refactoring rendering for frame

This commit is contained in:
ikpil 2023-03-25 12:47:51 +09:00
parent fb3a30d069
commit 62903cba9e
3 changed files with 68 additions and 24 deletions

View File

@ -2,10 +2,48 @@ using System;
using System.Collections.Generic;
using System.IO;
using Silk.NET.OpenGL;
using DotRecast.Core;
namespace DotRecast.Recast.Demo.Draw;
public class ArrayBuffer<T>
{
private int _size;
private T[] _items;
public int Count => _size;
public ArrayBuffer()
{
_size = 0;
_items = Array.Empty<T>();
}
public void Add(T item)
{
if (0 >= _items.Length)
{
_items = new T[256];
}
if (_items.Length <= _size)
{
var temp = new T[(int)(_size * 1.5)];
Array.Copy(_items, 0, temp, 0, _items.Length);
_items = temp;
}
_items[_size++] = item;
}
public void Clear()
{
_size = 0;
}
public T[] AsArray()
{
return _items;
}
}
public class ModernOpenGLDraw : OpenGLDraw
{
private GL _gl;
@ -20,7 +58,8 @@ public class ModernOpenGLDraw : OpenGLDraw
private float fogEnd;
private bool fogEnabled;
private int uniformViewMatrix;
private readonly List<OpenGLVertex> vertices = new();
private readonly ArrayBuffer<OpenGLVertex> vertices = new();
private readonly ArrayBuffer<int> elements = new();
private GLCheckerTexture _texture;
private float[] _viewMatrix;
private float[] _projectionMatrix;
@ -94,7 +133,7 @@ public class ModernOpenGLDraw : OpenGLDraw
{
throw new InvalidOperationException();
}
_gl.DetachShader(program, vert_shdr);
_gl.DetachShader(program, frag_shdr);
_gl.DeleteShader(vert_shdr);
@ -107,7 +146,7 @@ public class ModernOpenGLDraw : OpenGLDraw
uniformFogEnd = _gl.GetUniformLocation(program, "FogEnd");
uniformProjectionMatrix = _gl.GetUniformLocation(program, "ProjMtx");
uniformViewMatrix = _gl.GetUniformLocation(program, "ViewMtx");
uint attrib_pos = (uint)_gl.GetAttribLocation(program, "Position");
uint attrib_uv = (uint)_gl.GetAttribLocation(program, "TexCoord");
uint attrib_col = (uint)_gl.GetAttribLocation(program, "Color");
@ -125,7 +164,7 @@ public class ModernOpenGLDraw : OpenGLDraw
_gl.EnableVertexAttribArray(attrib_pos);
_gl.EnableVertexAttribArray(attrib_uv);
_gl.EnableVertexAttribArray(attrib_col);
// _gl.VertexAttribP3(attrib_pos, GLEnum.Float, false, 24);
// _gl.VertexAttribP2(attrib_uv, GLEnum.Float, false, 24);
// _gl.VertexAttribP4(attrib_col, GLEnum.UnsignedByte, true, 24);
@ -202,15 +241,16 @@ public class ModernOpenGLDraw : OpenGLDraw
byte* pVerts = (byte*)_gl.MapBuffer(GLEnum.ArrayBuffer, GLEnum.WriteOnly);
byte* pElems = (byte*)_gl.MapBuffer(GLEnum.ElementArrayBuffer, GLEnum.WriteOnly);
using var unmanagedVerts = new UnmanagedMemoryStream(pVerts, vboSize, vboSize, FileAccess.Write);
using var unmanagedElems = new UnmanagedMemoryStream(pElems, eboSize, eboSize, FileAccess.Write);
//vertices.forEach(v => v.store(verts));
fixed (void* v = vertices.AsArray())
{
System.Buffer.MemoryCopy(v, pVerts, vboSize, vboSize);
}
using var verts = new BinaryWriter(unmanagedVerts);
using var elems = new BinaryWriter(unmanagedElems);
vertices.forEach(v => v.store(verts));
if (currentPrim == DebugDrawPrimitives.QUADS)
{
using var unmanagedElems = new UnmanagedMemoryStream(pElems, eboSize, eboSize, FileAccess.Write);
using var elems = new BinaryWriter(unmanagedElems);
for (int i = 0; i < vertices.Count; i += 4)
{
elems.Write(i);
@ -223,15 +263,17 @@ public class ModernOpenGLDraw : OpenGLDraw
}
else
{
for (int i = 0; i < vertices.Count; i++)
for (int i = elements.Count; i < vertices.Count; i++)
{
elems.Write(i);
elements.Add(i);
}
fixed (void* e = elements.AsArray())
{
System.Buffer.MemoryCopy(e, pElems, eboSize, eboSize);
}
}
verts.Flush();
elems.Flush();
_gl.UnmapBuffer(GLEnum.ElementArrayBuffer);
_gl.UnmapBuffer(GLEnum.ArrayBuffer);
}

View File

@ -15,7 +15,7 @@ public interface OpenGLDraw
void vertex(float x, float y, float z, int color);
void vertex(float[] pos, int color);
void vertex(float[] pos, int color, float[] uv);
void vertex(float x, float y, float z, int color, float u, float v);

View File

@ -1,17 +1,19 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
using DotRecast.Core;
namespace DotRecast.Recast.Demo.Draw;
public class OpenGLVertex
[StructLayout(LayoutKind.Explicit, Pack = 1)]
public struct OpenGLVertex
{
private readonly float x;
private readonly float y;
private readonly float z;
private readonly int color;
private readonly float u;
private readonly float v;
[FieldOffset(0)] private readonly float x;
[FieldOffset(4)] private readonly float y;
[FieldOffset(8)] private readonly float z;
[FieldOffset(12)] private readonly float u;
[FieldOffset(16)] private readonly float v;
[FieldOffset(20)] private readonly int color;
public OpenGLVertex(float[] pos, float[] uv, int color) :
this(pos[0], pos[1], pos[2], uv[0], uv[1], color)