2D graphics performance fix
This commit is contained in:
parent
01eb264f44
commit
6c79f3da18
@ -20,20 +20,19 @@
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#include "../objects/Player.h"
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HudRenderer::HudRenderer() {
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HudRenderer::HudRenderer(Assets* assets) : assets(assets) {
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batch = new Batch2D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
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uicamera = new Camera(glm::vec3(), Window::height);
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uicamera->perspective = false;
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uicamera->flipped = true;
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}
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HudRenderer::~HudRenderer() {
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// delete crosshair;
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delete batch;
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delete uicamera;
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}
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void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusion){
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void HudRenderer::drawDebug(Level* level, int fps, bool occlusion){
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Chunks* chunks = level->chunks;
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Player* player = level->player;
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@ -56,11 +55,91 @@ void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusio
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stream << std::hex << player->selectedVoxel.states;
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font->draw(batch, L"block-selected: "+std::to_wstring(player->selectedVoxel.id)+L" "+stream.str(), 16, 78, STYLE_OUTLINE);
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font->draw(batch, L"meshes: " + std::to_wstring(Mesh::meshesCount), 16, 102, STYLE_OUTLINE);
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// batch->render();
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batch->render();
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}
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void HudRenderer::drawInventory(Player* player) {
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Texture* blocks = assets->getTexture("block");
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uint size = 48;
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uint step = 64;
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uint inv_wm = step*10;
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uint inv_hm = step*8;
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uint inv_w = inv_wm - (step - size);
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uint inv_h = inv_hm - (step - size);
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int inv_x = (Window::width - (inv_w)) / 2;
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int inv_y = (Window::height - (inv_h)) / 2;
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int xs = (Window::width - inv_w + step)/2;
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int ys = (Window::height - inv_h + step)/2;
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if (Window::width > inv_w*3){
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inv_x = (Window::width + (inv_w)) / 2;
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inv_y = (Window::height - (inv_h)) / 2;
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xs = (Window::width + inv_w + step)/2;
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ys = (Window::height - inv_h + step)/2;
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}
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int x = 0;
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int y = 0;
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vec4 tint = vec4(1.0f);
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int mx = Events::x;
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int my = Events::y;
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uint count = (inv_w / step) * (inv_h / step) + 1;
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void HudRenderer::draw(Level* level, Assets* assets){
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//back
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
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batch->rect(0, 0, Window::width, Window::height);
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batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(inv_x, inv_y, inv_w, inv_h,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
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for (uint i = 1; i < count; i++) {
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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batch->rect(x-2, y-2, size+4, size+4,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(x, y, size, size,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
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}
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//front
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batch->texture(blocks);
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for (uint i = 1; i < count; i++) {
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Block* cblock = Block::blocks[i];
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if (cblock == nullptr)
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break;
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
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player->choosenBlock = i;
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}
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} else
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{
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tint = vec4(1.0f);
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}
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if (cblock->model == BLOCK_MODEL_CUBE){
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batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
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} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
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batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
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}
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}
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}
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void HudRenderer::draw(Level* level){
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glDisable(GL_MULTISAMPLE);
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uicamera->fov = Window::height;
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glDisable(GL_DEPTH_TEST);
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@ -72,24 +151,19 @@ void HudRenderer::draw(Level* level, Assets* assets){
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// Chosen block preview
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Texture* blocks = assets->getTexture("block");
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Texture* sprite = assets->getTexture("slot");
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batch->texture(nullptr);
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batch->color = vec4(1.0f);
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if (Events::_cursor_locked && !level->player->debug) {
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glLineWidth(2);
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batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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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);
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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);
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const uint width = Window::width;
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const uint height = Window::height;
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batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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}
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// batch->texture(sprite);
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// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
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// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
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// 0.55f, 0.55f, 0.55f,
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// 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2);
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batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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@ -119,103 +193,9 @@ void HudRenderer::draw(Level* level, Assets* assets){
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}
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}
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if (!Events::_cursor_locked) { //inventory
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uint size = 48;
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uint step = 64;
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uint inv_wm = step*10;
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uint inv_hm = step*8;
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uint inv_w = inv_wm - (step - size);
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uint inv_h = inv_hm - (step - size);
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int inv_x = (Window::width - (inv_w)) / 2;
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int inv_y = (Window::height - (inv_h)) / 2;
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int xs = (Window::width - inv_w + step)/2;
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int ys = (Window::height - inv_h + step)/2;
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if (Window::width > inv_w*3){
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inv_x = (Window::width + (inv_w)) / 2;
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inv_y = (Window::height - (inv_h)) / 2;
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xs = (Window::width + inv_w + step)/2;
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ys = (Window::height - inv_h + step)/2;
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}
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int x = 0;
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int y = 0;
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vec4 tint = vec4(1.0f);
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int mx = Events::x;
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int my = Events::y;
