forked from bit/DotRecastNetSim
refactoring rendering for frame
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fb3a30d069
commit
62903cba9e
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@ -2,10 +2,48 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using Silk.NET.OpenGL;
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using Silk.NET.OpenGL;
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using DotRecast.Core;
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namespace DotRecast.Recast.Demo.Draw;
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namespace DotRecast.Recast.Demo.Draw;
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public class ArrayBuffer<T>
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{
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private int _size;
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private T[] _items;
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public int Count => _size;
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public ArrayBuffer()
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{
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_size = 0;
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_items = Array.Empty<T>();
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}
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public void Add(T item)
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{
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if (0 >= _items.Length)
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{
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_items = new T[256];
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}
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if (_items.Length <= _size)
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{
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var temp = new T[(int)(_size * 1.5)];
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Array.Copy(_items, 0, temp, 0, _items.Length);
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_items = temp;
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}
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_items[_size++] = item;
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}
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public void Clear()
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{
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_size = 0;
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}
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public T[] AsArray()
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{
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return _items;
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}
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}
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public class ModernOpenGLDraw : OpenGLDraw
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public class ModernOpenGLDraw : OpenGLDraw
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{
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{
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private GL _gl;
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private GL _gl;
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@ -20,7 +58,8 @@ public class ModernOpenGLDraw : OpenGLDraw
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private float fogEnd;
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private float fogEnd;
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private bool fogEnabled;
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private bool fogEnabled;
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private int uniformViewMatrix;
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private int uniformViewMatrix;
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private readonly List<OpenGLVertex> vertices = new();
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private readonly ArrayBuffer<OpenGLVertex> vertices = new();
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private readonly ArrayBuffer<int> elements = new();
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private GLCheckerTexture _texture;
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private GLCheckerTexture _texture;
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private float[] _viewMatrix;
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private float[] _viewMatrix;
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private float[] _projectionMatrix;
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private float[] _projectionMatrix;
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@ -202,15 +241,16 @@ public class ModernOpenGLDraw : OpenGLDraw
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byte* pVerts = (byte*)_gl.MapBuffer(GLEnum.ArrayBuffer, GLEnum.WriteOnly);
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byte* pVerts = (byte*)_gl.MapBuffer(GLEnum.ArrayBuffer, GLEnum.WriteOnly);
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byte* pElems = (byte*)_gl.MapBuffer(GLEnum.ElementArrayBuffer, GLEnum.WriteOnly);
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byte* pElems = (byte*)_gl.MapBuffer(GLEnum.ElementArrayBuffer, GLEnum.WriteOnly);
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using var unmanagedVerts = new UnmanagedMemoryStream(pVerts, vboSize, vboSize, FileAccess.Write);
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//vertices.forEach(v => v.store(verts));
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using var unmanagedElems = new UnmanagedMemoryStream(pElems, eboSize, eboSize, FileAccess.Write);
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fixed (void* v = vertices.AsArray())
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{
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System.Buffer.MemoryCopy(v, pVerts, vboSize, vboSize);
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}
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using var verts = new BinaryWriter(unmanagedVerts);
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using var elems = new BinaryWriter(unmanagedElems);
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vertices.forEach(v => v.store(verts));
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if (currentPrim == DebugDrawPrimitives.QUADS)
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if (currentPrim == DebugDrawPrimitives.QUADS)
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{
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{
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using var unmanagedElems = new UnmanagedMemoryStream(pElems, eboSize, eboSize, FileAccess.Write);
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using var elems = new BinaryWriter(unmanagedElems);
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for (int i = 0; i < vertices.Count; i += 4)
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for (int i = 0; i < vertices.Count; i += 4)
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{
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{
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elems.Write(i);
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elems.Write(i);
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@ -223,14 +263,16 @@ public class ModernOpenGLDraw : OpenGLDraw
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}
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}
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else
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else
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{
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{
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for (int i = 0; i < vertices.Count; i++)
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for (int i = elements.Count; i < vertices.Count; i++)
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{
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{
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elems.Write(i);
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elements.Add(i);
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}
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}
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}
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verts.Flush();
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fixed (void* e = elements.AsArray())
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elems.Flush();
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{
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System.Buffer.MemoryCopy(e, pElems, eboSize, eboSize);
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}
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}
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_gl.UnmapBuffer(GLEnum.ElementArrayBuffer);
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_gl.UnmapBuffer(GLEnum.ElementArrayBuffer);
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_gl.UnmapBuffer(GLEnum.ArrayBuffer);
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_gl.UnmapBuffer(GLEnum.ArrayBuffer);
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@ -1,17 +1,19 @@
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using System;
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using System;
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using System.IO;
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using System.IO;
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using System.Runtime.InteropServices;
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using DotRecast.Core;
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using DotRecast.Core;
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namespace DotRecast.Recast.Demo.Draw;
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namespace DotRecast.Recast.Demo.Draw;
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public class OpenGLVertex
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[StructLayout(LayoutKind.Explicit, Pack = 1)]
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public struct OpenGLVertex
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{
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{
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private readonly float x;
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[FieldOffset(0)] private readonly float x;
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private readonly float y;
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[FieldOffset(4)] private readonly float y;
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private readonly float z;
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[FieldOffset(8)] private readonly float z;
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private readonly int color;
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[FieldOffset(12)] private readonly float u;
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private readonly float u;
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[FieldOffset(16)] private readonly float v;
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private readonly float v;
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[FieldOffset(20)] private readonly int color;
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public OpenGLVertex(float[] pos, float[] uv, int color) :
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public OpenGLVertex(float[] pos, float[] uv, int color) :
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this(pos[0], pos[1], pos[2], uv[0], uv[1], color)
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this(pos[0], pos[1], pos[2], uv[0], uv[1], color)
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