batch rendering

This commit is contained in:
Erris
2026-02-03 19:27:34 +01:00
parent 01a8f03451
commit 60bf9550cd
14 changed files with 160 additions and 52 deletions

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@@ -10,10 +10,9 @@
#include <open_engine.hpp>
#include "shmup.hpp"
#include <glm/ext/matrix_clip_space.hpp>
#include "freetype/fttypes.h"
#include "open_engine/ref_scope.hpp"
#include "shmup.hpp"
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include <glad/glad.h>

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@@ -51,9 +51,9 @@ class Sandbox2DLayer : public OpenEngine::Layer
}
{
OE_PROFILE_SCOPE("Drawing Quads");
OpenEngine::Transform tr1 = {glm::vec3(0.5f, 0.5f, 1.0f), glm::vec3(0.3f), 20.0f};
OpenEngine::Transform tr2 = {glm::vec3(-0.2f, -0.2f, 1.0f), glm::vec3(0.5f, 0.2f, 1.0f), 10.0f};
OpenEngine::Transform tr3 = {glm::vec3(0.0f, 0.0f, -0.1f), glm::vec3(1.0f, 1.0f, 1.0f), 45.0f};
OpenEngine::Transform tr1 = {glm::vec3(0.5f, 0.5f, -0.2f), glm::vec3(0.3f), 20.0f};
OpenEngine::Transform tr2 = {glm::vec3(-0.2f, -0.2f, -0.1f), glm::vec3(0.5f, 0.2f, 1.0f), 10.0f};
OpenEngine::Transform tr3 = {glm::vec3(0.0f, 0.0f, 0.1f), glm::vec3(1.0f, 1.0f, 1.0f), 45.0f};
OpenEngine::Renderer2D::DrawQuad({glm::vec3(0.5f, 0.5f, 1.0f), glm::vec3(0.3f), 20.0f}, glm::vec4(color[0], color[1], color[2], color[3]));
OpenEngine::Renderer2D::DrawQuad(tr2, {0.5f, 0.3f, 0.8f, 1.0f});

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@@ -1,6 +1,7 @@
#ifndef SHMUP_HPP
#define SHMUP_HPP
#include <GL/gl.h>
#include <open_engine.hpp>
#include <fstream>
@@ -101,9 +102,11 @@ class Shmup : public OpenEngine::Layer
double delta = OpenEngine::Time::DeltaTime();
if (event.GetKeyCode() == OpenEngine::KeyCode::Right) {
tr1.position.x += 0.1f;
return true;
}
if (event.GetKeyCode() == OpenEngine::KeyCode::Left) {
tr1.position.x -= 0.1f;
return true;
}
if (tr1.position.y <= -0.9)
@@ -114,9 +117,9 @@ class Shmup : public OpenEngine::Layer
tr1.position.x = -0.8;
if (tr1.position.x >= 0.8)
tr1.position.x = 0.8;
}
return true;
return false;
}
void MoveEntities(double time_step) {
@@ -190,7 +193,8 @@ class Shmup : public OpenEngine::Layer
OE_PROFILE_FUNCTION()
{
OE_PROFILE_SCOPE("Setting up Rendering");
OpenEngine::RenderCommand::SetClearColor({0.11f, 0.11f, 0.15f, 1.0f});
//OpenEngine::RenderCommand::SetClearColor({0.11f, 0.11f, 0.15f, 1.0f});
OpenEngine::RenderCommand::SetClearColor({1.0f, 0.11f, 0.15f, 1.0f});
OpenEngine::RenderCommand::Clear();
OpenEngine::Renderer2D::BeginScene(camera.GetCamera());
}
@@ -311,9 +315,11 @@ class Shmup : public OpenEngine::Layer
{
if (event.GetKeyCode() == OpenEngine::KeyCode::Space) {
shooting = true;
return true;
}
if (state == GameState::GameOver && event.GetKeyCode() == OpenEngine::KeyCode::Enter) {
Reset();
return true;
}
return false;
@@ -330,10 +336,11 @@ class Shmup : public OpenEngine::Layer
void OnEvent(OpenEngine::Event& event) override
{
OE_PROFILE_FUNCTION();
OpenEngine::EventDispatcher dispatcher(event);
dispatcher.Dispatch<OpenEngine::KeyPressedEvent>(BIND_EVENT_FN(Shmup::ProcessKeyPressedEvents));
dispatcher.Dispatch<OpenEngine::KeyPressedEvent>(BIND_EVENT_FN(Shmup::MovePlayerShipDiscrete));
dispatcher.Dispatch<OpenEngine::KeyPressedEvent>(BIND_EVENT_FN(Shmup::ProcessKeyPressedEvents));
dispatcher.Dispatch<OpenEngine::KeyReleasedEvent>(BIND_EVENT_FN(Shmup::ProcessKeyReleased));
{
OE_PROFILE_SCOPE("Camera OnEvent");

