Added color and moved uniform data to uniform buffer block

dev
Tomasz Kapuściński 2021-07-04 17:11:58 +02:00
parent 55513703b2
commit 12e696bf1c
5 changed files with 66 additions and 17 deletions

View File

@ -61,6 +61,8 @@ public:
virtual void SetProjection(float left, float right, float bottom, float top) = 0;
//! Sets texture, setting texture 0 means using white texture
virtual void SetTexture(const Texture& texture) = 0;
//! Sets color
virtual void SetColor(const glm::vec4& color) = 0;
//! Draws primitive
virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) = 0;

View File

@ -1976,6 +1976,7 @@ void CEngine::SetState(int state, const Color& color)
return;
m_device->GetUIRenderer()->Flush();
m_device->GetUIRenderer()->SetColor({ color.r, color.g, color.b, color.a });
m_lastState = state;
m_lastColor = color;

View File

@ -36,7 +36,7 @@ CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
m_program = LinkProgram(2, shaders);
if (m_program == 0)
{
GetLogger()->Error("Cound not link shader program for normal rendering\n");
GetLogger()->Error("Cound not link shader program for interface renderer\n");
return;
}
@ -45,9 +45,21 @@ CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
glUseProgram(m_program);
m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
auto matrix = glm::ortho(0.0f, +1.0f, 0.0f, +1.0f);
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, glm::value_ptr(matrix));
// Create uniform buffer
glGenBuffers(1, &m_uniformBuffer);
m_uniforms.projectionMatrix = glm::ortho(0.0f, +1.0f, 0.0f, +1.0f);
m_uniforms.color = { 1.0f, 1.0f, 1.0f, 1.0f };
m_uniformsDirty = true;
UpdateUniforms();
// Bind uniform block to uniform buffer binding
GLuint blockIndex = glGetUniformBlockIndex(m_program, "Uniforms");
glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
glUniformBlockBinding(m_program, blockIndex, 0);
// Set texture unit to 8th
auto texture = glGetUniformLocation(m_program, "uni_Texture");
@ -91,13 +103,8 @@ void CGL33UIRenderer::SetProjection(float left, float right, float bottom, float
{
Flush();
glUseProgram(m_program);
auto matrix = glm::ortho(left, right, bottom, top);
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, glm::value_ptr(matrix));
m_device->Restore();
m_uniforms.projectionMatrix = glm::ortho(left, right, bottom, top);
m_uniformsDirty = true;
}
void CGL33UIRenderer::SetTexture(const Texture& texture)
@ -116,6 +123,14 @@ void CGL33UIRenderer::SetTexture(const Texture& texture)
glBindTexture(GL_TEXTURE_2D, m_currentTexture);
}
void CGL33UIRenderer::SetColor(const glm::vec4& color)
{
Flush();
m_uniforms.color = color;
m_uniformsDirty = true;
}
void CGL33UIRenderer::DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices)
{
// If too much data would be buffered, flush
@ -137,8 +152,12 @@ void CGL33UIRenderer::Flush()
{
if (m_types.empty()) return;
UpdateUniforms();
glUseProgram(m_program);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
// Increase buffer size if necessary
size_t size = m_buffer.size() * sizeof(Vertex2D);
@ -190,4 +209,14 @@ void CGL33UIRenderer::Flush()
m_device->Restore();
}
void CGL33UIRenderer::UpdateUniforms()
{
if (!m_uniformsDirty) return;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_uniformBuffer);
glBufferData(GL_COPY_WRITE_BUFFER, sizeof(Uniforms), nullptr, GL_STREAM_DRAW);
glBufferSubData(GL_COPY_WRITE_BUFFER, 0, sizeof(Uniforms), &m_uniforms);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
} // namespace Gfx

View File

@ -45,16 +45,29 @@ public:
virtual void SetProjection(float left, float right, float bottom, float top) override;
virtual void SetTexture(const Texture& texture) override;
virtual void SetColor(const glm::vec4& color) override;
virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) override;
virtual void Flush() override;
private:
void UpdateUniforms();
CGL33Device* const m_device;
// location of uni_ProjectionMatrix uniform
GLint m_projectionMatrix = -1;
// Uniform data
struct Uniforms
{
glm::mat4 projectionMatrix;
glm::vec4 color;
};
Uniforms m_uniforms;
// true means uniforms need to be updated
bool m_uniformsDirty = false;
// Uniform buffer object
GLuint m_uniformBuffer = 0;
// Vertex buffer object
GLuint m_bufferVBO = 0;

View File

@ -20,12 +20,16 @@
// VERTEX SHADER - UI RENDERER
#version 330 core
uniform mat4 uni_ProjectionMatrix;
layout(location = 0) in vec4 in_VertexCoord;
layout(location = 1) in vec2 in_TexCoord;
layout(location = 2) in vec4 in_Color;
uniform Uniforms
{
mat4 uni_Matrix;
vec4 uni_Color;
};
out VertexData
{
vec4 Color;
@ -34,8 +38,8 @@ out VertexData
void main()
{
gl_Position = uni_ProjectionMatrix * in_VertexCoord;
gl_Position = uni_Matrix * in_VertexCoord;
data.Color = in_Color;
data.Color = uni_Color * in_Color;
data.TexCoord = in_TexCoord;
}