Files
OpenRA/OpenRA.Game/Graphics/LineRenderer.cs
RoosterDragon b9ebeaadca Improve performance of line rendering.
- Create an overload that renders a line in one color, as this allows most existing calls to be simplified. This also allows a slight performance improvement by only normalizing the components once.
- Introduce a DrawLineStrip method. This improves performance by allowing the color components to be normalized once for the whole strip, and only needing to calculate vertices once per point rather than twice since we can reuse the last result.
2015-05-19 21:41:50 +01:00

170 lines
3.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
namespace OpenRA.Graphics
{
public class LineRenderer : Renderer.IBatchRenderer
{
static readonly float2 Offset = new float2(0.5f, 0.5f);
readonly Renderer renderer;
readonly IShader shader;
readonly Vertex[] vertices;
int nv = 0;
float lineWidth = 1f;
public LineRenderer(Renderer renderer, IShader shader)
{
this.renderer = renderer;
this.shader = shader;
vertices = new Vertex[renderer.TempBufferSize];
}
public float LineWidth
{
get
{
return lineWidth;
}
set
{
if (LineWidth != value)
Flush();
lineWidth = value;
}
}
public void Flush()
{
if (nv > 0)
{
renderer.Device.SetBlendMode(BlendMode.Alpha);
shader.Render(() =>
{
var vb = renderer.GetTempVertexBuffer();
vb.SetData(vertices, nv);
renderer.SetLineWidth(LineWidth);
renderer.DrawBatch(vb, 0, nv, PrimitiveType.LineList);
});
renderer.Device.SetBlendMode(BlendMode.None);
nv = 0;
}
}
public void DrawRect(float2 tl, float2 br, Color c)
{
var tr = new float2(br.X, tl.Y);
var bl = new float2(tl.X, br.Y);
DrawLine(tl, tr, c);
DrawLine(tl, bl, c);
DrawLine(tr, br, c);
DrawLine(bl, br, c);
}
public void DrawLine(float2 start, float2 end, Color color)
{
renderer.CurrentBatchRenderer = this;
if (nv + 2 > renderer.TempBufferSize)
Flush();
var r = color.R / 255.0f;
var g = color.G / 255.0f;
var b = color.B / 255.0f;
var a = color.A / 255.0f;
vertices[nv++] = new Vertex(start + Offset, r, g, b, a);
vertices[nv++] = new Vertex(end + Offset, r, g, b, a);
}
public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
{
renderer.CurrentBatchRenderer = this;
if (nv + 2 > renderer.TempBufferSize)
Flush();
var r = startColor.R / 255.0f;
var g = startColor.G / 255.0f;
var b = startColor.B / 255.0f;
var a = startColor.A / 255.0f;
vertices[nv++] = new Vertex(start + Offset, r, g, b, a);
r = endColor.R / 255.0f;
g = endColor.G / 255.0f;
b = endColor.B / 255.0f;
a = endColor.A / 255.0f;
vertices[nv++] = new Vertex(end + Offset, r, g, b, a);
}
public void DrawLineStrip(IEnumerable<float2> points, Color color)
{
renderer.CurrentBatchRenderer = this;
var r = color.R / 255.0f;
var g = color.G / 255.0f;
var b = color.B / 255.0f;
var a = color.A / 255.0f;
var first = true;
var prev = new Vertex();
foreach (var point in points)
{
if (first)
{
first = false;
prev = new Vertex(point + Offset, r, g, b, a);
continue;
}
if (nv + 2 > renderer.TempBufferSize)
Flush();
vertices[nv++] = prev;
prev = new Vertex(point + Offset, r, g, b, a);
vertices[nv++] = prev;
}
}
public void FillRect(RectangleF r, Color color)
{
for (var y = r.Top; y < r.Bottom; y++)
DrawLine(new float2(r.Left, y), new float2(r.Right, y), color);
}
public void FillEllipse(RectangleF r, Color color)
{
var a = (r.Right - r.Left) / 2;
var b = (r.Bottom - r.Top) / 2;
var xc = (r.Right + r.Left) / 2;
var yc = (r.Bottom + r.Top) / 2;
for (var y = r.Top; y <= r.Bottom; y++)
{
var dx = a * (float)Math.Sqrt(1 - (y - yc) * (y - yc) / b / b);
DrawLine(new float2(xc - dx, y), new float2(xc + dx, y), color);
}
}
public void SetViewportParams(Size screen, float zoom, int2 scroll)
{
shader.SetVec("Scroll", scroll.X, scroll.Y);
shader.SetVec("r1", zoom * 2f / screen.Width, -zoom * 2f / screen.Height);
shader.SetVec("r2", -1, 1);
}
}
}