feat(渲染器): 添加线条批处理功能以提高绘制效率

为OpenGL渲染器添加独立的线条批处理系统,包括:
- 新增线条专用VAO和VBO
- 实现线条顶点缓存和批处理刷新机制
- 修改所有线条绘制方法使用批处理
- 增加最大线条顶点数常量
- 优化线宽处理逻辑

通过批处理减少绘制调用次数,提升线条绘制性能。
This commit is contained in:
ChestnutYueyue 2026-02-13 10:25:07 +08:00
parent ca41af0dbd
commit f86f9b3966
2 changed files with 143 additions and 106 deletions

View File

@ -80,6 +80,7 @@ private:
// 形状批处理常量
static constexpr size_t MAX_CIRCLE_SEGMENTS = 128;
static constexpr size_t MAX_SHAPE_VERTICES = 8192; // 最大形状顶点数
static constexpr size_t MAX_LINE_VERTICES = 16384; // 最大线条顶点数
// 形状顶点结构(包含颜色)
struct ShapeVertex {
@ -93,6 +94,8 @@ private:
GLuint shapeVao_;
GLuint shapeVbo_;
GLuint lineVao_; // 线条专用 VAO
GLuint lineVbo_; // 线条专用 VBO
glm::mat4 viewProjection_;
std::vector<glm::mat4> transformStack_;
@ -104,6 +107,11 @@ private:
size_t shapeVertexCount_ = 0;
GLenum currentShapeMode_ = GL_TRIANGLES;
// 线条批处理缓冲区
std::array<ShapeVertex, MAX_LINE_VERTICES> lineVertexCache_;
size_t lineVertexCount_ = 0;
float currentLineWidth_ = 1.0f;
// OpenGL 状态缓存
BlendMode cachedBlendMode_ = BlendMode::None;
bool blendEnabled_ = false;
@ -114,7 +122,9 @@ private:
void initShapeRendering();
void flushShapeBatch();
void flushLineBatch();
void addShapeVertex(float x, float y, const Color &color);
void addLineVertex(float x, float y, const Color &color);
void submitShapeBatch(GLenum mode);
};

