|
|
|
@ -3,6 +3,7 @@
|
|
|
|
|
|
|
|
|
|
#include <glad/glad.h> |
|
|
|
|
|
|
|
|
|
#include "inferno/assertions.h" |
|
|
|
|
#include "inferno/component/transform.h" |
|
|
|
|
#include "inferno/render/buffer.h" |
|
|
|
|
#include "inferno/render/camera.h" |
|
|
|
@ -37,68 +38,129 @@ namespace Inferno {
|
|
|
|
|
|
|
|
|
|
// -----------------------------------------
|
|
|
|
|
|
|
|
|
|
std::shared_ptr<Camera> Renderer2D::s_camera = nullptr; |
|
|
|
|
QuadBatch* Renderer2D::s_quadBatch; |
|
|
|
|
uint32_t Renderer::m_supportedTextureUnitPerBatch = 0; |
|
|
|
|
|
|
|
|
|
void Renderer::initialize() |
|
|
|
|
{ |
|
|
|
|
// Get amount of texture units supported by the GPU
|
|
|
|
|
uint32_t constTextureUnitCount = textureUnitPerBatch; |
|
|
|
|
uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount(); |
|
|
|
|
m_supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount); |
|
|
|
|
|
|
|
|
|
// Create texture unit samplers
|
|
|
|
|
int32_t samplers[textureUnitPerBatch]; |
|
|
|
|
for (uint32_t i = 0; i < textureUnitPerBatch; i++) { |
|
|
|
|
samplers[i] = i; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create shader
|
|
|
|
|
m_shader = ShaderManager::the().load("assets/glsl/batch-quad"); |
|
|
|
|
m_shader->bind(); |
|
|
|
|
m_shader->setInt("u_textures", samplers, textureUnitPerBatch); |
|
|
|
|
m_shader->unbind(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer::destroy() |
|
|
|
|
{ |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
uint32_t Renderer::addTextureUnit(std::shared_ptr<Texture> texture) |
|
|
|
|
{ |
|
|
|
|
if (texture == nullptr) { |
|
|
|
|
return 0; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create a new batch if the texture unit limit has been reached
|
|
|
|
|
if (m_textureUnitIndex >= m_supportedTextureUnitPerBatch) { |
|
|
|
|
nextBatch(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// If texure was already added
|
|
|
|
|
for (uint32_t i = 1; i < m_textureUnitIndex; i++) { |
|
|
|
|
if (m_textureUnits[i] == texture) { |
|
|
|
|
return i; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Add texture
|
|
|
|
|
uint32_t textureUnitIndex = m_textureUnitIndex; |
|
|
|
|
m_textureUnits[textureUnitIndex] = texture; |
|
|
|
|
m_textureUnitIndex++; |
|
|
|
|
|
|
|
|
|
return textureUnitIndex; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer::bind() |
|
|
|
|
{ |
|
|
|
|
m_shader->bind(); |
|
|
|
|
|
|
|
|
|
for (uint32_t i = 1; i < m_textureUnitIndex; i++) { |
|
|
|
|
m_textureUnits[i]->bind(i); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
m_vertexArray->bind(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer::unbind() |
|
|
|
|
{ |
|
|
|
|
m_vertexArray->unbind(); |
|
|
|
|
|
|
|
|
|
for (uint32_t i = 1; i < m_textureUnitIndex; i++) { |
|
|
|
|
m_textureUnits[i]->unbind(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
m_shader->unbind(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// -----------------------------------------
|
|
|
|
|
|
|
|
|
|
Renderer2D* Renderer2D::s_instance = nullptr; |
|
|
|
|
|
|
|
|
|
void Renderer2D::initialize() |
|
|
|
|
{ |
|
|
|
|
