Use batched draw call to draw lines.
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4e9f199008
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@ -541,8 +541,6 @@ void draw3DLine(const core::vector3df& start,
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glUseProgram(UtilShader::ColoredLine::Program);
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UtilShader::ColoredLine::setUniforms(color);
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glDrawArrays(GL_LINES, 0, 2);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGetError();
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}
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@ -52,6 +52,9 @@
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STKInstancedSceneNode *InstancedBox = 0;
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#define MAX2(a, b) ((a) > (b) ? (a) : (b))
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#define MIN2(a, b) ((a) > (b) ? (b) : (a))
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void IrrDriver::renderGLSL(float dt)
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{
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World *world = World::getWorld(); // Never NULL.
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@ -207,11 +210,20 @@ void IrrDriver::renderGLSL(float dt)
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std::map<video::SColor, std::vector<float>>::const_iterator it;
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for (it = lines.begin(); it != lines.end(); it++)
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{
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for (int i = 0; i < it->second.size(); i += 6)
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for (int i = 0; i < it->second.size(); i += 6 * 1024)
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{
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draw3DLine(core::vector3df(it->second[i], it->second[i + 1], it->second[i + 2]),
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unsigned count = MIN2(it->second.size() - i, 6 * 1024);
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glBindVertexArray(UtilShader::ColoredLine::vao);
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glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count, &(it->second.data()[i]));
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glUseProgram(UtilShader::ColoredLine::Program);
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UtilShader::ColoredLine::setUniforms(it->first);
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glDrawArrays(GL_LINES, 0, count / 6);
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/* draw3DLine(core::vector3df(it->second[i], it->second[i + 1], it->second[i + 2]),
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core::vector3df(it->second[i + 3], it->second[i + 4], it->second[i + 5]),
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it->first);
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it->first);*/
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}
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}
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}
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@ -755,8 +767,7 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
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}
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// ----------------------------------------------------------------------------
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#define MAX2(a, b) ((a) > (b) ? (a) : (b))
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#define MIN2(a, b) ((a) > (b) ? (b) : (a))
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static LightShader::PointLightInfo PointLightsInfo[MAXLIGHT];
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static void renderPointLights(unsigned count)
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@ -421,8 +421,7 @@ namespace UtilShader
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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float vertex[6] = {};
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glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertex, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 6 * 1024, 0, GL_DYNAMIC_DRAW);
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GLuint attrib_position = glGetAttribLocation(Program, "Position");
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glEnableVertexAttribArray(attrib_position);
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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