2D graphics performance fix

This commit is contained in:
MihailRis 2023-11-06 02:49:05 +03:00
parent 01eb264f44
commit 6c79f3da18
5 changed files with 124 additions and 146 deletions

View File

@ -20,20 +20,19 @@
#include "../objects/Player.h"
HudRenderer::HudRenderer() {
HudRenderer::HudRenderer(Assets* assets) : assets(assets) {
batch = new Batch2D(1024);
uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
uicamera = new Camera(glm::vec3(), Window::height);
uicamera->perspective = false;
uicamera->flipped = true;
}
HudRenderer::~HudRenderer() {
// delete crosshair;
delete batch;
delete uicamera;
}
void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusion){
void HudRenderer::drawDebug(Level* level, int fps, bool occlusion){
Chunks* chunks = level->chunks;
Player* player = level->player;
@ -56,11 +55,91 @@ void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusio
stream << std::hex << player->selectedVoxel.states;
font->draw(batch, L"block-selected: "+std::to_wstring(player->selectedVoxel.id)+L" "+stream.str(), 16, 78, STYLE_OUTLINE);
font->draw(batch, L"meshes: " + std::to_wstring(Mesh::meshesCount), 16, 102, STYLE_OUTLINE);
// batch->render();
batch->render();
}
void HudRenderer::drawInventory(Player* player) {
Texture* blocks = assets->getTexture("block");
uint size = 48;
uint step = 64;
uint inv_wm = step*10;
uint inv_hm = step*8;
uint inv_w = inv_wm - (step - size);
uint inv_h = inv_hm - (step - size);
int inv_x = (Window::width - (inv_w)) / 2;
int inv_y = (Window::height - (inv_h)) / 2;
int xs = (Window::width - inv_w + step)/2;
int ys = (Window::height - inv_h + step)/2;
if (Window::width > inv_w*3){
inv_x = (Window::width + (inv_w)) / 2;
inv_y = (Window::height - (inv_h)) / 2;
xs = (Window::width + inv_w + step)/2;
ys = (Window::height - inv_h + step)/2;
}
int x = 0;
int y = 0;
vec4 tint = vec4(1.0f);
int mx = Events::x;
int my = Events::y;
uint count = (inv_w / step) * (inv_h / step) + 1;
void HudRenderer::draw(Level* level, Assets* assets){
//back
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
batch->rect(0, 0, Window::width, Window::height);
batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
batch->rect(inv_x, inv_y, inv_w, inv_h,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
for (uint i = 1; i < count; i++) {
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
batch->rect(x-2, y-2, size+4, size+4,
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
0.7f, 0.7f, 0.7f,
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
batch->rect(x, y, size, size,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
}
//front
batch->texture(blocks);
for (uint i = 1; i < count; i++) {
Block* cblock = Block::blocks[i];
if (cblock == nullptr)
break;
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
tint.r *= 1.2f;
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
player->choosenBlock = i;
}
} else
{
tint = vec4(1.0f);
}
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
}
}
}
void HudRenderer::draw(Level* level){
glDisable(GL_MULTISAMPLE);
uicamera->fov = Window::height;
glDisable(GL_DEPTH_TEST);
@ -72,24 +151,19 @@ void HudRenderer::draw(Level* level, Assets* assets){
// Chosen block preview
Texture* blocks = assets->getTexture("block");
Texture* sprite = assets->getTexture("slot");
batch->texture(nullptr);
batch->color = vec4(1.0f);
if (Events::_cursor_locked && !level->player->debug) {
glLineWidth(2);
batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
const uint width = Window::width;
const uint height = Window::height;
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
// batch->texture(sprite);
// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
// 0.55f, 0.55f, 0.55f,
// 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2);
batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
@ -119,103 +193,9 @@ void HudRenderer::draw(Level* level, Assets* assets){
}
}
if (!Events::_cursor_locked) { //inventory
uint size = 48;
uint step = 64;
uint inv_wm = step*10;
uint inv_hm = step*8;
uint inv_w = inv_wm - (step - size);
uint inv_h = inv_hm - (step - size);
int inv_x = (Window::width - (inv_w)) / 2;
int inv_y = (Window::height - (inv_h)) / 2;
int xs = (Window::width - inv_w + step)/2;
int ys = (Window::height - inv_h + step)/2;
if (Window::width > inv_w*3){
inv_x = (Window::width + (inv_w)) / 2;
inv_y = (Window::height - (inv_h)) / 2;
xs = (Window::width + inv_w + step)/2;
ys = (Window::height - inv_h + step)/2;
}
int x = 0;
int y = 0;
vec4 tint = vec4(1.0f);
int mx = Events::x;
int my = Events::y;
uint count = (inv_w / step) * (inv_h / step) + 1;
//back
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
batch->rect(0, 0, Window::width, Window::height);
batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
batch->rect(inv_x, inv_y, inv_w, inv_h,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
for (uint i = 1; i < count; i++) {
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
// batch->rect(x-2, y-2, size+4, size+4);
batch->rect(x-2, y-2, size+4, size+4,
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
0.7f, 0.7f, 0.7f,
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
batch->rect(x, y, size, size,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
}
// batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
// for (unsigned i = 1; i < count; i++) {
// x = xs + step * ((i-1) % (inv_w / step));
// y = ys + step * ((i-1) / (inv_w / step));
// batch->rect(x, y, size, size);
// }
//front
batch->texture(blocks);
for (uint i = 1; i < count; i++) {
Block* cblock = Block::blocks[i];
if (cblock == nullptr)
break;
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
tint.r *= 1.2f;
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
player->choosenBlock = i;
}
// size = 50;
} else
{
// size = 48;
tint = vec4(1.0f);
}
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
}
}
}
// batch->render();
if (Events::_cursor_locked && !level->player->debug){
// Shader* crosshairShader = assets->getShader("crosshair");
// crosshairShader->use();
// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
// glLineWidth(2.0f);
// crosshair->draw(GL_LINES);
if (!Events::_cursor_locked) {
drawInventory(player);
}
batch->render();
glEnable(GL_MULTISAMPLE);
}

