2D graphics performance fix
This commit is contained in:
+95
-115
@@ -20,20 +20,19 @@
|
|||||||
#include "../objects/Player.h"
|
#include "../objects/Player.h"
|
||||||
|
|
||||||
|
|
||||||
HudRenderer::HudRenderer() {
|
HudRenderer::HudRenderer(Assets* assets) : assets(assets) {
|
||||||
batch = new Batch2D(1024);
|
batch = new Batch2D(1024);
|
||||||
uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
|
uicamera = new Camera(glm::vec3(), Window::height);
|
||||||
uicamera->perspective = false;
|
uicamera->perspective = false;
|
||||||
uicamera->flipped = true;
|
uicamera->flipped = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
HudRenderer::~HudRenderer() {
|
HudRenderer::~HudRenderer() {
|
||||||
// delete crosshair;
|
|
||||||
delete batch;
|
delete batch;
|
||||||
delete uicamera;
|
delete uicamera;
|
||||||
}
|
}
|
||||||
|
|
||||||
void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusion){
|
void HudRenderer::drawDebug(Level* level, int fps, bool occlusion){
|
||||||
Chunks* chunks = level->chunks;
|
Chunks* chunks = level->chunks;
|
||||||
Player* player = level->player;
|
Player* player = level->player;
|
||||||
|
|
||||||
@@ -56,11 +55,91 @@ void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusio
|
|||||||
stream << std::hex << player->selectedVoxel.states;
|
stream << std::hex << player->selectedVoxel.states;
|
||||||
font->draw(batch, L"block-selected: "+std::to_wstring(player->selectedVoxel.id)+L" "+stream.str(), 16, 78, STYLE_OUTLINE);
|
font->draw(batch, L"block-selected: "+std::to_wstring(player->selectedVoxel.id)+L" "+stream.str(), 16, 78, STYLE_OUTLINE);
|
||||||
font->draw(batch, L"meshes: " + std::to_wstring(Mesh::meshesCount), 16, 102, STYLE_OUTLINE);
|
font->draw(batch, L"meshes: " + std::to_wstring(Mesh::meshesCount), 16, 102, STYLE_OUTLINE);
|
||||||
// batch->render();
|
batch->render();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void HudRenderer::drawInventory(Player* player) {
|
||||||
|
Texture* blocks = assets->getTexture("block");
|
||||||
|
uint size = 48;
|
||||||
|
uint step = 64;
|
||||||
|
uint inv_wm = step*10;
|
||||||
|
uint inv_hm = step*8;
|
||||||
|
uint inv_w = inv_wm - (step - size);
|
||||||
|
uint inv_h = inv_hm - (step - size);
|
||||||
|
int inv_x = (Window::width - (inv_w)) / 2;
|
||||||
|
int inv_y = (Window::height - (inv_h)) / 2;
|
||||||
|
int xs = (Window::width - inv_w + step)/2;
|
||||||
|
int ys = (Window::height - inv_h + step)/2;
|
||||||
|
if (Window::width > inv_w*3){
|
||||||
|
inv_x = (Window::width + (inv_w)) / 2;
|
||||||
|
inv_y = (Window::height - (inv_h)) / 2;
|
||||||
|
xs = (Window::width + inv_w + step)/2;
|
||||||
|
ys = (Window::height - inv_h + step)/2;
|
||||||
|
}
|
||||||
|
int x = 0;
|
||||||
|
int y = 0;
|
||||||
|
vec4 tint = vec4(1.0f);
|
||||||
|
int mx = Events::x;
|
||||||
|
int my = Events::y;
|
||||||
|
uint count = (inv_w / step) * (inv_h / step) + 1;
|
||||||
|
|
||||||
void HudRenderer::draw(Level* level, Assets* assets){
|
//back
|
||||||
|
batch->texture(nullptr);
|
||||||
|
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
|
||||||
|
batch->rect(0, 0, Window::width, Window::height);
|
||||||
|
batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
|
||||||
|
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
|
||||||
|
0.7f, 0.7f, 0.7f,
|
||||||
|
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
|
||||||
|
batch->rect(inv_x, inv_y, inv_w, inv_h,
|
||||||
|
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
