Removing big memory hog from renderer
This commit is contained in:
parent
a1ec94e983
commit
e7f1bd7d52
@ -125,26 +125,12 @@ public:
|
|||||||
|
|
||||||
class Viewport : EditorWindow {
|
class Viewport : EditorWindow {
|
||||||
public:
|
public:
|
||||||
Viewport (Scene& scene) : EditorWindow("SceneView") {
|
Viewport (Framebuffer& fb) : EditorWindow("SceneView") {
|
||||||
Framebuffer framebuffer = Framebuffer((int)ImGui::GetWindowWidth(),(int)ImGui::GetWindowHeight());
|
|
||||||
|
|
||||||
|
|
||||||
Renderer renderer = Renderer();
|
|
||||||
renderer.Prepare(scene);
|
|
||||||
renderer.Render(&framebuffer, scene);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ImGui::Image(
|
ImGui::Image(
|
||||||
(void*)(intptr_t)framebuffer.GetColourAttachment(),
|
(void*)(intptr_t)fb.GetColourAttachment(),
|
||||||
ImVec2{ (float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight() }
|
ImVec2{ (float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight() }
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//ImGuizmo::SetDrawlist();
|
//ImGuizmo::SetDrawlist();
|
||||||
//ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
|
//ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
|
||||||
//ImGuizmo::Enable(true);
|
//ImGuizmo::Enable(true);
|
||||||
|
@ -14,17 +14,28 @@
|
|||||||
#include "AssetManagement/AssetManager.h"
|
#include "AssetManagement/AssetManager.h"
|
||||||
#include "UI/MainMenuBar.h"
|
#include "UI/MainMenuBar.h"
|
||||||
|
|
||||||
|
|
||||||
const unsigned int MS_PER_UPDATE = 2;
|
const unsigned int MS_PER_UPDATE = 2;
|
||||||
void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
|
void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
|
||||||
|
|
||||||
class Editor : public Application {
|
class Editor : public Application {
|
||||||
public:
|
public:
|
||||||
Editor() : Application("Editor") {}
|
Editor() : Application("Editor"){
|
||||||
|
}
|
||||||
|
|
||||||
void Run() override
|
void Run() override
|
||||||
{
|
{
|
||||||
|
|
||||||
auto NativeEditorWindow = NativeWindow(1200, 700);
|
auto NativeEditorWindow = NativeWindow(1200, 700);
|
||||||
//auto renderer = Renderer();
|
|
||||||
|
framebuffer = new Framebuffer(800, 600);
|
||||||
|
auto renderer = Renderer(RendererConfig{
|
||||||
|
1200, // Screen Width
|
||||||
|
700, // Screen Height
|
||||||
|
glm::vec3{0,0,0}, // Clear Color
|
||||||
|
true // Depth testing
|
||||||
|
});
|
||||||
|
|
||||||
auto GuiRenderer = GUIRenderer(NativeEditorWindow);
|
auto GuiRenderer = GUIRenderer(NativeEditorWindow);
|
||||||
|
|
||||||
Selected = (entt::entity)-1;
|
Selected = (entt::entity)-1;
|
||||||
@ -33,10 +44,11 @@ public:
|
|||||||
|
|
||||||
ActiveScene.Start();
|
ActiveScene.Start();
|
||||||
|
|
||||||
|
renderer.setCurrentFrameBuffer(*framebuffer);
|
||||||
|
|
||||||
|
|
||||||
double previous = glfwGetTime();
|
double previous = glfwGetTime();
|
||||||
double lag = 0.0;
|
double lag = 0.0;
|
||||||
|
|
||||||
|
|
||||||
while (!NativeEditorWindow.WindowShouldClose())
|
while (!NativeEditorWindow.WindowShouldClose())
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -53,8 +65,13 @@ public:
|
|||||||
lag -= MS_PER_UPDATE;
|
lag -= MS_PER_UPDATE;
|
||||||
}
|
}
|
||||||
|
|
||||||
// renderer.Render(framebuffer, ActiveScene);
|
// submit DrawCommands for all render3DComponents
|
||||||
|
auto group = ActiveScene.getReg().view<TransformComponent, Render3DComponent>();
|
||||||
|
group.each([&renderer](auto enity, TransformComponent& t, Render3DComponent& renderComponent) {
|
||||||
|
renderer.Submit(renderComponent, t);
|
||||||
|
});
|
||||||
|
|
||||||
|
renderer.Render();
|
||||||
|
|
||||||
GuiRenderer.Begin();
|
GuiRenderer.Begin();
|
||||||
RenderGUI();
|
RenderGUI();
|
||||||
@ -66,6 +83,8 @@ public:
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
delete framebuffer;
|
||||||
ActiveScene.Stop();
|
ActiveScene.Stop();
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -86,7 +105,7 @@ public:
|
|||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
Viewport sceneview = Viewport(ActiveScene);
|
Viewport sceneview = Viewport(*framebuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
@ -108,7 +127,7 @@ public:
|
|||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
AssetFinder assetsView = AssetFinder();
|
// AssetFinder assetsView = AssetFinder();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -127,6 +146,8 @@ private:
|
|||||||
std::unique_ptr<Project> CurrentProject;
|
std::unique_ptr<Project> CurrentProject;
