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

@@ -665,14 +665,8 @@ namespace e2d
u8 _pad[4] = {0}; u8 _pad[4] = {0};
}; };
class material;
using material_ptr = std::shared_ptr<material>;
class material final { class material final {
public: public:
static material_ptr create();
static material_ptr create(const material& mat);
material& add_pass(const pass_state& pass) noexcept; material& add_pass(const pass_state& pass) noexcept;
std::size_t pass_count() const noexcept; std::size_t pass_count() const noexcept;
@@ -690,14 +684,8 @@ namespace e2d
property_block properties_; property_block properties_;
}; };
class geometry;
using geometry_ptr = std::shared_ptr<geometry>;
class geometry final { class geometry final {
public: public:
static geometry_ptr create();
static geometry_ptr create(const geometry& geo);
geometry& add_vertices(const vertex_buffer_ptr& vb) noexcept; geometry& add_vertices(const vertex_buffer_ptr& vb) noexcept;
std::size_t vertices_count() const noexcept; std::size_t vertices_count() const noexcept;
@@ -734,24 +722,21 @@ namespace e2d
class draw_command final { class draw_command final {
public: public:
draw_command() = default; draw_command() = delete;
draw_command(const material_ptr& mat, const geometry_ptr& geo) noexcept; draw_command(const material& mat, const geometry& geo) noexcept;
draw_command(const material& mat, const geometry& geo, const property_block& props) noexcept;
draw_command& material(const material_ptr& value) noexcept; draw_command& material_ref(const material& value) noexcept;
draw_command& geometry(const geometry_ptr& value) noexcept; draw_command& geometry_ref(const geometry& value) noexcept;
draw_command& properties(const property_block& value); draw_command& properties_ref(const property_block& value);
material_ptr& material() noexcept; const material& material_ref() const noexcept;
geometry_ptr& geometry() noexcept; const geometry& geometry_ref() const noexcept;
property_block& properties() noexcept; const property_block& properties_ref() const noexcept;
const material_ptr& material() const noexcept;
const geometry_ptr& geometry() const noexcept;
const property_block& properties() const noexcept;
private: private:
material_ptr material_; const material* material_ = nullptr;
geometry_ptr geometry_; const geometry* geometry_ = nullptr;
property_block properties_; const property_block* properties_ = nullptr;
}; };
class clear_command final { class clear_command final {

View File

@@ -144,7 +144,7 @@ int e2d_main() {
return 1; return 1;
} }
auto material = render::material::create(render::material() auto material = render::material()
.add_pass(render::pass_state() .add_pass(render::pass_state()
.states(render::state_block() .states(render::state_block()
.capabilities(render::capabilities_state() .capabilities(render::capabilities_state()
@@ -161,12 +161,12 @@ int e2d_main() {
.sampler("u_texture2", render::sampler_state() .sampler("u_texture2", render::sampler_state()
.texture(texture2) .texture(texture2)
.min_filter(render::sampler_min_filter::linear) .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) .indices(index_buffer)
.add_vertices(vertex_buffer1) .add_vertices(vertex_buffer1)
.add_vertices(vertex_buffer2)); .add_vertices(vertex_buffer2);
const auto begin_game_time = time::now_ms(); const auto begin_game_time = time::now_ms();
const auto framebuffer_size = the<window>().real_size().cast_to<f32>(); 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) ) { 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; 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_time", game_time)
.property("u_MVP", projection); .property("u_MVP", projection);
the<render>().execute(render::command_block<64>() the<render>().execute(render::command_block<64>()
.add_command(render::clear_command() .add_command(render::clear_command()
.color_value({1.f, 0.4f, 0.f, 1.f})) .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(); the<input>().frame_tick();
window::poll_events(); window::poll_events();
} }

