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。
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@ -80,6 +80,7 @@ private:
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// 形状批处理常量
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static constexpr size_t MAX_CIRCLE_SEGMENTS = 128;
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static constexpr size_t MAX_SHAPE_VERTICES = 8192; // 最大形状顶点数
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static constexpr size_t MAX_LINE_VERTICES = 16384; // 最大线条顶点数
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// 形状顶点结构(包含颜色)
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struct ShapeVertex {
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@ -93,6 +94,8 @@ private:
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GLuint shapeVao_;
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GLuint shapeVbo_;
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GLuint lineVao_; // 线条专用 VAO
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GLuint lineVbo_; // 线条专用 VBO
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glm::mat4 viewProjection_;
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std::vector<glm::mat4> transformStack_;
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@ -104,6 +107,11 @@ private:
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size_t shapeVertexCount_ = 0;
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GLenum currentShapeMode_ = GL_TRIANGLES;
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// 线条批处理缓冲区
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std::array<ShapeVertex, MAX_LINE_VERTICES> lineVertexCache_;
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size_t lineVertexCount_ = 0;
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float currentLineWidth_ = 1.0f;
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// OpenGL 状态缓存
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BlendMode cachedBlendMode_ = BlendMode::None;
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bool blendEnabled_ = false;
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@ -114,7 +122,9 @@ private:
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void initShapeRendering();
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void flushShapeBatch();
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void flushLineBatch();
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void addShapeVertex(float x, float y, const Color &color);
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void addLineVertex(float x, float y, const Color &color);
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void submitShapeBatch(GLenum mode);
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};
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@ -61,12 +61,16 @@ static constexpr size_t BLEND_STATE_COUNT =
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sizeof(BLEND_STATES) / sizeof(BLEND_STATES[0]);
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GLRenderer::GLRenderer()
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: window_(nullptr), shapeVao_(0), shapeVbo_(0), vsync_(true),
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shapeVertexCount_(0), currentShapeMode_(GL_TRIANGLES) {
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: window_(nullptr), shapeVao_(0), shapeVbo_(0), lineVao_(0), lineVbo_(0),
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vsync_(true), shapeVertexCount_(0), currentShapeMode_(GL_TRIANGLES),
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lineVertexCount_(0), currentLineWidth_(1.0f) {
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resetStats();
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for (auto &v : shapeVertexCache_) {
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v = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
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}
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for (auto &v : lineVertexCache_) {
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v = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
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}
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}
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GLRenderer::~GLRenderer() { shutdown(); }
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@ -106,9 +110,20 @@ void GLRenderer::shutdown() {
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spriteBatch_.shutdown();
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if (lineVbo_ != 0) {
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glDeleteBuffers(1, &lineVbo_);
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VRAMManager::getInstance().freeBuffer(MAX_LINE_VERTICES *
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sizeof(ShapeVertex));
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lineVbo_ = 0;
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}
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if (lineVao_ != 0) {
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glDeleteVertexArrays(1, &lineVao_);
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lineVao_ = 0;
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}
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if (shapeVbo_ != 0) {
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glDeleteBuffers(1, &shapeVbo_);
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VRAMManager::getInstance().freeBuffer(SHAPE_VBO_SIZE);
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VRAMManager::getInstance().freeBuffer(MAX_SHAPE_VERTICES *
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sizeof(ShapeVertex));
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shapeVbo_ = 0;
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}
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if (shapeVao_ != 0) {
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@ -126,6 +141,8 @@ void GLRenderer::beginFrame(const Color &clearColor) {
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void GLRenderer::endFrame() {
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// 刷新所有待处理的形状批次
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flushShapeBatch();
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// 刷新所有待处理的线条批次
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flushLineBatch();
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}
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void GLRenderer::setViewport(int x, int y, int width, int height) {
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@ -246,59 +263,42 @@ void GLRenderer::endSpriteBatch() {
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void GLRenderer::drawLine(const Vec2 &start, const Vec2 &end,
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const Color &color, float width) {
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// 线条需要立即绘制,因为需要设置线宽
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// 先刷新之前的批处理
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flushShapeBatch();
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// 如果线宽改变,需要先刷新线条批次
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if (width != currentLineWidth_) {
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flushLineBatch();
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currentLineWidth_ = width;
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}
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glLineWidth(width);
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shapeShader_.bind();
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shapeShader_.setMat4("uViewProjection", viewProjection_);
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ShapeVertex vertices[] = {
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{start.x, start.y, color.r, color.g, color.b, color.a},
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{end.x, end.y, color.r, color.g, color.b, color.a}};
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glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindVertexArray(shapeVao_);
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glDrawArrays(GL_LINES, 0, 2);
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stats_.drawCalls++;
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stats_.triangleCount += 1;
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// 添加两个顶点到线条缓冲区
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addLineVertex(start.x, start.y, color);
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addLineVertex(end.x, end.y, color);
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}
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void GLRenderer::drawRect(const Rect &rect, const Color &color, float width) {
