Try to minimise api overhead with MapRenderer.

This commit is contained in:
UnknownShadow200 2015-08-23 09:13:28 +10:00
parent dfac67c652
commit bea5c34691
9 changed files with 106 additions and 49 deletions

View File

@ -193,7 +193,4 @@
<Name>OpenTK</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Content Include="ProfilingSessions\Session20150818_190424.sdps" />
</ItemGroup>
</Project>

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@ -282,9 +282,14 @@ namespace ClassicalSharp.GraphicsAPI {
indicesCount / 6 * 4, startIndex, NumPrimitives( indicesCount, mode ) );
}
public override void DrawIndexedVb_T2fC4b( DrawMode mode, int indicesCount, int startVertex, int startIndex ) {
device.DrawIndexedPrimitives( modeMappings[(int)mode], startVertex, 0,
indicesCount / 6 * 4, startIndex, NumPrimitives( indicesCount, mode ) );
internal override void DrawIndexedVb_TrisT2fC4b( DrawMode mode, int indicesCount, int startIndex ) {
device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0,
indicesCount / 6 * 4, startIndex, indicesCount / 3 );
}
internal override void DrawIndexedVb_TrisT2fC4b( DrawMode mode, int indicesCount, int startVertex, int startIndex ) {
device.DrawIndexedPrimitives( PrimitiveType.TriangleList, startVertex, 0,
indicesCount / 6 * 4, startIndex, indicesCount / 3 );
}
#endregion

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@ -129,7 +129,9 @@ namespace ClassicalSharp.GraphicsAPI {
public abstract void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex );
/// <summary> Optimised version of DrawIndexedVb for VertexFormat.Pos3fTex2fCol4b </summary>
public abstract void DrawIndexedVb_T2fC4b( DrawMode mode, int indicesCount, int offsetVertex, int startIndex );
internal abstract void DrawIndexedVb_TrisT2fC4b( int indicesCount, int offsetVertex, int startIndex );
internal abstract void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex );
protected static int[] strideSizes = { 20, 16, 24 };

View File

@ -285,12 +285,19 @@ namespace ClassicalSharp.GraphicsAPI {
GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, new IntPtr( startIndex * 2 ) );
}
public override void DrawIndexedVb_T2fC4b( DrawMode mode, int indicesCount, int startVertex, int startIndex ) {
internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ) {
GL.VertexPointer( 3, PointerType.Float, 24, zero );
GL.ColorPointer( 4, PointerType.UnsignedByte, 24, twelve );
GL.TexCoordPointer( 2, PointerType.Float, 24, sixteen );
GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
}
internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startVertex, int startIndex ) {
int offset = startVertex * VertexPos3fTex2fCol4b.Size;
GL.VertexPointer( 3, PointerType.Float, 24, new IntPtr( offset ) );
GL.ColorPointer( 4, PointerType.UnsignedByte, 24, new IntPtr( offset + 12 ) );
GL.TexCoordPointer( 2, PointerType.Float, 24, new IntPtr( offset + 16 ) );
GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, new IntPtr( startIndex * 2 ) );
GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
}
IntPtr zero = new IntPtr( 0 ), twelve = new IntPtr( 12 ), sixteen = new IntPtr( 16 );

View File

@ -13,7 +13,7 @@ namespace ClassicalSharp {
}
public void Render( IGraphicsApi api ) {
api.DrawIndexedVb_T2fC4b( DrawMode.Triangles, Count, 0, Offset );
api.DrawIndexedVb_TrisT2fC4b( Count, Offset );
}
}

View File

@ -46,7 +46,7 @@ namespace ClassicalSharp {
Graphics.BindTexture( sideTexId );
Graphics.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
Graphics.BindVb( sidesVb );
Graphics.DrawIndexedVb_T2fC4b( DrawMode.Triangles, sidesIndices, 0, 0 );
Graphics.DrawIndexedVb_TrisT2fC4b( sidesIndices, 0 );
// Do not draw water when we cannot see it.
// Fixes 'depth bleeding through' issues with 16 bit depth buffers on large maps.
@ -54,7 +54,7 @@ namespace ClassicalSharp {
Graphics.AlphaBlending = true;
Graphics.BindTexture( edgeTexId );
Graphics.BindVb( edgesVb );
Graphics.DrawIndexedVb_T2fC4b( DrawMode.Triangles, edgesIndices, 0, 0 );
Graphics.DrawIndexedVb_TrisT2fC4b( edgesIndices, 0 );
Graphics.AlphaBlending = false;
}
Graphics.Texturing = false;