|
||||||
Scene ActiveScene;
|
Scene ActiveScene;
|
||||||
entt::entity Selected;
|
entt::entity Selected;
|
||||||
|
Framebuffer* framebuffer ;
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
12
YoggieEngine/src/Graphics/Primitives/DrawCommand.h
Normal file
12
YoggieEngine/src/Graphics/Primitives/DrawCommand.h
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "Scene/Components.h"
|
||||||
|
namespace YoggieEngine {
|
||||||
|
struct DrawCommand {
|
||||||
|
unsigned int VAO_identifier;
|
||||||
|
unsigned int num_elements;
|
||||||
|
unsigned int IBO_identifier;
|
||||||
|
TransformComponent transform;
|
||||||
|
Shader shader;
|
||||||
|
// Material
|
||||||
|
};
|
||||||
|
};
|
@ -1,24 +1,34 @@
|
|||||||
#include <YoggieEngine.h>
|
#include <YoggieEngine.h>
|
||||||
|
|
||||||
#include "Renderer.h"
|
#include "Renderer.h"
|
||||||
#include "../Scene/Components.h"
|
#include "../Scene/Components.h"
|
||||||
#include "../Graphics/Memory/VertexArray.h"
|
|
||||||
#include "../Graphics/Memory/Buffer.h"
|
#include "../Graphics/Memory/Buffer.h"
|
||||||
|
#include "../Graphics/Memory/VertexArray.h"
|
||||||
|
#include "../Graphics/Primitives/DrawCommand.h"
|
||||||
|
|
||||||
namespace YoggieEngine {
|
namespace YoggieEngine {
|
||||||
float Angle = 0.0;
|
float Angle = 0.0;
|
||||||
Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
|
Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
|
||||||
glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
|
glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
|
||||||
|
|
||||||
Renderer::Renderer(){
|
Renderer::Renderer(RendererConfig& config)
|
||||||
glEnable(GL_DEPTH_TEST);
|
: m_framebuffer(Framebuffer(config.ScreenWidth, config.ScreenHeight))
|
||||||
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Renderer::~Renderer(){}
|
Renderer::~Renderer(){}
|
||||||
|
|
||||||
void Renderer::Prepare(Scene& scene ) {
|
|
||||||
auto group = scene.getReg().view<Render3DComponent>();
|
void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& transform) {
|
||||||
group.each([](auto enity, Render3DComponent& renderComponent) {
|
|
||||||
|
if (renderComponent.VAO == 0 || renderComponent.IBO == 0)
|
||||||
|
{
|
||||||
|
if (renderComponent.VAO != 0)
|
||||||
|
glDeleteVertexArrays(1, &(renderComponent.VAO));
|
||||||
|
if (renderComponent.IBO != 0)
|
||||||
|
glDeleteBuffers(1, &(renderComponent.IBO));
|
||||||
|
|
||||||
VertexArray va = VertexArray();
|
VertexArray va = VertexArray();
|
||||||
Buffer vertexBuffer = Buffer();
|
Buffer vertexBuffer = Buffer();
|
||||||
Buffer elementBuffer = Buffer();
|
Buffer elementBuffer = Buffer();
|
||||||
@ -46,64 +56,80 @@ void Renderer::Prepare(Scene& scene ) {
|
|||||||
|
|
||||||
renderComponent.VAO = va.getID();
|
renderComponent.VAO = va.getID();
|
||||||
renderComponent.IBO = elementBuffer.getBufferID();
|
renderComponent.IBO = elementBuffer.getBufferID();
|
||||||
});
|
}
|
||||||
|
|
||||||
|
DrawCommand dc = { renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.shader };
|
||||||
|
commands.push_back(dc);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Renderer::Render()
|
||||||
|
|
||||||
void Renderer::Render(Scene& scene)
|
|
||||||
{
|
{
|
||||||
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
|
||||||
group.each([&](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
|
|
||||||
{
|
|
||||||
glBindVertexArray(renderComponent.VAO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, renderComponent.IBO);
|
|
||||||
|
|
||||||
renderComponent.shader.Use();
|
if (m_depthTest) {
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
}
|
||||||
|
|
||||||
auto lights = scene.getReg().view<LightComponent>();
|
glClearColor(m_clearColor.r, m_clearColor.g, m_clearColor.b, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
std::cout << "Draw commands this frame:" << commands.size() << std::endl;
|
||||||
|
|
||||||
|
|
||||||
|
for (const DrawCommand& command : commands)
|
||||||
|
{
|
||||||
|
glBindVertexArray(command.VAO_identifier);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
|
||||||
|
|
||||||
|
command.shader.Use();
|
||||||
|
|
||||||
|
glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), command.transform.Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||||
|
rotation *= glm::rotate(glm::mat4(1.0f), command.transform.Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||||
|
rotation *= glm::rotate(glm::mat4(1.0f), command.transform.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
