mirror of https://github.com/axmolengine/axmol.git
Merge pull request #5075 from ricardoquesada/renderer_perf_fixes
Renderer perf fixes
This commit is contained in:
commit
e8bd5cb4a3
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@ -2,11 +2,14 @@ cocos2d-x-3.0final ?.? ?
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[All]
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[NEW] Console: added the 'textures', 'fileutils dump' and 'config' commands
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[NEW] DrawNode supports to draw triangle, quad bezier, cubic bezier.
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[NEW] Renderer: Added BatchCommand. This command is not "batchable" with other commands, but improves performance in about 10%
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[FIX] Console: log(format, va_args) is private to prevent possible resolution errors
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[FIX] Configuration: dumpInfo() -> getInfo()
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[FIX] ControlSlider doesn't support to set selected thumb sprite.
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[FIX] ControlButton doesn't support to set scale ratio of touchdown state.
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[FIX] Particles: Crash was triggered if there is not `textureFileName`section in particle plist file.
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[FIX] Renderer: QuadCommand::init() does not copy the Quads, it only store a reference making the code faster
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[FIX] Renderer: Performance improved in Sprite and SpriteBatchNode (and subclasses) sprites in about 20%
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[FIX] Tests: TestCpp works with CMake on Windows.
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[FIX] Tests: Sprites Performance Test has 3 new tests
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[FIX] TextureCache: getTextureForKey and removeTextureForKey work as expected
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@ -1 +1 @@
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3d6ada05d55194dd8e4c10ed8316add7c0d8705c
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88c095bbe123ab56df3f7870692c6631f4464c8d
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@ -122,6 +122,7 @@ renderer/CCFrustum.cpp \
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renderer/CCGroupCommand.cpp \
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renderer/CCMaterialManager.cpp \
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renderer/CCQuadCommand.cpp \
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renderer/CCBatchCommand.cpp \
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renderer/CCRenderCommand.cpp \
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renderer/CCRenderer.cpp \
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renderer/CCRenderMaterial.cpp \
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@ -382,26 +382,14 @@ void ParticleBatchNode::draw(void)
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return;
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}
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// CC_NODE_DRAW_SETUP();
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//
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// GL::blendFunc( _blendFunc.src, _blendFunc.dst );
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//
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// _textureAtlas->drawQuads();
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auto shader = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP);
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kmMat4 mv;
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kmGLGetMatrix(KM_GL_MODELVIEW, &mv);
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_quadCommand.init(0,
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_vertexZ,
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_textureAtlas->getTexture()->getName(),
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shader,
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_blendFunc,
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_textureAtlas->getQuads(),
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_textureAtlas->getTotalQuads(),
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mv);
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Director::getInstance()->getRenderer()->addCommand(&_quadCommand);
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_batchCommand.init(0,
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_vertexZ,
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_textureAtlas->getTexture()->getName(),
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_shaderProgram,
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_blendFunc,
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_textureAtlas,
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_modelViewTransform);
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Director::getInstance()->getRenderer()->addCommand(&_batchCommand);
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CC_PROFILER_STOP("CCParticleBatchNode - draw");
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}
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@ -32,7 +32,7 @@
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#include "CCNode.h"
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#include "CCProtocols.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCBatchCommand.h"
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NS_CC_BEGIN
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@ -146,7 +146,7 @@ private:
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/** the blend function used for drawing the quads */
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BlendFunc _blendFunc;
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// quad command
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QuadCommand _quadCommand;
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BatchCommand _batchCommand;
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};
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// end of particle_nodes group
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@ -99,7 +99,7 @@ bool SpriteBatchNode::initWithTexture(Texture2D *tex, ssize_t capacity)
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_descendants.reserve(capacity);
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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return true;
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}
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@ -356,18 +356,14 @@ void SpriteBatchNode::draw()
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for(const auto &child: _children)
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child->updateTransform();
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kmMat4 mv;
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kmGLGetMatrix(KM_GL_MODELVIEW, &mv);
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_quadCommand.init(0,
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_vertexZ,
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_textureAtlas->getTexture()->getName(),
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_shaderProgram,
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_blendFunc,
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_textureAtlas->getQuads(),
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_textureAtlas->getTotalQuads(),
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mv);
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Director::getInstance()->getRenderer()->addCommand(&_quadCommand);
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_batchCommand.init(0,
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_vertexZ,
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_textureAtlas->getTexture()->getName(),
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_shaderProgram,
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_blendFunc,
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_textureAtlas,
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_modelViewTransform);
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Director::getInstance()->getRenderer()->addCommand(&_batchCommand);
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}
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void SpriteBatchNode::increaseAtlasCapacity(void)
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@ -35,7 +35,7 @@ THE SOFTWARE.