s_quadBatch = new QuadBatch(); |
|
|
|
|
ASSERT(!s_instance, "ShaderManager already exists!"); |
|
|
|
|
s_instance = this; |
|
|
|
|
|
|
|
|
|
Renderer::initialize(); |
|
|
|
|
|
|
|
|
|
// CPU
|
|
|
|
|
// -----------------------------------------
|
|
|
|
|
|
|
|
|
|
// Create array for storing quads vertices
|
|
|
|
|
s_quadBatch->vertexBufferBase = std::unique_ptr<QuadVertex[]>(new QuadVertex[QuadBatch::vertexCount]); |
|
|
|
|
s_quadBatch->vertexBufferPtr = s_quadBatch->vertexBufferBase.get(); |
|
|
|
|
m_vertexBufferBase = std::unique_ptr<QuadVertex[]>(new QuadVertex[vertexCount]); |
|
|
|
|
m_vertexBufferPtr = m_vertexBufferBase.get(); |
|
|
|
|
|
|
|
|
|
// Set default quad vertex positions
|
|
|
|
|
s_quadBatch->vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f }; |
|
|
|
|
s_quadBatch->vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f }; |
|
|
|
|
s_quadBatch->vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f }; |
|
|
|
|
s_quadBatch->vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f }; |
|
|
|
|
|
|
|
|
|
// Create texture unit samplers
|
|
|
|
|
int32_t samplers[s_quadBatch->textureUnitPerBatch]; |
|
|
|
|
for (uint32_t i = 0; i < s_quadBatch->textureUnitPerBatch; i++) { |
|
|
|
|
samplers[i] = i; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Get amount of texture units supported by the GPU
|
|
|
|
|
uint32_t constTextureUnitCount = QuadBatch::textureUnitPerBatch; |
|
|
|
|
uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount(); |
|
|
|
|
s_quadBatch->supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount); |
|
|
|
|
m_vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f }; |
|
|
|
|
m_vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f }; |
|
|
|
|
m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f }; |
|
|
|
|
m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f }; |
|
|
|
|
|
|
|
|
|
// Texture unit 0 is reserved for no texture
|
|
|
|
|
s_quadBatch->textureUnits[0] = nullptr; |
|
|
|
|
m_textureUnits[0] = nullptr; |
|
|
|
|
|
|
|
|
|
// GPU
|
|
|
|
|
// -----------------------------------------
|
|
|
|
|
|
|
|
|
|
// Create shader
|
|
|
|
|
s_quadBatch->shader = ShaderManager::the().load("assets/glsl/batch-quad"); |
|
|
|
|
s_quadBatch->shader->bind(); |
|
|
|
|
s_quadBatch->shader->setInt("u_textures", samplers, s_quadBatch->textureUnitPerBatch); |
|
|
|
|
s_quadBatch->shader->unbind(); |
|
|
|
|
|
|
|
|
|
// Create vertex array
|
|
|
|
|
s_quadBatch->vertexArray = std::make_shared<VertexArray>(); |
|
|
|
|
m_vertexArray = std::make_shared<VertexArray>(); |
|
|
|
|
|
|
|
|
|
// Create vertex buffer
|
|
|
|
|
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * QuadBatch::vertexCount); |
|
|
|
|
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * vertexCount); |
|
|
|
|
vertexBuffer->setLayout({ |
|
|
|
|
{ BufferElementType::Vec3, "a_position" }, |
|
|
|
|
{ BufferElementType::Vec4, "a_color" }, |
|
|
|
|
{ BufferElementType::Vec2, "a_textureCoordinates" }, |
|
|
|
|
{ BufferElementType::Float, "a_textureIndex" }, |
|
|
|
|
}); |
|
|
|
|
s_quadBatch->vertexArray->addVertexBuffer(std::move(vertexBuffer)); |