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@@ -60,7 +60,7 @@ bool ControlLayer::StopRunning(OpenEngine::KeyPressedEvent& event)
return true;
}
return true;
return false;
}

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@@ -1,4 +1,3 @@
#include "open_engine/ref_scope.hpp"
#include <memory>
#include <sandbox2d.hpp>
#include <sandbox.hpp>
@@ -11,16 +10,16 @@
Sandbox::Sandbox()
{
//OpenEngine::Ref<Sandbox2DLayer> initial_layer = std::make_shared<Sandbox2DLayer>();
OpenEngine::Ref<OpenEngine::Layer> shmup = OpenEngine::CreateRef<Shmup>();
OpenEngine::Ref<Sandbox2DLayer> initial_layer = std::make_shared<Sandbox2DLayer>();
//OpenEngine::Ref<Shmup> initial_layer = OpenEngine::CreateRef<Shmup>();
//OpenEngine::Ref<Overlay> overlay = OpenEngine::CreateRef<Overlay>(shmup);
//OpenEngine::Ref<Overlay> overlay = OpenEngine::CreateRef<Overlay>(initial_layer);
OpenEngine::Ref<OpenEngine::Layer> control_layer = std::make_shared<ControlLayer>(shmup);
OpenEngine::Ref<OpenEngine::Layer> control_layer = std::make_shared<ControlLayer>(initial_layer);
//OpenEngine::Ref<ControlLayer> control_layer = std::make_shared<ControlLayer>();
OpenEngine::Ref<OpenEngine::Layer> modding_layer = std::make_shared<Modding>();
QueueLayerPush(shmup);
//QueueLayerPush(initial_layer);
//QueueLayerPush(shmup);
QueueLayerPush(initial_layer);
QueueLayerPush(control_layer);
QueueLayerPush(modding_layer);
//QueueOverlayPush(overlay);

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@@ -25,6 +25,7 @@ namespace OpenEngine {
// utility uniform functions
void UploadBool(const std::string &name, bool value) const;
void UploadInt(const std::string &name, int value) const;
void UploadIntArray(const std::string &name, int* values, uint32_t count) const;
void UploadFloat(const std::string &name, float value) const;
void UploadMat4(const std::string &name, const glm::mat4& value) const;
void UploadVec2(const std::string &name, const glm::vec2& value) const;
@@ -33,6 +34,7 @@ namespace OpenEngine {
virtual void SetBool(const std::string &name, bool value) const override;
virtual void SetInt(const std::string &name, int value) const override;
virtual void SetIntArray(const std::string &name, int* values, uint32_t count) const override;
virtual void SetFloat(const std::string &name, float value) const override;
virtual void SetMat4(const std::string &name, const glm::mat4& value) const override;
virtual void SetVec2(const std::string &name, const glm::vec2& value) const override;

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@@ -15,10 +15,12 @@ namespace OpenEngine {
virtual uint32_t GetWidth() const override { return width; };
virtual uint32_t GetHeight() const override { return height; };
virtual uint32_t GetID() const override { return id; };
virtual void Bind(uint32_t slot = 0) const override;
virtual void SetData(void* data, uint32_t size) override;
virtual bool operator==(const Texture& other) const override;
private:
std::string path;

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@@ -21,6 +21,7 @@ namespace OpenEngine {
virtual void SetBool(const std::string &name, bool value) const = 0;
virtual void SetInt(const std::string &name, int value) const = 0;
virtual void SetIntArray(const std::string &name, int* values, uint32_t count) const = 0;
virtual void SetFloat(const std::string &name, float value) const = 0;
virtual void SetMat4(const std::string &name, const glm::mat4& value) const = 0;
virtual void SetVec2(const std::string &name, const glm::vec2& value) const = 0;

