mirror of https://github.com/buggins/dlangui.git
use appender also for batches
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430027cd78
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66468a2167
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@ -1445,8 +1445,6 @@ GLenum primitiveTypeToGL(PrimitiveType type) {
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/// OpenGL GUI rendering queue. It collects gui draw calls, fills a big buffer for vertex data and draws everything
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private final class OpenGLQueue {
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OpenGLBatch[] batches;
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/// OpenGL batch structure - to draw several triangles in single OpenGL call
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private struct OpenGLBatch {
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@ -1465,6 +1463,7 @@ private final class OpenGLQueue {
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}
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import std.array: Appender;
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Appender!(OpenGLBatch[]) batches;
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// a big buffer
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Appender!(float[]) _vertices;
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Appender!(float[]) _colors;
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@ -1474,7 +1473,7 @@ private final class OpenGLQueue {
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/// draw all
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void flush() {
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glSupport.fillBuffers(_vertices.data, _colors.data, _texCoords.data, _indices.data);
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foreach(b; batches) {
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foreach(b; batches.data) {
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switch(b.type) with(OpenGLBatch.BatchType)
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{
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case Line: glSupport.drawLines(b.length, b.start); break;
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@ -1486,8 +1485,7 @@ private final class OpenGLQueue {
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}
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//Log.d(batches.length, " ", _vertices.data.length, " ", _colors.data.length, " ", _texCoords.data.length, " ", _indices.data.length);
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glSupport.destroyBuffers();
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destroy(batches);
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batches = null;
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batches.clear;
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_vertices.clear;
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_colors.clear;
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_texCoords.clear;
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@ -1498,22 +1496,23 @@ private final class OpenGLQueue {
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/// add textured rectangle to queue
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void addTexturedRect(Tex2D texture, int textureDx, int textureDy, uint color1, uint color2, uint color3, uint color4, Rect srcrc, Rect dstrc, bool linear) {
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if (batches is null
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|| batches[$-1].type != OpenGLBatch.BatchType.TexturedRect
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|| batches[$-1].texture.ID != texture.ID
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|| batches[$-1].textureLinear != linear)
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if (batches.data.length == 0
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|| batches.data[$-1].type != OpenGLBatch.BatchType.TexturedRect
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|| batches.data[$-1].texture.ID != texture.ID
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|| batches.data[$-1].textureLinear != linear)
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{
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batches ~= OpenGLBatch();
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batches[$-1].type = OpenGLBatch.BatchType.TexturedRect;
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batches[$-1].texture = texture;
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batches[$-1].textureDx = textureDx;
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batches[$-1].textureDy = textureDy;
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batches[$-1].textureLinear = linear;
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if(batches.length > 1)
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batches[$-1].start = batches[$-2].start + batches[$-2].length;
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batches.data[$-1].type = OpenGLBatch.BatchType.TexturedRect;
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batches.data[$-1].texture = texture;
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batches.data[$-1].textureDx = textureDx;
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batches.data[$-1].textureDy = textureDy;
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batches.data[$-1].textureLinear = linear;
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if(batches.data.length > 1)
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batches.data[$-1].start = batches.data[$-2].start + batches.data[$-2].length;
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}
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float[] colors = convertColors([color1, color2, color3, color4]);
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uint[4] colorsARGB = [color1, color2, color3, color4];
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float[] colors = convertColors(colorsARGB);
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float dstx0 = cast(float)dstrc.left;
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float dsty0 = cast(float)(glSupport.currentFBO ? dstrc.top : (glSupport.bufferDy - dstrc.top));
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@ -1544,14 +1543,15 @@ private final class OpenGLQueue {
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/// add gradient rectangle to queue
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void addGradientRect(Rect rc, uint color1, uint color2, uint color3, uint color4) {
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if (batches is null || batches[$-1].type != OpenGLBatch.BatchType.Rect) {
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if (batches.data.length == 0 || batches.data[$-1].type != OpenGLBatch.BatchType.Rect) {
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batches ~= OpenGLBatch();
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batches[$-1].type = OpenGLBatch.BatchType.Rect;
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if(batches.length > 1)
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batches[$-1].start = batches[$-2].start + batches[$-2].length;
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batches.data[$-1].type = OpenGLBatch.BatchType.Rect;
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if(batches.data.length > 1)
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batches.data[$-1].start = batches.data[$-2].start + batches.data[$-2].length;
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}
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float[] colors = convertColors([color1, color2, color3, color4]);
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uint[4] colorsARGB = [color1, color2, color3, color4];
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float[] colors = convertColors(colorsARGB);
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float x0 = cast(float)(rc.left);
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float y0 = cast(float)(glSupport.currentFBO ? rc.top : (glSupport.bufferDy - rc.top));
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@ -1572,14 +1572,15 @@ private final class OpenGLQueue {
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/// add triangle to queue
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void addTriangle(PointF p1, PointF p2, PointF p3, uint color1, uint color2, uint color3) {
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if (batches is null || batches[$-1].type != OpenGLBatch.BatchType.Triangle) {
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if (batches.data.length == 0 || batches.data[$-1].type != OpenGLBatch.BatchType.Triangle) {
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batches ~= OpenGLBatch();
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batches[$-1].type = OpenGLBatch.BatchType.Triangle;
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if(batches.length > 1)
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batches[$-1].start = batches[$-2].start + batches[$-2].length;
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batches.data[$-1].type = OpenGLBatch.BatchType.Triangle;
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if(batches.data.length > 1)
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batches.data[$-1].start = batches.data[$-2].start + batches.data[$-2].length;
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}
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float[] colors = convertColors([color1, color2, color3]);
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uint[3] colorsARGB = [color1, color2, color3];
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float[] colors = convertColors(colorsARGB);
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float x0 = p1.x;
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float y0 = glSupport.currentFBO ? p1.y : (glSupport.bufferDy - p1.y);
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@ -1602,14 +1603,15 @@ private final class OpenGLQueue {
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/// add line to queue
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/// rc is a line (left, top) - (right, bottom)
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void addLine(Rect rc, uint color1, uint color2) {
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if (batches is null || batches[$-1].type != OpenGLBatch.BatchType.Line) {
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if (batches.data.length == 0 || batches.data[$-1].type != OpenGLBatch.BatchType.Line) {
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batches ~= OpenGLBatch();
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batches[$-1].type = OpenGLBatch.BatchType.Line;
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if(batches.length > 1)
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batches[$-1].start = batches[$-2].start + batches[$-2].length;
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batches.data[$-1].type = OpenGLBatch.BatchType.Line;
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if(batches.data.length > 1)
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batches.data[$-1].start = batches.data[$-2].start + batches.data[$-2].length;
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}
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float[] colors = convertColors([color1, color2]);
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uint[2] colorsARGB = [color1, color2];
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float[] colors = convertColors(colorsARGB);
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float x0 = cast(float)(rc.left);
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float y0 = cast(float)(glSupport.currentFBO ? rc.top : (glSupport.bufferDy - rc.top));
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@ -1653,7 +1655,7 @@ private final class OpenGLQueue {
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} else
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static assert(0);
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batches[$-1].length += cast(int)indices.length;
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batches.data[$-1].length += cast(int)indices.length;
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_vertices ~= cast(float[])vertices;
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_colors ~= cast(float[])colors;
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