View File

@ -5,17 +5,18 @@ class Batch2D;
class Camera;
class Level;
class Assets;
class Mesh;
class Player;
class HudRenderer {
Assets* assets;
Batch2D* batch;
Camera* uicamera;
// Mesh* crosshair;
public:
HudRenderer();
HudRenderer(Assets* assets);
~HudRenderer();
void draw(Level* level, Assets* assets);
void drawDebug(Level* level, Assets* assets, int fps, bool occlusion);
void drawInventory(Player* player);
void draw(Level* level);
void drawDebug(Level* level, int fps, bool occlusion);
};
#endif /* SRC_HUD_RENDER_H_ */

View File

@ -71,16 +71,16 @@ void Batch2D::texture(Texture* new_texture){
}
void Batch2D::point(float x, float y, float r, float g, float b, float a){
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
if (index + 6*VERTEX_SIZE >= capacity)
render(GL_TRIANGLES);
vertex(x, y, 0, 0, r,g,b,a);
render(GL_POINTS);
}
void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
if (index + 6*VERTEX_SIZE >= capacity)
render(GL_TRIANGLES);
vertex(x1, y1, 0, 0, r,g,b,a);
vertex(x2, y2, 1, 1, r,g,b,a);
@ -92,8 +92,8 @@ void Batch2D::rect(float x, float y, float w, float h){
const float g = color.g;
const float b = color.b;
const float a = color.a;
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
if (index + 6*VERTEX_SIZE >= capacity)
render(GL_TRIANGLES);
vertex(x, y, 0, 0, r,g,b,a);
vertex(x, y+h, 0, 1, r,g,b,a);
@ -102,7 +102,6 @@ void Batch2D::rect(float x, float y, float w, float h){
vertex(x, y, 0, 0, r,g,b,a);
vertex(x+w, y+h, 1, 1, r,g,b,a);
vertex(x+w, y, 1, 0, r,g,b,a);
render(GL_TRIANGLES);
}
void Batch2D::rect(
@ -114,8 +113,8 @@ void Batch2D::rect(
bool flippedX,
bool flippedY,
vec4 tint) {
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
if (index + 6*VERTEX_SIZE >= capacity)
render(GL_TRIANGLES);
float centerX = w*ox;
float centerY = h*oy;
@ -197,14 +196,13 @@ void Batch2D::rect(
vertex(x1, y1, u1, v1, tint.r, tint.g, tint.b, tint.a);
vertex(x3, y3, u3, v3, tint.r, tint.g, tint.b, tint.a);
vertex(x4, y4, u4, v4, tint.r, tint.g, tint.b, tint.a);
render(GL_TRIANGLES);
}
void Batch2D::rect(float x, float y, float w, float h,
float u, float v, float tx, float ty,
float r, float g, float b, float a){
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
if (index + 6*VERTEX_SIZE >= capacity)
render(GL_TRIANGLES);
vertex(x, y, u, v+ty, r,g,b,a);
vertex(x+w, y+h, u+tx, v, r,g,b,a);
vertex(x, y+h, u, v, r,g,b,a);