|
||||||
|
0.75f, 0.75f, 0.75f,
|
||||||
|
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
|
||||||
|
|
||||||
|
batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
|
||||||
|
for (uint i = 1; i < count; i++) {
|
||||||
|
x = xs + step * ((i-1) % (inv_w / step));
|
||||||
|
y = ys + step * ((i-1) / (inv_w / step));
|
||||||
|
batch->rect(x-2, y-2, size+4, size+4,
|
||||||
|
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
|
||||||
|
0.7f, 0.7f, 0.7f,
|
||||||
|
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
|
||||||
|
batch->rect(x, y, size, size,
|
||||||
|
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
|
||||||
|
0.65f, 0.65f, 0.65f,
|
||||||
|
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
//front
|
||||||
|
batch->texture(blocks);
|
||||||
|
for (uint i = 1; i < count; i++) {
|
||||||
|
Block* cblock = Block::blocks[i];
|
||||||
|
if (cblock == nullptr)
|
||||||
|
break;
|
||||||
|
x = xs + step * ((i-1) % (inv_w / step));
|
||||||
|
y = ys + step * ((i-1) / (inv_w / step));
|
||||||
|
if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
|
||||||
|
tint.r *= 1.2f;
|
||||||
|
tint.g *= 1.2f;
|
||||||
|
tint.b *= 1.2f;
|
||||||
|
if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
|
||||||
|
player->choosenBlock = i;
|
||||||
|
}
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
tint = vec4(1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (cblock->model == BLOCK_MODEL_CUBE){
|
||||||
|
batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
|
||||||
|
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
|
||||||
|
batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void HudRenderer::draw(Level* level){
|
||||||
|
glDisable(GL_MULTISAMPLE);
|
||||||
uicamera->fov = Window::height;
|
uicamera->fov = Window::height;
|
||||||
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
@@ -72,24 +151,19 @@ void HudRenderer::draw(Level* level, Assets* assets){
|
|||||||
|
|
||||||
// Chosen block preview
|
// Chosen block preview
|
||||||
Texture* blocks = assets->getTexture("block");
|
Texture* blocks = assets->getTexture("block");
|
||||||
Texture* sprite = assets->getTexture("slot");
|
|
||||||
|
|
||||||
batch->texture(nullptr);
|
batch->texture(nullptr);
|
||||||
batch->color = vec4(1.0f);
|
batch->color = vec4(1.0f);
|
||||||
if (Events::_cursor_locked && !level->player->debug) {
|
if (Events::_cursor_locked && !level->player->debug) {
|
||||||
glLineWidth(2);
|
glLineWidth(2);
|
||||||
batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
|
const uint width = Window::width;
|
||||||
batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
|
const uint height = Window::height;
|
||||||
batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
|
||||||
batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
|
||||||
|
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||||
|
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// batch->texture(sprite);
|
|
||||||
// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
|
|
||||||
// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
|
|
||||||
// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
|
|
||||||
// 0.55f, 0.55f, 0.55f,
|
|
||||||
// 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2);
|
|
||||||
batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
|
batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
|
||||||
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
|
