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:
parent
f6e7af1014
commit
c94510a487
8 changed files with 311 additions and 105 deletions
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@ -50,6 +50,6 @@ uniform sampler2D tex;
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void main()
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{
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gl_FragColor = TEX(tex,uv);// * color;
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gl_FragColor = TEX(tex,uv) * color;
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if(gl_FragColor.a < 0.01)discard;
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}
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@ -70,7 +70,7 @@ precision lowp samplerCube;
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#endif
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#endif*/
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#define VBO_BATCH 1
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M_OUT vec2 uv;
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L_OUT vec4 color;
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@ -91,12 +91,16 @@ LOC(1) ATT vec2 tex_coords;
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#endif
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void main() {
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#ifdef VBO_BATCH
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vec3 position = vec3(positions*4,1.0);
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uv = tex_coords;
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#else
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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);
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position.z = depth;
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uv = tex_coords * uv_transform.zw + uv_transform.xy;
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#endif
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color = vcolor;
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gl_Position = vec4(position.xy,0,1.0);
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gl_Position = vec4(position.xy,depth,1.0);
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}
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6
demos/external/sources/mmutils/thread_pool.d
vendored
6
demos/external/sources/mmutils/thread_pool.d
vendored
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@ -9,13 +9,14 @@ import bubel.ecs.atomic;
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//import std.stdio;
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import std.algorithm : map;
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//version = MM_NO_LOGS; // Disable log creation
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version = MM_NO_LOGS; // Disable log creation
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//version = MM_USE_POSIX_THREADS; // Use posix threads insted of standard library, required for betterC
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version (Posix)version = MM_USE_POSIX_THREADS;
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version (WebAssembly)
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{
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version = MM_NO_LOGS;
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extern(C) struct FILE
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{
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@ -799,6 +800,7 @@ struct ThreadPool
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alias FlushLogsDelegaste = void delegate(ThreadData* threadData, JobLog[] logs); /// Type of delegate to flush logs
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FlushLogsDelegaste onFlushLogs; /// User custom delegate to flush logs, if overriden defaultFlushLogs will be used. Can be sset after initialize() call
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int logsCacheNum; /// Number of log cache entries. Should be set before setThreadsNum is called
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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.
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private:
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ThreadData*[gMaxThreadsNum] threadsData; /// Data for threads
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align(64) shared int threadsNum; /// Number of threads currentlu accepting jobs
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@ -1455,7 +1457,7 @@ private void threadFunc(ThreadData* threadData)
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while(!threadData.semaphore.tryWait())
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{
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tryWait++;
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if(tryWait>5000)
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if(tryWait>threadPool.tryWaitCount)
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{
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ok = false;
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break;
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@ -58,6 +58,7 @@ struct Launcher
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uint style = 3;
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uint entities_count;
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bool multithreading;
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int threads;
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ulong timer_freq;
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double delta_time;
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uint fps;
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@ -253,13 +254,12 @@ void mainLoop(void* arg)
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if(launcher.tool && launcher.tool_repeat != 0 && launcher.mouse.left && !igIsWindowHovered(ImGuiHoveredFlags_AnyWindow) && !igIsWindowFocused(ImGuiFocusedFlags_AnyWindow))
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{
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float range = 500.0 / cast(float)launcher.tool_repeat;
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launcher.repeat_time += launcher.delta_time*100;
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launcher.repeat_time += launcher.delta_time;
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while(launcher.repeat_time > range)
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{
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launcher.repeat_time -= range;
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launcher.tool((launcher.mouse.position*launcher.scalling)-launcher.render_position, launcher.used_tool, launcher.tool_size);
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}
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}
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version(WebAssembly)
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@ -317,6 +317,14 @@ void mainLoop(void* arg)
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{
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launcher.multithreading = !launcher.multithreading;
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}
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igSetNextItemWidth(0);
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igLabelText("Threads:",null);
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igSameLine(0,4);
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if(igSliderInt("##Threads",&launcher.threads, 1, 12, null))//"Multithreading", null, launcher.multithreading, true))
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{
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launcher.job_updater.pool.setThreadsNum(launcher.threads);
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//launcher.threads = !launcher.multithreading;
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}
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if(igBeginMenu("Show",true))
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{
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if(igMenuItemBool("Statistics",null,launcher.show_stat_wnd,true))
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@ -539,11 +547,14 @@ void mainLoop(void* arg)
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launcher.renderer.clear();
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double loop_time = launcher.getTime();
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launcher.job_updater.pool.tryWaitCount = 5000;
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if(launcher.loop && !launcher.loop())
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{
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quit();
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*cast(bool*)arg = false;
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}
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launcher.job_updater.pool.tryWaitCount = 10;
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loop_time = launcher.getTime() - loop_time;
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double draw_time = launcher.getTime();
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@ -785,8 +796,16 @@ void loadGFX()
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GfxConfig.materials[0].compile();
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GfxConfig.materials[0].bindAttribLocation("positions",0);
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GfxConfig.materials[0].bindAttribLocation("tex_coords",1);
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GfxConfig.materials[0].bindAttribLocation("depth",2);
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GfxConfig.materials[0].bindAttribLocation("vcolor",3);
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GfxConfig.materials[0].link();
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/* import std.stdio;
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writeln("positions ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"positions"));
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writeln("tex_coords ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"tex_coords"));
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writeln("depth ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"depth"));
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writeln("vcolor ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"vcolor"));*/
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GfxConfig.materials[0].data.uniforms = Mallocator.makeArray!(Material.Uniform)(3);
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GfxConfig.materials[0].data.uniforms[0] = Material.Uniform(Material.Type.float4, GfxConfig.materials[0].getLocation("matrix_1"), 0);
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GfxConfig.materials[0].data.uniforms[1] = Material.Uniform(Material.Type.float4, GfxConfig.materials[0].getLocation("matrix_2"), 16);
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@ -47,23 +47,25 @@ struct CTexture
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struct DrawSystem
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{
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mixin ECS.System!1;
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mixin ECS.System!32;
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struct EntitiesData
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{