|
|
|
|
m_vertexArray->addVertexBuffer(std::move(vertexBuffer)); |
|
|
|
|
|
|
|
|
|
// Generate indices
|
|
|
|
|
|
|
|
|
|
uint32_t* indices = new uint32_t[QuadBatch::indexCount]; |
|
|
|
|
uint32_t* indices = new uint32_t[indexCount]; |
|
|
|
|
|
|
|
|
|
uint32_t offset = 0; |
|
|
|
|
for (uint32_t i = 0; i < QuadBatch::indexCount; i += QuadBatch::indexPerQuad) { |
|
|
|
|
for (uint32_t i = 0; i < indexCount; i += indexPerQuad) { |
|
|
|
|
indices[i + 0] = offset + 0; |
|
|
|
|
indices[i + 1] = offset + 1; |
|
|
|
|
indices[i + 2] = offset + 2; |
|
|
|
@ -106,12 +168,12 @@ namespace Inferno {
|
|
|
|
|
indices[i + 4] = offset + 3; |
|
|
|
|
indices[i + 5] = offset + 0; |
|
|
|
|
|
|
|
|
|
offset += QuadBatch::vertexPerQuad; |
|
|
|
|
offset += vertexPerQuad; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create index buffer
|
|
|
|
|
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * QuadBatch::indexCount); |
|
|
|
|
s_quadBatch->vertexArray->setIndexBuffer(indexBuffer); |
|
|
|
|
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount); |
|
|
|
|
m_vertexArray->setIndexBuffer(indexBuffer); |
|
|
|
|
delete[] indices; |
|
|
|
|
|
|
|
|
|
dbg(Log::Info) << "Renderer2D initialized"; |
|
|
|
@ -119,7 +181,8 @@ namespace Inferno {
|
|
|
|
|
|
|
|
|
|
void Renderer2D::destroy() |
|
|
|
|
{ |
|
|
|
|
delete s_quadBatch; |
|
|
|
|
delete s_instance; |
|
|
|
|
s_instance = nullptr; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer2D::beginScene(const std::shared_ptr<Camera>& camera) |
|
|
|
@ -150,7 +213,7 @@ namespace Inferno {
|
|
|
|
|
void Renderer2D::drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color, std::shared_ptr<Texture> texture) |
|
|
|
|
{ |
|
|
|
|
// Create a new batch if the quad limit has been reached
|
|
|
|
|
if (s_quadBatch->quadCount >= QuadBatch::quads) { |
|
|
|
|
if (m_quadIndex >= quadCount) { |
|
|
|
|
nextBatch(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
@ -161,91 +224,43 @@ namespace Inferno {
|
|
|
|
|
uint32_t textureUnitIndex = addTextureUnit(texture); |
|
|
|
|
|
|
|
|
|
// Add the quads 4 vertices
|
|
|
|
|
for (uint32_t i = 0; i < QuadBatch::vertexPerQuad; i++) { |
|
|
|
|
s_quadBatch->vertexBufferPtr->position = transform->transform() * s_quadBatch->vertexPositions[i]; |
|
|
|
|
s_quadBatch->vertexBufferPtr->color = color[i]; |
|
|
|
|
s_quadBatch->vertexBufferPtr->textureCoordinates = textureCoordinates[i]; |
|
|
|
|
s_quadBatch->vertexBufferPtr->textureIndex = (float)textureUnitIndex; |
|
|
|
|
s_quadBatch->vertexBufferPtr++; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
s_quadBatch->quadCount++; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
uint32_t Renderer2D::addTextureUnit(std::shared_ptr<Texture> texture) |
|
|
|
|
{ |
|
|
|
|
if (texture == nullptr) { |
|
|
|
|
return 0; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create a new batch if the texture unit limit has been reached
|
|
|
|
|
if (s_quadBatch->textureUnitIndex >= s_quadBatch->supportedTextureUnitPerBatch) { |
|
|
|
|
nextBatch(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// If texure was already added
