IBOless rendering with quads; considerably reduces renderer complexity

This commit is contained in:
Chris Forbes
2011-05-05 17:50:23 +12:00
parent 8e1bc25006
commit 4d6b2c7954
13 changed files with 43 additions and 262 deletions

View File

@@ -18,8 +18,7 @@ namespace OpenRA.Graphics
Renderer renderer;
Vertex[] vertices = new Vertex[ Renderer.TempBufferSize ];
uint[] indices = new uint[ Renderer.TempBufferSize ];
int nv = 0, ni = 0;
int nv = 0;
public LineRenderer( Renderer renderer )
{
@@ -28,19 +27,16 @@ namespace OpenRA.Graphics
public void Flush()
{
if( ni > 0 )
if( nv > 0 )
{
renderer.LineShader.Render( () =>
{
var vb = renderer.GetTempVertexBuffer();
var ib = renderer.GetTempIndexBuffer();
vb.SetData( vertices, nv );
ib.SetData( indices, ni );
renderer.DrawBatch( vb, ib,
nv, ni / 2, PrimitiveType.LineList );
renderer.DrawBatch( vb, 0, nv, PrimitiveType.LineList );
} );
nv = 0; ni = 0;
nv = 0;
}
}
@@ -48,30 +44,22 @@ namespace OpenRA.Graphics
{
Renderer.CurrentBatchRenderer = this;
if( ni + 2 > Renderer.TempBufferSize )
Flush();
if( nv + 2 > Renderer.TempBufferSize )
Flush();
indices[ ni++ ] = (ushort)nv;
vertices[ nv++ ] = new Vertex( start,
new float2( startColor.R / 255.0f, startColor.G / 255.0f ),
new float2( startColor.B / 255.0f, startColor.A / 255.0f ) );
indices[ ni++ ] = (ushort)nv;
new float2( startColor.R / 255.0f, startColor.G / 255.0f ),
new float2( startColor.B / 255.0f, startColor.A / 255.0f ) );
vertices[ nv++ ] = new Vertex( end,
new float2( endColor.R / 255.0f, endColor.G / 255.0f ),
new float2( endColor.B / 255.0f, endColor.A / 255.0f ) );
new float2( endColor.R / 255.0f, endColor.G / 255.0f ),
new float2( endColor.B / 255.0f, endColor.A / 255.0f ) );
}
public void FillRect( RectangleF r, Color color )
{
for (float y = r.Top; y < r.Bottom; y++)
{
DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color);
}
}
}
}

View File

@@ -41,7 +41,6 @@ namespace OpenRA.Graphics
const int TempBufferCount = 8;
Queue<IVertexBuffer<Vertex>> tempBuffersV = new Queue<IVertexBuffer<Vertex>>();
Queue<IIndexBuffer> tempBuffersI = new Queue<IIndexBuffer>();
public Renderer()
{
@@ -62,10 +61,7 @@ namespace OpenRA.Graphics
TinyBoldFont = new SpriteFont("FreeSansBold.ttf", 10);
for( int i = 0 ; i < TempBufferCount ; i++ )
{
tempBuffersV.Enqueue( device.CreateVertexBuffer( TempBufferSize ) );
tempBuffersI.Enqueue( device.CreateIndexBuffer( TempBufferSize ) );
}
}
internal IGraphicsDevice Device { get { return device; } }
@@ -83,7 +79,7 @@ namespace OpenRA.Graphics
SetShaderParams( WorldSpriteShader, r1, r2, scroll );
}
private void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll )
void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll )
{
s.SetValue( "Palette", PaletteTexture );
s.SetValue( "Scroll", (int) scroll.X, (int) scroll.Y );
@@ -97,27 +93,12 @@ namespace OpenRA.Graphics
device.Present( inputHandler );
}
public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
Range<int> vertexRange, Range<int> indexRange, PrimitiveType type, IShader shader)
public void DrawBatch<T>(IVertexBuffer<T> vertices,
int firstVertex, int numVertices, PrimitiveType type)
where T : struct
{
vertices.Bind();
indices.Bind();
device.DrawIndexedPrimitives(type, vertexRange, indexRange);
PerfHistory.Increment("batches", 1);
}
public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
int vertexPool, int numPrimitives, PrimitiveType type)
where T : struct
{
vertices.Bind();
indices.Bind();
device.DrawIndexedPrimitives(type, vertexPool, numPrimitives);
device.DrawPrimitives(type, firstVertex, numVertices);
PerfHistory.Increment("batches", 1);
}
@@ -168,13 +149,6 @@ namespace OpenRA.Graphics
return ret;
}
internal IIndexBuffer GetTempIndexBuffer()
{
var ret = tempBuffersI.Dequeue();
tempBuffersI.Enqueue( ret );
return ret;
}
public interface IBatchRenderer
{
void Flush();