View File

@ -61,12 +61,16 @@ static constexpr size_t BLEND_STATE_COUNT =
sizeof(BLEND_STATES) / sizeof(BLEND_STATES[0]);
GLRenderer::GLRenderer()
: window_(nullptr), shapeVao_(0), shapeVbo_(0), vsync_(true),
shapeVertexCount_(0), currentShapeMode_(GL_TRIANGLES) {
: window_(nullptr), shapeVao_(0), shapeVbo_(0), lineVao_(0), lineVbo_(0),
vsync_(true), shapeVertexCount_(0), currentShapeMode_(GL_TRIANGLES),
lineVertexCount_(0), currentLineWidth_(1.0f) {
resetStats();
for (auto &v : shapeVertexCache_) {
v = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
}
for (auto &v : lineVertexCache_) {
v = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
}
}
GLRenderer::~GLRenderer() { shutdown(); }
@ -106,9 +110,20 @@ void GLRenderer::shutdown() {
spriteBatch_.shutdown();
if (lineVbo_ != 0) {
glDeleteBuffers(1, &lineVbo_);
VRAMManager::getInstance().freeBuffer(MAX_LINE_VERTICES *
sizeof(ShapeVertex));
lineVbo_ = 0;
}
if (lineVao_ != 0) {
glDeleteVertexArrays(1, &lineVao_);
lineVao_ = 0;
}
if (shapeVbo_ != 0) {
glDeleteBuffers(1, &shapeVbo_);
VRAMManager::getInstance().freeBuffer(SHAPE_VBO_SIZE);
VRAMManager::getInstance().freeBuffer(MAX_SHAPE_VERTICES *
sizeof(ShapeVertex));
shapeVbo_ = 0;
}
if (shapeVao_ != 0) {
@ -126,6 +141,8 @@ void GLRenderer::beginFrame(const Color &clearColor) {
void GLRenderer::endFrame() {
// 刷新所有待处理的形状批次
flushShapeBatch();
// 刷新所有待处理的线条批次
flushLineBatch();
}
void GLRenderer::setViewport(int x, int y, int width, int height) {
@ -246,59 +263,42 @@ void GLRenderer::endSpriteBatch() {
void GLRenderer::drawLine(const Vec2 &start, const Vec2 &end,
const Color &color, float width) {
// 线条需要立即绘制,因为需要设置线宽
// 先刷新之前的批处理
flushShapeBatch();
// 如果线宽改变,需要先刷新线条批次
if (width != currentLineWidth_) {
flushLineBatch();
currentLineWidth_ = width;
}
glLineWidth(width);
shapeShader_.bind();
shapeShader_.setMat4("uViewProjection", viewProjection_);
ShapeVertex vertices[] = {
{start.x, start.y, color.r, color.g, color.b, color.a},
{end.x, end.y, color.r, color.g, color.b, color.a}};
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindVertexArray(shapeVao_);
glDrawArrays(GL_LINES, 0, 2);
stats_.drawCalls++;
stats_.triangleCount += 1;
// 添加两个顶点到线条缓冲区
addLineVertex(start.x, start.y, color);
addLineVertex(end.x, end.y, color);
}
void GLRenderer::drawRect(const Rect &rect, const Color &color, float width) {
// 矩形边框需要立即绘制(因为有线宽参数)
flushShapeBatch();
// 如果线宽改变,需要先刷新线条批次
if (width != currentLineWidth_) {
flushLineBatch();
currentLineWidth_ = width;
}
float x1 = rect.origin.x;
float y1 = rect.origin.y;
float x2 = rect.origin.x + rect.size.width;
float y2 = rect.origin.y + rect.size.height;
glLineWidth(width);
shapeShader_.bind();
shapeShader_.setMat4("uViewProjection", viewProjection_);
// 4条线段 = 8个顶点
ShapeVertex vertices[] = {{x1, y1, color.r, color.g, color.b, color.a},
{x2, y1, color.r, color.g, color.b, color.a},
{x2, y1, color.r, color.g, color.b, color.a},
{x2, y2, color.r, color.g, color.b, color.a},
{x2, y2, color.r, color.g, color.b, color.a},
{x1, y2, color.r, color.g, color.b, color.a},
{x1, y2, color.r, color.g, color.b, color.a},
{x1, y1, color.r, color.g, color.b, color.a}};
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindVertexArray(shapeVao_);
glDrawArrays(GL_LINES, 0, 8);
stats_.drawCalls++;
// 上边
addLineVertex(x1, y1, color);
addLineVertex(x2, y1, color);
// 右边
addLineVertex(x2, y1, color);
addLineVertex(x2, y2, color);
// 下边
addLineVertex(x2, y2, color);
addLineVertex(x1, y2, color);
// 左边
addLineVertex(x1, y2, color);
addLineVertex(x1, y1, color);
}
void GLRenderer::fillRect(const Rect &rect, const Color &color) {
@ -329,36 +329,24 @@ void GLRenderer::drawCircle(const Vec2 &center, float radius,
segments = static_cast<int>(MAX_CIRCLE_SEGMENTS);
}
// 圆形轮廓需要立即绘制(因为有线宽参数)
flushShapeBatch();
glLineWidth(width);
shapeShader_.bind();
shapeShader_.setMat4("uViewProjection", viewProjection_);
// 使用预分配缓冲区,避免每帧内存分配
const size_t vertexCount = static_cast<size_t>(segments + 1);
for (int i = 0; i <= segments; ++i) {
float angle =
2.0f * 3.14159f * static_cast<float>(i) / static_cast<float>(segments);
size_t idx = static_cast<size_t>(i);
shapeVertexCache_[idx].x = center.x + radius * cosf(angle);
shapeVertexCache_[idx].y = center.y + radius * sinf(angle);
shapeVertexCache_[idx].r = color.r;
shapeVertexCache_[idx].g = color.g;
shapeVertexCache_[idx].b = color.b;
shapeVertexCache_[idx].a = color.a;
// 如果线宽改变,需要先刷新线条批次
if (width != currentLineWidth_) {
flushLineBatch();
currentLineWidth_ = width;
}
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(ShapeVertex),
shapeVertexCache_.data());
// 使用线条批处理绘制圆形