|
|
|
|
|
for (uint32_t i = 1; i < s_quadBatch->textureUnitIndex; i++) { |
|
|
|
|
if (s_quadBatch->textureUnits[i] == texture) { |
|
|
|
|
return i; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Add texture
|
|
|
|
|
uint32_t textureUnitIndex = s_quadBatch->textureUnitIndex; |
|
|
|
|
s_quadBatch->textureUnits[textureUnitIndex] = texture; |
|
|
|
|
s_quadBatch->textureUnitIndex++; |
|
|
|
|
|
|
|
|
|
return textureUnitIndex; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer2D::bind() |
|
|
|
|
{ |
|
|
|
|
s_quadBatch->shader->bind(); |
|
|
|
|
|
|
|
|
|
for (uint32_t i = 1; i < s_quadBatch->textureUnitIndex; i++) { |
|
|
|
|
s_quadBatch->textureUnits[i]->bind(i); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
s_quadBatch->vertexArray->bind(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer2D::unbind() |
|
|
|
|
{ |
|
|
|
|
s_quadBatch->vertexArray->unbind(); |
|
|
|
|
|
|
|
|
|
for (uint32_t i = 1; i < s_quadBatch->textureUnitIndex; i++) { |
|
|
|
|
s_quadBatch->textureUnits[i]->unbind(); |
|
|
|
|
for (uint32_t i = 0; i < vertexPerQuad; i++) { |
|
|
|
|
m_vertexBufferPtr->position = transform->transform() * m_vertexPositions[i]; |
|
|
|
|
m_vertexBufferPtr->color = color[i]; |
|
|
|
|
m_vertexBufferPtr->textureCoordinates = textureCoordinates[i]; |
|
|
|
|
m_vertexBufferPtr->textureIndex = (float)textureUnitIndex; |
|
|
|
|
m_vertexBufferPtr++; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
s_quadBatch->shader->unbind(); |
|
|
|
|
m_quadIndex++; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer2D::flush() |
|
|
|
|
{ |
|
|
|
|
if (s_quadBatch->quadCount == 0) { |
|
|
|
|
if (m_quadIndex == 0) { |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Upload vertex data to GPU
|
|
|
|
|
s_quadBatch->vertexArray->getVertexBuffers().at(0)->uploadData( |
|
|
|
|
s_quadBatch->vertexBufferBase.get(), |
|
|
|
|
s_quadBatch->quadCount * QuadBatch::vertexPerQuad * sizeof(QuadVertex)); |
|
|
|
|
m_vertexArray->getVertexBuffers().at(0)->uploadData( |
|
|
|
|
m_vertexBufferBase.get(), |
|
|
|
|
quadCount * vertexPerQuad * sizeof(QuadVertex)); |
|
|
|
|
|
|
|
|
|
bind(); |
|
|
|
|
|
|
|
|
|
// Render
|
|
|
|
|
s_quadBatch->shader->setFloat("u_projectionView", s_camera->projection() * s_camera->transform()->transform()); |
|
|
|
|
RenderCommand::drawIndexed(s_quadBatch->vertexArray, s_quadBatch->quadCount * QuadBatch::indexPerQuad); |
|
|
|
|
m_shader->setFloat("u_projectionView", s_camera->projection() * s_camera->transform()->transform()); |
|
|
|
|
RenderCommand::drawIndexed(m_vertexArray, quadCount * indexPerQuad); |
|
|
|
|
|
|
|
|
|
unbind(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer2D::startBatch() |
|
|
|
|
{ |
|
|
|
|
s_quadBatch->quadCount = 0; |
|
|
|
|
s_quadBatch->vertexBufferPtr = s_quadBatch->vertexBufferBase.get(); |
|
|
|
|
m_quadIndex = 0; |
|
|
|
|
m_vertexBufferPtr = m_vertexBufferBase.get(); |
|
|
|
|
|
|
|
|
|
s_quadBatch->textureUnitIndex = 1; |
|
|
|
|
m_textureUnitIndex = 1; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void Renderer2D::nextBatch() |
|
|
|
|