Improved Demo and multithreading rendering:

-added support for multithreaded rendering (fast)
-improved shaders
-added support for rendering depth
-added rendering color support
-improved DeptThreadPool (dynamics setting number of tryWait counts before TryWait. Low cpu usage with high responivity)
-added possibility to change number of threads
This commit is contained in:
Mergul 2020-05-09 19:41:00 +02:00
parent f6e7af1014
commit c94510a487
8 changed files with 311 additions and 105 deletions

View file

@ -50,6 +50,6 @@ uniform sampler2D tex;
void main()
{
gl_FragColor = TEX(tex,uv);// * color;
gl_FragColor = TEX(tex,uv) * color;
if(gl_FragColor.a < 0.01)discard;
}

View file

@ -70,7 +70,7 @@ precision lowp samplerCube;
#endif
#endif*/
#define VBO_BATCH 1
M_OUT vec2 uv;
L_OUT vec4 color;
@ -91,12 +91,16 @@ LOC(1) ATT vec2 tex_coords;
#endif
void main() {
#ifdef VBO_BATCH
vec3 position = vec3(positions*4,1.0);
uv = tex_coords;
#else
vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1) * vec3(positions,1.0);
uv = tex_coords * uv_transform.zw + uv_transform.xy;
#endif
vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1) * vec3(positions,1.0);
position.z = depth;
uv = tex_coords * uv_transform.zw + uv_transform.xy;
color = vcolor;
gl_Position = vec4(position.xy,0,1.0);
gl_Position = vec4(position.xy,depth,1.0);
}

View file

@ -9,13 +9,14 @@ import bubel.ecs.atomic;
//import std.stdio;
import std.algorithm : map;
//version = MM_NO_LOGS; // Disable log creation
version = MM_NO_LOGS; // Disable log creation
//version = MM_USE_POSIX_THREADS; // Use posix threads insted of standard library, required for betterC
version (Posix)version = MM_USE_POSIX_THREADS;
version (WebAssembly)
{
version = MM_NO_LOGS;
extern(C) struct FILE
{
@ -799,6 +800,7 @@ struct ThreadPool
alias FlushLogsDelegaste = void delegate(ThreadData* threadData, JobLog[] logs); /// Type of delegate to flush logs
FlushLogsDelegaste onFlushLogs; /// User custom delegate to flush logs, if overriden defaultFlushLogs will be used. Can be sset after initialize() call
int logsCacheNum; /// Number of log cache entries. Should be set before setThreadsNum is called
int tryWaitCount = 2000; ///Number of times which tryWait are called before timedWait call. Higher value sets better response but takes CPU time even if there are no jobs.
private:
ThreadData*[gMaxThreadsNum] threadsData; /// Data for threads
align(64) shared int threadsNum; /// Number of threads currentlu accepting jobs
@ -1455,7 +1457,7 @@ private void threadFunc(ThreadData* threadData)
while(!threadData.semaphore.tryWait())
{
tryWait++;
if(tryWait>5000)
if(tryWait>threadPool.tryWaitCount)
{
ok = false;
break;

View file

@ -58,6 +58,7 @@ struct Launcher
uint style = 3;
uint entities_count;
bool multithreading;
int threads;
ulong timer_freq;
double delta_time;
uint fps;
@ -253,13 +254,12 @@ void mainLoop(void* arg)
if(launcher.tool && launcher.tool_repeat != 0 && launcher.mouse.left && !igIsWindowHovered(ImGuiHoveredFlags_AnyWindow) && !igIsWindowFocused(ImGuiFocusedFlags_AnyWindow))
{
float range = 500.0 / cast(float)launcher.tool_repeat;
launcher.repeat_time += launcher.delta_time*100;
launcher.repeat_time += launcher.delta_time;
while(launcher.repeat_time > range)
{
launcher.repeat_time -= range;
launcher.tool((launcher.mouse.position*launcher.scalling)-launcher.render_position, launcher.used_tool, launcher.tool_size);
}
}
version(WebAssembly)
@ -317,6 +317,14 @@ void mainLoop(void* arg)
{
launcher.multithreading = !launcher.multithreading;
}
igSetNextItemWidth(0);
igLabelText("Threads:",null);
igSameLine(0,4);
if(igSliderInt("##Threads",&launcher.threads, 1, 12, null))//"Multithreading", null, launcher.multithreading, true))
{
launcher.job_updater.pool.setThreadsNum(launcher.threads);
//launcher.threads = !launcher.multithreading;
}
if(igBeginMenu("Show",true))
{
if(igMenuItemBool("Statistics",null,launcher.show_stat_wnd,true))
@ -539,11 +547,14 @@ void mainLoop(void* arg)
launcher.renderer.clear();
double loop_time = launcher.getTime();
launcher.job_updater.pool.tryWaitCount = 5000;
if(launcher.loop && !launcher.loop())
{
quit();
*cast(bool*)arg = false;
}
launcher.job_updater.pool.tryWaitCount = 10;
loop_time = launcher.getTime() - loop_time;
double draw_time = launcher.getTime();
@ -785,7 +796,15 @@ void loadGFX()
GfxConfig.materials[0].compile();
GfxConfig.materials[0].bindAttribLocation("positions",0);
GfxConfig.materials[0].bindAttribLocation("tex_coords",1);
GfxConfig.materials[0].bindAttribLocation("depth",2);
GfxConfig.materials[0].bindAttribLocation("vcolor",3);
GfxConfig.materials[0].link();
/* import std.stdio;
writeln("positions ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"positions"));
writeln("tex_coords ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"tex_coords"));
writeln("depth ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"depth"));
writeln("vcolor ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"vcolor"));*/
GfxConfig.materials[0].data.uniforms = Mallocator.makeArray!(Material.Uniform)(3);
GfxConfig.materials[0].data.uniforms[0] = Material.Uniform(Material.Type.float4, GfxConfig.materials[0].getLocation("matrix_1"), 0);