for (int i = 0; i < segments; ++i) {
float angle1 =
2.0f * 3.14159f * static_cast<float>(i) / static_cast<float>(segments);
float angle2 = 2.0f * 3.14159f * static_cast<float>(i + 1) /
static_cast<float>(segments);
glBindVertexArray(shapeVao_);
glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(vertexCount));
stats_.drawCalls++;
addLineVertex(center.x + radius * cosf(angle1),
center.y + radius * sinf(angle1), color);
addLineVertex(center.x + radius * cosf(angle2),
center.y + radius * sinf(angle2), color);
}
}
void GLRenderer::fillCircle(const Vec2 &center, float radius,
@ -406,41 +394,22 @@ void GLRenderer::fillTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3,
void GLRenderer::drawPolygon(const std::vector<Vec2> &points,
const Color &color, float width) {
flushShapeBatch();
if (points.size() < 2)
return;
glLineWidth(width);
shapeShader_.bind();
shapeShader_.setMat4("uViewProjection", viewProjection_);
size_t pointCount = std::min(points.size(), MAX_CIRCLE_SEGMENTS);
for (size_t i = 0; i < pointCount; ++i) {
size_t idx = i;
shapeVertexCache_[idx].x = points[i].x;
shapeVertexCache_[idx].y = points[i].y;
shapeVertexCache_[idx].r = color.r;
shapeVertexCache_[idx].g = color.g;
shapeVertexCache_[idx].b = color.b;
shapeVertexCache_[idx].a = color.a;
// 如果线宽改变,需要先刷新线条批次
if (width != currentLineWidth_) {
flushLineBatch();
currentLineWidth_ = width;
}
// 闭合多边形
shapeVertexCache_[pointCount].x = points[0].x;
shapeVertexCache_[pointCount].y = points[0].y;
shapeVertexCache_[pointCount].r = color.r;
shapeVertexCache_[pointCount].g = color.g;
shapeVertexCache_[pointCount].b = color.b;
shapeVertexCache_[pointCount].a = color.a;
pointCount++;
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0, pointCount * sizeof(ShapeVertex),
shapeVertexCache_.data());
glBindVertexArray(shapeVao_);
glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(pointCount));
stats_.drawCalls++;
// 绘制所有边
for (size_t i = 0; i < points.size(); ++i) {
const Vec2 &p1 = points[i];
const Vec2 &p2 = points[(i + 1) % points.size()];
addLineVertex(p1.x, p1.y, color);
addLineVertex(p2.x, p2.y, color);
}
}
void GLRenderer::fillPolygon(const std::vector<Vec2> &points,
@ -517,13 +486,12 @@ void GLRenderer::initShapeRendering() {
// 编译形状着色器
shapeShader_.compileFromSource(SHAPE_VERTEX_SHADER, SHAPE_FRAGMENT_SHADER);
// 创建 VAO 和 VBO
// 创建形状 VAO 和 VBO
glGenVertexArrays(1, &shapeVao_);
glGenBuffers(1, &shapeVbo_);
glBindVertexArray(shapeVao_);
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
// 使用更大的缓冲区以支持形状批处理
glBufferData(GL_ARRAY_BUFFER, MAX_SHAPE_VERTICES * sizeof(ShapeVertex),
nullptr, GL_DYNAMIC_DRAW);
@ -539,9 +507,32 @@ void GLRenderer::initShapeRendering() {
glBindVertexArray(0);
// 创建线条专用 VAO 和 VBO
glGenVertexArrays(1, &lineVao_);
glGenBuffers(1, &lineVbo_);
glBindVertexArray(lineVao_);
glBindBuffer(GL_ARRAY_BUFFER, lineVbo_);
glBufferData(GL_ARRAY_BUFFER, MAX_LINE_VERTICES * sizeof(ShapeVertex),
nullptr, GL_DYNAMIC_DRAW);
// 位置属性 (location = 0)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(ShapeVertex),
reinterpret_cast<void *>(offsetof(ShapeVertex, x)));
// 颜色属性 (location = 1)
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(ShapeVertex),
reinterpret_cast<void *>(offsetof(ShapeVertex, r)));
glBindVertexArray(0);
// VRAM 跟踪
VRAMManager::getInstance().allocBuffer(MAX_SHAPE_VERTICES *
sizeof(ShapeVertex));
VRAMManager::getInstance().allocBuffer(MAX_LINE_VERTICES *
sizeof(ShapeVertex));
}
void GLRenderer::addShapeVertex(float x, float y, const Color &color) {
@ -557,6 +548,19 @@ void GLRenderer::addShapeVertex(float x, float y, const Color &color) {
v.a = color.a;
}
void GLRenderer::addLineVertex(float x, float y, const Color &color) {
if (lineVertexCount_ >= MAX_LINE_VERTICES) {
flushLineBatch();
}
ShapeVertex &v = lineVertexCache_[lineVertexCount_++];
v.x = x;
v.y = y;
v.r = color.r;
v.g = color.g;
v.b = color.b;
v.a = color.a;
}
void GLRenderer::submitShapeBatch(GLenum mode) {
if (shapeVertexCount_ == 0)
return;
@ -588,4 +592,27 @@ void GLRenderer::flushShapeBatch() {
shapeVertexCount_ = 0;
}
void GLRenderer::flushLineBatch() {
if (lineVertexCount_ == 0)
return;
// 先刷新形状批次
flushShapeBatch();
glLineWidth(currentLineWidth_);
shapeShader_.bind();
shapeShader_.setMat4("uViewProjection", viewProjection_);
glBindBuffer(GL_ARRAY_BUFFER, lineVbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0, lineVertexCount_ * sizeof(ShapeVertex),
lineVertexCache_.data());
glBindVertexArray(lineVao_);
glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(lineVertexCount_));
stats_.drawCalls++;
lineVertexCount_ = 0;
}
} // namespace extra2d