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
|
||||||
0.7f, 0.7f, 0.7f,
|
0.7f, 0.7f, 0.7f,
|
||||||
@@ -119,103 +193,9 @@ void HudRenderer::draw(Level* level, Assets* assets){
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!Events::_cursor_locked) { //inventory
|
if (!Events::_cursor_locked) {
|
||||||
uint size = 48;
|
drawInventory(player);
|
||||||
uint step = 64;
|
|
||||||
uint inv_wm = step*10;
|
|
||||||
uint inv_hm = step*8;
|
|
||||||
uint inv_w = inv_wm - (step - size);
|
|
||||||
uint inv_h = inv_hm - (step - size);
|
|
||||||
int inv_x = (Window::width - (inv_w)) / 2;
|
|
||||||
int inv_y = (Window::height - (inv_h)) / 2;
|
|
||||||
int xs = (Window::width - inv_w + step)/2;
|
|
||||||
int ys = (Window::height - inv_h + step)/2;
|
|
||||||
if (Window::width > inv_w*3){
|
|
||||||
inv_x = (Window::width + (inv_w)) / 2;
|
|
||||||
inv_y = (Window::height - (inv_h)) / 2;
|
|
||||||
xs = (Window::width + inv_w + step)/2;
|
|
||||||
ys = (Window::height - inv_h + step)/2;
|
|
||||||
}
|
|
||||||
int x = 0;
|
|
||||||
int y = 0;
|
|
||||||
vec4 tint = vec4(1.0f);
|
|
||||||
int mx = Events::x;
|
|
||||||
int my = Events::y;
|
|
||||||
uint count = (inv_w / step) * (inv_h / step) + 1;
|
|
||||||
|
|
||||||
//back
|
|
||||||
batch->texture(nullptr);
|
|
||||||
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
|
|
||||||
batch->rect(0, 0, Window::width, Window::height);
|
|
||||||
batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
|
|
||||||
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
|
|
||||||
0.7f, 0.7f, 0.7f,
|
|
||||||
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
|
|
||||||
batch->rect(inv_x, inv_y, inv_w, inv_h,
|
|
||||||
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
|
|
||||||
0.75f, 0.75f, 0.75f,
|
|
||||||
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
|
|
||||||
|
|
||||||
batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
|
|
||||||
for (uint i = 1; i < count; i++) {
|
|
||||||
x = xs + step * ((i-1) % (inv_w / step));
|
|
||||||
y = ys + step * ((i-1) / (inv_w / step));
|
|
||||||
// batch->rect(x-2, y-2, size+4, size+4);
|
|
||||||
batch->rect(x-2, y-2, size+4, size+4,
|
|
||||||
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
|
|
||||||
0.7f, 0.7f, 0.7f,
|
|
||||||
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
|
|
||||||
batch->rect(x, y, size, size,
|
|
||||||
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
|
|
||||||
0.65f, 0.65f, 0.65f,
|
|
||||||
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
// batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
|
|
||||||
// for (unsigned i = 1; i < count; i++) {
|
|
||||||
// x = xs + step * ((i-1) % (inv_w / step));
|
|
||||||
// y = ys + step * ((i-1) / (inv_w / step));
|
|
||||||
// batch->rect(x, y, size, size);
|
|
||||||
// }
|
|
||||||
|
|
||||||
//front
|
|
||||||
batch->texture(blocks);
|
|
||||||
for (uint i = 1; i < count; i++) {
|
|
||||||
Block* cblock = Block::blocks[i];
|
|
||||||
if (cblock == nullptr)
|
|
||||||
break;
|
|
||||||
x = xs + step * ((i-1) % (inv_w / step));
|
|
||||||
y = ys + step * ((i-1) / (inv_w / step));
|
|
||||||
if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
|
|
||||||
tint.r *= 1.2f;
|
|
||||||
tint.g *= 1.2f;
|
|
||||||
tint.b *= 1.2f;
|
|
||||||
if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
|
|
||||||
player->choosenBlock = i;
|
|
||||||
}
|
|
||||||
// size = 50;
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