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#include "CCProtocols.h"
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#include "CCTextureAtlas.h"
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#include "ccMacros.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCBatchCommand.h"
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NS_CC_BEGIN
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@ -189,7 +189,7 @@ protected:
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TextureAtlas *_textureAtlas;
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BlendFunc _blendFunc;
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QuadCommand _quadCommand; // quad command
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BatchCommand _batchCommand; // render command
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// all descendants: children, grand children, etc...
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// There is not need to retain/release these objects, since they are already retained by _children
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@ -144,6 +144,7 @@ set(COCOS2D_SRC
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renderer/CCGroupCommand.cpp
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renderer/CCMaterialManager.cpp
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renderer/CCQuadCommand.cpp
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renderer/CCBatchCommand.cpp
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renderer/CCRenderCommand.cpp
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renderer/CCRenderer.cpp
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renderer/CCRenderMaterial.cpp
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@ -0,0 +1,125 @@
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/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
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****************************************************************************/
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#include "renderer/CCBatchCommand.h"
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#include "ccGLStateCache.h"
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#include "CCTextureAtlas.h"
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NS_CC_BEGIN
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BatchCommand::BatchCommand()
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: _viewport(0)
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, _depth(0)
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, _textureID(0)
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, _blendType(BlendFunc::DISABLE)
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, _textureAtlas(nullptr)
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{
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_type = RenderCommand::Type::BATCH_COMMAND;
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_shader = nullptr;
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}
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void BatchCommand::init(int viewport, int32_t depth, GLuint textureID, GLProgram* shader, BlendFunc blendType, TextureAtlas *textureAtlas, const kmMat4& modelViewTransform)
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{
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_viewport = viewport;
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_depth = depth;
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_textureID = textureID;
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_blendType = blendType;
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_shader = shader;
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_textureAtlas = textureAtlas;
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_mv = modelViewTransform;
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}
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BatchCommand::~BatchCommand()
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{
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}
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int64_t BatchCommand::generateID()
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{
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_id = 0;
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//Generate Material ID
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//TODO fix shader ID generation
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CCASSERT(_shader->getProgram() < pow(2,10), "ShaderID is greater than 2^10");
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//TODO fix texture ID generation
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CCASSERT(_textureID < pow(2,18), "TextureID is greater than 2^18");
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//TODO fix blend id generation
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int blendID = 0;
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if(_blendType == BlendFunc::DISABLE)
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{
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blendID = 0;
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}
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else if(_blendType == BlendFunc::ALPHA_PREMULTIPLIED)
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{
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blendID = 1;
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}