View file

@ -47,23 +47,25 @@ struct CTexture
struct DrawSystem
{
mixin ECS.System!1;
mixin ECS.System!32;
struct EntitiesData
{
uint length;
uint thread_id;
@readonly CTexture[] textures;
@readonly CLocation[] locations;
}
void onUpdate(EntitiesData data)
{
if(launcher.renderer.item_id >= launcher.renderer.MaxObjects)return;//simple leave loop if max visible objects count was reached
if(launcher.renderer.prepared_items >= launcher.renderer.MaxObjects)return;//simple leave loop if max visible objects count was reached
foreach(i; 0..data.length)
{
launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(16,16), vec4(0,0,1,1), 0, 0 , 0);
launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(16,16), vec4(0,0,1,1), cast(ushort)(data.locations[i].y*64+data.locations[i].x), uint.max, 0, 0, 0, data.thread_id);
//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
}
if(data.thread_id == 0)launcher.renderer.pushData();
}
}

View file

@ -607,7 +607,7 @@ struct DrawAppleSystem
{
foreach(i; 0..data.location.length)
{
launcher.renderer.draw(snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, 0 , 0);
launcher.renderer.draw(snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, uint.max, 0);
}
}
}
@ -677,16 +677,16 @@ struct DrawSnakeSystem
{
final switch(cast(ubyte)part)
{
case SnakePart.tail_up:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,112,16,16)*px, 0, 0, 0);break;
case SnakePart.tail_down:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,112,16,16)*px, 0, 0, 0);break;
case SnakePart.tail_left:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,112,16,16)*px, 0, 0, 0);break;
case SnakePart.tail_right:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,144,16,16)*px, 0, 0, 0);break;
case SnakePart.turn_ld:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,128,16,16)*px, 0, 0, 0);break;
case SnakePart.turn_lu:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,144,16,16)*px, 0, 0, 0);break;
case SnakePart.turn_rd:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,144,16,16)*px, 0, 0, 0);break;
case SnakePart.turn_ru:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,112,16,16)*px, 0, 0, 0);break;
case SnakePart.vertical:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,128,16,16)*px, 0, 0, 0);break;
case SnakePart.horizontal:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(48,128,16,16)*px, 0, 0, 0);break;
case SnakePart.tail_up:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,112,16,16)*px, 0, uint.max, 0);break;
case SnakePart.tail_down:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,112,16,16)*px, 0, uint.max, 0);break;
case SnakePart.tail_left:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,112,16,16)*px, 0, uint.max, 0);break;
case SnakePart.tail_right:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,144,16,16)*px, 0, uint.max, 0);break;
case SnakePart.turn_ld:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,128,16,16)*px, 0, uint.max, 0);break;
case SnakePart.turn_lu:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,144,16,16)*px, 0, uint.max, 0);break;
case SnakePart.turn_rd:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,144,16,16)*px, 0, uint.max, 0);break;
case SnakePart.turn_ru:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,112,16,16)*px, 0, uint.max, 0);break;
case SnakePart.vertical:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,128,16,16)*px, 0, uint.max, 0);break;
case SnakePart.horizontal:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(48,128,16,16)*px, 0, uint.max, 0);break;
}
}
@ -698,10 +698,10 @@ struct DrawSnakeSystem
scope vec2 loc = cast(vec2)(data.location[i].location * 16);
final switch(snake.direction)
{
case CMovement.Direction.up:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,112,16,16)*px, 0, 0 , 0);break;
case CMovement.Direction.down:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,144,16,16)*px, 0, 0 , 0);break;
case CMovement.Direction.left:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,128,16,16)*px, 0, 0 , 0);break;
case CMovement.Direction.right:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(32,128,16,16)*px, 0, 0 , 0);break;
case CMovement.Direction.up:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,112,16,16)*px, 0, uint.max, 0);break;
case CMovement.Direction.down:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,144,16,16)*px, 0, uint.max, 0);break;
case CMovement.Direction.left:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,128,16,16)*px, 0, uint.max, 0);break;
case CMovement.Direction.right:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(32,128,16,16)*px, 0, uint.max, 0);break;
}
if(snake.parts.length >1)
{

