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batch_render.go
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batch_render.go
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package gfx
import (
"korok.io/korok/math/f32"
"korok.io/korok/gfx/bk"
"unsafe"
"log"
)
// Batch Render:
// Use PosTexColorVertex struct with P4C4 format
/// A Tex2D Batch TypeRender
type BatchRender struct {
stateFlags uint64
rgba uint32
// shader program
program uint16
// uniform handle
umhProjection uint16 // Projection
umhSampler0 uint16 // Sampler0
// batch context
BatchContext
}
func NewBatchRender(vsh, fsh string) *BatchRender {
br := new(BatchRender)
// setup state
br.stateFlags |= bk.ST_BLEND.ALPHA_PREMULTIPLIED
// setup shader
if shId, sh := bk.R.AllocShader(vsh, fsh); shId != bk.InvalidId {
br.program = shId
sh.Use()
// setup attribute
sh.AddAttributeBinding("xyuv\x00", 0, P4C4[0])
sh.AddAttributeBinding("rgba\x00", 0, P4C4[1])
s0 := int32(0)
// setup uniform
if id, _ := bk.R.AllocUniform(shId, "proj\x00", bk.UniformMat4, 1); id != bk.InvalidId {
br.umhProjection = id
}
if id, _ := bk.R.AllocUniform(shId, "tex\x00", bk.UniformSampler, 1); id != bk.InvalidId {
br.umhSampler0 = id
bk.SetUniform(id, unsafe.Pointer(&s0))
}
//bk.Touch(0)
bk.Submit(0, shId, 0)
}
// setup batch context
br.BatchContext.init()
return br
}
func (br *BatchRender) SetCamera(camera *Camera) {
left, right, bottom, top := camera.P()
p := f32.Ortho2D(left, right, bottom, top)
// setup uniform
bk.SetUniform(br.umhProjection, unsafe.Pointer(&p[0]))
bk.Submit(0, br.program, 0)
}
// submit all batched group
func (br *BatchRender) submit(bList []Batch) {
for i := range bList {
b := &bList[i]
// state
bk.SetState(br.stateFlags, br.rgba)
bk.SetTexture(0, br.umhSampler0, b.TextureId, 0)
// set vertex
bk.SetVertexBuffer(0, b.VertexId, uint32(b.firstVertex), uint32(b.numVertex) )
bk.SetIndexBuffer(b.IndexId, uint32(b.firstIndex), uint32(b.numIndex))
// submit draw-call
bk.Submit(0, br.program, int32(b.depth))
}
}
func (br *BatchRender) Begin(tex uint16, depth int16) {
br.BatchContext.begin(tex, depth)
}
func (br *BatchRender) Draw(b BatchObject) {
br.BatchContext.drawComp(b)
}
func (br *BatchRender) End() {
br.BatchContext.end()
}
func (br *BatchRender) Flush() (num int) {
bc := &br.BatchContext
num = bc.batchUsed
// flush unclosed vertex buffer
if bc.vertexPos > 0 {
bc.flushBuffer()
}
// submit
br.submit(bc.BatchList[:bc.batchUsed])
// reset batch state
bc.reset()
return
}
// 目前采用提前申请好大块空间的方式,会导致大量的内存浪费
// 之后可以把vbo管理起来,按需使用
// ~ 640k per-batch, 32k vertex, 8k quad
const MAX_BATCH_QUAD_SIZE = uint32(8<<10)
const MAX_BATCH_VERTEX_SIZE = 4 * MAX_BATCH_QUAD_SIZE
// 管理一或多个Batch实例
// 最多可以生成 128 个 Batch 分组
// 最多可以使用 8 个 VBO 缓存
type BatchContext struct {
vertex []PosTexColorVertex
vertexPos uint32
firstVertex uint32
// state
batchUsed int
texId uint16
depth int16
// batch-list
BatchList [128]Batch
}
func (bc *BatchContext)init() {
// init shared vertex
bc.vertex = make([]PosTexColorVertex, MAX_BATCH_VERTEX_SIZE)
bc.batchUsed = 0
}
func (bc *BatchContext) begin(tex uint16, depth int16) {
bc.texId = tex
bc.depth = depth
bc.firstVertex = bc.vertexPos
}
// 计算世界坐标并保存到 Batch 结构
//
// 3 ---- 2
// | ` |
// | ` |
// 0------1
func (bc *BatchContext) drawComp(b BatchObject) {
step := uint32(b.Size())
if bc.vertexPos + step > MAX_BATCH_VERTEX_SIZE {
bc.flushBuffer()
bc.end()
bc.vertexPos = 0
bc.firstVertex = 0
}
buf := bc.vertex[bc.vertexPos:bc.vertexPos+step]
bc.vertexPos = bc.vertexPos+step
b.Fill(buf)
}
// commit a batch
func (bc *BatchContext) end() {
if bc.batchUsed >= 128 {
log.Printf("Batch List out of size:(%d, %d) ", 128, bc.batchUsed)
}
batch := &bc.BatchList[bc.batchUsed]
batch.TextureId = bc.texId
batch.depth = bc.depth
batch.VertexId = bk.InvalidId
batch.firstVertex = 0 //uint16(bc.firstVertex)
batch.numVertex = uint16(bc.vertexPos-bc.firstVertex)
batch.firstIndex = uint16(bc.firstVertex/4 * 6)
batch.numIndex = uint16(batch.numVertex/4 * 6)
bc.batchUsed += 1
}
// upload buffer
func (bc *BatchContext) reset() {
bc.texId = 0
bc.firstVertex = 0
bc.vertexPos = 0
bc.batchUsed = 0
}
// flushBuffer() will write and switch vertex-buffer
// we must submit batch with a end() method
func (bc *BatchContext) flushBuffer() {
var (
reqSize = int(bc.vertexPos)
stride = 20
)
iid, _ := Context.SharedIndexBuffer()
vid, _, vb := Context.TempVertexBuffer(reqSize, stride)
// flush vertex-buffer
vb.Update(0, bc.vertexPos * uint32(stride), unsafe.Pointer(&bc.vertex[0]), false)
// backward rewrite vertex-buffer id
for i := bc.batchUsed; i >= 0; i-- {
if b := &bc.BatchList[i]; b.VertexId == bk.InvalidId {
b.VertexId = vid
b.IndexId = iid
}
}
}