Partial 7.0 merge - API preview

This commit is contained in:
Anuken
2021-06-02 11:08:08 -04:00
parent ea75a357ca
commit 28b235ef07
531 changed files with 12356 additions and 6286 deletions

View File

@@ -3,6 +3,7 @@ package mindustry.graphics;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.graphics.gl.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
@@ -12,29 +13,93 @@ import mindustry.game.EventType.*;
import mindustry.world.*;
import mindustry.world.blocks.environment.*;
import java.util.*;
import static mindustry.Vars.*;
public class FloorRenderer implements Disposable{
private static final int chunksize = mobile ? 16 : 32, chunkunits = chunksize * tilesize;
/**
* general implementation:
*
* caching:
* 1. create fixed-size float array fpr rendering into
* 2. for each chunk, cache each layer into buffer; record layer boundary indices (alternatively, create mesh per layer for fast recache)
* 3. create mesh for this chunk based on buffer size, copy buffer into mesh
*
* rendering:
* 1. iterate through visible chunks
* 2. activate the shader vertex attributes beforehand
* 3. bind each mesh individually, draw it
*
* */
public class FloorRenderer{
private static final VertexAttribute[] attributes = {VertexAttribute.position, VertexAttribute.color, VertexAttribute.texCoords};
private static final int
chunksize = 30, //todo 32?
chunkunits = chunksize * tilesize,
vertexSize = 2 + 1 + 2,
spriteSize = vertexSize * 4,
maxSprites = chunksize * chunksize * 9;
private static final float pad = tilesize/2f;
//if true, chunks are rendered on-demand; this causes small lag spikes and is generally not needed for most maps
private static final boolean dynamic = false;
private int[][][] cache;
private MultiCacheBatch cbatch;
private float[] vertices = new float[maxSprites * vertexSize * 4];
private short[] indices = new short[maxSprites * 6];
private int vidx;
private FloorRenderBatch batch = new FloorRenderBatch();
private Shader shader;
private Texture texture;
private TextureRegion error;
private Mesh[][][] cache;
private IntSet drawnLayerSet = new IntSet();
private IntSet recacheSet = new IntSet();
private IntSeq drawnLayers = new IntSeq();
private ObjectSet<CacheLayer> used = new ObjectSet<>();
public FloorRenderer(){
short j = 0;
for(int i = 0; i < indices.length; i += 6, j += 4){
indices[i] = j;
indices[i + 1] = (short)(j + 1);
indices[i + 2] = (short)(j + 2);
indices[i + 3] = (short)(j + 2);
indices[i + 4] = (short)(j + 3);
indices[i + 5] = j;
}
shader = new Shader(
"""
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projectionViewMatrix;
varying vec4 v_color;
varying vec2 v_texCoords;
void main(){
v_color = a_color;
v_color.a = v_color.a * (255.0/254.0);
v_texCoords = a_texCoord0;
gl_Position = u_projectionViewMatrix * a_position;
}
""",
"""
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main(){
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
""");
Events.on(WorldLoadEvent.class, event -> clearTiles());
}
/**Queues up a cache change for a tile. Only runs in render loop. */
/** Queues up a cache change for a tile. Only runs in render loop. */
public void recacheTile(Tile tile){
//currently a no-op
//recacheSet.add(Point2.pack(tile.x / chunksize, tile.y / chunksize));
//TODO will be faster it the position also specified the layer to be recached
//recaching all layers may not be necessary
recacheSet.add(Point2.pack(tile.x / chunksize, tile.y / chunksize));
}
public void drawFloor(){
@@ -44,6 +109,8 @@ public class FloorRenderer implements Disposable{
Camera camera = Core.camera;
float pad = tilesize/2f;
int
minx = (int)((camera.position.x - camera.width/2f - pad) / chunkunits),
miny = (int)((camera.position.y - camera.height/2f - pad) / chunkunits),
@@ -61,11 +128,15 @@ public class FloorRenderer implements Disposable{
if(!Structs.inBounds(x, y, cache)) continue;
int[] chunk = cache[x][y];
if(cache[x][y].length == 0){
cacheChunk(x, y);
}
Mesh[] chunk = cache[x][y];
//loop through all layers, and add layer index if it exists
for(int i = 0; i < layers; i++){