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// 矩形边框需要立即绘制(因为有线宽参数)
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flushShapeBatch();
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// 如果线宽改变,需要先刷新线条批次
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if (width != currentLineWidth_) {
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flushLineBatch();
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currentLineWidth_ = width;
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}
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float x1 = rect.origin.x;
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float y1 = rect.origin.y;
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float x2 = rect.origin.x + rect.size.width;
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float y2 = rect.origin.y + rect.size.height;
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glLineWidth(width);
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shapeShader_.bind();
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shapeShader_.setMat4("uViewProjection", viewProjection_);
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// 4条线段 = 8个顶点
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ShapeVertex vertices[] = {{x1, y1, color.r, color.g, color.b, color.a},
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{x2, y1, color.r, color.g, color.b, color.a},
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{x2, y1, color.r, color.g, color.b, color.a},
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{x2, y2, color.r, color.g, color.b, color.a},
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{x2, y2, color.r, color.g, color.b, color.a},
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{x1, y2, color.r, color.g, color.b, color.a},
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{x1, y2, color.r, color.g, color.b, color.a},
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{x1, y1, color.r, color.g, color.b, color.a}};
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glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindVertexArray(shapeVao_);
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glDrawArrays(GL_LINES, 0, 8);
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stats_.drawCalls++;
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// 上边
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addLineVertex(x1, y1, color);
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addLineVertex(x2, y1, color);
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// 右边
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addLineVertex(x2, y1, color);
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addLineVertex(x2, y2, color);
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// 下边
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addLineVertex(x2, y2, color);
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addLineVertex(x1, y2, color);
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// 左边
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addLineVertex(x1, y2, color);
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addLineVertex(x1, y1, color);
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}
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void GLRenderer::fillRect(const Rect &rect, const Color &color) {
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@ -329,36 +329,24 @@ void GLRenderer::drawCircle(const Vec2 ¢er, float radius,
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segments = static_cast<int>(MAX_CIRCLE_SEGMENTS);
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}
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// 圆形轮廓需要立即绘制(因为有线宽参数)
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flushShapeBatch();
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glLineWidth(width);
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shapeShader_.bind();
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shapeShader_.setMat4("uViewProjection", viewProjection_);
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// 使用预分配缓冲区,避免每帧内存分配
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const size_t vertexCount = static_cast<size_t>(segments + 1);
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for (int i = 0; i <= segments; ++i) {
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float angle =
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2.0f * 3.14159f * static_cast<float>(i) / static_cast<float>(segments);
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size_t idx = static_cast<size_t>(i);
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shapeVertexCache_[idx].x = center.x + radius * cosf(angle);
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shapeVertexCache_[idx].y = center.y + radius * sinf(angle);
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shapeVertexCache_[idx].r = color.r;
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shapeVertexCache_[idx].g = color.g;
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shapeVertexCache_[idx].b = color.b;
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shapeVertexCache_[idx].a = color.a;
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// 如果线宽改变,需要先刷新线条批次
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if (width != currentLineWidth_) {
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flushLineBatch();
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currentLineWidth_ = width;
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}
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glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
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glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(ShapeVertex),
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shapeVertexCache_.data());
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// 使用线条批处理绘制圆形
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for (int i = 0; i < segments; ++i) {
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float angle1 =
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2.0f * 3.14159f * static_cast<float>(i) / static_cast<float>(segments);
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float angle2 = 2.0f * 3.14159f * static_cast<float>(i + 1) /
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static_cast<float>(segments);
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glBindVertexArray(shapeVao_);
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glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(vertexCount));
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stats_.drawCalls++;
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addLineVertex(center.x + radius * cosf(angle1),
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center.y + radius * sinf(angle1), color);
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addLineVertex(center.x + radius * cosf(angle2),
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center.y + radius * sinf(angle2), color);
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}
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}
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void GLRenderer::fillCircle(const Vec2 ¢er, float radius,
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@ -406,41 +394,22 @@ void GLRenderer::fillTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3,
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void GLRenderer::drawPolygon(const std::vector<Vec2> &points,
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const Color &color, float width) {
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flushShapeBatch();
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if (points.size() < 2)
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return;
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glLineWidth(width);
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shapeShader_.bind();
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shapeShader_.setMat4("uViewProjection", viewProjection_);
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size_t pointCount = std::min(points.size(), MAX_CIRCLE_SEGMENTS);
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for (size_t i = 0; i < pointCount; ++i) {
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size_t idx = i;
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shapeVertexCache_[idx].x = points[i].x;
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shapeVertexCache_[idx].y = points[i].y;
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shapeVertexCache_[idx].r = color.r;
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shapeVertexCache_[idx].g = color.g;