View File

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

View File

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

View File

@@ -768,14 +768,6 @@ namespace e2d
// material // material
// //
render::material_ptr render::material::create() {
return std::make_shared<material>();
}
render::material_ptr render::material::create(const material& mat) {
return std::make_shared<material>(mat);
}
render::material& render::material::add_pass(const pass_state& pass) noexcept { render::material& render::material::add_pass(const pass_state& pass) noexcept {
E2D_ASSERT(pass_count_ < max_pass_count); E2D_ASSERT(pass_count_ < max_pass_count);
passes_[pass_count_] = pass; passes_[pass_count_] = pass;
@@ -812,14 +804,6 @@ namespace e2d
// geometry // geometry
// //
render::geometry_ptr render::geometry::create() {
return std::make_shared<geometry>();
}
render::geometry_ptr render::geometry::create(const geometry& geo) {
return std::make_shared<geometry>(geo);
}
render::geometry& render::geometry::add_vertices(const vertex_buffer_ptr& vb) noexcept { render::geometry& render::geometry::add_vertices(const vertex_buffer_ptr& vb) noexcept {
E2D_ASSERT(vertices_count_ < max_vertices_count); E2D_ASSERT(vertices_count_ < max_vertices_count);
vertices_[vertices_count_] = vb; vertices_[vertices_count_] = vb;
@@ -897,47 +881,43 @@ namespace e2d
// draw_command // draw_command
// //
render::draw_command::draw_command(const material_ptr& mat, const geometry_ptr& geo) noexcept render::draw_command::draw_command(const material& mat, const geometry& geo) noexcept
: material_(mat) : material_(&mat)
, geometry_(geo) {} , geometry_(&geo) {}
render::draw_command& render::draw_command::material(const material_ptr& value) noexcept { render::draw_command::draw_command(const material& mat, const geometry& geo, const property_block& props) noexcept
material_ = value; : material_(&mat)
, geometry_(&geo)
, properties_(&props) {}
render::draw_command& render::draw_command::material_ref(const material& value) noexcept {
material_ = &value;
return *this; return *this;
} }
render::draw_command& render::draw_command::geometry(const geometry_ptr& value) noexcept { render::draw_command& render::draw_command::geometry_ref(const geometry& value) noexcept {
geometry_ = value; geometry_ = &value;
return *this; return *this;
} }
render::draw_command& render::draw_command::properties(const property_block& value) { render::draw_command& render::draw_command::properties_ref(const property_block& value) {
properties_ = value; properties_ = &value;
return *this; return *this;
} }
render::material_ptr& render::draw_command::material() noexcept { const render::material& render::draw_command::material_ref() const noexcept {
return material_; E2D_ASSERT_MSG(material_, "draw command with empty material");
return *material_;
} }
render::geometry_ptr& render::draw_command::geometry() noexcept { const render::geometry& render::draw_command::geometry_ref() const noexcept {
return geometry_; E2D_ASSERT_MSG(material_, "draw command with empty geometry");
return *geometry_;
} }
render::property_block& render::draw_command::properties() noexcept { const render::property_block& render::draw_command::properties_ref() const noexcept {
return properties_; static property_block empty_property_block;
} return properties_ ? *properties_ : empty_property_block;
const render::material_ptr& render::draw_command::material() const noexcept {
return material_;
}
const render::geometry_ptr& render::draw_command::geometry() const noexcept {
return geometry_;
}
const render::property_block& render::draw_command::properties() const noexcept {
return properties_;
} }
// //

View File

@@ -744,17 +744,14 @@ namespace e2d
render& render::execute(const draw_command& command) { render& render::execute(const draw_command& command) {
E2D_ASSERT(main_thread() == std::this_thread::get_id()); E2D_ASSERT(main_thread() == std::this_thread::get_id());
E2D_ASSERT_MSG(command.material(), "draw command with empty material");
E2D_ASSERT_MSG(command.geometry(), "draw command with empty geometry");
const material& mat = *command.material(); const material& mat = command.material_ref();
const geometry& geo = *command.geometry(); const geometry& geo = command.geometry_ref();
const property_block& props = command.properties(); const property_block& props = command.properties_ref();
for ( std::size_t i = 0, e = mat.pass_count(); i < e; ++i ) { for ( std::size_t i = 0, e = mat.pass_count(); i < e; ++i ) {
const pass_state& pass = mat.pass(i); const pass_state& pass = mat.pass(i);
const property_block& main_props = main_property_cache() const property_block& main_props = main_property_cache()
.clear()
.merge(mat.properties()) .merge(mat.properties())
.merge(pass.properties()) .merge(pass.properties())
.merge(props); .merge(props);
@@ -765,6 +762,7 @@ namespace e2d
draw_indexed_primitive(state_->dbg(), geo.topo(), geo.indices()); draw_indexed_primitive(state_->dbg(), geo.topo(), geo.indices());
}); });
}); });
main_property_cache().clear();
} }
return *this; return *this;
} }