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

@@ -18,9 +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;
}