|
||||||
|
|
||||||
|
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), command.transform.Position) * glm::scale(glm::mat4(1.0f), command.transform.Scale) * rotation;
|
||||||
|
|
||||||
|
|
||||||
|
command.shader.setUniformVec3("Color", glm::vec3(1.0f, 0.0f, 0.0f));
|
||||||
|
command.shader.setUniformMat4("M", modelMatrix);
|
||||||
|
command.shader.setUniformMat4("V", cam.GetViewMatrix());
|
||||||
|
command.shader.setUniformMat4("P", projection);
|
||||||
|
|
||||||
|
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
|
||||||
|
GL_UNSIGNED_INT, NULL);
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Lighting pass
|
||||||
|
* auto lights = scene.getReg().view<LightComponent>();
|
||||||
lights.each([&](auto entity, LightComponent& light) {
|
lights.each([&](auto entity, LightComponent& light) {
|
||||||
renderComponent.shader.setUniformVec3("lighting.color", light.Color);
|
renderComponent.shader.setUniformVec3("lighting.color", light.Color);
|
||||||
renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
|
renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
|
||||||
});
|
});
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
commands.clear();
|
||||||
glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), trans.Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
|
|
||||||
rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
|
|
||||||
rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
|
|
||||||
|
|
||||||
|
|
||||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), trans.Position) * glm::scale(glm::mat4(1.0f), trans.Scale) *rotation;
|
|
||||||
|
|
||||||
|
|
||||||
renderComponent.shader.setUniformVec3("Color", renderComponent.color);
|
|
||||||
renderComponent.shader.setUniformMat4("M", modelMatrix);
|
|
||||||
renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
|
|
||||||
renderComponent.shader.setUniformMat4("P", projection);
|
|
||||||
|
|
||||||
//std::cout << "Draw " << renderComponent.mesh.elements.size() << " elements" << std::endl;
|
|
||||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
|
|
||||||
GL_UNSIGNED_INT, NULL);
|
|
||||||
|
|
||||||
glBindVertexArray(0);
|
|
||||||
});
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::Render(Framebuffer* framebuffer, Scene& scene)
|
|
||||||
{
|
|
||||||
if (framebuffer == nullptr)
|
|
||||||
return;
|
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
|
|
||||||
|
|
||||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
Render(scene);
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void Renderer::setCurrentFrameBuffer(const Framebuffer& fb)
|
||||||
|
{
|
||||||
|
m_framebuffer = fb;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::setClearColor(const glm::vec3& ClearColor)
|
||||||
|
{
|
||||||
|
m_clearColor = ClearColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
@ -1,23 +1,38 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "GLFW/glfw3.h"
|
#include "GLFW/glfw3.h"
|
||||||
|
#include <vector>
|
||||||
#include "../PerfCounter.h"
|
#include "../PerfCounter.h"
|
||||||
|
|
||||||
#include "Renderable.h"
|
#include "Renderable.h"
|
||||||
#include "Memory/Framebuffer.h"
|
#include "Memory/Framebuffer.h"
|
||||||
#include "../Scene/Components.h"
|
#include "../Scene/Components.h"
|
||||||
#include"../Scene/Scene.h"
|
#include"../Scene/Scene.h"
|
||||||
|
#include "Graphics/Primitives/DrawCommand.h"
|
||||||
|
|
||||||
namespace YoggieEngine {
|
namespace YoggieEngine {
|
||||||
|
|
||||||
|
struct RendererConfig {
|
||||||
|
int ScreenWidth, ScreenHeight;
|
||||||
|
glm::vec3 ClearColor;
|
||||||
|
bool DepthTest;
|
||||||
|
};
|
||||||
|
|
||||||
class Renderer {
|
class Renderer {
|
||||||
public:
|
public:
|
||||||
Renderer();
|
Renderer(RendererConfig& config);
|
||||||
~Renderer();
|
~Renderer();
|
||||||
|
|
||||||
void Prepare(Scene& scene);
|
|
||||||
void Render(Scene& scene );
|
|
||||||
|
|
||||||
void Render(Framebuffer* framebuffer, Scene& scene);
|
void Submit(Render3DComponent& renderComponent, TransformComponent& transform); // Collects DrawCommands
|
||||||
|
void Render(); // Draw to screen (usingthe drawCalls
|
||||||
|
|
||||||
|
void setCurrentFrameBuffer(const Framebuffer& fb);
|
||||||
|
void setClearColor(const glm::vec3& ClearColor);
|
||||||
|
|
||||||
|
private:
|
||||||
|
Framebuffer m_framebuffer;
|
||||||
|
glm::vec3 m_clearColor;
|
||||||
|
bool m_depthTest;
|
||||||
|
std::vector<DrawCommand> commands;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user