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uint length;
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uint thread_id;
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@readonly CTexture[] textures;
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@readonly CLocation[] locations;
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}
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void onUpdate(EntitiesData data)
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{
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if(launcher.renderer.item_id >= launcher.renderer.MaxObjects)return;//simple leave loop if max visible objects count was reached
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if(launcher.renderer.prepared_items >= launcher.renderer.MaxObjects)return;//simple leave loop if max visible objects count was reached
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foreach(i; 0..data.length)
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{
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launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(16,16), vec4(0,0,1,1), 0, 0 , 0);
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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);
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//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
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}
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if(data.thread_id == 0)launcher.renderer.pushData();
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}
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}
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@ -607,7 +607,7 @@ struct DrawAppleSystem
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{
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foreach(i; 0..data.location.length)
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{
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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);
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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);
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}
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}
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}
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@ -677,16 +677,16 @@ struct DrawSnakeSystem
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{
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final switch(cast(ubyte)part)
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{
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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case SnakePart.vertical:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,128,16,16)*px, 0, 0, 0);break;
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case SnakePart.horizontal:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(48,128,16,16)*px, 0, 0, 0);break;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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}
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}
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@ -698,10 +698,10 @@ struct DrawSnakeSystem
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scope vec2 loc = cast(vec2)(data.location[i].location * 16);
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final switch(snake.direction)
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{
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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}
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if(snake.parts.length >1)
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{
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@ -183,6 +183,8 @@ struct CDepth
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{
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mixin ECS.Component;
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alias depth this;
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short depth;
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}
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@ -208,23 +210,33 @@ struct EChangeDirection
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struct DrawSystem
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{
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mixin ECS.System!1;
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mixin ECS.System!32;
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struct EntitiesData
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{
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uint length;
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uint thread_id;
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@readonly CTexture[] textures;
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@readonly CLocation[] locations;
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@readonly CScale[] scale;
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@readonly @optional CDepth[] depth;
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}
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void onUpdate(EntitiesData data)
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{
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if(!data.depth)
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foreach(i; 0..data.length)
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{
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launcher.renderer.draw(data.textures[i].tex, data.locations[i].value, data.scale[i], data.textures[i].coords, 0, 0 , 0);
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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);
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//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
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}
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else
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foreach(i; 0..data.length)
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{
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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);
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//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
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}
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if(data.thread_id == 0)launcher.renderer.pushData();
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}
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}
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@ -11,8 +11,8 @@ import ecs_utils.math.vector;
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import bubel.ecs.block_allocator;
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import bubel.ecs.vector;
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import glad.gl.gl;
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version(WebAssembly)import glad.gl.gles2;
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else import glad.gl.gl;
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version = ver1;
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/*version(ver5)version = vv2;
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@ -57,31 +57,105 @@ struct Renderer
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vec2 view_pos = vec2(-1,-1);
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vec2 view_size = vec2(1,1);
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const uint batch_size = 16_384;
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enum block_size = 2^^16;
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enum batch_size = block_size/68;//963;//16_384;
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//uint[2] time_queries;
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struct VertexBlock
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{
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float[] batch_vertices;
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enum max_items = batch_size;//963;
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byte[] batch_vertices;
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ushort[] batch_indices;
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void* memory;
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uint itmes = 0;
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uint items = 0;
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}
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Mutex* get_block_mutex;
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Mutex* block_stack_mutex;
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VertexBlock getBlock()
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{
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VertexBlock block;
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get_block_mutex.lock();
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block.memory = allocator.getBlock();
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block.batch_vertices = (cast(float*)block.memory)[0 .. 1];
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get_block_mutex.unlock();
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block.batch_vertices = (cast(byte*)block.memory)[0 .. VertexBlock.max_items * 4 * 14];
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block.batch_indices = (cast(ushort*)block.memory)[VertexBlock.max_items * 4 * 7 .. VertexBlock.max_items * (4 * 7 + 6)];
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return block;
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}
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Vector!VertexBlock blocks;
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uint current_block = 0;
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uint render_blocks = 0;
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void pushBlock(VertexBlock block)
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{
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block_stack_mutex.lock();
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prepared_items += block.items;
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blocks.add(block);
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render_blocks++;
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block_stack_mutex.unlock();
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}
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bool isRemainingBlocks()
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{
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if(render_blocks <= current_block)return false;
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return true;
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}
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VertexBlock fetchBlock()
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{
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block_stack_mutex.lock();
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VertexBlock block = blocks[current_block];
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current_block++;
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block_stack_mutex.unlock();
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return block;
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}
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|
||||
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);*/
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue