Use batched draw call to draw lines.

This commit is contained in:
Vincent Lejeune 2014-05-11 01:59:59 +02:00
parent 4e9f199008
commit b286069108
3 changed files with 17 additions and 9 deletions

View File

@ -541,8 +541,6 @@ void draw3DLine(const core::vector3df& start,
glUseProgram(UtilShader::ColoredLine::Program);
UtilShader::ColoredLine::setUniforms(color);
glDrawArrays(GL_LINES, 0, 2);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGetError();
}

View File

@ -52,6 +52,9 @@
STKInstancedSceneNode *InstancedBox = 0;
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
void IrrDriver::renderGLSL(float dt)
{
World *world = World::getWorld(); // Never NULL.
@ -207,11 +210,20 @@ void IrrDriver::renderGLSL(float dt)
std::map<video::SColor, std::vector<float>>::const_iterator it;
for (it = lines.begin(); it != lines.end(); it++)
{
for (int i = 0; i < it->second.size(); i += 6)
for (int i = 0; i < it->second.size(); i += 6 * 1024)
{
draw3DLine(core::vector3df(it->second[i], it->second[i + 1], it->second[i + 2]),
unsigned count = MIN2(it->second.size() - i, 6 * 1024);
glBindVertexArray(UtilShader::ColoredLine::vao);
glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, count, &(it->second.data()[i]));
glUseProgram(UtilShader::ColoredLine::Program);
UtilShader::ColoredLine::setUniforms(it->first);
glDrawArrays(GL_LINES, 0, count / 6);
/* draw3DLine(core::vector3df(it->second[i], it->second[i + 1], it->second[i + 2]),
core::vector3df(it->second[i + 3], it->second[i + 4], it->second[i + 5]),
it->first);
it->first);*/
}
}
}
@ -755,8 +767,7 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
}
// ----------------------------------------------------------------------------
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
static LightShader::PointLightInfo PointLightsInfo[MAXLIGHT];
static void renderPointLights(unsigned count)

View File

@ -421,8 +421,7 @@ namespace UtilShader
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
float vertex[6] = {};
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertex, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 6 * 1024, 0, GL_DYNAMIC_DRAW);
GLuint attrib_position = glGetAttribLocation(Program, "Position");
glEnableVertexAttribArray(attrib_position);
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);