// size = 48;
|
|
||||||
tint = vec4(1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (cblock->model == BLOCK_MODEL_CUBE){
|
|
||||||
batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
|
|
||||||
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
|
|
||||||
batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// batch->render();
|
|
||||||
|
|
||||||
if (Events::_cursor_locked && !level->player->debug){
|
|
||||||
// Shader* crosshairShader = assets->getShader("crosshair");
|
|
||||||
// crosshairShader->use();
|
|
||||||
// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
|
|
||||||
// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
|
|
||||||
// glLineWidth(2.0f);
|
|
||||||
// crosshair->draw(GL_LINES);
|
|
||||||
}
|
}
|
||||||
|
batch->render();
|
||||||
|
glEnable(GL_MULTISAMPLE);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,17 +5,18 @@ class Batch2D;
|
|||||||
class Camera;
|
class Camera;
|
||||||
class Level;
|
class Level;
|
||||||
class Assets;
|
class Assets;
|
||||||
class Mesh;
|
class Player;
|
||||||
|
|
||||||
class HudRenderer {
|
class HudRenderer {
|
||||||
|
Assets* assets;
|
||||||
Batch2D* batch;
|
Batch2D* batch;
|
||||||
Camera* uicamera;
|
Camera* uicamera;
|
||||||
// Mesh* crosshair;
|
|
||||||
public:
|
public:
|
||||||
HudRenderer();
|
HudRenderer(Assets* assets);
|
||||||
~HudRenderer();
|
~HudRenderer();
|
||||||
void draw(Level* level, Assets* assets);
|
void drawInventory(Player* player);
|
||||||
void drawDebug(Level* level, Assets* assets, int fps, bool occlusion);
|
void draw(Level* level);
|
||||||
|
void drawDebug(Level* level, int fps, bool occlusion);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif /* SRC_HUD_RENDER_H_ */
|
#endif /* SRC_HUD_RENDER_H_ */
|
||||||
|
|||||||
+16
-20
@@ -71,16 +71,16 @@ void Batch2D::texture(Texture* new_texture){
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Batch2D::point(float x, float y, float r, float g, float b, float a){
|
void Batch2D::point(float x, float y, float r, float g, float b, float a){
|
||||||
// if (index + 6*VERTEX_SIZE >= capacity)
|
if (index + 6*VERTEX_SIZE >= capacity)
|
||||||
// render(GL_TRIANGLES);
|
render(GL_TRIANGLES);
|
||||||
|
|
||||||
vertex(x, y, 0, 0, r,g,b,a);
|
vertex(x, y, 0, 0, r,g,b,a);
|
||||||
render(GL_POINTS);
|
render(GL_POINTS);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
|
void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
|
||||||
// if (index + 6*VERTEX_SIZE >= capacity)
|
if (index + 6*VERTEX_SIZE >= capacity)
|
||||||
// render(GL_TRIANGLES);
|
render(GL_TRIANGLES);
|
||||||
|
|
||||||
vertex(x1, y1, 0, 0, r,g,b,a);
|
vertex(x1, y1, 0, 0, r,g,b,a);
|
||||||
vertex(x2, y2, 1, 1, r,g,b,a);
|
vertex(x2, y2, 1, 1, r,g,b,a);
|
||||||
@@ -92,8 +92,8 @@ void Batch2D::rect(float x, float y, float w, float h){
|
|||||||
const float g = color.g;
|
const float g = color.g;
|
||||||
const float b = color.b;
|
const float b = color.b;
|
||||||
const float a = color.a;
|
const float a = color.a;
|
||||||
// if (index + 6*VERTEX_SIZE >= capacity)
|
if (index + 6*VERTEX_SIZE >= capacity)
|
||||||
// render(GL_TRIANGLES);
|
render(GL_TRIANGLES);
|
||||||
|
|
||||||
vertex(x, y, 0, 0, r,g,b,a);
|
vertex(x, y, 0, 0, r,g,b,a);
|
||||||
vertex(x, y+h, 0, 1, r,g,b,a);
|
vertex(x, y+h, 0, 1, r,g,b,a);
|
||||||
@@ -102,7 +102,6 @@ void Batch2D::rect(float x, float y, float w, float h){
|
|||||||
vertex(x, y, 0, 0, r,g,b,a);
|
vertex(x, y, 0, 0, r,g,b,a);