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uint count = (inv_w / step) * (inv_h / step) + 1;
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//back
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
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batch->rect(0, 0, Window::width, Window::height);
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batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(inv_x, inv_y, inv_w, inv_h,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
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for (uint i = 1; i < count; i++) {
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x-2, y-2, size+4, size+4);
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batch->rect(x-2, y-2, size+4, size+4,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(x, y, size, size,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
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}
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// batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
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// for (unsigned i = 1; i < count; i++) {
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// x = xs + step * ((i-1) % (inv_w / step));
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// y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x, y, size, size);
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// }
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//front
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batch->texture(blocks);
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for (uint i = 1; i < count; i++) {
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Block* cblock = Block::blocks[i];
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if (cblock == nullptr)
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break;
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
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player->choosenBlock = i;
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}
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// size = 50;
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} else
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{
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// size = 48;
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tint = vec4(1.0f);
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}
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if (cblock->model == BLOCK_MODEL_CUBE){
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batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
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} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
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batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
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}
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}
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}
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// batch->render();
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if (Events::_cursor_locked && !level->player->debug){
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// Shader* crosshairShader = assets->getShader("crosshair");
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// crosshairShader->use();
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// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
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// glLineWidth(2.0f);
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// crosshair->draw(GL_LINES);
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if (!Events::_cursor_locked) {
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drawInventory(player);
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}
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batch->render();
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glEnable(GL_MULTISAMPLE);
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}
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@ -5,17 +5,18 @@ class Batch2D;
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class Camera;
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class Level;
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class Assets;
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class Mesh;
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class Player;
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class HudRenderer {
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Assets* assets;
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Batch2D* batch;
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Camera* uicamera;
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// Mesh* crosshair;
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public:
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HudRenderer();
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HudRenderer(Assets* assets);
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~HudRenderer();
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void draw(Level* level, Assets* assets);
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void drawDebug(Level* level, Assets* assets, int fps, bool occlusion);
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void drawInventory(Player* player);
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void draw(Level* level);
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void drawDebug(Level* level, int fps, bool occlusion);
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};
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#endif /* SRC_HUD_RENDER_H_ */
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@ -71,16 +71,16 @@ void Batch2D::texture(Texture* new_texture){
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}
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void Batch2D::point(float x, float y, float r, float g, float b, float a){
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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if (index + 6*VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x, y, 0, 0, r,g,b,a);
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render(GL_POINTS);
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}
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void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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if (index + 6*VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x1, y1, 0, 0, r,g,b,a);
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vertex(x2, y2, 1, 1, r,g,b,a);
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@ -92,8 +92,8 @@ void Batch2D::rect(float x, float y, float w, float h){
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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if (index + 6*VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x, y, 0, 0, r,g,b,a);
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vertex(x, y+h, 0, 1, r,g,b,a);
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@ -102,7 +102,6 @@ void Batch2D::rect(float x, float y, float w, float h){
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vertex(x, y, 0, 0, r,g,b,a);
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vertex(x+w, y+h, 1, 1, r,g,b,a);
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vertex(x+w, y, 1, 0, r,g,b,a);
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render(GL_TRIANGLES);
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}
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void Batch2D::rect(
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@ -114,8 +113,8 @@ void Batch2D::rect(
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bool flippedX,
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bool flippedY,
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vec4 tint) {
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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if (index + 6*VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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float centerX = w*ox;
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float centerY = h*oy;
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@ -197,14 +196,13 @@ void Batch2D::rect(
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vertex(x1, y1, u1, v1, tint.r, tint.g, tint.b, tint.a);
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vertex(x3, y3, u3, v3, tint.r, tint.g, tint.b, tint.a);
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vertex(x4, y4, u4, v4, tint.r, tint.g, tint.b, tint.a);
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render(GL_TRIANGLES);
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}
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void Batch2D::rect(float x, float y, float w, float h,
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float u, float v, float tx, float ty,
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float r, float g, float b, float a){
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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if (index + 6*VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x, y, u, v+ty, r,g,b,a);
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vertex(x+w, y+h, u+tx, v, r,g,b,a);
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vertex(x, y+h, u, v, r,g,b,a);
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@ -212,7 +210,6 @@ void Batch2D::rect(float x, float y, float w, float h,
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vertex(x, y, u, v+ty, r,g,b,a);
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vertex(x+w, y, u+tx, v+ty, r,g,b,a);
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vertex(x+w, y+h, u+tx, v, r,g,b,a);
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render(GL_TRIANGLES);
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}
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void Batch2D::rect(float x, float y, float w, float h,
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@ -221,8 +218,8 @@ void Batch2D::rect(float x, float y, float w, float h,
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float r2, float g2, float b2,
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float r3, float g3, float b3,
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float r4, float g4, float b4, int sh){
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// if (index + 30*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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if (index + 30*VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vec2 v0 = vec2(x+h/2,y+h/2);
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||||
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);
|
||||
}
|
||||
|
||||
@ -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_ */
|
||||
|
||||
@ -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();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user