void QuadRenderer::initializeGraphicsResources() { LOOM_PROFILE_SCOPE(quadInit); lmLogInfo(gGFXQuadRendererLogGroup, "Initializing Graphics Resources"); GL_Context* ctx = Graphics::context(); // create the single initial vertex buffer ctx->glGenBuffers(1, &vertexBufferId); ctx->glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId); ctx->glBufferData(GL_ARRAY_BUFFER, MAXBATCHQUADS * 4 * sizeof(VertexPosColorTex), 0, GL_STREAM_DRAW); ctx->glBindBuffer(GL_ARRAY_BUFFER, 0); // create the single, reused index buffer ctx->glGenBuffers(1, &indexBufferId); ctx->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferId); uint16_t *pIndex = (uint16_t*)lmAlloc(gQuadMemoryAllocator, sizeof(unsigned short) * 6 * MAXBATCHQUADS); uint16_t *pStart = pIndex; int j = 0; for (int i = 0; i < 6 * MAXBATCHQUADS; i += 6, j += 4, pIndex += 6) { pIndex[0] = j; pIndex[1] = j + 2; pIndex[2] = j + 1; pIndex[3] = j + 1; pIndex[4] = j + 2; pIndex[5] = j + 3; } ctx->glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAXBATCHQUADS * 6 * sizeof(uint16_t), pStart, GL_STREAM_DRAW); ctx->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); lmFree(gQuadMemoryAllocator, pStart); // Create the system memory buffer for quads. batchedVertices = static_cast<VertexPosColorTex*>(lmAlloc(gQuadMemoryAllocator, MAXBATCHQUADS * 4 * sizeof(VertexPosColorTex))); }
void QuadRenderer::submit() { LOOM_PROFILE_SCOPE(quadSubmit); if (batchedVertexCount <= 0) { return; } numFrameSubmit++; TextureInfo &tinfo = *Texture::getTextureInfo(currentTexture); if (tinfo.handle != -1) { if (tinfo.visible) { GL_Context* ctx = Graphics::context(); // On iPad 1, the PosColorTex shader, which multiplies texture color with // vertex color, is 5x slower than PosTex, which just draws the texture // unmodified. So we select the shader to use appropriately. //lmLogInfo(gGFXQuadRendererLogGroup, "Handle > %u", tinfo.handle); if (!Graphics_IsGLStateValid(GFX_OPENGL_STATE_QUAD)) { sShaderStateValid = false; sTextureStateValid = false; sBlendStateValid = false; } ctx->glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId); if (!sShaderStateValid) { Loom2D::Matrix mvp; mvp.copyFromMatrix4(Graphics::getMVP()); sCurrentShader->setMVP(mvp); sCurrentShader->setTextureId(0); sCurrentShader->bind(); sShaderStateValid = true; } if (!sTextureStateValid) { // Set up texture state. ctx->glActiveTexture(GL_TEXTURE0); ctx->glBindTexture(GL_TEXTURE_2D, tinfo.handle); if (tinfo.clampOnly) { tinfo.wrapU = TEXTUREINFO_WRAP_CLAMP; tinfo.wrapV = TEXTUREINFO_WRAP_CLAMP; } switch (tinfo.wrapU) { case TEXTUREINFO_WRAP_CLAMP: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); break; case TEXTUREINFO_WRAP_MIRROR: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); break; case TEXTUREINFO_WRAP_REPEAT: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); break; default: lmAssert(false, "Unsupported wrapU: %d", tinfo.wrapU); } switch (tinfo.wrapV) { case TEXTUREINFO_WRAP_CLAMP: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); break; case TEXTUREINFO_WRAP_MIRROR: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); break; case TEXTUREINFO_WRAP_REPEAT: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); break; default: lmAssert(false, "Unsupported wrapV: %d", tinfo.wrapV); } //*/ switch (tinfo.smoothing) { case TEXTUREINFO_SMOOTHING_NONE: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tinfo.mipmaps ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST); ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case TEXTUREINFO_SMOOTHING_BILINEAR: ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tinfo.mipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR); ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; default: lmAssert(false, "Unsupported smoothing: %d", tinfo.smoothing); } sTextureStateValid = true; } if (!sBlendStateValid) { if (sBlendEnabled) { ctx->glEnable(GL_BLEND); ctx->glBlendFuncSeparate(sSrcBlend, sDstBlend, sSrcBlend, sDstBlend); } else { ctx->glDisable(GL_BLEND); } sBlendStateValid = true; } Graphics_SetCurrentGLState(GFX_OPENGL_STATE_QUAD); // Setting the buffer to null supposedly enables better performance because it enables the driver to do some optimizations. ctx->glBufferData(GL_ARRAY_BUFFER, batchedVertexCount*sizeof(VertexPosColorTex), NULL, GL_STREAM_DRAW); ctx->glBufferData(GL_ARRAY_BUFFER, batchedVertexCount*sizeof(VertexPosColorTex), batchedVertices, GL_STREAM_DRAW); // And bind indices and draw. ctx->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferId); ctx->glDrawElements(GL_TRIANGLES, (GLsizei)(batchedVertexCount / 4 * 6), GL_UNSIGNED_SHORT, nullptr); } } batchedVertexCount = 0; }