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https://github.com/ppy/osu.git
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Merge branch 'irenderer-batches' into irenderer-textures
This commit is contained in:
commit
a2a913ab52
@ -9,9 +9,9 @@ using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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@ -222,7 +222,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private Vector2 size;
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private Vector2 originPosition;
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private readonly QuadBatch<TexturedTrailVertex> vertexBatch = new QuadBatch<TexturedTrailVertex>(max_sprites, 1);
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private IVertexBatch<TexturedTrailVertex> vertexBatch;
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public TrailDrawNode(CursorTrail source)
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: base(source)
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@ -254,9 +254,11 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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Source.parts.CopyTo(parts, 0);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(IRenderer renderer)
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{
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base.Draw(vertexAction);
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base.Draw(renderer);
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vertexBatch ??= renderer.CreateQuadBatch<TexturedTrailVertex>(max_sprites, 1);
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shader.Bind();
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shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
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@ -319,7 +321,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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base.Dispose(isDisposing);
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vertexBatch.Dispose();
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vertexBatch?.Dispose();
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}
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}
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@ -14,9 +14,8 @@ using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Buffers;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Lists;
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namespace osu.Game.Graphics.Backgrounds
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@ -184,8 +183,8 @@ namespace osu.Game.Graphics.Backgrounds
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private void addTriangles(bool randomY)
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{
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// limited by the maximum size of QuadVertexBuffer for safety.
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const int max_triangles = QuadVertexBuffer<TexturedVertex2D>.MAX_QUADS;
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// Limited by the maximum size of QuadVertexBuffer for safety.
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const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
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AimCount = (int)Math.Min(max_triangles, (DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio));
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@ -251,7 +250,7 @@ namespace osu.Game.Graphics.Backgrounds
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private Vector2 size;
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private QuadBatch<TexturedVertex2D> vertexBatch;
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private IVertexBatch<TexturedVertex2D> vertexBatch;
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public TrianglesDrawNode(Triangles source)
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: base(source)
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@ -270,14 +269,14 @@ namespace osu.Game.Graphics.Backgrounds
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parts.AddRange(Source.parts);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(IRenderer renderer)
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{
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base.Draw(vertexAction);
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base.Draw(renderer);
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if (Source.AimCount > 0 && (vertexBatch == null || vertexBatch.Size != Source.AimCount))
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{
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vertexBatch?.Dispose();
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vertexBatch = new QuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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}
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shader.Bind();
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@ -6,8 +6,8 @@
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using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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@ -89,7 +89,7 @@ namespace osu.Game.Graphics
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currentTime = source.Time.Current;
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}
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protected override void Blit(Action<TexturedVertex2D> vertexAction)
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protected override void Blit(IRenderer renderer)
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{
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double time = currentTime - startTime;
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@ -112,9 +112,9 @@ namespace osu.Game.Graphics
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Vector2Extensions.Transform(rect.BottomRight, DrawInfo.Matrix)
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);
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DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha), null, vertexAction,
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new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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null, TextureCoords);
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DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha),
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inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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textureCoords: TextureCoords);
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}
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}
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@ -7,8 +7,8 @@ using System;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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@ -107,7 +107,7 @@ namespace osu.Game.Graphics
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sourceSize = Source.DrawSize;
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}
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protected override void Blit(Action<TexturedVertex2D> vertexAction)
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protected override void Blit(IRenderer renderer)
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{
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foreach (var p in particles)
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{
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@ -136,9 +136,9 @@ namespace osu.Game.Graphics
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transformPosition(rect.BottomRight, rect.Centre, angle)
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);
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DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha), null, vertexAction,
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new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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null, TextureCoords);
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DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha),
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inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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textureCoords: TextureCoords);
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}
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}
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@ -3,10 +3,9 @@
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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Sprites;
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@ -57,11 +56,11 @@ namespace osu.Game.Graphics.Sprites
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progress = source.animationProgress;
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}
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protected override void Blit(Action<TexturedVertex2D> vertexAction)
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protected override void Blit(IRenderer renderer)
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{
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Shader.GetUniform<float>("progress").UpdateValue(ref progress);
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base.Blit(vertexAction);
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base.Blit(renderer);
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}
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protected override bool CanDrawOpaqueInterior => false;
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@ -6,9 +6,9 @@ using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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@ -211,17 +211,12 @@ namespace osu.Game.Rulesets.Mods
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private Vector2 flashlightSize;
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private float flashlightDim;
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private readonly VertexBatch<PositionAndColourVertex> quadBatch = new QuadBatch<PositionAndColourVertex>(1, 1);
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private readonly Action<TexturedVertex2D> addAction;
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private IVertexBatch<PositionAndColourVertex>? quadBatch;
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private Action<TexturedVertex2D>? addAction;
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public FlashlightDrawNode(Flashlight source)
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: base(source)
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{
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addAction = v => quadBatch.Add(new PositionAndColourVertex
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{
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Position = v.Position,
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Colour = v.Colour
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});
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}
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public override void ApplyState()
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@ -235,9 +230,19 @@ namespace osu.Game.Rulesets.Mods
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flashlightDim = Source.FlashlightDim;
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(IRenderer renderer)
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{
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base.Draw(vertexAction);
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base.Draw(renderer);
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if (quadBatch == null)
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{
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quadBatch = renderer.CreateQuadBatch<PositionAndColourVertex>(1, 1);
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addAction = v => quadBatch.Add(new PositionAndColourVertex
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{
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Position = v.Position,
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Colour = v.Colour
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});
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}
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shader.Bind();
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@ -253,7 +258,7 @@ namespace osu.Game.Rulesets.Mods
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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quadBatch.Dispose();
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quadBatch?.Dispose();
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}
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}
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}
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@ -6,7 +6,6 @@
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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@ -22,6 +21,7 @@ using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Utils;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics.Rendering;
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namespace osu.Game.Screens.Menu
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{
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@ -180,7 +180,7 @@ namespace osu.Game.Screens.Menu
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private readonly float[] audioData = new float[256];
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private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
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private IVertexBatch<TexturedVertex2D> vertexBatch;
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public VisualisationDrawNode(LogoVisualisation source)
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: base(source)
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@ -198,9 +198,11 @@ namespace osu.Game.Screens.Menu
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Source.frequencyAmplitudes.AsSpan().CopyTo(audioData);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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public override void Draw(IRenderer renderer)
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{
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base.Draw(vertexAction);
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base.Draw(renderer);
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vertexBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(100, 10);
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shader.Bind();
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@ -256,7 +258,7 @@ namespace osu.Game.Screens.Menu
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{
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base.Dispose(isDisposing);
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vertexBatch.Dispose();
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vertexBatch?.Dispose();
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}
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}
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}
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