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shapeVertexCache_[idx].b = color.b;
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shapeVertexCache_[idx].a = color.a;
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// 如果线宽改变,需要先刷新线条批次
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if (width != currentLineWidth_) {
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flushLineBatch();
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currentLineWidth_ = width;
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}
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// 闭合多边形
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shapeVertexCache_[pointCount].x = points[0].x;
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shapeVertexCache_[pointCount].y = points[0].y;
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shapeVertexCache_[pointCount].r = color.r;
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shapeVertexCache_[pointCount].g = color.g;
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shapeVertexCache_[pointCount].b = color.b;
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shapeVertexCache_[pointCount].a = color.a;
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pointCount++;
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glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
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glBufferSubData(GL_ARRAY_BUFFER, 0, pointCount * sizeof(ShapeVertex),
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shapeVertexCache_.data());
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glBindVertexArray(shapeVao_);
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glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(pointCount));
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stats_.drawCalls++;
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// 绘制所有边
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for (size_t i = 0; i < points.size(); ++i) {
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const Vec2 &p1 = points[i];
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const Vec2 &p2 = points[(i + 1) % points.size()];
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addLineVertex(p1.x, p1.y, color);
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addLineVertex(p2.x, p2.y, color);
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}
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}
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void GLRenderer::fillPolygon(const std::vector<Vec2> &points,
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@ -517,13 +486,12 @@ void GLRenderer::initShapeRendering() {
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// 编译形状着色器
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shapeShader_.compileFromSource(SHAPE_VERTEX_SHADER, SHAPE_FRAGMENT_SHADER);
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// 创建 VAO 和 VBO
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// 创建形状 VAO 和 VBO
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glGenVertexArrays(1, &shapeVao_);
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glGenBuffers(1, &shapeVbo_);
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glBindVertexArray(shapeVao_);
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glBindBuffer(GL_ARRAY_BUFFER, shapeVbo_);
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// 使用更大的缓冲区以支持形状批处理
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glBufferData(GL_ARRAY_BUFFER, MAX_SHAPE_VERTICES * sizeof(ShapeVertex),
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nullptr, GL_DYNAMIC_DRAW);
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@ -539,9 +507,32 @@ void GLRenderer::initShapeRendering() {
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glBindVertexArray(0);
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// 创建线条专用 VAO 和 VBO
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glGenVertexArrays(1, &lineVao_);
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glGenBuffers(1, &lineVbo_);
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glBindVertexArray(lineVao_);
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glBindBuffer(GL_ARRAY_BUFFER, lineVbo_);
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glBufferData(GL_ARRAY_BUFFER, MAX_LINE_VERTICES * sizeof(ShapeVertex),
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nullptr, GL_DYNAMIC_DRAW);
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// 位置属性 (location = 0)
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(ShapeVertex),
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reinterpret_cast<void *>(offsetof(ShapeVertex, x)));
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// 颜色属性 (location = 1)
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(ShapeVertex),
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reinterpret_cast<void *>(offsetof(ShapeVertex, r)));
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glBindVertexArray(0);
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// VRAM 跟踪
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VRAMManager::getInstance().allocBuffer(MAX_SHAPE_VERTICES *
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sizeof(ShapeVertex));
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VRAMManager::getInstance().allocBuffer(MAX_LINE_VERTICES *
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sizeof(ShapeVertex));
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}
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void GLRenderer::addShapeVertex(float x, float y, const Color &color) {
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@ -557,6 +548,19 @@ void GLRenderer::addShapeVertex(float x, float y, const Color &color) {
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v.a = color.a;
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}
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void GLRenderer::addLineVertex(float x, float y, const Color &color) {
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if (lineVertexCount_ >= MAX_LINE_VERTICES) {
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flushLineBatch();
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}
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ShapeVertex &v = lineVertexCache_[lineVertexCount_++];
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v.x = x;
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v.y = y;
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v.r = color.r;
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v.g = color.g;
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v.b = color.b;
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v.a = color.a;
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}
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void GLRenderer::submitShapeBatch(GLenum mode) {
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if (shapeVertexCount_ == 0)
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return;
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@ -588,4 +592,27 @@ void GLRenderer::flushShapeBatch() {
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shapeVertexCount_ = 0;
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}
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void GLRenderer::flushLineBatch() {
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if (lineVertexCount_ == 0)
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return;
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// 先刷新形状批次
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flushShapeBatch();
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glLineWidth(currentLineWidth_);
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shapeShader_.bind();
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shapeShader_.setMat4("uViewProjection", viewProjection_);
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glBindBuffer(GL_ARRAY_BUFFER, lineVbo_);
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glBufferSubData(GL_ARRAY_BUFFER, 0, lineVertexCount_ * sizeof(ShapeVertex),
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lineVertexCache_.data());
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glBindVertexArray(lineVao_);
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glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(lineVertexCount_));
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stats_.drawCalls++;
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lineVertexCount_ = 0;
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}
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} // namespace extra2d
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