Optimise inventory rendering

This commit is contained in:
UnknownShadow200 2017-02-07 16:18:56 +11:00
parent 69dd8af17c
commit f680bd0706
5 changed files with 43 additions and 50 deletions

View File

@ -26,12 +26,20 @@ namespace ClassicalSharp {
index = 0;
this.vertices = vertices;
this.vb = vb;
game.Graphics.PushMatrix();
Matrix4 m = transform;
game.Graphics.MultiplyMatrix(ref m);
}
static int colNormal = FastColour.WhitePacked, colXSide, colZSide, colYBottom;
static float cosX, sinX, cosY, sinY;
static Matrix4 transform;
static IsometricBlockDrawer() {
FastColour.GetShaded(FastColour.White, out colXSide, out colZSide, out colYBottom);
transform = Matrix4.RotateY(45 * Utils.Deg2Rad) * Matrix4.RotateX(-26.565f * Utils.Deg2Rad);
cosX = (float)Math.Cos(26.565f * Utils.Deg2Rad);
sinX = (float)Math.Sin(26.565f * Utils.Deg2Rad);
cosY = (float)Math.Cos(-45f * Utils.Deg2Rad);
@ -56,6 +64,9 @@ namespace ClassicalSharp {
Utils.RotateX(ref pos.Y, ref pos.Z, cosX, -sinX);
Utils.RotateY(ref pos.X, ref pos.Z, cosY, -sinY);
// See comment in IGraphicsApi.Draw2DTexture()
pos.X -= 0.5f; pos.Y -= 0.5f;
if (info.Draw[block] == DrawType.Sprite) {
SpriteXQuad(block, true);
SpriteZQuad(block, true);
@ -67,23 +78,24 @@ namespace ClassicalSharp {
drawer.minBB.Y = 1 - drawer.minBB.Y; drawer.maxBB.Y = 1 - drawer.maxBB.Y;
Vector3 min = game.BlockInfo.MinBB[block], max = game.BlockInfo.MaxBB[block];
drawer.x1 = scale * (1 - min.X * 2); drawer.x2 = scale * (1 - max.X * 2);
drawer.y1 = scale * (1 - min.Y * 2); drawer.y2 = scale * (1 - max.Y * 2);
drawer.z1 = scale * (1 - min.Z * 2); drawer.z2 = scale * (1 - max.Z * 2);
drawer.x1 = scale * (1 - min.X * 2) + pos.X; drawer.x2 = scale * (1 - max.X * 2) + pos.X;
drawer.y1 = scale * (1 - min.Y * 2) + pos.Y; drawer.y2 = scale * (1 - max.Y * 2) + pos.Y;
drawer.z1 = scale * (1 - min.Z * 2) + pos.Z; drawer.z2 = scale * (1 - max.Z * 2) + pos.Z;
drawer.DrawRightFace(1, bright ? colNormal : colXSide, GetTex(block, Side.Right), vertices, ref index); TransformLast4();
drawer.DrawFrontFace(1, bright ? colNormal : colZSide, GetTex(block, Side.Front), vertices, ref index); TransformLast4();
drawer.DrawTopFace(1, colNormal , GetTex(block, Side.Top), vertices, ref index); TransformLast4();
drawer.DrawRightFace(1, bright ? colNormal : colXSide, GetTex(block, Side.Right), vertices, ref index);
drawer.DrawFrontFace(1, bright ? colNormal : colZSide, GetTex(block, Side.Front), vertices, ref index);
drawer.DrawTopFace(1, colNormal , GetTex(block, Side.Top), vertices, ref index);
}
}
public void EndBatch() {
if (index == 0) return;
if (texIndex != lastIndex) game.Graphics.BindTexture(atlas.TexIds[texIndex]);
game.Graphics.UpdateDynamicIndexedVb(DrawMode.Triangles, vb, vertices, index);
index = 0;
lastIndex = -1;
if (index > 0) {
if (texIndex != lastIndex) game.Graphics.BindTexture(atlas.TexIds[texIndex]);
game.Graphics.UpdateDynamicIndexedVb(DrawMode.Triangles, vb, vertices, index);
index = 0;
lastIndex = -1;
}
game.Graphics.PopMatrix();
}
int GetTex(byte block, int side) {
@ -112,14 +124,13 @@ namespace ClassicalSharp {
float x1 = firstPart ? 0.5f : -0.1f, x2 = firstPart ? 1.1f : 0.5f;
rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f);
float minX = scale * (1 - x1 * 2), maxX = scale * (1 - x2 * 2);
float minY = scale * (1 - 0 * 2), maxY = scale * (1 - 1.1f * 2);
float minX = scale * (1 - x1 * 2) + pos.X, maxX = scale * (1 - x2 * 2) + pos.X;
float minY = scale * (1 - 0 * 2) + pos.Y, maxY = scale * (1 - 1.1f * 2) + pos.Y;
v.X = minX; v.Y = minY; v.Z = 0; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v;
v.X = minX; v.Y = maxY; v.Z = 0; v.U = rec.U2; v.V = rec.V1; vertices[index++] = v;
v.X = maxX; v.Y = maxY; v.Z = 0; v.U = rec.U1; v.V = rec.V1; vertices[index++] = v;
v.X = maxX; v.Y = minY; v.Z = 0; v.U = rec.U1; v.V = rec.V2; vertices[index++] = v;
TransformLast4();
v.X = minX; v.Y = minY; v.Z = pos.Z; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v;
v.X = minX; v.Y = maxY; v.Z = pos.Z; v.U = rec.U2; v.V = rec.V1; vertices[index++] = v;
v.X = maxX; v.Y = maxY; v.Z = pos.Z; v.U = rec.U1; v.V = rec.V1; vertices[index++] = v;
v.X = maxX; v.Y = minY; v.Z = pos.Z; v.U = rec.U1; v.V = rec.V2; vertices[index++] = v;
}
void SpriteXQuad(byte block, bool firstPart) {
@ -139,14 +150,13 @@ namespace ClassicalSharp {
float z1 = firstPart ? 0.5f : -0.1f, z2 = firstPart ? 1.1f : 0.5f;
rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f);
float minY = scale * (1 - 0 * 2), maxY = scale * (1 - 1.1f * 2);
float minZ = scale * (1 - z1 * 2), maxZ = scale * (1 - z2 * 2);
float minY = scale * (1 - 0 * 2) + pos.Y, maxY = scale * (1 - 1.1f * 2) + pos.Y;
float minZ = scale * (1 - z1 * 2) + pos.Z, maxZ = scale * (1 - z2 * 2) + pos.Z;
v.X = 0; v.Y = minY; v.Z = minZ; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v;
v.X = 0; v.Y = maxY; v.Z = minZ; v.U = rec.U2; v.V = rec.V1; vertices[index++] = v;
v.X = 0; v.Y = maxY; v.Z = maxZ; v.U = rec.U1; v.V = rec.V1; vertices[index++] = v;
v.X = 0; v.Y = minY; v.Z = maxZ; v.U = rec.U1; v.V = rec.V2; vertices[index++] = v;
TransformLast4();
v.X = pos.X; v.Y = minY; v.Z = minZ; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v;
v.X = pos.X; v.Y = maxY; v.Z = minZ; v.U = rec.U2; v.V = rec.V1; vertices[index++] = v;
v.X = pos.X; v.Y = maxY; v.Z = maxZ; v.U = rec.U1; v.V = rec.V1; vertices[index++] = v;
v.X = pos.X; v.Y = minY; v.Z = maxZ; v.U = rec.U1; v.V = rec.V2; vertices[index++] = v;
}
int lastIndex, texIndex;
@ -155,25 +165,9 @@ namespace ClassicalSharp {
game.Graphics.UpdateDynamicIndexedVb(DrawMode.Triangles, vb, vertices, index);
index = 0;
}
lastIndex = texIndex;
game.Graphics.BindTexture(atlas.TexIds[texIndex]);
}
void Transform(ref VertexP3fT2fC4b v) {
v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
//Vector3 p = new Vector3(v.X, v.Y, v.Z) + pos;
//p = Utils.RotateY(p - pos, time) + pos;
//v coords = p
// See comment in IGraphicsApi.Draw2DTexture()
v.X -= 0.5f; v.Y -= 0.5f;
float t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
}
void TransformLast4() {
for (int i = index - 4; i < index; i++)
Transform(ref vertices[i]);
}
}
}

