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rework CurrentRender to use VBOs

This commit is contained in:
fgenesis 2025-03-04 03:08:49 +01:00
parent 5eecf2d84c
commit 477293bb5a
2 changed files with 130 additions and 148 deletions

View file

@ -25,167 +25,145 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "../BBGE/AfterEffect.h"
CurrentRender::CurrentRender() : RenderObject()
CurrentRender::CurrentRender()
: RenderObject()
, vbo(GPUBUF_VERTEXBUF | GPUBUF_DYNAMIC)
{
cull = false;
setTexture("Particles/Current");
repeatTexture = true;
rippleDelay = 2;
_verticesToRender = 0;
}
void CurrentRender::onRender(const RenderState& rs) const
{
// note: Leave cull_face disabled!?
//glDisable(GL_CULL_FACE);
//int qs = 0;
for (Path *p = game->getFirstPathOfType(PATH_CURRENT); p; p = p->nextOfType)
if(const size_t N = _verticesToRender)
{
if (p->active)
vbo.apply();
for(size_t i = 0; i < N; i += 8)
{
int w2 = p->rect.getWidth()/2;
if (true)
{
int sz = p->nodes.size()-1;
for (int n = 0; n < sz; n++)
{
PathNode *n1 = &p->nodes[n];
PathNode *n2 = &p->nodes[n+1];
Vector p1 = n1->position;
Vector p2 = n2->position;
Vector diff = p2-p1;
Vector d = diff;
d.setLength2D(p->rect.getWidth());
p1 -= d*0.75f;
p2 += d*0.75f;
diff = p2 - p1;
if (!diff.isZero())
{
Vector pl = diff.getPerpendicularLeft();
Vector pr = diff.getPerpendicularRight();
pl.setLength2D(w2);
pr.setLength2D(w2);
Vector p15 = p1 + diff * 0.25f;
Vector p25 = p2 - diff * 0.25f;
Vector r1 = p1+pl;
Vector r2 = p1+pr;
Vector r3 = p15+pl;
Vector r4 = p15+pr;
Vector r5 = p25+pl;
Vector r6 = p25+pr;
Vector r7 = p2+pl;
Vector r8 = p2+pr;
float len = diff.getLength2D();
float texScale = len/256.0f;
if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius+p->rect.getWidth()/2.0f))
{
glBegin(GL_QUAD_STRIP);
glColor4f(1,1,1,0);
glTexCoord2f((0)*texScale+p->animOffset, 0);
glVertex2f(r1.x, r1.y);
glTexCoord2f((0)*texScale+p->animOffset, 1);
glVertex2f(r2.x, r2.y);
glColor4f(1,1,1,p->amount);
glTexCoord2f((0+0.25f)*texScale+p->animOffset, 0);
glVertex2f(r3.x, r3.y);
glTexCoord2f((0+0.25f)*texScale+p->animOffset, 1);
glVertex2f(r4.x, r4.y);
glColor4f(1,1,1,p->amount);
glTexCoord2f((1-0.25f)*texScale+p->animOffset, 0);
glVertex2f(r5.x, r5.y);
glTexCoord2f((1-0.25f)*texScale+p->animOffset, 1);
glVertex2f(r6.x, r6.y);
glColor4f(1,1,1,0);
glTexCoord2f((1)*texScale+p->animOffset, 0);
glVertex2f(r7.x, r7.y);
glTexCoord2f((1)*texScale+p->animOffset, 1);
glVertex2f(r8.x, r8.y);
glEnd();
}
}
}
}
else
{
int sz = p->nodes.size()-1;
for (int n = 0; n < sz; n++)
{
PathNode *n1 = &p->nodes[n];
PathNode *n2 = &p->nodes[n+1];
Vector p1 = n1->position;
Vector p2 = n2->position;
Vector diff = p2-p1;
Vector pl = diff.getPerpendicularLeft();
Vector pr = diff.getPerpendicularRight();
pl.setLength2D(w2);
pr.setLength2D(w2);
Vector r1 = p1+pl;
Vector r2 = p2+pl;
Vector r3 = p2+pr;
Vector r4 = p1+pr;
float len = diff.getLength2D();
float texScale = len/256.0f;
if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius))
{
glBegin(GL_QUADS);
if (n==0)
glColor4f(1,1,1,0);
else
glColor4f(1,1,1,alpha.x);
glTexCoord2f((0+p->animOffset)*texScale, 0);
glVertex2f(r1.x, r1.y);
if (n==sz-1)
glColor4f(1,1,1,0);
else
glColor4f(1,1,1,alpha.x);
glTexCoord2f((1+p->animOffset)*texScale, 0);