|
||||||
vertex(x+w, y+h, 1, 1, r,g,b,a);
|
vertex(x+w, y+h, 1, 1, r,g,b,a);
|
||||||
vertex(x+w, y, 1, 0, r,g,b,a);
|
vertex(x+w, y, 1, 0, r,g,b,a);
|
||||||
render(GL_TRIANGLES);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Batch2D::rect(
|
void Batch2D::rect(
|
||||||
@@ -114,8 +113,8 @@ void Batch2D::rect(
|
|||||||
bool flippedX,
|
bool flippedX,
|
||||||
bool flippedY,
|
bool flippedY,
|
||||||
vec4 tint) {
|
vec4 tint) {
|
||||||
// if (index + 6*VERTEX_SIZE >= capacity)
|
if (index + 6*VERTEX_SIZE >= capacity)
|
||||||
// render(GL_TRIANGLES);
|
render(GL_TRIANGLES);
|
||||||
|
|
||||||
float centerX = w*ox;
|
float centerX = w*ox;
|
||||||
float centerY = h*oy;
|
float centerY = h*oy;
|
||||||
@@ -197,14 +196,13 @@ void Batch2D::rect(
|
|||||||
vertex(x1, y1, u1, v1, tint.r, tint.g, tint.b, tint.a);
|
vertex(x1, y1, u1, v1, tint.r, tint.g, tint.b, tint.a);
|
||||||
vertex(x3, y3, u3, v3, tint.r, tint.g, tint.b, tint.a);
|
vertex(x3, y3, u3, v3, tint.r, tint.g, tint.b, tint.a);
|
||||||
vertex(x4, y4, u4, v4, tint.r, tint.g, tint.b, tint.a);
|
vertex(x4, y4, u4, v4, tint.r, tint.g, tint.b, tint.a);
|
||||||
render(GL_TRIANGLES);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Batch2D::rect(float x, float y, float w, float h,
|
void Batch2D::rect(float x, float y, float w, float h,
|
||||||
float u, float v, float tx, float ty,
|
float u, float v, float tx, float ty,
|
||||||
float r, float g, float b, float a){
|
float r, float g, float b, float a){
|
||||||
// if (index + 6*VERTEX_SIZE >= capacity)
|
if (index + 6*VERTEX_SIZE >= capacity)
|
||||||
// render(GL_TRIANGLES);
|
render(GL_TRIANGLES);
|
||||||
vertex(x, y, u, v+ty, r,g,b,a);
|
vertex(x, y, u, v+ty, r,g,b,a);
|
||||||
vertex(x+w, y+h, u+tx, v, r,g,b,a);
|
vertex(x+w, y+h, u+tx, v, r,g,b,a);
|
||||||
vertex(x, y+h, u, v, r,g,b,a);
|
vertex(x, y+h, u, v, r,g,b,a);
|
||||||
@@ -212,7 +210,6 @@ void Batch2D::rect(float x, float y, float w, float h,
|
|||||||
vertex(x, y, u, v+ty, r,g,b,a);
|
vertex(x, y, u, v+ty, r,g,b,a);
|
||||||
vertex(x+w, y, u+tx, v+ty, r,g,b,a);
|
vertex(x+w, y, u+tx, v+ty, r,g,b,a);
|
||||||
vertex(x+w, y+h, u+tx, v, r,g,b,a);
|
vertex(x+w, y+h, u+tx, v, r,g,b,a);
|
||||||
render(GL_TRIANGLES);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Batch2D::rect(float x, float y, float w, float h,
|
void Batch2D::rect(float x, float y, float w, float h,
|
||||||
@@ -221,8 +218,8 @@ void Batch2D::rect(float x, float y, float w, float h,
|
|||||||
float r2, float g2, float b2,
|
float r2, float g2, float b2,
|
||||||
float r3, float g3, float b3,
|
float r3, float g3, float b3,
|
||||||
float r4, float g4, float b4, int sh){
|
float r4, float g4, float b4, int sh){
|
||||||
// if (index + 30*VERTEX_SIZE >= capacity)
|
if (index + 30*VERTEX_SIZE >= capacity)
|
||||||
// render(GL_TRIANGLES);
|
render(GL_TRIANGLES);
|
||||||
vec2 v0 = vec2(x+h/2,y+h/2);
|
vec2 v0 = vec2(x+h/2,y+h/2);
|
||||||
vec2 v1 = vec2(x+w-sh,y);
|
vec2 v1 = vec2(x+w-sh,y);
|
||||||
vec2 v2 = vec2(x+sh,y);
|
vec2 v2 = vec2(x+sh,y);
|
||||||
@@ -273,7 +270,6 @@ void Batch2D::rect(float x, float y, float w, float h,
|
|||||||
vertex(v6, vec2(0, 0), r2,g2,b2,1.0f);
|
vertex(v6, vec2(0, 0), r2,g2,b2,1.0f);
|
||||||
vertex(v9, vec2(0, 0), r2,g2,b2,1.0f);
|
vertex(v9, vec2(0, 0), r2,g2,b2,1.0f);
|
||||||
vertex(v1, vec2(0, 0), r2,g2,b2,1.0f);
|
vertex(v1, vec2(0, 0), r2,g2,b2,1.0f);
|
||||||
render(GL_TRIANGLES);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Batch2D::sprite(Sprite* sprite) {
