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Make CursorTrail use VertexBatch

This commit is contained in:
smoogipoo 2019-06-10 20:29:01 +09:00
parent 164b05abd6
commit 2b768bef96

View File

@ -6,7 +6,7 @@ using System.Diagnostics;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Buffers; using osu.Framework.Graphics.Batches;
using osu.Framework.Graphics.OpenGL.Vertices; using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Shaders;
@ -57,7 +57,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
// InvalidationID 1 forces an update of each part of the cursor trail the first time ApplyState is run on the draw node // InvalidationID 1 forces an update of each part of the cursor trail the first time ApplyState is run on the draw node
// This is to prevent garbage data from being sent to the vertex shader, resulting in visual issues on some platforms // This is to prevent garbage data from being sent to the vertex shader, resulting in visual issues on some platforms
parts[i].InvalidationID = 1; parts[i].InvalidationID = 1;
parts[i].WasUpdated = true;
} }
} }
@ -149,7 +148,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
public Vector2 Position; public Vector2 Position;
public float Time; public float Time;
public long InvalidationID; public long InvalidationID;
public bool WasUpdated;
} }
private class TrailDrawNode : DrawNode private class TrailDrawNode : DrawNode
@ -164,16 +162,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private readonly TrailPart[] parts = new TrailPart[max_sprites]; private readonly TrailPart[] parts = new TrailPart[max_sprites];
private Vector2 size; private Vector2 size;
private readonly VertexBuffer<TexturedTrailVertex> vertexBuffer = new QuadVertexBuffer<TexturedTrailVertex>(max_sprites, BufferUsageHint.DynamicDraw); private readonly VertexBatch<TexturedTrailVertex> vertexBatch = new QuadBatch<TexturedTrailVertex>(max_sprites, 1);
public TrailDrawNode(CursorTrail source) public TrailDrawNode(CursorTrail source)
: base(source) : base(source)
{ {
for (int i = 0; i < max_sprites; i++) for (int i = 0; i < max_sprites; i++)
{
parts[i].InvalidationID = 0; parts[i].InvalidationID = 0;
parts[i].WasUpdated = false;
}
} }
public override void ApplyState() public override void ApplyState()
@ -194,56 +189,29 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
public override void Draw(Action<TexturedVertex2D> vertexAction) public override void Draw(Action<TexturedVertex2D> vertexAction)
{ {
shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
int updateStart = -1, updateEnd = 0;
for (int i = 0; i < parts.Length; ++i)
{
if (parts[i].WasUpdated)
{
if (updateStart == -1)
updateStart = i;
updateEnd = i + 1;
int start = i * 4;
int end = start;
Vector2 pos = parts[i].Position;
float localTime = parts[i].Time;
DrawQuad(
texture,
new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
DrawColourInfo.Colour,
null,
v => vertexBuffer.Vertices[end++] = new TexturedTrailVertex
{
Position = v.Position,
TexturePosition = v.TexturePosition,
Time = localTime + 1,
Colour = v.Colour,
});
parts[i].WasUpdated = false;
}
else if (updateStart != -1)
{
vertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4);
updateStart = -1;
}
}
// Update all remaining vertices that have been changed.
if (updateStart != -1)
vertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4);
base.Draw(vertexAction); base.Draw(vertexAction);
shader.Bind(); shader.Bind();
shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
texture.TextureGL.Bind(); for (int i = 0; i < parts.Length; ++i)
vertexBuffer.Draw(); {
Vector2 pos = parts[i].Position;
float localTime = parts[i].Time;
DrawQuad(
texture,
new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
DrawColourInfo.Colour,
null,
v => vertexBatch.Add(new TexturedTrailVertex
{
Position = v.Position,
TexturePosition = v.TexturePosition,
Time = localTime + 1,
Colour = v.Colour,
}));
}
shader.Unbind(); shader.Unbind();
} }
@ -252,7 +220,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
{ {
base.Dispose(isDisposing); base.Dispose(isDisposing);
vertexBuffer.Dispose(); vertexBatch.Dispose();
} }
} }