glVertex2f(r2.x, r2.y);
glTexCoord2f((1+p->animOffset)*texScale, 1);
glVertex2f(r3.x, r3.y);
if (n==0)
glColor4f(1,1,1,0);
else
glColor4f(1,1,1,alpha.x);
glTexCoord2f((0+p->animOffset)*texScale, 1);
glVertex2f(r4.x, r4.y);
glEnd();
}
}
}
glDrawArrays(GL_TRIANGLE_STRIP, i, 8);
}
}
}
void CurrentRender::onUpdate(float dt)
{
// Ideally we wouldn't have to update this per-frame.
// With a specialized shader and a uniform texcoordOffset variable the actual vertex data
// could be map-static and this would all be so much simpler...
size_t num = 0;
for (const Path *P = game->getFirstPathOfType(PATH_CURRENT); P; P = P->nextOfType)
{
if (!P->active)
continue;
num += P->nodes.size() - 1;
}
size_t verts = 0;
if(num)
{
size_t bytes = num * 8 * 8 * sizeof(float); // num * 8 verts<xyuvrgba>
size_t usedsize;
do
{
float *p = (float*)vbo.beginWrite(GPUBUFTYPE_VEC2_TC_RGBA, bytes, GPUACCESS_DEFAULT);
verts = writeVBOData(p);
usedsize = verts * 8 * sizeof(float);
}
while(!vbo.commitWrite(usedsize));
}
_verticesToRender = verts;
}
size_t CurrentRender::writeVBOData(float *p)
{
size_t ret = 0;
for (const Path *P = game->getFirstPathOfType(PATH_CURRENT); P; P = P->nextOfType)
{
if (!P->active)
continue;
const float w = P->rect.getWidth();
const float w2 = w * 0.5f;
size_t sz = P->nodes.size()-1;
for (size_t n = 0; n < sz; n++)
{
const PathNode *n1 = &P->nodes[n];
const PathNode *n2 = &P->nodes[n+1];
Vector p1 = n1->position;
Vector p2 = n2->position;
Vector diff = p2-p1;
Vector d = diff;
d.setLength2D(w);
p1 -= d*0.75f;
p2 += d*0.75f;
diff = p2 - p1;
if (diff.isZero())
continue;
float len = diff.getLength2D();
float texScale = len/256.0f;
if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius+w2))
{
Vector pl = diff.getPerpendicularLeft();
Vector pr = diff.getPerpendicularRight();
pl.setLength2D(w2);
pr.setLength2D(w2);
Vector p15 = p1 + diff * 0.25f;
Vector p25 = p2 - diff * 0.25f;
Vector r1 = p1+pl;
Vector r2 = p1+pr;
Vector r3 = p15+pl;
Vector r4 = p15+pr;
Vector r5 = p25+pl;
Vector r6 = p25+pr;
Vector r7 = p2+pl;
Vector r8 = p2+pr;
const float ao = P->animOffset;
const float a = P->amount;
/* This builds a structure like this:
a = 0 alpha
A = set alpha
<---25%--> <---25%-->
a A A a
+--------+--------------------+--------+
| | | |
| | | |
+--------+--------------------+--------+
where each path point is roughly at A,
and the fading overlaps patch over the gaps.
*/
#define VERTEX(X, Y, TX, TY, A) do { \
*p++ = X; *p++ = Y; *p++ = TX; *p++ = TY; \
*p++ = 1; *p++ = 1; *p++ = 1; *p++ = A; } while(0)
// These 8 verts form a triangle strip
ret += 8;
VERTEX(r1.x, r1.y, (0 )*texScale+ao, 0, 0);
VERTEX(r2.x, r2.y, (0 )*texScale+ao, 1, 0);
VERTEX(r3.x, r3.y, (0+0.25f)*texScale+ao, 0, a);
VERTEX(r4.x, r4.y, (0+0.25f)*texScale+ao, 1, a);
VERTEX(r5.x, r5.y, (1-0.25f)*texScale+ao, 0, a);
VERTEX(r6.x, r6.y, (1-0.25f)*texScale+ao, 1, a);
VERTEX(r7.x, r7.y, (1 )*texScale+ao, 0, 0);
VERTEX(r8.x, r8.y, (1 )*texScale+ao, 1, 0);
}
}
}
return ret;
}

View file

@ -106,6 +106,10 @@ public:
protected:
float rippleDelay;
void onRender(const RenderState& rs) const OVERRIDE;
void onUpdate(float dt) OVERRIDE;
size_t writeVBOData(float *p);
DynamicGPUBuffer vbo;
size_t _verticesToRender;
};
class SteamRender : public RenderObject