|
void Batch2D::sprite(Sprite* sprite) {
|
||||||
@@ -353,10 +349,6 @@ void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int
|
|||||||
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
|
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
|
||||||
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
|
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
|
||||||
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
|
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
|
||||||
|
|
||||||
glDisable(GL_MULTISAMPLE);
|
|
||||||
render(GL_TRIANGLES);
|
|
||||||
glEnable(GL_MULTISAMPLE);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Batch2D::render(unsigned int gl_primitive) {
|
void Batch2D::render(unsigned int gl_primitive) {
|
||||||
@@ -364,3 +356,7 @@ void Batch2D::render(unsigned int gl_primitive) {
|
|||||||
mesh->draw(gl_primitive);
|
mesh->draw(gl_primitive);
|
||||||
index = 0;
|
index = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Batch2D::render() {
|
||||||
|
render(GL_TRIANGLES);
|
||||||
|
}
|
||||||
|
|||||||
@@ -61,6 +61,7 @@ public:
|
|||||||
float r3, float g3, float b3,
|
float r3, float g3, float b3,
|
||||||
float r4, float g4, float b4, int sh);
|
float r4, float g4, float b4, int sh);
|
||||||
void render(unsigned int gl_primitive);
|
void render(unsigned int gl_primitive);
|
||||||
|
void render();
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif /* SRC_GRAPHICS_BATCH2D_H_ */
|
#endif /* SRC_GRAPHICS_BATCH2D_H_ */
|
||||||
|
|||||||
@@ -45,9 +45,10 @@ public:
|
|||||||
|
|
||||||
|
|
||||||
struct EngineSettings {
|
struct EngineSettings {
|
||||||
|
/* Window width (pixels) */
|
||||||
int displayWidth;
|
int displayWidth;
|
||||||
|
/* Window height (pixels) */
|
||||||
int displayHeight;
|
int displayHeight;
|
||||||
|
|
||||||
/* Anti-aliasing samples */
|
/* Anti-aliasing samples */
|
||||||
int displaySamples;
|
int displaySamples;
|
||||||
/* Window title */
|
/* Window title */
|
||||||
@@ -144,12 +145,11 @@ void Engine::updateHotkeys() {
|
|||||||
void Engine::mainloop() {
|
void Engine::mainloop() {
|
||||||
Camera* camera = level->player->camera;
|
Camera* camera = level->player->camera;
|
||||||
std::cout << "-- preparing systems" << std::endl;
|
std::cout << "-- preparing systems" << std::endl;
|
||||||
World* world = level->world;
|
|
||||||
WorldRenderer worldRenderer(level, assets);
|
WorldRenderer worldRenderer(level, assets);
|
||||||
HudRenderer hud;
|
HudRenderer hud(assets);
|
||||||
lastTime = glfwGetTime();
|
lastTime = glfwGetTime();
|
||||||
|
|
||||||
Window::swapInterval(1);
|
Window::swapInterval(0);
|
||||||
while (!Window::isShouldClose()){
|
while (!Window::isShouldClose()){
|
||||||
updateTimers();
|
updateTimers();
|
||||||
updateHotkeys();
|
updateHotkeys();
|
||||||
@@ -158,9 +158,9 @@ void Engine::mainloop() {
|
|||||||
level->chunksController->update(settings.chunksLoadSpeed);
|
level->chunksController->update(settings.chunksLoadSpeed);
|
||||||
|
|
||||||
worldRenderer.draw(camera, occlusion);
|
worldRenderer.draw(camera, occlusion);
|
||||||
hud.draw(level, assets);
|
hud.draw(level);
|
||||||
if (level->player->debug) {
|
if (level->player->debug) {
|
||||||
hud.drawDebug(level, assets, 1 / delta, occlusion);
|
hud.drawDebug(level, 1 / delta, occlusion);
|
||||||
}
|
}
|
||||||
|
|
||||||
Window::swapBuffers();
|
Window::swapBuffers();
|
||||||
|
|||||||
Reference in New Issue
Block a user