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.
This commit is contained in:
Doyle Thai 2016-09-22 18:46:53 +10:00
parent ebe09bd345
commit 23720fae19
2 changed files with 58 additions and 23 deletions

View File

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

View File

@ -2084,10 +2084,6 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
}
}
#if RENDERER_USE_RENDER_GROUPS
renderer_renderGroups(renderer);
#endif
/*
*****************************************
* Process Events From Entity Update Loop
@ -2461,4 +2457,9 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
debug_drawUi(state, dt);
}
#endif
#if RENDERER_USE_RENDER_GROUPS
renderer_renderGroups(renderer);
#endif
}