void OpenGLRenderer::drawBatched(const RenderList& list) { RW_PROFILE_SCOPE(__func__); #if 0 // Needs shader changes // Determine how many batches we need to process the entire list auto entries = list.size(); glBindBuffer(GL_UNIFORM_BUFFER, UBOObject); for (int b = 0; b < entries; b += maxObjectEntries) { auto toConsume = std::min((GLuint)entries, b + maxObjectEntries) - b; std::vector<ObjectUniformData> uploadBuffer; uploadBuffer.resize(toConsume); for (int d = 0; d < toConsume; ++d) { auto& draw = list[b+d]; uploadBuffer[d] = { draw.model, glm::vec4(draw.drawInfo.colour.r/255.f, draw.drawInfo.colour.g/255.f, draw.drawInfo.colour.b/255.f, 1.f), 1.f, 1.f, draw.drawInfo.colour.a/255.f }; } glBufferData(GL_UNIFORM_BUFFER, toConsume * sizeof(ObjectUniformData), uploadBuffer.data(), GL_STREAM_DRAW); // Dispatch individual draws for (int d = 0; d < toConsume; ++d) { auto& draw = list[b+d]; useDrawBuffer(draw.dbuff); for( GLuint u = 0; u < draw.drawInfo.textures.size(); ++u ) { useTexture(u, draw.drawInfo.textures[u]); } glDrawElements(draw.dbuff->getFaceType(), draw.drawInfo.count, GL_UNSIGNED_INT, reinterpret_cast<void*>(sizeof(RenderIndex) * draw.drawInfo.start)); } } #else for (auto& ri : list) { draw(ri.model, ri.dbuff, ri.drawInfo); } #endif }
void LayerCache::update(Camera::Transform transform, RenderList& renderlist) { const double OVERDRAW = 2.5; renderlist.clear(); m_needupdate = false; if(!m_layer->areInstancesVisible()) { FL_DBG(_log, "Layer instances hidden"); return; } bool isWarped = transform == Camera::WarpedTransform; if( isWarped ) { fullUpdate(); } Rect viewport = m_camera->getViewPort(); Rect screen_viewport = viewport; double zoom = m_camera->getZoom(); DoublePoint3D viewport_a = m_camera->screenToVirtualScreen(Point3D(viewport.x, viewport.y)); DoublePoint3D viewport_b = m_camera->screenToVirtualScreen(Point3D(viewport.right(), viewport.bottom())); viewport.x = static_cast<int32_t>(std::min(viewport_a.x, viewport_b.x)); viewport.y = static_cast<int32_t>(std::min(viewport_a.y, viewport_b.y)); viewport.w = static_cast<int32_t>(std::max(viewport_a.x, viewport_b.x) - viewport.x); viewport.h = static_cast<int32_t>(std::max(viewport_a.y, viewport_b.y) - viewport.y); uint8_t layer_trans = m_layer->getLayerTransparency(); double zmin = 0.0, zmax = 0.0; // FL_LOG(_log, LMsg("camera-update viewport") << viewport); std::vector<int32_t> index_list; collect(viewport, index_list); for(unsigned i=0; i!=index_list.size(); ++i) { Entry& entry = m_entries[index_list[i]]; // NOTE // An update is forced if the item has an animation/action. // This update only happens if it is _already_ included in the viewport // Nevertheless: Moving instances - which might move into the viewport will be updated // By the layer change listener. if(entry.force_update || !isWarped) { updateEntry(entry); } RenderItem& item = m_instances[entry.instance_index]; InstanceVisual* visual = item.instance->getVisual<InstanceVisual>(); bool visible = (visual->isVisible() != 0); uint8_t instance_trans = visual->getTransparency(); if(!item.image || !visible || (instance_trans == 255 && layer_trans == 0) || (instance_trans == 0 && layer_trans == 255)) { continue; } if(layer_trans != 0) { if(instance_trans != 0) { uint8_t calc_trans = layer_trans - instance_trans; if(calc_trans >= 0) { instance_trans = calc_trans; } else { instance_trans = 0; } } else { instance_trans = layer_trans; } } Point3D screen_point = m_camera->virtualScreenToScreen(item.screenpoint); // NOTE: // One would expect this to be necessary here, // however it works the same without, sofar // m_camera->calculateZValue(screen_point); // item.screenpoint.z = -screen_point.z; item.dimensions.x = screen_point.x; item.dimensions.y = screen_point.y; item.dimensions.w = item.bbox.w; item.dimensions.h = item.bbox.h; item.transparency = 255 - instance_trans; if (zoom != 1.0) { // NOTE: Due to image alignment, there is additional additions on image dimensions // There's probabaly some better solution for this, but works "good enough" for now. // In case additions are removed, gaps appear between tiles. item.dimensions.w = unsigned(double(item.bbox.w) * zoom + OVERDRAW); item.dimensions.h = unsigned(double(item.bbox.h) * zoom + OVERDRAW); } if (!m_need_sorting) { zmin = std::min(zmin, item.screenpoint.z); zmax = std::max(zmax, item.screenpoint.z); } if(item.dimensions.intersects(screen_viewport)) { renderlist.push_back(&item); } } if (m_need_sorting) { InstanceDistanceSort ids; std::stable_sort(renderlist.begin(), renderlist.end(), ids); } else { zmin -= 0.5; zmax += 0.5; // We want to put every z value in [-10,10] range. // To do it, we simply solve // { y1 = a*x1 + b // { y2 = a*x2 + b // where [y1,y2]' = [-10,10]' is required z range, // and [x1,x2]' is expected min,max z coords. double det = zmin - zmax; if (fabs(det) > FLT_EPSILON) { double det_a = -10.0 - 10.0; double det_b = 10.0 * zmin - (-10.0) * zmax; double a = static_cast<float>(det_a / det); double b = static_cast<float>(det_b / det); float estimate = sqrtf(static_cast<float>(renderlist.size())); float stack_delta = fabs(-10.0f - 10.0f) / estimate * 0.1f; RenderList::iterator it = renderlist.begin(); for ( ; it != renderlist.end(); ++it) { double& z = (*it)->screenpoint.z; z = a * z + b; InstanceVisual* vis = (*it)->instance->getVisual<InstanceVisual>(); z += vis->getStackPosition() * stack_delta; } } } // FL_LOG(_log, LMsg("camera-update ") << " N=" <<renderlist.size() << "/" << m_instances.size() << "/" << index_list.size()); }