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else if(_blendType == BlendFunc::ALPHA_NON_PREMULTIPLIED)
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{
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blendID = 2;
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}
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else if(_blendType == BlendFunc::ADDITIVE)
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{
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blendID = 3;
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}
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else
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{
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blendID = 4;
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}
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//TODO Material ID should be part of the ID
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//
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// Temporal hack (later, these 32-bits should be packed in 24-bits
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//
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// +---------------------+-------------------+----------------------+
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// | Shader ID (10 bits) | Blend ID (4 bits) | Texture ID (18 bits) |
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// +---------------------+-------------------+----------------------+
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_materialID = (int32_t)_shader->getProgram() << 22
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| (int32_t)blendID << 18
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| (int32_t)_textureID << 0;
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//Generate RenderCommandID
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_id = (int64_t)_viewport << 61
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| (int64_t)1 << 60 //translucent
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| (int64_t)_depth << 36;
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return _id;
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}
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void BatchCommand::execute()
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{
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// Set material
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_shader->use();
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_shader->setUniformsForBuiltins(_mv);
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GL::bindTexture2D(_textureID);
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GL::blendFunc(_blendType.src, _blendType.dst);
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// Draw
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_textureAtlas->drawQuads();
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}
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NS_CC_END
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@ -0,0 +1,81 @@
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/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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|
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
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****************************************************************************/
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#ifndef _CC_BATCHCOMMAND_H_
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#define _CC_BATCHCOMMAND_H_
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#include "CCRenderCommand.h"
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#include "CCGLProgram.h"
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#include "CCRenderCommandPool.h"
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#include "kazmath/kazmath.h"
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NS_CC_BEGIN
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class TextureAtlas;
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#define CC_NO_TEXTURE 0
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class BatchCommand : public RenderCommand
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{
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public:
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BatchCommand();
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~BatchCommand();
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void init(int viewport, int32_t depth, GLuint texutreID, GLProgram* shader, BlendFunc blendType, TextureAtlas *textureAtlas, const kmMat4& modelViewTransform);
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// +----------+----------+-----+-----------------------------------+
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// | | | | | |
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// | ViewPort | Transluc | | Depth | Material ID |
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// | 3 bits | 1 bit | | 24 bits | 24 bit2 |
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// +----------+----------+-----+----------------+------------------+
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virtual int64_t generateID();
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void execute();
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protected:
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int32_t _materialID;
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//Key Data
