raw pointers for draw command

This commit is contained in:
2018-10-29 19:56:37 +07:00
parent 1f82a14c22
commit 18b9c880d8
6 changed files with 79 additions and 111 deletions

View File

@@ -144,7 +144,7 @@ int e2d_main() {
return 1;
}
auto material = render::material::create(render::material()
auto material = render::material()
.add_pass(render::pass_state()
.states(render::state_block()
.capabilities(render::capabilities_state()
@@ -161,12 +161,12 @@ int e2d_main() {
.sampler("u_texture2", render::sampler_state()
.texture(texture2)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear)))));
.mag_filter(render::sampler_mag_filter::linear))));
auto geometry = render::geometry::create(render::geometry()
auto geometry = render::geometry()
.indices(index_buffer)
.add_vertices(vertex_buffer1)
.add_vertices(vertex_buffer2));
.add_vertices(vertex_buffer2);
const auto begin_game_time = time::now_ms();
const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
@@ -176,16 +176,16 @@ int e2d_main() {
while ( !the<window>().should_close() && !k.is_key_just_released(keyboard_key::escape) ) {
const auto game_time = (time::now_ms() - begin_game_time).cast_to<f32>().value;
material->properties()
material.properties()
.property("u_time", game_time)
.property("u_MVP", projection);
the<render>().execute(render::command_block<64>()
.add_command(render::clear_command()
.color_value({1.f, 0.4f, 0.f, 1.f}))
.add_command(render::draw_command(material, geometry)));
.add_command(render::draw_command(material, geometry))
.add_command(render::swap_command(true)));
the<window>().swap_buffers(true);
the<input>().frame_tick();
window::poll_events();
}

View File

@@ -202,7 +202,7 @@ int e2d_main() {
return 1;
}
auto material = render::material::create(render::material()
auto material = render::material()
.add_pass(render::pass_state()
.states(render::state_block()
.capabilities(render::capabilities_state()
@@ -216,12 +216,12 @@ int e2d_main() {
.sampler("u_texture", render::sampler_state()
.texture(texture)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear)))));
.mag_filter(render::sampler_mag_filter::linear))));
auto geometry = render::geometry::create(render::geometry()
auto geometry = render::geometry()
.indices(index_buffer)
.add_vertices(vertex_buffer1)
.add_vertices(vertex_buffer2));
.add_vertices(vertex_buffer2);
const auto begin_game_time = time::now_ms();
const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
@@ -243,16 +243,16 @@ int e2d_main() {
math::make_loot_at_lh_matrix4({0.f,0.f,-3.f}, v3f::zero(), v3f::unit_y()) *
projection;
material->properties()
material.properties()
.property("u_time", game_time)
.property("u_MVP", MVP);
the<render>().execute(render::command_block<64>()
.add_command(render::clear_command()
.color_value({1.f, 0.4f, 0.f, 1.f}))
.add_command(render::draw_command(material, geometry)));
.add_command(render::draw_command(material, geometry))
.add_command(render::swap_command(true)));
the<window>().swap_buffers(true);
the<input>().frame_tick();
window::poll_events();
}

View File

@@ -151,7 +151,7 @@ int e2d_main() {
return 1;
}
auto material = render::material::create(render::material()
auto material = render::material()
.add_pass(render::pass_state()
.states(render::state_block()
.capabilities(render::capabilities_state()
@@ -169,11 +169,11 @@ int e2d_main() {
.sampler("u_texture", render::sampler_state()
.texture(texture)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear))));
.mag_filter(render::sampler_mag_filter::linear)));
auto geometry = render::geometry::create(render::geometry()
auto geometry = render::geometry()
.indices(index_buffer)
.add_vertices(vertex_buffer));
.add_vertices(vertex_buffer);
const auto begin_game_time = time::now_ms();
const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
@@ -189,6 +189,18 @@ int e2d_main() {
pixel_declaration::pixel_type::depth16,
render_target::external_texture::color_and_depth);
auto rt_props = render::property_block()
.sampler("u_texture", render::sampler_state()
.texture(rt->color())
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear));
auto texture_props = render::property_block()
.sampler("u_texture", render::sampler_state()
.texture(texture)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear));
const keyboard& k = the<input>().keyboard();
while ( !the<window>().should_close() && !k.is_key_just_released(keyboard_key::escape) ) {
const auto game_time = (time::now_ms() - begin_game_time).cast_to<f32>().value;
@@ -201,7 +213,7 @@ int e2d_main() {
math::make_loot_at_lh_matrix4({0.f,0.f,-2.f}, v3f::zero(), v3f::unit_y()) *
projection;
material->properties()
material.properties()
.property("u_time", game_time)
.property("u_MVP", MVP);
@@ -210,26 +222,19 @@ int e2d_main() {
.add_command(render::viewport_command(rt->size()))
.add_command(render::clear_command()
.color_value({0.f, 0.4f, 0.f, 1.f}))
.add_command(render::draw_command(material, geometry)
.properties(render::property_block()
.sampler("u_texture", render::sampler_state()
.texture(texture)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear))))
.add_command(render::draw_command(material, geometry, texture_props)));
the<render>().execute(render::command_block<64>()
.add_command(render::render_target_command(nullptr))
.add_command(render::viewport_command(the<window>().real_size()))
.add_command(render::clear_command()
.color_value({1.f, 0.4f, 0.f, 1.f}))
.add_command(render::draw_command(material, geometry)
.properties(render::property_block()
.sampler("u_texture", render::sampler_state()
.texture(rt->color())
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear))))
.add_command(render::swap_command(true)));
.color_value({1.f, 0.4f, 0.f, 1.f})));
std::this_thread::sleep_for(
time::to_chrono(make_milliseconds(10)));
for ( std::size_t i = 0; i < 5000; ++i ) {
the<render>().execute(render::draw_command(material, geometry, rt_props));
}
the<render>().execute(render::swap_command(true));
the<input>().frame_tick();
window::poll_events();