if(chunk[i] != -1 && i != CacheLayer.walls.ordinal()){
if(chunk[i] != null && i != CacheLayer.walls.id){
drawnLayerSet.add(i);
}
}
@@ -92,11 +163,30 @@ public class FloorRenderer implements Disposable{
}
public void beginc(){
cbatch.beginDraw();
shader.bind();
shader.setUniformMatrix4("u_projectionViewMatrix", Core.camera.mat);
shader.setUniformi("u_texture", 0);
//only ever use the base environment texture
//TODO show error texture for anything else
texture.bind(0);
//enable all mesh attributes
for(VertexAttribute attribute : attributes){
shader.enableVertexAttribute(attribute.alias);
}
}
public void endc(){
cbatch.endDraw();
//disable all mesh attributes
for(VertexAttribute attribute : attributes){
shader.disableVertexAttribute(attribute.alias);
}
//unbind last buffer
Gl.bindBuffer(Gl.arrayBuffer, 0);
Gl.bindBuffer(Gl.elementArrayBuffer, 0);
}
public void checkChanges(){
@@ -118,8 +208,8 @@ public class FloorRenderer implements Disposable{
}
Draw.flush();
cbatch.setProjection(Core.camera.mat);
cbatch.beginDraw();
beginc();
Gl.enable(Gl.blend);
}
@@ -129,7 +219,7 @@ public class FloorRenderer implements Disposable{
return;
}
cbatch.endDraw();
endc();
}
public void drawLayer(CacheLayer layer){
@@ -150,13 +240,37 @@ public class FloorRenderer implements Disposable{
for(int x = minx; x <= maxx; x++){
for(int y = miny; y <= maxy; y++){
if(!Structs.inBounds(x, y, cache)){
if(!Structs.inBounds(x, y, cache) || cache[x][y].length == 0){
continue;
}
int[] chunk = cache[x][y];
if(chunk[layer.ordinal()] == -1) continue;
cbatch.drawCache(chunk[layer.ordinal()]);
var mesh = cache[x][y][layer.id];
if(mesh != null){
//this *must* be a vertexbufferobject, so cast it and render it directly
if(mesh.vertices instanceof VertexBufferObject vbo && mesh.indices instanceof IndexBufferObject ibo){
//bindi the buffer and update its contents, but do not unnecessarily enable all the attributes again
vbo.bind();
//set up vertex attribute pointers for this specific VBO
int offset = 0;
for(VertexAttribute attribute : attributes){
int location = shader.getAttributeLocation(attribute.alias);
int aoffset = offset;
offset += attribute.size;
if(location < 0) continue;
shader.setVertexAttribute(location, attribute.components, attribute.type, attribute.normalized, vertexSize * 4, aoffset);
}
ibo.bind();
mesh.vertices.render(mesh.indices, Gl.triangles, 0, mesh.getNumIndices());
}else{
throw new ArcRuntimeException("Non-VBO meshes are not supported for caches.");
}
}
}
}
@@ -165,7 +279,6 @@ public class FloorRenderer implements Disposable{
private void cacheChunk(int cx, int cy){
used.clear();
int[] chunk = cache[cx][cy];
for(int tilex = cx * chunksize; tilex < (cx + 1) * chunksize && tilex < world.width(); tilex++){
for(int tiley = cy * chunksize; tiley < (cy + 1) * chunksize && tiley < world.height(); tiley++){
@@ -179,21 +292,29 @@ public class FloorRenderer implements Disposable{
}
}
if(cache[cx][cy].length == 0){
cache[cx][cy] = new Mesh[CacheLayer.all.length];
}
var meshes = cache[cx][cy];
for(CacheLayer layer : CacheLayer.all){
if(meshes[layer.id] != null){
meshes[layer.id].dispose();
}
meshes[layer.id] = null;
}
for(CacheLayer layer : used){
cacheChunkLayer(cx, cy, chunk, layer);
meshes[layer.id] = cacheChunkLayer(cx, cy, layer);
}
}
private void cacheChunkLayer(int cx, int cy, int[] chunk, CacheLayer layer){
Batch current = Core.batch;
Core.batch = cbatch;
private Mesh cacheChunkLayer(int cx, int cy, CacheLayer layer){
vidx = 0;
//begin a new cache
if(chunk[layer.ordinal()] == -1){
cbatch.beginCache();
}else{
cbatch.beginCache(chunk[layer.ordinal()]);
}
Batch current = Core.batch;
Core.batch = batch;
for(int tilex = cx * chunksize; tilex < (cx + 1) * chunksize; tilex++){
for(int tiley = cy * chunksize; tiley < (cy + 1) * chunksize; tiley++){
@@ -217,36 +338,173 @@ public class FloorRenderer implements Disposable{
}
Core.batch = current;
chunk[layer.ordinal()] = cbatch.endCache();
int floats = vidx;
//every 4 vertices need 6 indices
int vertCount = floats / vertexSize, indCount = vertCount * 6/4;
