Extract vertex attributes

This commit is contained in:
Gustas
2023-09-13 12:57:47 +03:00
committed by Matthias Mailänder
parent 0a90c2a95e
commit 26b6118f50
10 changed files with 149 additions and 57 deletions

View File

@@ -88,11 +88,12 @@ namespace OpenRA
SheetSize = graphicSettings.SheetSize;
WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
var combinedBindings = new CombinedShaderBindings();
WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
WorldModelRenderer = new ModelRenderer(this, Context.CreateShader("model"));
SpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
WorldModelRenderer = new ModelRenderer(this, Context.CreateShader(new ModelShaderBindings()));
SpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
@@ -331,26 +332,28 @@ namespace OpenRA
renderType = RenderType.None;
}
public void DrawBatch<T>(IVertexBuffer<T> vertices,
public void DrawBatch<T>(IVertexBuffer<T> vertices, IShader shader,
int firstVertex, int numVertices, PrimitiveType type)
where T : struct
{
vertices.Bind();
shader.Bind();
Context.DrawPrimitives(type, firstVertex, numVertices);
PerfHistory.Increment("batches", 1);
}
public void DrawQuadBatch(ref Vertex[] vertices, int numVertices)
public void DrawQuadBatch(ref Vertex[] vertices, IShader shader, int numVertices)
{
tempVertexBuffer.SetData(ref vertices, numVertices);
DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, numVertices / 4 * 6, 0);
DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, shader, numVertices / 4 * 6, 0);
}
public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, int numIndices, int start)
public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, IShader shader, int numIndices, int start)
where T : struct
{
vertices.Bind();
indices.Bind();
shader.Bind();
Context.DrawElements(numIndices, start);
PerfHistory.Increment("batches", 1);
}