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int _viewport; /// Which view port it belongs to
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//TODO use material to determine if it's translucent
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int32_t _depth;
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//Maternal
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GLuint _textureID;
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GLProgram* _shader;
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// GLuint _shaderID;
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BlendFunc _blendType;
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TextureAtlas *_textureAtlas;
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// ModelView transform
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kmMat4 _mv;
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};
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NS_CC_END
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#endif //_CC_BATCHCOMMAND_H_
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@ -27,8 +27,7 @@
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NS_CC_BEGIN
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CustomCommand::CustomCommand()
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:RenderCommand()
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, func(nullptr)
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: func(nullptr)
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, _viewport(0)
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, _depth(0)
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{
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|
|
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@ -86,8 +86,7 @@ void GroupCommandManager::releaseGroupID(int groupID)
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}
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GroupCommand::GroupCommand()
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:RenderCommand()
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, _viewport(0)
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: _viewport(0)
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, _depth(0)
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{
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_type = RenderCommand::Type::GROUP_COMMAND;
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|
|
|
@ -29,17 +29,15 @@
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NS_CC_BEGIN
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|
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QuadCommand::QuadCommand()
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:RenderCommand()
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,_viewport(0)
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:_viewport(0)
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,_depth(0)
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,_textureID(0)
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,_blendType(BlendFunc::DISABLE)
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,_quadCount(0)
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,_capacity(0)
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,_quadsCount(0)
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{
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_type = RenderCommand::Type::QUAD_COMMAND;
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_shader = nullptr;
|
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_quad = nullptr;
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_quads = nullptr;
|
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}
|
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|
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void QuadCommand::init(int viewport, int32_t depth, GLuint textureID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quad, ssize_t quadCount, const kmMat4 &mv)
|
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|
@ -48,63 +46,16 @@ void QuadCommand::init(int viewport, int32_t depth, GLuint textureID, GLProgram*
|
|||
_depth = depth;
|
||||
_textureID = textureID;
|
||||
_blendType = blendType;
|
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_quadCount = quadCount;
|
||||
_shader = shader;
|
||||
|
||||
if(quadCount > _capacity ) {
|
||||
//TODO find a better way to manage quads, current way will result in memory be wasted
|
||||
// _quad = (V3F_C4B_T2F_Quad*)malloc(sizeof(V3F_C4B_T2F_Quad) * quadCount);
|
||||
_quad = (V3F_C4B_T2F_Quad*) realloc(_quad, sizeof(*quad) * quadCount );
|
||||
_capacity = quadCount;
|
||||
}
|
||||
_quadsCount = quadCount;
|
||||
_quads = quad;
|
||||
|
||||
_quadCount = quadCount;
|
||||
memcpy(_quad, quad, sizeof(V3F_C4B_T2F_Quad) * quadCount);
|
||||
|
||||
for(int i=0; i<quadCount; ++i) {
|
||||
V3F_C4B_T2F_Quad *q = &_quad[i];
|
||||
|
||||
kmVec3 vec1, out1;
|
||||
vec1.x = q->bl.vertices.x;
|
||||
vec1.y = q->bl.vertices.y;
|
||||
vec1.z = q->bl.vertices.z;
|
||||
kmVec3Transform(&out1, &vec1, &mv);
|
||||
q->bl.vertices.x = out1.x;
|
||||
q->bl.vertices.y = out1.y;
|
||||
q->bl.vertices.z = out1.z;
|
||||
|
||||
kmVec3 vec2, out2;
|
||||
vec2.x = q->br.vertices.x;
|
||||
vec2.y = q->br.vertices.y;
|
||||
vec2.z = q->br.vertices.z;
|
||||
kmVec3Transform(&out2, &vec2, &mv);
|
||||
q->br.vertices.x = out2.x;
|
||||
q->br.vertices.y = out2.y;
|
||||
q->br.vertices.z = out2.z;
|
||||
|
||||
kmVec3 vec3, out3;
|
||||
vec3.x = q->tr.vertices.x;