View file

@ -183,6 +183,8 @@ struct CDepth
{
mixin ECS.Component;
alias depth this;
short depth;
}
@ -208,23 +210,33 @@ struct EChangeDirection
struct DrawSystem
{
mixin ECS.System!1;
mixin ECS.System!32;
struct EntitiesData
{
uint length;
uint thread_id;
@readonly CTexture[] textures;
@readonly CLocation[] locations;
@readonly CScale[] scale;
@readonly @optional CDepth[] depth;
}
void onUpdate(EntitiesData data)
{
foreach(i; 0..data.length)
{
launcher.renderer.draw(data.textures[i].tex, data.locations[i].value, data.scale[i], data.textures[i].coords, 0, 0 , 0);
//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
}
if(!data.depth)
foreach(i; 0..data.length)
{
launcher.renderer.draw(data.textures[i].tex, data.locations[i].value, data.scale[i], data.textures[i].coords, cast(short)data.locations[i].y, uint.max, 0, 0, 0, data.thread_id);
//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
}
else
foreach(i; 0..data.length)
{
launcher.renderer.draw(data.textures[i].tex, data.locations[i].value, data.scale[i], data.textures[i].coords, cast(short)(data.depth[i] * 64 + data.locations[i].y), uint.max, 0, 0, 0, data.thread_id);
//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
}
if(data.thread_id == 0)launcher.renderer.pushData();
}
}

