// // Created by NiTe Luo on 10/31/13. // #include "Renderer.h" #include "CCShaderCache.h" #include "ccGLStateCache.h" #include "CustomCommand.h" #include "QuadCommand.h" #include "GroupCommand.h" NS_CC_BEGIN using namespace std; static Renderer* s_instance; Renderer *Renderer::getInstance() { if(!s_instance) { s_instance = new Renderer(); if(!s_instance->init()) { CC_SAFE_DELETE(s_instance); } } return s_instance; } void Renderer::destroyInstance() { CC_SAFE_RELEASE_NULL(s_instance); } Renderer::Renderer() :_lastMaterialID(0) ,_numQuads(0) ,_firstCommand(0) ,_lastCommand(0) ,_glViewAssigned(false) { _commandGroupStack.push(DEFAULT_RENDER_QUEUE); RenderQueue defaultRenderQueue; _renderGroups.push_back(defaultRenderQueue); _renderStack.push({DEFAULT_RENDER_QUEUE, 0}); } Renderer::~Renderer() { _renderGroups.clear(); glDeleteBuffers(2, _buffersVBO); // if (Configuration::getInstance()->supportsShareableVAO()) // { glDeleteVertexArrays(1, &_quadVAO); GL::bindVAO(0); // } } bool Renderer::init() { return true; } void Renderer::initGLView() { setupIndices(); setupVBOAndVAO(); _glViewAssigned = true; } void Renderer::setupIndices() { for( int i=0; i < VBO_SIZE; i++) { _indices[i*6+0] = (GLushort) (i*4+0); _indices[i*6+1] = (GLushort) (i*4+1); _indices[i*6+2] = (GLushort) (i*4+2); _indices[i*6+3] = (GLushort) (i*4+3); _indices[i*6+4] = (GLushort) (i*4+2); _indices[i*6+5] = (GLushort) (i*4+1); } } void Renderer::setupVBOAndVAO() { glGenVertexArrays(1, &_quadVAO); GL::bindVAO(_quadVAO); glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW); // Must unbind the VAO before changing the element buffer. GL::bindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void Renderer::addCommand(RenderCommand* command) { command->generateID(); _renderGroups[_commandGroupStack.top()].push_back(command); } void Renderer::addCommand(RenderCommand* command, int renderQueue) { command->generateID(); _renderGroups[renderQueue].push_back(command); } void Renderer::pushGroup(int renderQueueID) { _commandGroupStack.push(renderQueueID); } void Renderer::popGroup() { _commandGroupStack.pop(); } int Renderer::createRenderQueue() { RenderQueue newRenderQueue; _renderGroups.push_back(newRenderQueue); return (int)_renderGroups.size() - 1; } bool compareRenderCommand(RenderCommand* a, RenderCommand* b) { return a->getID() < b->getID(); } void Renderer::render() { //Uncomment this once everything is rendered by new renderer //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //TODO setup camera or MVP if (_glViewAssigned) { //Process render commands //1. Sort render commands based on ID for (auto it = _renderGroups.begin(); it != _renderGroups.end(); ++it) { stable_sort((*it).begin(), (*it).end(), compareRenderCommand); } while(!_renderStack.empty()) { RenderQueue currRenderQueue = _renderGroups[_renderStack.top().renderQueueID]; size_t len = currRenderQueue.size(); //Refresh the batch command index in case the renderStack has changed. _firstCommand = _lastCommand = _renderStack.top().currentIndex; //Process RenderQueue for(size_t i = _renderStack.top().currentIndex; i < len; i++) { _renderStack.top().currentIndex = _lastCommand = i; auto command = currRenderQueue[i]; if(command->getType() == QUAD_COMMAND) { QuadCommand* cmd = static_cast(command); CCASSERT(cmd->getQuadCount()getQuadCount() < VBO_SIZE) { memcpy(_quads + _numQuads, cmd->getQuad(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount()); _numQuads += cmd->getQuadCount(); } else { //Draw batched quads if VBO is full drawBatchedQuads(); } } else if(command->getType() == CUSTOM_COMMAND) { flush(); CustomCommand* cmd = static_cast(command); cmd->execute(); } else if(command->getType() == GROUP_COMMAND) { flush(); GroupCommand* cmd = static_cast(command); _renderStack.top().currentIndex = i + 1; //push new renderQueue to renderStack _renderStack.push({cmd->getRenderQueueID(), 0}); //Exit current loop break; } else { flush(); } } //Draw the batched quads drawBatchedQuads(); currRenderQueue = _renderGroups[_renderStack.top().renderQueueID]; len = currRenderQueue.size(); //If pop the render stack if we already processed all the commands if(_renderStack.top().currentIndex + 1 >= len) { _renderStack.pop(); } } } //TODO give command back to command pool for (size_t j = 0 ; j < _renderGroups.size(); j++) { for_each(_renderGroups[j].begin(), _renderGroups[j].end(), [](RenderCommand* cmd){delete cmd;}); _renderGroups[j].clear(); } //Clear the stack incase gl view hasn't been initialized yet while(!_renderStack.empty()) { _renderStack.pop(); } _renderStack.push({DEFAULT_RENDER_QUEUE, 0}); _firstCommand = _lastCommand = 0; _lastMaterialID = 0; } void Renderer::drawBatchedQuads() { //TODO we can improve the draw performance by insert material switching command before hand. int quadsToDraw = 0; int startQuad = 0; //Upload buffer to VBO if(_numQuads <= 0) { _firstCommand = _lastCommand; return; } //Set VBO data glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (_numQuads), NULL, GL_DYNAMIC_DRAW); void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(buf, _quads, sizeof(_quads[0])* (_numQuads)); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); //Bind VAO GL::bindVAO(_quadVAO); //Start drawing verties in batch for(size_t i = _firstCommand; i <= _lastCommand; i++) { RenderCommand* command = _renderGroups[_renderStack.top().renderQueueID][i]; if (command->getType() == QUAD_COMMAND) { QuadCommand* cmd = static_cast(command); if(_lastMaterialID != cmd->getMaterialID()) { //Draw quads if(quadsToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) ); startQuad += quadsToDraw; quadsToDraw = 0; } //Use new material cmd->useMaterial(); _lastMaterialID = cmd->getMaterialID(); } quadsToDraw += cmd->getQuadCount(); } } //Draw any remaining quad if(quadsToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) ); } //Unbind VAO GL::bindVAO(0); _firstCommand = _lastCommand; _numQuads = 0; } void Renderer::flush() { drawBatchedQuads(); _lastMaterialID = 0; } NS_CC_END