@ -212,7 +210,6 @@ void Batch2D::rect(float x, float y, float w, float h,
vertex(x, y, u, v+ty, r,g,b,a);
vertex(x+w, y, u+tx, v+ty, r,g,b,a);
vertex(x+w, y+h, u+tx, v, r,g,b,a);
render(GL_TRIANGLES);
}
void Batch2D::rect(float x, float y, float w, float h,
@ -221,8 +218,8 @@ void Batch2D::rect(float x, float y, float w, float h,
float r2, float g2, float b2,
float r3, float g3, float b3,
float r4, float g4, float b4, int sh){
// if (index + 30*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
if (index + 30*VERTEX_SIZE >= capacity)
render(GL_TRIANGLES);
vec2 v0 = vec2(x+h/2,y+h/2);
vec2 v1 = vec2(x+w-sh,y);
vec2 v2 = vec2(x+sh,y);
@ -273,7 +270,6 @@ void Batch2D::rect(float x, float y, float w, float h,
vertex(v6, vec2(0, 0), r2,g2,b2,1.0f);
vertex(v9, vec2(0, 0), r2,g2,b2,1.0f);
vertex(v1, vec2(0, 0), r2,g2,b2,1.0f);
render(GL_TRIANGLES);
}
void Batch2D::sprite(Sprite* sprite) {
@ -353,10 +349,6 @@ void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
glDisable(GL_MULTISAMPLE);
render(GL_TRIANGLES);
glEnable(GL_MULTISAMPLE);
}
void Batch2D::render(unsigned int gl_primitive) {
@ -364,3 +356,7 @@ void Batch2D::render(unsigned int gl_primitive) {
mesh->draw(gl_primitive);
index = 0;
}
void Batch2D::render() {
render(GL_TRIANGLES);
}

View File

@ -61,6 +61,7 @@ public:
float r3, float g3, float b3,
float r4, float g4, float b4, int sh);
void render(unsigned int gl_primitive);
void render();
};
#endif /* SRC_GRAPHICS_BATCH2D_H_ */

View File

@ -45,9 +45,10 @@ public:
struct EngineSettings {
/* Window width (pixels) */
int displayWidth;
/* Window height (pixels) */
int displayHeight;
/* Anti-aliasing samples */
int displaySamples;
/* Window title */
@ -144,12 +145,11 @@ void Engine::updateHotkeys() {
void Engine::mainloop() {
Camera* camera = level->player->camera;
std::cout << "-- preparing systems" << std::endl;
World* world = level->world;
WorldRenderer worldRenderer(level, assets);
HudRenderer hud;
HudRenderer hud(assets);
lastTime = glfwGetTime();
Window::swapInterval(1);
Window::swapInterval(0);
while (!Window::isShouldClose()){
updateTimers();
updateHotkeys();
@ -158,9 +158,9 @@ void Engine::mainloop() {
level->chunksController->update(settings.chunksLoadSpeed);
worldRenderer.draw(camera, occlusion);
hud.draw(level, assets);
hud.draw(level);
if (level->player->debug) {
hud.drawDebug(level, assets, 1 / delta, occlusion);
hud.drawDebug(level, 1 / delta, occlusion);
}
Window::swapBuffers();