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@@ -5,6 +5,7 @@
#include <cstdint>
namespace OpenEngine {
class Texture
{
@@ -13,10 +14,12 @@ namespace OpenEngine {
virtual uint32_t GetWidth() const = 0;
virtual uint32_t GetHeight() const = 0;
virtual uint32_t GetID() const = 0;
virtual void Bind(uint32_t slot = 0) const = 0;
virtual void SetData(void* data, uint32_t size) = 0;
virtual bool operator==(const Texture& other) const = 0;
};
class Texture2D : public Texture
@@ -25,6 +28,7 @@ namespace OpenEngine {
static Ref<Texture2D> Create(uint32_t width, uint32_t height);
static Ref<Texture2D> Create(const std::string& path);
};
}
#endif // TEXTURE_HPP

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@@ -37,7 +37,7 @@ namespace OpenEngine {
Application::~Application()
{
Renderer::ShutDown();
OpenEngine::Renderer2D::Shutdown();
}
void Application::Run()

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@@ -206,6 +206,12 @@ namespace OpenEngine {
UploadInt(name, value);
}
void OpenGLShader::SetIntArray(const std::string &name, int* values, uint32_t count) const
{
OE_PROFILE_FUNCTION();
UploadIntArray(name, values, count);
}
void OpenGLShader::SetFloat(const std::string &name, float value) const
{
OE_PROFILE_FUNCTION();
@@ -245,6 +251,10 @@ namespace OpenEngine {
{
glUniform1i(glGetUniformLocation(id, name.c_str()), value);
}
void OpenGLShader::UploadIntArray(const std::string &name, int* values, uint32_t count) const
{
glUniform1iv(glGetUniformLocation(id, name.c_str()), count, values);
}
void OpenGLShader::UploadFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(id, name.c_str()), value);

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@@ -70,6 +70,7 @@ namespace OpenEngine {
{
OE_PROFILE_FUNCTION();
OE_CORE_DEBUG("id {}", id);
glDeleteTextures(1, &id);
}
@@ -86,4 +87,9 @@ namespace OpenEngine {
{
glBindTextureUnit(slot, id);
}
bool OpenGLTexture2D::operator==(const Texture& other) const
{
return id == other.GetID();
}
}