View file

@ -11,8 +11,8 @@ import ecs_utils.math.vector;
import bubel.ecs.block_allocator;
import bubel.ecs.vector;
import glad.gl.gl;
version(WebAssembly)import glad.gl.gles2;
else import glad.gl.gl;
version = ver1;
/*version(ver5)version = vv2;
@ -57,31 +57,105 @@ struct Renderer
vec2 view_pos = vec2(-1,-1);
vec2 view_size = vec2(1,1);
const uint batch_size = 16_384;
enum block_size = 2^^16;
enum batch_size = block_size/68;//963;//16_384;
//uint[2] time_queries;
struct VertexBlock
{
float[] batch_vertices;
enum max_items = batch_size;//963;
byte[] batch_vertices;
ushort[] batch_indices;
void* memory;
uint itmes = 0;
uint items = 0;
}
Mutex* get_block_mutex;
Mutex* block_stack_mutex;
VertexBlock getBlock()
{
VertexBlock block;
get_block_mutex.lock();
block.memory = allocator.getBlock();
block.batch_vertices = (cast(float*)block.memory)[0 .. 1];
get_block_mutex.unlock();
block.batch_vertices = (cast(byte*)block.memory)[0 .. VertexBlock.max_items * 4 * 14];
block.batch_indices = (cast(ushort*)block.memory)[VertexBlock.max_items * 4 * 7 .. VertexBlock.max_items * (4 * 7 + 6)];
return block;
}
Vector!VertexBlock blocks;
uint current_block = 0;
uint render_blocks = 0;
void pushBlock(VertexBlock block)
{
block_stack_mutex.lock();
prepared_items += block.items;
blocks.add(block);
render_blocks++;
block_stack_mutex.unlock();
}
bool isRemainingBlocks()
{
if(render_blocks <= current_block)return false;
return true;
}
VertexBlock fetchBlock()
{
block_stack_mutex.lock();
VertexBlock block = blocks[current_block];
current_block++;
block_stack_mutex.unlock();
return block;
}
void freeBlocks()
{
block_stack_mutex.lock();
render_blocks = 0;
current_block = 0;
foreach(VertexBlock block; blocks)
{
allocator.freeBlock(block.memory);
}
blocks.clear;
prepared_items=0;
draw_list.clear();
block_stack_mutex.unlock();
}
void pushData()
{
//if(!isRemainingBlocks())return;
while(isRemainingBlocks())
{
VertexBlock block = fetchBlock();
uint items = block.items;
if(items + item_id >= MaxObjects)items = MaxObjects - item_id;
batch_vbo[0].bufferSubData(Buffer.BindTarget.array,items*4*14,item_id*4*14,block.batch_vertices.ptr);
batch_ibo[0].bufferSubData(Buffer.BindTarget.element_array,items*2*6,item_id*2*6,block.batch_indices.ptr);
draw_list.add(DrawCall(item_id,items));
item_id += items;
}
}
void pushThreadsBlocks()
{
foreach(i, ref Thread thread; threads)
{
pushBlock(thread.block);
thread.block = getBlock();
}
}
struct Thread
{
Vector!VertexBlock block;
//Vector!VertexBlock block;
RenderData[] render_list;
VertexBlock block;
}
Thread[] threads;
@ -102,7 +176,7 @@ struct Renderer
Buffer[2] batch_vbo;
Buffer[2] batch_ibo;
float[] batch_vertices;
ubyte[] batch_vertices;
ushort[] batch_indices;
Buffer indirect_buffer;
@ -121,8 +195,17 @@ struct Renderer
uint mesh_id;
}
struct DrawCall
{
uint start;
uint count;
}
Vector!DrawCall draw_list;
RenderData[] render_list;
uint item_id;
uint prepared_items;
uint[] multi_count;
uint[] multi_offset;
@ -140,6 +223,18 @@ struct Renderer
{
//this.technique = __ecs_used_technique;
__initialize(this);
get_block_mutex = Mallocator.make!Mutex();
block_stack_mutex = Mallocator.make!Mutex();
get_block_mutex.initialize();
block_stack_mutex.initialize();
threads = Mallocator.makeArray!Thread(12);
foreach(ref Thread thread;threads)
{
thread.block = getBlock();
}
}
private static void __initialize_gl(ref Renderer this_)
@ -172,16 +267,16 @@ struct Renderer
case Technique.vbo_batch:
batch_vbo[0].create();
batch_ibo[0].create();
batch_vbo[0].bufferData(Buffer.BindTarget.array,16,4*MaxObjects,BufferUsage,null);
batch_vbo[0].bufferData(Buffer.BindTarget.array,14,4*MaxObjects,BufferUsage,null);
batch_ibo[0].bufferData(Buffer.BindTarget.element_array,2,6*MaxObjects,BufferUsage,null);
batch_vbo[1].create();
batch_ibo[1].create();
