribArray(0);
// Texture Coords.
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 2 * sizeof(float));
GL.EnableVertexAttribArray(1);
BatchEBO = new Buffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
sizeof(ushort) * BatchIndexData.Length, "BatchEBO");
ProjViewUBO = new Buffer(this, BufferTarget.UniformBuffer, BufferUsageHint.StreamDraw, "ProjViewUBO");
unsafe
{
@@ -284,11 +255,7 @@ namespace Robust.Client.Graphics.Clyde
// ReSharper disable once UnusedParameter.Local
private void _loadVendorSettings(string vendor, string renderer, string version)
{
if (vendor.IndexOf("intel", StringComparison.InvariantCultureIgnoreCase) != -1)
{
// Intel specific settings.
_reallocateBuffers = true;
}
// Nothing yet.
}
private Vector2i _lightMapSize()