07: Extend and play around with batching

This commit is contained in:
Kevin J. 2023-12-16 01:33:13 +01:00
parent 6fdbcc8825
commit 351286d16a
9 changed files with 84 additions and 23 deletions

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@ -1,3 +1,8 @@
# Boilerplate API
<p align="center">
<img src=".imgs/showcase.png" width="300" />
</p>
Creating a boilerplate API to abstract away OpenGL
# Boilerplate
Creating a boilerplate API to abstract away OpenGL.
- Also added my first ever batch renderer

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@ -15,8 +15,9 @@ out float _ctt;
void main() {
vec3 origined_position = origin.xyz + position.xyz;
origined_position *= 0.2;
//gl_Position = projection_matrix * view_matrix * position;
gl_Position = projection_matrix * view_matrix * vec4(position.xyz, 1.0);
gl_Position = projection_matrix * view_matrix * vec4(origined_position, 1.0);
_color = color;
_texture_position = texture_position;
_ctt = ctt;

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@ -7,4 +7,4 @@
#define DEFAULT_CTT_ATTRIBUTE 4
#define QUAD 6
#define DEFAULT_VBO_SIZE QUAD * 1000 // unit: rows of RenderData
#define DEFAULT_VBO_SIZE QUAD * 1000000 // unit: rows of RenderData

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@ -92,7 +92,7 @@ int Renderer::setup(std::optional<Program> program) {
glEnableVertexAttribArray(DEFAULT_TEXTURE_ATTRIBUTE);
glVertexAttribPointer(
DEFAULT_COLOR_ATTRIBUTE,
DEFAULT_CTT_ATTRIBUTE,
1,
GL_FLOAT,
GL_FALSE,
@ -107,16 +107,29 @@ int Renderer::setup(std::optional<Program> program) {
return RET_OK;
}
void Renderer::render() {
void Renderer::draw(struct RendererData data) {
if (batch_buffer.size() >= DEFAULT_VBO_SIZE) {
LOG(LOG_WARN, "Batch buffer limit reached!");
return;
}
batch_buffer.push_back(data);
}
void Renderer::batch() {
glBindVertexArray(this->array_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, this->vertex_buffer_id);
glBufferSubData(GL_ARRAY_BUFFER, 0, batch_buffer.size() * sizeof(struct RendererData), batch_buffer.data());
glUseProgram(this->program.id);
glUniformMatrix4fv(glGetUniformLocation(this->program.id, "view_matrix"), 1, GL_FALSE, &this->view_matrix[0][0]);
glUniformMatrix4fv(glGetUniformLocation(this->program.id, "projection_matrix"), 1, GL_FALSE, &this->projection_matrix[0][0]);
glDrawArrays(GL_TRIANGLES, 0, DEFAULT_VBO_SIZE);
batch_buffer.clear();
}
void Renderer::logic() {

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@ -24,5 +24,9 @@ public:
int setup(std::optional<Program> program = std::nullopt);
void logic();
void render();
std::vector<struct RendererData> batch_buffer;
void draw(struct RendererData data);
void batch();
};

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@ -1,5 +1,6 @@
#include <iostream>
#include <fstream>
#include <cstdlib>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stb/stb_image.h>
@ -22,19 +23,56 @@ int main() {
return RET_ERR;
}
Sprite new_sprite(main_renderer.vertex_buffer_id);
new_sprite.bake();
std::vector<Sprite> sprites;
new_sprite.origin = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
new_sprite.color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
int limit_x = 10;
int limit_y = 10;
float scale = 0.2;
for (int i = -limit_x/2; i < limit_x/2; i++) {
for (int j = -limit_y/2; j < limit_y/2; j++) {
Sprite new_sprite(main_renderer);
new_sprite.bake();
float r = (float) rand() / (float) RAND_MAX;
float g = (float) rand() / (float) RAND_MAX;
float b = (float) rand() / (float) RAND_MAX;
new_sprite.color = glm::vec4(r, g, b, 1.0f);
new_sprite.origin = glm::vec4(i*scale, j*scale, 0.0f, 0.0f);
sprites.push_back(new_sprite);
}
}
while (!glfwWindowShouldClose(window.window)) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
new_sprite.update();
for (int i = 0; i < sprites.size(); i++) {
// randomly update their position by little
float x = ((float) rand() / (float) RAND_MAX) * 0.5;
float y = ((float) rand() / (float) RAND_MAX) * 0.5;
int x_side = rand() % 2;
int y_side = rand() % 2;
if (x_side == 0)
sprites[i].origin.x += x;
else
sprites[i].origin.x -= x;
if (y_side == 0)
sprites[i].origin.y += y;
else
sprites[i].origin.y -= y;
sprites[i].update();
}
main_renderer.logic();
main_renderer.render();
main_renderer.batch();
glfwPollEvents();
glfwSwapBuffers(window.window);

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@ -3,18 +3,18 @@
#include <glm/vec4.hpp>
#include <glm/vec2.hpp>
#include <GL/glew.h>
#include "../base/graphics/renderer_pack.hpp"
#include "../base/graphics/renderer.hpp"
#include "sprite.hpp"
Sprite::Sprite(GLuint vertex_buffer_id) {
Sprite::Sprite(Renderer &renderer) : renderer(renderer) {
this->vertices = std::vector<glm::vec4>();
this->origin = glm::vec4(1.0f);
this->color = glm::vec4(1.0f);
this->color = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
this->texture_position = glm::vec2(0.0f);
this->ctt = 1.0f;
this->vertex_buffer_id = vertex_buffer_id;
}
// prepare data
void Sprite::bake() {
this->vertices.push_back(glm::vec4(0.5f, 0.5f, 0.0f, 0.0f));
this->vertices.push_back(glm::vec4(0.5f, -0.5f, 0.0f, 0.0f));
@ -35,9 +35,7 @@ void Sprite::update() {
.ctt_ratio = this->ctt
};
glBindBuffer(GL_ARRAY_BUFFER, this->vertex_buffer_id);
glBufferSubData(GL_ARRAY_BUFFER, i*sizeof(struct RendererData), sizeof(struct RendererData), &data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
this->renderer.draw(data);
}
}

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@ -5,6 +5,7 @@
#include <glm/vec4.hpp>
#include <glm/vec2.hpp>
#include <GL/glew.h>
#include "../base/graphics/renderer.hpp"
class Sprite {
public:
@ -14,9 +15,10 @@ public:
glm::vec2 texture_position;
float ctt;
GLuint vertex_buffer_id;
// GLuint vertex_buffer_id;
Renderer &renderer;
Sprite(GLuint vertex_buffer_id);
Sprite(Renderer &renderer);
~Sprite();
void bake();