batch_vbo[1].bufferData(Buffer.BindTarget.array,16,4*MaxObjects,BufferUsage,null);
batch_vbo[1].bufferData(Buffer.BindTarget.array,14,4*MaxObjects,BufferUsage,null);
batch_ibo[1].bufferData(Buffer.BindTarget.element_array,2,6*MaxObjects,BufferUsage,null);
batch_vertices = Mallocator.makeArray!float(16*MaxObjects);
batch_indices = Mallocator.makeArray!ushort(6*MaxObjects);
//batch_vertices = Mallocator.makeArray!ubyte(14*4*MaxObjects);
//batch_indices = Mallocator.makeArray!ushort(6*MaxObjects);
break;
case Technique.instanced_attrib_divisor:
goto case(Technique.uniform_buffer_indexed);
@ -285,7 +380,7 @@ struct Renderer
SDL_Log("Uniform block max size: %u",block_max_size);
SDL_Log("Data offset: %u",data_offset);
allocator = BlockAllocator(1245184, 32);
allocator = BlockAllocator(block_size, 32);
}
}
@ -296,7 +391,7 @@ struct Renderer
void draw(Texture tex, vec2 pos, vec2 size, vec4 coords, short depth = 0, uint color = uint.max, float angle = 0, uint material_id = 0, uint mesh_id = 0, uint thread_id = 0)
{
if(item_id >= MaxObjects)return;
if(prepared_items >= MaxObjects)return;
__draw(this,tex,pos,size,coords,depth,color,angle,material_id,mesh_id,thread_id);
}
@ -364,12 +459,14 @@ struct Renderer
data_index += data_offset;
item_id++;
prepared_items++;
}
}
private static void __draw_gl_vbo_batch(ref Renderer this_, Texture tex, vec2 pos, vec2 size, vec4 coords, short depth, uint color, float angle, uint material_id, uint mesh_id, uint thread_id = 0)
{
import ecs_utils.gfx.config;
short[3] mem = [depth, *cast(short*)&color, *(cast(short*)&color + 1)];
//import core.stdc.string;
with(this_)
{
@ -389,16 +486,37 @@ struct Renderer
memcpy(ptr+16,pos.data.ptr,8);
memcpy(ptr+32,coords.data.ptr,16);*/
short[] verts = cast(short[])threads[thread_id].block.batch_vertices;
uint item_id = threads[thread_id].block.items;
if(angle == 0)
{
batch_vertices[item_id*16] = GfxConfig.meshes[mesh_id].vertices[0] * size.x + pos.x;
batch_vertices[item_id*16+1] = GfxConfig.meshes[mesh_id].vertices[1] * size.y + pos.y;
batch_vertices[item_id*16+4] = GfxConfig.meshes[mesh_id].vertices[4] * size.x + pos.x;
batch_vertices[item_id*16+5] = GfxConfig.meshes[mesh_id].vertices[5] * size.y + pos.y;
batch_vertices[item_id*16+8] = GfxConfig.meshes[mesh_id].vertices[8] * size.x + pos.x;
batch_vertices[item_id*16+9] = GfxConfig.meshes[mesh_id].vertices[9] * size.y + pos.y;
batch_vertices[item_id*16+12] = GfxConfig.meshes[mesh_id].vertices[12] * size.x + pos.x;
batch_vertices[item_id*16+13] = GfxConfig.meshes[mesh_id].vertices[13] * size.y + pos.y;
verts[item_id*28] = cast(short)((GfxConfig.meshes[mesh_id].vertices[0] * size.x + pos.x) * 8191);
verts[item_id*28+1] = cast(short)((GfxConfig.meshes[mesh_id].vertices[1] * size.y + pos.y) * 8191);
verts[item_id*28+2] = cast(short)((GfxConfig.meshes[mesh_id].vertices[2] * coords.z + coords.x)*32767);
verts[item_id*28+3] = cast(short)((GfxConfig.meshes[mesh_id].vertices[3] * coords.w + coords.y)*32767);
memcpy(verts.ptr+item_id*28+4,mem.ptr,6);
verts[item_id*28+7] = cast(short)((GfxConfig.meshes[mesh_id].vertices[4] * size.x + pos.x) * 8191);
verts[item_id*28+8] = cast(short)((GfxConfig.meshes[mesh_id].vertices[5] * size.y + pos.y) * 8191);
verts[item_id*28+9] = cast(short)((GfxConfig.meshes[mesh_id].vertices[6] * coords.z + coords.x)*32767);
verts[item_id*28+10] = cast(short)((GfxConfig.meshes[mesh_id].vertices[7] * coords.w + coords.y)*32767);
memcpy(verts.ptr+item_id*28+11,mem.ptr,6);
verts[item_id*28+14] = cast(short)((GfxConfig.meshes[mesh_id].vertices[8] * size.x + pos.x) * 8191);
verts[item_id*28+15] = cast(short)((GfxConfig.meshes[mesh_id].vertices[9] * size.y + pos.y) * 8191);
verts[item_id*28+16] = cast(short)((GfxConfig.meshes[mesh_id].vertices[10] * coords.z + coords.x)*32767);
verts[item_id*28+17] = cast(short)((GfxConfig.meshes[mesh_id].vertices[11] * coords.w + coords.y)*32767);