View File

@ -18,10 +18,14 @@ namespace ClassicalSharp {
ChunkPartInfo part = info.NormalParts[batch];
if( part.IndicesCount == 0 ) continue;
if( part.IndicesCount > maxIndices ) {
DrawBigPart( info, ref part );
} else {
DrawPart( info, ref part );
}
if( part.spriteCount > 0 )
api.DrawIndexedVb_T2fC4b( mode, part.spriteCount, 0, 0 );
api.DrawIndexedVb_TrisT2fC4b( part.spriteCount, 0, 0 );
game.Vertices += part.IndicesCount;
}
}
@ -60,66 +64,94 @@ namespace ClassicalSharp {
if( drawLeft && drawRight ) {
api.FaceCulling = true;
api.DrawIndexedVb_T2fC4b( mode, part.leftCount + part.rightCount, 0, part.leftIndex );
api.DrawIndexedVb_TrisT2fC4b( part.leftCount + part.rightCount, part.leftIndex );
api.FaceCulling = false;
} else if( drawLeft ) {
api.DrawIndexedVb_T2fC4b( mode, part.leftCount, 0, part.leftIndex );
api.DrawIndexedVb_TrisT2fC4b( part.leftCount, part.leftIndex );
} else if( drawRight ) {
api.DrawIndexedVb_T2fC4b( mode, part.rightCount, 0, part.rightIndex );
api.DrawIndexedVb_TrisT2fC4b( part.rightCount, part.rightIndex );
}
if( drawFront && drawBack ) {
api.FaceCulling = true;
api.DrawIndexedVb_T2fC4b( mode, part.frontCount + part.backCount, 0, part.frontIndex );
api.DrawIndexedVb_TrisT2fC4b( part.frontCount + part.backCount, part.frontIndex );
api.FaceCulling = false;
} else if( drawFront ) {
api.DrawIndexedVb_T2fC4b( mode, part.frontCount, 0, part.frontIndex );
api.DrawIndexedVb_TrisT2fC4b( part.frontCount, part.frontIndex );
} else if( drawBack ) {
api.DrawIndexedVb_T2fC4b( mode, part.backCount, 0, part.backIndex );
api.DrawIndexedVb_TrisT2fC4b( part.backCount, part.backIndex );
}
if( drawBottom && drawTop ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.bottomCount + part.topCount, part.bottomIndex );
api.FaceCulling = false;
} else if( drawBottom ) {
api.DrawIndexedVb_TrisT2fC4b( part.bottomCount, part.bottomIndex );
} else if( drawTop ) {
api.DrawIndexedVb_TrisT2fC4b( part.topCount, part.topIndex );
}
}
void DrawBigPart( ChunkInfo info, ref ChunkPartInfo part ) {
api.BindVb( part.VbId );
bool drawLeft = info.DrawLeft && part.leftCount > 0;
bool drawRight = info.DrawRight && part.rightCount > 0;
bool drawBottom = info.DrawBottom && part.bottomCount > 0;
bool drawTop = info.DrawTop && part.topCount > 0;
bool drawFront = info.DrawFront && part.frontCount > 0;
bool drawBack = info.DrawBack && part.backCount > 0;
if( drawLeft && drawRight ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.leftCount + part.rightCount, part.leftIndex );
api.FaceCulling = false;
} else if( drawLeft ) {
api.DrawIndexedVb_TrisT2fC4b( part.leftCount, part.leftIndex );
} else if( drawRight ) {
api.DrawIndexedVb_TrisT2fC4b( part.rightCount, part.rightIndex );
}
if( drawFront && drawBack ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.frontCount + part.backCount, part.frontIndex );
api.FaceCulling = false;
} else if( drawFront ) {
api.DrawIndexedVb_TrisT2fC4b( part.frontCount, part.frontIndex );
} else if( drawBack ) {
api.DrawIndexedVb_TrisT2fC4b( part.backCount, part.backIndex );
}
// Special handling for top and bottom as these can go over 65536 vertices and we need to adjust the indices in this case.
if( drawBottom && drawTop ) {
api.FaceCulling = true;
if( part.IndicesCount > maxIndices ) {
int part1Count = maxIndices - part.bottomIndex;
api.DrawIndexedVb_T2fC4b( mode, part1Count, 0, part.bottomIndex );