View File

@@ -18,9 +18,8 @@ namespace OpenRA.Graphics
IShader shader;
Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
uint[] indices = new uint[Renderer.TempBufferSize];
Sheet currentSheet = null;
int nv = 0, ni = 0;
int nv = 0;
public SpriteRenderer(Renderer renderer, IShader shader)
{
@@ -33,23 +32,17 @@ namespace OpenRA.Graphics
public void Flush()
{
if (ni > 0)
if (nv > 0)
{
shader.SetValue( "DiffuseTexture", currentSheet.Texture );
shader.Render(() =>
{
var vb = renderer.GetTempVertexBuffer();
var ib = renderer.GetTempIndexBuffer();
vb.SetData(vertices, nv);
ib.SetData(indices, ni);
renderer.DrawBatch(vb, ib,
new Range<int>(0, nv),
new Range<int>(0, ni),
PrimitiveType.TriangleList,
shader);
renderer.DrawBatch(vb, 0, nv, PrimitiveType.QuadList);
});
nv = 0; ni = 0;
nv = 0;
currentSheet = null;
}
}
@@ -73,12 +66,10 @@ namespace OpenRA.Graphics
if( nv + 4 > Renderer.TempBufferSize )
Flush();
if( ni + 6 > Renderer.TempBufferSize )
Flush();
currentSheet = s.sheet;
Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, paletteIndex, nv, ni, size);
nv += 4; ni += 6;
Util.FastCreateQuad(vertices, location.ToInt2(), s, paletteIndex, nv, size);
nv += 4;
}

View File

@@ -19,7 +19,6 @@ namespace OpenRA.Graphics
class TerrainRenderer
{
IVertexBuffer<Vertex> vertexBuffer;
IIndexBuffer indexBuffer;
Sheet terrainSheet;
World world;
@@ -30,27 +29,23 @@ namespace OpenRA.Graphics
this.world = world;
this.map = world.Map;
Size tileSize = new Size( Game.CellSize, Game.CellSize );
var tileSize = new Size( Game.CellSize, Game.CellSize );
var tileMapping = new Cache<TileReference<ushort,byte>, Sprite>(
x => Game.modData.SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize));
Vertex[] vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
uint[] indices = new uint[6 * map.Bounds.Height * map.Bounds.Width];
var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
terrainSheet = tileMapping[map.MapTiles.Value[map.Bounds.Left, map.Bounds.Top]].sheet;
int nv = 0;
int ni = 0;
for( int j = map.Bounds.Top; j < map.Bounds.Bottom; j++ )
for( int i = map.Bounds.Left; i < map.Bounds.Right; i++ )
{
Sprite tile = tileMapping[map.MapTiles.Value[i, j]];
// TODO: The zero below should explicitly refer to the terrain palette, but this code is called
// before the palettes are created. Therefore assumes that "terrain" is the first palette to be defined
Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, Game.modData.Palette.GetPaletteIndex("terrain"), nv, ni, tile.size);
var tile = tileMapping[map.MapTiles.Value[i, j]];
// TODO: move GetPaletteIndex out of the inner loop.
Util.FastCreateQuad(vertices, Game.CellSize * new float2(i, j), tile, Game.modData.Palette.GetPaletteIndex("terrain"), nv, tile.size);
nv += 4;
ni += 6;
if (tileMapping[map.MapTiles.Value[i, j]].sheet != terrainSheet)
throw new InvalidOperationException("Terrain sprites span multiple sheets");
@@ -58,14 +53,10 @@ namespace OpenRA.Graphics
vertexBuffer = Game.Renderer.Device.CreateVertexBuffer( vertices.Length );
vertexBuffer.SetData( vertices, nv );
indexBuffer = Game.Renderer.Device.CreateIndexBuffer( indices.Length );
indexBuffer.SetData( indices, ni );
}
public void Draw( WorldRenderer wr, Viewport viewport )
{
int indicesPerRow = map.Bounds.Width * 6;
int verticesPerRow = map.Bounds.Width * 4;
int visibleRows = (int)(viewport.Height * 1f / Game.CellSize + 2);
@@ -93,10 +84,9 @@ namespace OpenRA.Graphics
Game.Renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
Game.Renderer.SpriteShader.Render(() =>
Game.Renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
PrimitiveType.TriangleList, Game.Renderer.SpriteShader));
Game.Renderer.DrawBatch(vertexBuffer,
verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
PrimitiveType.QuadList));
foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
r.Render( wr );

View File

@@ -44,7 +44,7 @@ namespace OpenRA.Graphics
static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
public static void FastCreateQuad(Vertex[] vertices, uint[] indices, float2 o, Sprite r, int palette, int nv, int ni, float2 size)
public static void FastCreateQuad(Vertex[] vertices, float2 o, Sprite r, int palette, int nv, float2 size)
{
var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);
@@ -52,15 +52,10 @@ namespace OpenRA.Graphics
r.FastMapTextureCoords(0), attrib);
vertices[nv + 1] = new Vertex(new float2(o.X + size.X, o.Y),
r.FastMapTextureCoords(1), attrib);
vertices[nv + 2] = new Vertex(new float2(o.X, o.Y + size.Y),
r.FastMapTextureCoords(2), attrib);
vertices[nv + 3] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
vertices[nv + 2] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
r.FastMapTextureCoords(3), attrib);
indices[ni] = (uint)(nv);
indices[ni + 1] = indices[ni + 3] = (uint)(nv + 1);
indices[ni + 2] = indices[ni + 5] = (uint)(nv + 2);
indices[ni + 4] = (uint)(nv + 3);
vertices[nv + 3] = new Vertex(new float2(o.X, o.Y + size.Y),
r.FastMapTextureCoords(2), attrib);
}
static readonly int[] channelMasks = { 2, 1, 0, 3 }; // yes, our channel order is nuts.