memcpy(verts.ptr+item_id*28+18,mem.ptr,6);
verts[item_id*28+21] = cast(short)((GfxConfig.meshes[mesh_id].vertices[12] * size.x + pos.x) * 8191);
verts[item_id*28+22] = cast(short)((GfxConfig.meshes[mesh_id].vertices[13] * size.y + pos.y) * 8191);
verts[item_id*28+23] = cast(short)((GfxConfig.meshes[mesh_id].vertices[14] * coords.z + coords.x)*32767);
verts[item_id*28+24] = cast(short)((GfxConfig.meshes[mesh_id].vertices[15] * coords.w + coords.y)*32767);
memcpy(verts.ptr+item_id*28+25,mem.ptr,6);
}
else
{
@ -406,50 +524,72 @@ struct Renderer
float sinn = sinf(angle);
float coss = cosf(angle);
/*batch_vertices[item_id*16] = GfxConfig.meshes[mesh_id].vertices[0] * size.x;
batch_vertices[item_id*16+1] = GfxConfig.meshes[mesh_id].vertices[1] * size.y;
batch_vertices[item_id*16+4] = GfxConfig.meshes[mesh_id].vertices[4] * size.x;
batch_vertices[item_id*16+5] = GfxConfig.meshes[mesh_id].vertices[5] * size.y;
batch_vertices[item_id*16+8] = GfxConfig.meshes[mesh_id].vertices[8] * size.x;
batch_vertices[item_id*16+9] = GfxConfig.meshes[mesh_id].vertices[9] * size.y;
batch_vertices[item_id*16+12] = GfxConfig.meshes[mesh_id].vertices[12] * size.x;
batch_vertices[item_id*16+13] = GfxConfig.meshes[mesh_id].vertices[13] * size.y;*/
/*batch_vertices[item_id*28] = GfxConfig.meshes[mesh_id].vertices[0] * size.x;
batch_vertices[item_id*28+1] = GfxConfig.meshes[mesh_id].vertices[1] * size.y;
batch_vertices[item_id*28+4] = GfxConfig.meshes[mesh_id].vertices[4] * size.x;
batch_vertices[item_id*28+5] = GfxConfig.meshes[mesh_id].vertices[5] * size.y;
batch_vertices[item_id*28+8] = GfxConfig.meshes[mesh_id].vertices[8] * size.x;
batch_vertices[item_id*28+9] = GfxConfig.meshes[mesh_id].vertices[9] * size.y;
batch_vertices[item_id*28+12] = GfxConfig.meshes[mesh_id].vertices[12] * size.x;
batch_vertices[item_id*28+13] = GfxConfig.meshes[mesh_id].vertices[13] * size.y;*/
batch_vertices[item_id*16] = (GfxConfig.meshes[mesh_id].vertices[0] * coss + GfxConfig.meshes[mesh_id].vertices[1] * sinn) * size.x + pos.x;
batch_vertices[item_id*16+1] = (GfxConfig.meshes[mesh_id].vertices[1] * coss - GfxConfig.meshes[mesh_id].vertices[0] * sinn) * size.y + pos.y;
batch_vertices[item_id*16+4] = (GfxConfig.meshes[mesh_id].vertices[4] * coss + GfxConfig.meshes[mesh_id].vertices[5] * sinn) * size.x + pos.x;
batch_vertices[item_id*16+5] = (GfxConfig.meshes[mesh_id].vertices[5] * coss - GfxConfig.meshes[mesh_id].vertices[4] * sinn) * size.y + pos.y;
batch_vertices[item_id*16+8] = (GfxConfig.meshes[mesh_id].vertices[8] * coss + GfxConfig.meshes[mesh_id].vertices[9] * sinn) * size.x + pos.x;
batch_vertices[item_id*16+9] = (GfxConfig.meshes[mesh_id].vertices[9] * coss - GfxConfig.meshes[mesh_id].vertices[8] * sinn) * size.y + pos.y;
batch_vertices[item_id*16+12] = (GfxConfig.meshes[mesh_id].vertices[12] * coss + GfxConfig.meshes[mesh_id].vertices[13] * sinn) * size.x + pos.x;
batch_vertices[item_id*16+13] = (GfxConfig.meshes[mesh_id].vertices[13] * coss - GfxConfig.meshes[mesh_id].vertices[12] * sinn) * size.y + pos.y;
verts[item_id*28] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[0] * coss + GfxConfig.meshes[mesh_id].vertices[1] * sinn) * size.x + pos.x) * 8191);
verts[item_id*28+1] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[1] * coss - GfxConfig.meshes[mesh_id].vertices[0] * sinn) * size.y + pos.y) * 8191);
verts[item_id*28+7] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[4] * coss + GfxConfig.meshes[mesh_id].vertices[5] * sinn) * size.x + pos.x) * 8191);
verts[item_id*28+8] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[5] * coss - GfxConfig.meshes[mesh_id].vertices[4] * sinn) * size.y + pos.y) * 8191);
verts[item_id*28+14] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[8] * coss + GfxConfig.meshes[mesh_id].vertices[9] * sinn) * size.x + pos.x) * 8191);