api.DrawIndexedVb_T2fC4b( mode, part.bottomCount + part.topCount - part1Count, maxVertex, 0 );
api.DrawIndexedVb_TrisT2fC4b( part1Count, part.bottomIndex );
api.DrawIndexedVb_TrisT2fC4b( part.bottomCount + part.topCount - part1Count, maxVertex, 0 );
} else {
api.DrawIndexedVb_T2fC4b( mode, part.bottomCount + part.topCount, 0, part.bottomIndex );
api.DrawIndexedVb_TrisT2fC4b( part.bottomCount + part.topCount, part.bottomIndex );
}
api.FaceCulling = false;
} else if( drawBottom ) {
int part1Count;
if( part.IndicesCount > maxIndices &&
( part1Count = maxIndices - part.bottomIndex ) < part.bottomCount ) {
api.DrawIndexedVb_T2fC4b( mode, part1Count, 0, part.bottomIndex );
api.DrawIndexedVb_T2fC4b( mode, part.bottomCount - part1Count, maxVertex, 0 );
api.DrawIndexedVb_TrisT2fC4b( part1Count, part.bottomIndex );
api.DrawIndexedVb_TrisT2fC4b( part.bottomCount - part1Count, maxVertex, 0 );
} else {
api.DrawIndexedVb_T2fC4b( mode, part.bottomCount, 0, part.bottomIndex );
api.DrawIndexedVb_TrisT2fC4b( part.bottomCount, part.bottomIndex );
}
} else if( drawTop ) {
int part1Count;
if( part.IndicesCount > maxIndices &&
( part1Count = maxIndices - part.topIndex ) < part.topCount ) {
api.DrawIndexedVb_T2fC4b( mode, part1Count, 0, part.topIndex );
api.DrawIndexedVb_T2fC4b( mode, part.topCount - part1Count, maxVertex, 0 );
api.DrawIndexedVb_TrisT2fC4b( part1Count, part.topIndex );
api.DrawIndexedVb_TrisT2fC4b( part.topCount - part1Count, maxVertex, 0 );
} else {
api.DrawIndexedVb_T2fC4b( mode, part.topCount, 0, part.topIndex );
api.DrawIndexedVb_TrisT2fC4b( part.topCount, part.topIndex );
}
}
/*if( info.DrawLeft && part.leftCount > 0 )
api.DrawIndexedVb( mode, part.leftCount, 0, part.leftIndex );
if( info.DrawRight && part.rightCount > 0 )
api.DrawIndexedVb( mode, part.rightCount, 0, part.rightIndex );
if( info.DrawBottom && part.bottomCount > 0 )
api.DrawIndexedVb( mode, part.bottomCount, 0, part.bottomIndex );
if( info.DrawTop && part.topCount > 0 )
api.DrawIndexedVb( mode, part.topCount, 0, part.topIndex );
if( info.DrawFront && part.frontCount > 0 )
api.DrawIndexedVb( mode, part.frontCount, 0, part.frontIndex );
if( info.DrawBack && part.backCount > 0 )
api.DrawIndexedVb( mode, part.backCount, 0, part.backIndex );*/
}
}
}

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@ -100,7 +100,7 @@ namespace ClassicalSharp.Renderers {
Graphics.BindTexture( cloudTexture );
Graphics.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
Graphics.BindVb( cloudsVb );
Graphics.DrawIndexedVb_T2fC4b( DrawMode.Triangles, cloudsIndices, 0, 0 );
Graphics.DrawIndexedVb_TrisT2fC4b( cloudsIndices, 0 );
Graphics.AlphaTest = false;
Graphics.Texturing = false;

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@ -1,15 +1,29 @@
Copyright (c) 2014 - 2015, UnknownShadow200
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
2. Redistributions in binary form must reproduce the above copyright notice, this
list of conditions and the following disclaimer in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
3. Neither the name of the copyright holder nor the names of its contributors may be
used to endorse or promote products derived from this software without specific prior
written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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