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@ -4,7 +4,7 @@
<ProjectGuid>{BEB1C785-5CAD-48FF-A886-876BF0A318D4}</ProjectGuid>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<OutputType>WinExe</OutputType>
<OutputType>Exe</OutputType>
<RootNamespace>ClassicalSharp</RootNamespace>
<AssemblyName>ClassicalSharp</AssemblyName>
<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
@ -380,7 +380,4 @@
<Name>OpenTK</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Content Include="ProfilingSessions\Session20170207_150755.sdps" />
</ItemGroup>
</Project>

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@ -364,7 +364,7 @@ namespace ClassicalSharp.GraphicsAPI {
}
public void MultiplyTop(ref Matrix4 matrix) {
stack[stackIndex] = matrix * stack[stackIndex];
Matrix4.Mult(ref matrix, ref stack[stackIndex], out stack[stackIndex]); // top = matrix * top
device.SetTransform(matrixType, ref stack[stackIndex]);
}

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@ -28,8 +28,7 @@ namespace ClassicalSharp.GraphicsAPI {
public void UpdateDynamicIndexedVb<T>(DrawMode mode, int vb, T[] vertices, int vCount) where T : struct {
SetDynamicVbData(vb, vertices, vCount);
DrawIndexedVb(mode, vCount * 6 / 4, 0);
}
}
internal VertexP3fC4b[] quadVerts = new VertexP3fC4b[4];

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@ -67,5 +67,8 @@
<ItemGroup>
<None Include="app.config" />
</ItemGroup>
<ItemGroup>
<Content Include="ProfilingSessions\Session20170207_155444.sdps" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
</Project>