Fix batch-render of strings, fix group logic
Incorrect assumption that strings only needed degenerate vertexes at the start and end of each string instead of characters causing render "wings" between separate strings. Fix render-group not switching to next group if current group is full.
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@ -27,13 +27,12 @@ INTERNAL void addToRenderGroup(Renderer *renderer, Texture *texture,
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{
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// NOTE(doyle): Mark first vertex as degenerate vertex
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group->vertexIndex++;
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group->tex = texture;
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}
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targetGroup = &renderer->groups[i];
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break;
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}
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break;
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}
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}
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@ -222,11 +221,47 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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{
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// TODO(doyle): Use render groups
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v2 posInCameraSpace = v2_sub(pos, camera.pos);
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#if RENDERER_USE_RENDER_GROUPS
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v4 entityVertexOnScreen = math_getRect(posInCameraSpace, size);
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RenderQuad_ entityQuad =
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createTexQuad(renderer, entityVertexOnScreen, renderTex);
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/*
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NOTE(doyle): Entity rendering is always done in two pairs of
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triangles, i.e. quad. To batch render quads as a triangle strip, we
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need to create zero-area triangles which OGL will omit from
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rendering. Render groups are initialised with 1 degenerate vertex and
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then the first two vertexes sent to the render group are the same to
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form 1 zero-area triangle strip.
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A degenerate vertex has to be copied from the last vertex in the
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rendering quad, to repeat this process as more entities are
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renderered.
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Alternative implementation is recognising if the rendered
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entity is the first in its render group, then we don't need to init
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a degenerate vertex, and only at the end of its vertex list. But on
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subsequent renders, we need a degenerate vertex at the front to
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create the zero-area triangle strip.
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The first has been chosen for simplicity of code, at the cost of
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1 degenerate vertex at the start of each render group.
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*/
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Vertex degenerateVertexes[2] = {entityQuad.vertex[0], entityQuad.vertex[3]};
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Vertex vertexList[6] = {degenerateVertexes[0], entityQuad.vertex[0],
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entityQuad.vertex[1], entityQuad.vertex[2],
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entityQuad.vertex[3], degenerateVertexes[1]};
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addToRenderGroup(renderer, renderTex.tex, vertexList,
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ARRAY_COUNT(vertexList));
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#else
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RenderQuad_ quad = createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, quad.vertex, ARRAY_COUNT(quad.vertex));
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renderObject(renderer, posInCameraSpace, size, pivotPoint, rotate,
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color, renderTex.tex);
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#endif
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}
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void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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@ -246,16 +281,13 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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math_pointInRect(camera, rightAlignedP))
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{
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#define DISABLE_TEXT_RENDER_GROUPS TRUE
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#if RENDERER_USE_RENDER_GROUPS && !DISABLE_TEXT_RENDER_GROUPS
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// NOTE(doyle): 2 degenerate vertexes, at start and end of string since-
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// chars are rendered side by side. Reserve first vertex as degenerate.
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i32 vertexIndex = 1;
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const i32 numVertexPerQuad = 4;
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const i32 numVertexesToAlloc = (strLen * numVertexPerQuad) + 2;
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#else
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i32 vertexIndex = 0;
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const i32 numVertexPerQuad = 4;
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#define DISABLE_TEXT_RENDER_GROUPS FALSE
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#if RENDERER_USE_RENDER_GROUPS && !DISABLE_TEXT_RENDER_GROUPS
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const i32 numVertexesToAlloc = (strLen * (numVertexPerQuad + 2));
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#else
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const i32 numVertexesToAlloc = (strLen * numVertexPerQuad);
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#endif
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Vertex *vertexList =
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@ -294,10 +326,14 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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RenderQuad_ charQuad =
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createTexQuad(renderer, charRectOnScreen, renderTex);
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Vertex degenerateVertexes[2] = {charQuad.vertex[0],
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charQuad.vertex[3]};
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vertexList[vertexIndex++] = degenerateVertexes[0];
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for (i32 i = 0; i < ARRAY_COUNT(charQuad.vertex); i++)
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{
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vertexList[vertexIndex++] = charQuad.vertex[i];
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}
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vertexList[vertexIndex++] = degenerateVertexes[1];
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}
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// NOTE(doyle): We render at the renderer's size because we create quads
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@ -306,8 +342,6 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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// TODO(doyle): Render group differentiate between null tex and colors
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#if RENDERER_USE_RENDER_GROUPS && !DISABLE_TEXT_RENDER_GROUPS
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// NOTE(doyle): Degenerate vertex at end of string
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vertexList[vertexIndex++] = vertexList[vertexIndex - 1];
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addToRenderGroup(renderer, tex, vertexList, numVertexesToAlloc);
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#else
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updateBufferObject(renderer, vertexList, vertexIndex);
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@ -361,11 +395,11 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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/*
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NOTE(doyle): Entity rendering is always done in two pairs of
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triangles, i.e. quad. To batch render quads as a triangle strip, we
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need to create zero-area triangles which OGL will omit from
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rendering. Render groups are initialised with 1 degenerate vertex and
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then the first two vertexes sent to the render group are the same to
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form 1 zero-area triangle strip.
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triangles, i.e. quad since we render sprites. To batch render quads
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as a triangle strip, we need to create zero-area triangles which OGL
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will omit from rendering. Render groups are initialised with
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1 degenerate vertex and then the first two vertexes sent to the
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render group are the same to form 1 zero-area triangle strip.
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A degenerate vertex has to be copied from the last vertex in the
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rendering quad, to repeat this process as more entities are
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@ -2084,10 +2084,6 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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}
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}
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#if RENDERER_USE_RENDER_GROUPS
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renderer_renderGroups(renderer);
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#endif
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/*
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*****************************************
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* Process Events From Entity Update Loop
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@ -2461,4 +2457,9 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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debug_drawUi(state, dt);
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}
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#endif
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#if RENDERER_USE_RENDER_GROUPS
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renderer_renderGroups(renderer);
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#endif
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}
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