mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
Reduced the amount of buffer data calls to the OpenGL driver significantly, cleaned some code up to make it easier to extend Clyde.
276 lines
9.6 KiB
C#
276 lines
9.6 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|