Mesh mesh = new Mesh(true, vertCount, indCount, attributes);
mesh.setAutoBind(false);
mesh.setVertices(vertices, 0, vidx);
mesh.setIndices(indices, 0, indCount);
return mesh;
}
public void clearTiles(){
if(cbatch != null) cbatch.dispose();
recacheSet.clear();
int chunksx = Mathf.ceil((float)(world.width()) / chunksize),
chunksy = Mathf.ceil((float)(world.height()) / chunksize);
cache = new int[chunksx][chunksy][CacheLayer.all.length];
cbatch = new MultiCacheBatch(chunksize * chunksize * 9);
Time.mark();
for(int x = 0; x < chunksx; x++){
for(int y = 0; y < chunksy; y++){
Arrays.fill(cache[x][y], -1);
cacheChunk(x, y);
//dispose all old meshes
if(cache != null){
for(var x : cache){
for(var y : x){
for(var mesh : y){
if(mesh != null){
mesh.dispose();
}
}
}
}
}
Log.debug("Time to cache: @", Time.elapsed());
recacheSet.clear();
int chunksx = Mathf.ceil((float)(world.width()) / chunksize), chunksy = Mathf.ceil((float)(world.height()) / chunksize);
cache = new Mesh[chunksx][chunksy][dynamic ? 0 : CacheLayer.all.length];
texture = Core.atlas.find("grass1").texture;
error = Core.atlas.find("env-error");
//not supported due to internal access
Mesh.useVAO = false;
//pre-cache chunks
if(!dynamic){
Time.mark();
for(int x = 0; x < chunksx; x++){
for(int y = 0; y < chunksy; y++){
cacheChunk(x, y);
}
}
Log.debug("Time to cache: @", Time.elapsed());
}
}
@Override
public void dispose(){
if(cbatch != null){
cbatch.dispose();
cbatch = null;
class FloorRenderBatch extends Batch{
@Override
protected void draw(TextureRegion region, float x, float y, float originX, float originY, float width, float height, float rotation){
//substitute invalid regions with error
if(region.texture != texture && region != error){
draw(error, x, y, originX, originY, width, height, rotation);
return;
}
float[] verts = vertices;
int idx = vidx;
vidx += spriteSize;
if(!Mathf.zero(rotation)){
//bottom left and top right corner points relative to origin
float worldOriginX = x + originX;
float worldOriginY = y + originY;
float fx = -originX;
float fy = -originY;
float fx2 = width - originX;
float fy2 = height - originY;
// rotate
float cos = Mathf.cosDeg(rotation);
float sin = Mathf.sinDeg(rotation);
float x1 = cos * fx - sin * fy + worldOriginX;
float y1 = sin * fx + cos * fy + worldOriginY;
float x2 = cos * fx - sin * fy2 + worldOriginX;
float y2 = sin * fx + cos * fy2 + worldOriginY;
float x3 = cos * fx2 - sin * fy2 + worldOriginX;
float y3 = sin * fx2 + cos * fy2 + worldOriginY;
float x4 = x1 + (x3 - x2);
float y4 = y3 - (y2 - y1);
float u = region.u;
float v = region.v2;
float u2 = region.u2;
float v2 = region.v;
float color = this.colorPacked;
verts[idx] = x1;
verts[idx + 1] = y1;
verts[idx + 2] = color;
verts[idx + 3] = u;
verts[idx + 4] = v;
verts[idx + 5] = x2;
verts[idx + 6] = y2;
verts[idx + 7] = color;
verts[idx + 8] = u;
verts[idx + 9] = v2;
verts[idx + 10] = x3;
verts[idx + 11] = y3;
verts[idx + 12] = color;
verts[idx + 13] = u2;
verts[idx + 14] = v2;
verts[idx + 15] = x4;
verts[idx + 16] = y4;
verts[idx + 17] = color;
verts[idx + 18] = u2;
verts[idx + 19] = v;
}else{
float fx2 = x + width;
float fy2 = y + height;
float u = region.u;
float v = region.v2;
float u2 = region.u2;
float v2 = region.v;
float color = this.colorPacked;
verts[idx] = x;
verts[idx + 1] = y;
verts[idx + 2] = color;
verts[idx + 3] = u;
verts[idx + 4] = v;
verts[idx + 5] = x;
verts[idx + 6] = fy2;
verts[idx + 7] = color;
verts[idx + 8] = u;
verts[idx + 9] = v2;
verts[idx + 10] = fx2;
verts[idx + 11] = fy2;
verts[idx + 12] = color;
verts[idx + 13] = u2;
verts[idx + 14] = v2;
verts[idx + 15] = fx2;
verts[idx + 16] = y;
verts[idx + 17] = color;
verts[idx + 18] = u2;
verts[idx + 19] = v;
}
}
@Override
public void flush(){
}
@Override
public void setShader(Shader shader, boolean apply){
throw new IllegalArgumentException("cache shader unsupported");
}
@Override
protected void draw(Texture texture, float[] spriteVertices, int offset, int count){
throw new IllegalArgumentException("cache vertices unsupported");
}
}
}