Non-retardedly slow sprite rendering
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@@ -120,6 +120,8 @@ public:
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);
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}
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}
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RenderQueue.Sort();
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}
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protected:
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@@ -83,6 +83,10 @@ public:
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{
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job.CalculateHash();
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m_Jobs.push_front(std::shared_ptr<T>(new T(job)));
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}
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void Sort()
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{
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m_Jobs.sort();
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}
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@@ -115,6 +119,12 @@ struct RenderQueuePair
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Deferred.Clear();
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Forward.Clear();
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}
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void Sort()
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{
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Deferred.Sort();
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Forward.Sort();
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}
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};
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#endif // RenderQueue_h__
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+9
-6
@@ -490,7 +490,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(modelJob->Color));
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glUniform4fv(glGetUniformLocation(ShaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glBindVertexArray(modelJob->VAO);
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@@ -514,11 +514,14 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (spriteJob)
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{
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
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glm::mat4 modelMatrix = spriteJob->ModelMatrix;
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MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4(MVP)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(modelMatrix)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4(m_Camera->ViewMatrix())));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4(cameraProjection)));
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glUniform4fv(glGetUniformLocation(ShaderProgramHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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