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@@ -6,6 +6,7 @@
#include <renderer/texture.hpp>
#include <renderer/buffer.hpp>
#include <renderer/shader.hpp>
#include "logging.hpp"
#include <cstdint>
#include <glm/fwd.hpp>
@@ -18,13 +19,16 @@ namespace OpenEngine {
glm::vec3 position;
glm::vec4 color;
glm::vec2 tex_coord;
float tex_index;
float tiling_factor;
};
struct Renderer2DData
{
const uint32_t MaxQuads = 10000;
const uint32_t MaxVertices = MaxQuads * 4;
const uint32_t MaxIndices = MaxQuads * 6;
const uint32_t max_quads = 10000;
const uint32_t max_vertices = max_quads * 4;
const uint32_t max_indices = max_quads * 6;
static const uint32_t max_texture_slots = 32;
Ref<VertexArray> vertex_array;
Ref<VertexBuffer> vertex_buffer;
@@ -34,6 +38,11 @@ namespace OpenEngine {
uint32_t quad_index_count = 0;
QuadVertex* quad_vertex_base = nullptr;
QuadVertex* quad_vertex_ptr = nullptr;
std::array<Ref<Texture2D>, max_texture_slots> texture_slots;
uint32_t texture_slot_index = 1; // 0 is white texture
glm::vec4 quad_vertex_positioning[4];
};
static Renderer2DData renderer_data;
@@ -43,23 +52,25 @@ namespace OpenEngine {
OE_PROFILE_FUNCTION();
renderer_data.vertex_array = VertexArray::Create();
renderer_data.vertex_buffer = VertexBuffer::Create(renderer_data.MaxVertices * sizeof(QuadVertex));
renderer_data.vertex_buffer = VertexBuffer::Create(renderer_data.max_indices * sizeof(QuadVertex));
BufferLayout layout = {
{ ShaderDataType::Float3, "a_Position" },
{ ShaderDataType::Float4, "a_Color" },
{ ShaderDataType::Float2, "a_TextCoord" }
{ ShaderDataType::Float2, "a_TexCoords" },
{ ShaderDataType::Float, "a_TexIndex" },
{ ShaderDataType::Float, "a_TilingFactor" }
};
renderer_data.vertex_buffer->SetLayout(layout);
renderer_data.vertex_array->AddVertexBuffer(renderer_data.vertex_buffer);
renderer_data.quad_vertex_base = new QuadVertex[renderer_data.MaxIndices];
renderer_data.quad_vertex_base = new QuadVertex[renderer_data.max_vertices];
uint32_t* quad_indices = new uint32_t[renderer_data.MaxIndices];
uint32_t* quad_indices = new uint32_t[renderer_data.max_indices];
uint32_t offset = 0;
for (uint32_t i = 0; i < renderer_data.MaxIndices; i += 6) {
for (uint32_t i = 0; i < renderer_data.max_indices; i += 6) {
quad_indices[i + 0] = offset + 0;
quad_indices[i + 1] = offset + 1;
quad_indices[i + 2] = offset + 2;
@@ -71,7 +82,7 @@ namespace OpenEngine {
offset += 4;
}
Ref<IndexBuffer> index_buffer = IndexBuffer::Create(quad_indices, renderer_data.MaxIndices);
Ref<IndexBuffer> index_buffer = IndexBuffer::Create(quad_indices, renderer_data.max_indices);
renderer_data.vertex_array->SetIndexBuffer(index_buffer);
delete[] quad_indices;
@@ -79,9 +90,20 @@ namespace OpenEngine {
uint32_t white_texture_data = 0xffffffff;
renderer_data.white_texture->SetData(&white_texture_data, sizeof(uint32_t));
int32_t samplers[renderer_data.max_texture_slots];
for (uint32_t i = 0; i < renderer_data.max_texture_slots; i++)
samplers[i] = i;
renderer_data.texture_shader = Shader::Create("assets/shaders/texture.glsl");
renderer_data.texture_shader->Bind();
renderer_data.texture_shader->SetInt("u_Texture", 0);
renderer_data.texture_shader->SetIntArray("u_Texture", samplers, renderer_data.max_texture_slots);
renderer_data.texture_slots[0] = renderer_data.white_texture;
renderer_data.quad_vertex_positioning[0] = {-0.5, -0.5, 0.0f, 1.0f};
renderer_data.quad_vertex_positioning[1] = {0.5, -0.5, 0.0f, 1.0f};
renderer_data.quad_vertex_positioning[2] = {0.5, 0.5, 0.0f, 1.0f};
renderer_data.quad_vertex_positioning[3] = {-0.5, 0.5, 0.0f, 1.0f};
}
void Renderer2D::Shutdown()
@@ -89,6 +111,12 @@ namespace OpenEngine {
renderer_data.white_texture.reset();
renderer_data.vertex_array.reset();
renderer_data.vertex_buffer.reset();
renderer_data.texture_shader.reset();
for (uint32_t i = 0; i < renderer_data.texture_slot_index; i++) {
OE_CORE_DEBUG("force cleaning {}", renderer_data.texture_slots[i]->GetID());
renderer_data.texture_slots[i].reset();
}
OE_PROFILE_FUNCTION();
}
@@ -102,6 +130,8 @@ namespace OpenEngine {
renderer_data.quad_index_count = 0;
renderer_data.quad_vertex_ptr = renderer_data.quad_vertex_base;
renderer_data.texture_slot_index = 1;
}
void Renderer2D::EndScene()
@@ -116,6 +146,14 @@ namespace OpenEngine {
void Renderer2D::Flush()
{
if (renderer_data.quad_index_count == 0)
return;
renderer_data.vertex_array->Bind();
for (int i = 0; i < renderer_data.texture_slot_index; i++)
renderer_data.texture_slots[i]->Bind(i);
RenderCommand::DrawIndexed(renderer_data.vertex_array, renderer_data.quad_index_count);
}
@@ -123,19 +161,58 @@ namespace OpenEngine {
{
OE_PROFILE_FUNCTION();
renderer_data.texture_shader->SetVec4("u_Color", glm::vec4(1.0f));
