render implement thread, wrap GL commands into tasks

This commit is contained in:
2019-07-06 22:25:07 +02:00
parent db27334ce5
commit 0012e2ce9b
18 changed files with 1252 additions and 904 deletions

View File

@@ -3,6 +3,8 @@
#include "font.h"
#include "shader.h"
#include "asset.h"
#include "util.h"
#include "app.h"
std::map<kFont, Font> FontManager::m_fonts;
Sampler FontManager::m_sampler;
@@ -58,18 +60,21 @@ const Font& FontManager::get(kFont id)
bool TextMesh::create()
{
glGenBuffers(2, font_buffers);
App::I.render_task([this]
{
glGenBuffers(2, font_buffers);
#if USE_VBO
glGenVertexArrays(1, &font_array);
glBindVertexArray(font_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_buffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, font_buffers[0]);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)(sizeof(float)*2));
glBindVertexArray(0);
glGenVertexArrays(1, &font_array);
glBindVertexArray(font_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_buffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, font_buffers[0]);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)(sizeof(float) * 2));
glBindVertexArray(0);
#endif // USE_VBO
});
return true;
}
@@ -120,17 +125,21 @@ void TextMesh::update(kFont id, const char* text)
vi -= glm::vec4(bbmin, 0, 0);
bb = bbmax - bbmin;
font_array_count = (int)idx.size();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx.size() * sizeof(GLushort), idx.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, font_buffers[0]);
glBufferData(GL_ARRAY_BUFFER, v.size() * sizeof(glm::vec4), v.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
App::I.render_task([&]
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx.size() * sizeof(GLushort), idx.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, font_buffers[0]);
glBufferData(GL_ARRAY_BUFFER, v.size() * sizeof(glm::vec4), v.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
});
}
}
void TextMesh::draw()
{
assert(App::I.is_render_thread());
auto& f = FontManager::get(font_id);
if (f.font_tex.ready())
{