|
||||
vec3.y = q->tr.vertices.y;
|
||||
vec3.z = q->tr.vertices.z;
|
||||
kmVec3Transform(&out3, &vec3, &mv);
|
||||
q->tr.vertices.x = out3.x;
|
||||
q->tr.vertices.y = out3.y;
|
||||
q->tr.vertices.z = out3.z;
|
||||
|
||||
kmVec3 vec4, out4;
|
||||
vec4.x = q->tl.vertices.x;
|
||||
vec4.y = q->tl.vertices.y;
|
||||
vec4.z = q->tl.vertices.z;
|
||||
kmVec3Transform(&out4, &vec4, &mv);
|
||||
q->tl.vertices.x = out4.x;
|
||||
q->tl.vertices.y = out4.y;
|
||||
q->tl.vertices.z = out4.z;
|
||||
}
|
||||
_mv = mv;
|
||||
}
|
||||
|
||||
QuadCommand::~QuadCommand()
|
||||
{
|
||||
free(_quad);
|
||||
}
|
||||
|
||||
int64_t QuadCommand::generateID()
|
||||
|
|
|
@ -41,7 +41,7 @@ public:
|
|||
QuadCommand();
|
||||
~QuadCommand();
|
||||
|
||||
void init(int viewport, int32_t depth, GLuint texutreID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quad, ssize_t quadCount,
|
||||
void init(int viewport, int32_t depth, GLuint texutreID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
|
||||
const kmMat4& mv);
|
||||
|
||||
// +----------+----------+-----+-----------------------------------+
|
||||
|
@ -60,13 +60,15 @@ public:
|
|||
|
||||
inline GLuint getTextureID() const { return _textureID; }
|
||||
|
||||
inline V3F_C4B_T2F_Quad* getQuad() const { return _quad; }
|
||||
inline V3F_C4B_T2F_Quad* getQuads() const { return _quads; }
|
||||
|
||||
inline ssize_t getQuadCount() const { return _quadCount; }
|
||||
inline ssize_t getQuadCount() const { return _quadsCount; }
|
||||
|
||||
inline GLProgram* getShader() const { return _shader; }
|
||||
|
||||
inline BlendFunc getBlendType() const { return _blendType; }
|
||||
|
||||
inline const kmMat4& getModelView() const { return _mv; }
|
||||
|
||||
protected:
|
||||
int32_t _materialID;
|
||||
|
@ -85,9 +87,10 @@ protected:
|
|||
|
||||
BlendFunc _blendType;
|
||||
|
||||
V3F_C4B_T2F_Quad* _quad;
|
||||
ssize_t _quadCount;
|
||||
ssize_t _capacity;
|
||||
V3F_C4B_T2F_Quad* _quads;
|
||||
ssize_t _quadsCount;
|
||||
|
||||
kmMat4 _mv;
|
||||
};
|
||||
NS_CC_END
|
||||
|
||||
|
|
|
@ -42,6 +42,7 @@ public:
|
|||
{
|
||||
QUAD_COMMAND,
|
||||
CUSTOM_COMMAND,
|
||||
BATCH_COMMAND,
|
||||
GROUP_COMMAND,
|
||||
UNKNOWN_COMMAND,
|
||||
};
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
#include "ccGLStateCache.h"
|
||||
#include "CCCustomCommand.h"
|
||||
#include "renderer/CCQuadCommand.h"
|
||||
#include "renderer/CCBatchCommand.h"
|
||||
#include "CCGroupCommand.h"
|
||||
#include "CCConfiguration.h"
|
||||
#include "CCDirector.h"
|
||||
|
@ -256,7 +257,9 @@ void Renderer::render()
|
|||
_lastCommand ++;
|
||||
}
|
||||
|
||||
memcpy(_quads + _numQuads, cmd->getQuad(), sizeof(V3F_C4B_T2F_Quad) * cmdQuadCount);
|
||||
memcpy(_quads + _numQuads, cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmdQuadCount);
|
||||
convertToWorldCoordiantes(_quads + _numQuads, cmdQuadCount, cmd->getModelView());
|
||||
|
||||
_numQuads += cmdQuadCount;
|
||||
}
|
||||
else if(commandType == RenderCommand::Type::CUSTOM_COMMAND)
|
||||
|
@ -265,6 +268,12 @@ void Renderer::render()
|
|||
CustomCommand* cmd = static_cast<CustomCommand*>(command);
|
||||
cmd->execute();
|
||||
}
|
||||
else if(commandType == RenderCommand::Type::BATCH_COMMAND)
|
||||
{
|
||||
flush();
|
||||
BatchCommand* cmd = static_cast<BatchCommand*>(command);
|
||||
cmd->execute();
|
||||
}
|
||||
else if(commandType == RenderCommand::Type::GROUP_COMMAND)
|
||||
{
|
||||
flush();
|
||||
|
@ -319,6 +328,49 @@ void Renderer::render()
|
|||
_lastMaterialID = 0;
|
||||
}
|
||||
|
||||
void Renderer::convertToWorldCoordiantes(V3F_C4B_T2F_Quad* quads, ssize_t quantity, const kmMat4& modelView)
|
||||
{
|
||||
for(ssize_t i=0; i<quantity; ++i) {
|
||||
V3F_C4B_T2F_Quad *q = &quads[i];
|
||||
|
||||
kmVec3 vec1, out1;
|
||||
vec1.x = q->bl.vertices.x;
|
||||
vec1.y = q->bl.vertices.y;
|
||||
vec1.z = q->bl.vertices.z;
|
||||
kmVec3Transform(&out1, &vec1, &modelView);
|
||||
q->bl.vertices.x = out1.x;
|
||||
q->bl.vertices.y = out1.y;
|
||||
q->bl.vertices.z = out1.z;
|
||||
|
||||
kmVec3 vec2, out2;
|
||||
vec2.x = q->br.vertices.x;
|
||||
vec2.y = q->br.vertices.y;
|
||||
vec2.z = q->br.vertices.z;
|
||||
kmVec3Transform(&out2, &vec2, &modelView);
|
||||
q->br.vertices.x = out2.x;
|
||||
q->br.vertices.y = out2.y;
|
||||
q->br.vertices.z = out2.z;
|
||||
|
||||
kmVec3 vec3, out3;
|
||||
vec3.x = q->tr.vertices.x;
|
||||
vec3.y = q->tr.vertices.y;
|
||||
vec3.z = q->tr.vertices.z;
|
||||
kmVec3Transform(&out3, &vec3, &modelView);
|
||||
q->tr.vertices.x = out3.x;
|
||||
q->tr.vertices.y = out3.y;
|
||||
q->tr.vertices.z = out3.z;
|
||||
|
||||
kmVec3 vec4, out4;
|
||||
vec4.x = q->tl.vertices.x;
|
||||
vec4.y = q->tl.vertices.y;
|
||||
vec4.z = q->tl.vertices.z;
|
||||
kmVec3Transform(&out4, &vec4, &modelView);
|
||||
q->tl.vertices.x = out4.x;
|
||||
q->tl.vertices.y = out4.y;
|
||||
q->tl.vertices.z = out4.z;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::drawBatchedQuads()
|
||||
{
|
||||
//TODO we can improve the draw performance by insert material switching command before hand.
|
||||
|
|
|
@ -75,9 +75,12 @@ protected:
|
|||
void mapBuffers();
|
||||
|
||||
void drawBatchedQuads();
|
||||
|
||||
//Draw the previews queued quads and flush previous context
|
||||
void flush();
|
||||
|
||||
void convertToWorldCoordiantes(V3F_C4B_T2F_Quad* quads, ssize_t quantity, const kmMat4& modelView);
|
||||
|
||||
std::stack<int> _commandGroupStack;
|
||||
|
||||
std::stack<RenderStackElement> _renderStack;
|
||||
|
|
Loading…
Reference in New Issue