renderer_data.texture_shader->SetFloat("u_TilingFactor", tiling_factor);
texture->Bind();
constexpr glm::vec4 color = glm::vec4(1.0f);
glm::vec3 position = transform_data.position;
glm::vec3 size = transform_data.size;
float texture_index = 0;
for (uint32_t i = 1; i < renderer_data.texture_slot_index; i++) {
if (*renderer_data.texture_slots[i].get() == *texture.get()) {
texture_index = (float)i;
break;
}
}
if (texture_index == 0) {
texture_index = (float)renderer_data.texture_slot_index;
renderer_data.texture_slots[renderer_data.texture_slot_index] = texture;
renderer_data.texture_slot_index++;
}
glm::mat4 transform = glm::translate(glm::mat4(1.0f), transform_data.position)
* ((transform_data.rotation != 0) ?
glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), {0.0f, 0.0f, 1.0f})
: 1.0f)
* glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), { 0.0f, 0.0f, 1.0f })
* glm::scale(glm::mat4(1.0f), transform_data.size);
renderer_data.texture_shader->SetMat4("u_Transform", transform);
renderer_data.vertex_array->Bind();
RenderCommand::DrawIndexed(renderer_data.vertex_array);
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[0];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = { 0.0f, 0.0f };
renderer_data.quad_vertex_ptr->tex_index = texture_index;
renderer_data.quad_vertex_ptr->tiling_factor = tiling_factor;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[1];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = {1.0f, 0.0f};
renderer_data.quad_vertex_ptr->tex_index = texture_index;
renderer_data.quad_vertex_ptr->tiling_factor = tiling_factor;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[2];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = {1.0f, 1.0f};
renderer_data.quad_vertex_ptr->tex_index = texture_index;
renderer_data.quad_vertex_ptr->tiling_factor = tiling_factor;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[3];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = {0.0f, 1.0f};
renderer_data.quad_vertex_ptr->tex_index = texture_index;
renderer_data.quad_vertex_ptr->tiling_factor = tiling_factor;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_index_count += 6;
}
void Renderer2D::DrawQuad(const Transform& transform_data, const glm::vec4& color)
@@ -145,38 +222,38 @@ namespace OpenEngine {
glm::vec3 position = transform_data.position;
glm::vec3 size = transform_data.size;
renderer_data.quad_vertex_ptr->position = position;
glm::mat4 transform = glm::translate(glm::mat4(1.0f), transform_data.position)
* glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), { 0.0f, 0.0f, 1.0f })
* glm::scale(glm::mat4(1.0f), transform_data.size);
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[0];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = { 0.0f, 0.0f };
renderer_data.quad_vertex_ptr->tex_index = 0;
renderer_data.quad_vertex_ptr->tiling_factor = 0;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_vertex_ptr->position = { position.x + size.x, position.y, position.z };
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[1];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = {1.0f, 0.0f};
renderer_data.quad_vertex_ptr->tex_index = 0;
renderer_data.quad_vertex_ptr->tiling_factor = 0;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_vertex_ptr->position = { position.x + size.x, position.y + size.y, position.z };
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[2];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = {1.0f, 1.0f};
renderer_data.quad_vertex_ptr->tex_index = 0;
renderer_data.quad_vertex_ptr->tiling_factor = 0;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_vertex_ptr->position = { position.x, position.y + size.y, position.z };
renderer_data.quad_vertex_ptr->position = transform * renderer_data.quad_vertex_positioning[3];
renderer_data.quad_vertex_ptr->color = color;
renderer_data.quad_vertex_ptr->tex_coord = {0.0f, 1.0f};
renderer_data.quad_vertex_ptr->tex_index = 0;
renderer_data.quad_vertex_ptr->tiling_factor = 0;
renderer_data.quad_vertex_ptr++;
renderer_data.quad_index_count += 6;
/*
glm::mat4 transform = glm::translate(glm::mat4(1.0f), transform_data.position)
* ((transform_data.rotation != 0) ?
glm::rotate(glm::mat4(1.0f), glm::radians(transform_data.rotation), {0.0f, 0.0f, 1.0f})
: 1.0f)
* glm::scale(glm::mat4(1.0f), transform_data.size);
renderer_data.texture_shader->SetMat4("u_Transform", transform);
renderer_data.vertex_array->Bind();
RenderCommand::DrawIndexed(renderer_data.vertex_array);
*/
}
}

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@@ -168,6 +168,7 @@ namespace OpenEngine {
void LinuxWindow::Shutdown()
{
OE_CORE_DEBUG("context shutdown");
glfwDestroyWindow(gl_window);
glfwTerminate();
gl_window = nullptr;