verts[item_id*28+15] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[9] * coss - GfxConfig.meshes[mesh_id].vertices[8] * sinn) * size.y + pos.y) * 8191);
verts[item_id*28+21] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[12] * coss + GfxConfig.meshes[mesh_id].vertices[13] * sinn) * size.x + pos.x) * 8191);
verts[item_id*28+22] = cast(short)(((GfxConfig.meshes[mesh_id].vertices[13] * coss - GfxConfig.meshes[mesh_id].vertices[12] * sinn) * size.y + pos.y) * 8191);
}
batch_vertices[item_id*16+2] = GfxConfig.meshes[mesh_id].vertices[2] * coords.z + coords.x;
batch_vertices[item_id*16+3] = GfxConfig.meshes[mesh_id].vertices[3] * coords.w + coords.y;
batch_vertices[item_id*16+6] = GfxConfig.meshes[mesh_id].vertices[6] * coords.z + coords.x;
batch_vertices[item_id*16+7] = GfxConfig.meshes[mesh_id].vertices[7] * coords.w + coords.y;
batch_vertices[item_id*16+10] = GfxConfig.meshes[mesh_id].vertices[10] * coords.z + coords.x;
batch_vertices[item_id*16+11] = GfxConfig.meshes[mesh_id].vertices[11] * coords.w + coords.y;
batch_vertices[item_id*16+14] = GfxConfig.meshes[mesh_id].vertices[14] * coords.z + coords.x;
batch_vertices[item_id*16+15] = GfxConfig.meshes[mesh_id].vertices[15] * coords.w + coords.y;
/*verts[item_id*28+2] = cast(short)((GfxConfig.meshes[mesh_id].vertices[2] * coords.z + coords.x)*32767);
verts[item_id*28+3] = cast(short)((GfxConfig.meshes[mesh_id].vertices[3] * coords.w + coords.y)*32767);
verts[item_id*28+9] = cast(short)((GfxConfig.meshes[mesh_id].vertices[6] * coords.z + coords.x)*32767);
verts[item_id*28+10] = cast(short)((GfxConfig.meshes[mesh_id].vertices[7] * coords.w + coords.y)*32767);
verts[item_id*28+16] = cast(short)((GfxConfig.meshes[mesh_id].vertices[10] * coords.z + coords.x)*32767);
verts[item_id*28+17] = cast(short)((GfxConfig.meshes[mesh_id].vertices[11] * coords.w + coords.y)*32767);
verts[item_id*28+23] = cast(short)((GfxConfig.meshes[mesh_id].vertices[14] * coords.z + coords.x)*32767);
verts[item_id*28+24] = cast(short)((GfxConfig.meshes[mesh_id].vertices[15] * coords.w + coords.y)*32767);*/
uint ind_id = item_id % batch_size;
/*verts[item_id*28+4] = depth;
verts[item_id*28+11] = depth;
verts[item_id*28+18] = depth;
verts[item_id*28+25] = depth;
batch_indices[item_id*6] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[0] + ind_id*4);
batch_indices[item_id*6+1] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[1] + ind_id*4);
batch_indices[item_id*6+2] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[2] + ind_id*4);
batch_indices[item_id*6+3] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[3] + ind_id*4);
batch_indices[item_id*6+4] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[4] + ind_id*4);
batch_indices[item_id*6+5] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[5] + ind_id*4);
*cast(uint*)&verts[item_id*28+5] = color;
*cast(uint*)&verts[item_id*28+12] = color;
*cast(uint*)&verts[item_id*28+19] = color;
*cast(uint*)&verts[item_id*28+26] = color;
memcpy(verts.ptr+item_id*28+4,mem.ptr,6);
memcpy(verts.ptr+item_id*28+11,mem.ptr,6);
memcpy(verts.ptr+item_id*28+18,mem.ptr,6);
memcpy(verts.ptr+item_id*28+25,mem.ptr,6);*/
uint ind_id = (item_id % batch_size)*4;
ushort[] indices = threads[thread_id].block.batch_indices;
indices[item_id*6] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[0] + ind_id);
indices[item_id*6+1] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[1] + ind_id);
indices[item_id*6+2] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[2] + ind_id);
indices[item_id*6+3] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[3] + ind_id);
indices[item_id*6+4] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[4] + ind_id);
indices[item_id*6+5] = cast(ushort)(GfxConfig.meshes[mesh_id].indices[5] + ind_id);
//render_list[item_id] = RenderData(tex,material_id,mesh_id);
render_list[item_id].texture = tex;
render_list[item_id].material_id = material_id;
render_list[item_id].mesh_id = mesh_id;
//render_list[item_id].texture = tex;
//render_list[item_id].material_id = material_id;
//render_list[item_id].mesh_id = mesh_id;
//data_index += 1;//data_offset;
item_id++;
threads[thread_id].block.items++;
if(threads[thread_id].block.items >= VertexBlock.max_items)
{
pushBlock(threads[thread_id].block);
threads[thread_id].block = getBlock();
}
}
}
@ -467,9 +607,22 @@ struct Renderer
{
glClearColor(0,0,0,0);
glViewport(0,0,this_.resolution.x,this_.resolution.y);
glClear(GL_COLOR_BUFFER_BIT);// | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDepthFunc(GL_LESS);
version(WebAssembly)
{
glDepthRangef(0,1);
}
else
{
glDepthRange(0,1);
}
//glDepthRange(0,1);
//glClearDepth(1);
}
void present()
@ -484,6 +637,10 @@ struct Renderer
private static void __present_gl(ref Renderer this_)
{
this_.pushThreadsBlocks();
this_.pushData();
glViewport(0,0,this_.resolution.x,this_.resolution.y);
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER, 0.01);
@ -505,14 +662,17 @@ struct Renderer
break;
case Technique.vbo_batch:
//if(data_index){
batch_vbo[0].bufferSubData(Buffer.BindTarget.array,item_id*4*16,0,batch_vertices.ptr);
batch_ibo[0].bufferSubData(Buffer.BindTarget.element_array,item_id*6*2,0,batch_indices.ptr);
//batch_vbo[0].bufferSubData(Buffer.BindTarget.array,item_id*4*14,0,batch_vertices.ptr);
//batch_ibo[0].bufferSubData(Buffer.BindTarget.element_array,item_id*6*2,0,batch_indices.ptr);
batch_vbo[0].bind(Buffer.BindTarget.array);
batch_ibo[0].bind(Buffer.BindTarget.element_array);
glVertexAttribPointer(0,2,GL_FLOAT,false,16,null);
glVertexAttribPointer(1,2,GL_FLOAT,false,16,cast(void*)8);//}
//glVertexAttribPointer(0,2,GL_SHORT,true,14,null);
//glVertexAttribPointer(1,2,GL_SHORT,true,14,cast(void*)4);//}
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
//glVertexAttribPointer(2,1,GL_SHORT,true,14,cast(void*)6);//}
break;
case Technique.instanced_attrib_divisor:
ubos[0].bufferSubData(Buffer.BindTarget.uniform,data_index,0,uniform_block.ptr);
@ -609,8 +769,8 @@ struct Renderer
//glBeginQuery(GL_TIME_ELAPSED, time_queries[0]);
if(technique == Technique.vbo_batch)
{
uint items = item_id/batch_size+1;
foreach(i; 0..items)
//uint items = item_id/batch_size+1;
foreach(i; 0..draw_list.length)
{
if(material_id != render_list[i].material_id)
{
@ -625,16 +785,20 @@ struct Renderer
render_list[i].texture.bind();
}
uint instance_count = batch_size;
/*uint instance_count = batch_size;
if((i+1)*batch_size > item_id)
{
instance_count = item_id%batch_size;
}
}*/
glVertexAttribPointer(0,2,GL_FLOAT,false,16,cast(void*)(i*batch_size*4*16));
glVertexAttribPointer(1,2,GL_FLOAT,false,16,cast(void*)(i*batch_size*4*16+8));
// glVertexAttribPointer(0,2,GL_FLOAT,false,16,cast(void*)(i*batch_size*4*16));
// glVertexAttribPointer(1,2,GL_FLOAT,false,16,cast(void*)(i*batch_size*4*16+8));
glVertexAttribPointer(0,2,GL_SHORT,true,14,cast(void*)(draw_list[i].start*4*14));
glVertexAttribPointer(1,2,GL_SHORT,true,14,cast(void*)(draw_list[i].start*4*14+4));
glVertexAttribPointer(2,1,GL_SHORT,true,14,cast(void*)(draw_list[i].start*4*14+8));
glVertexAttribPointer(3,4,GL_UNSIGNED_BYTE,true,14,cast(void*)(draw_list[i].start*4*14+10));
glDrawElements(GL_TRIANGLES,instance_count*6,GL_UNSIGNED_SHORT,cast(void*)(i*batch_size*6*2));
glDrawElements(GL_TRIANGLES,draw_list[i].count*6,GL_UNSIGNED_SHORT,cast(void*)(draw_list[i].start*6*2));
//glDrawElementsBaseVertex(GL_TRIANGLES,instance_count*6,GL_UNSIGNED_SHORT,cast(void*)(i*16_384*6*2),i*16_384*4);
}
@ -817,6 +981,9 @@ struct Renderer
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
this_.freeBlocks();
/*glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);*/