First pass deletion, increases perfomance significantly

This commit is contained in:
2021-03-10 19:44:59 +01:00
parent 06a8ae7c99
commit 4a455cc7c9
3 changed files with 117 additions and 154 deletions
+6 -77
View File
@@ -405,12 +405,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
-- set common uniforms
setShaderUniforms rot zoom (tranx,trany) (winx,winy) (_listShaders pdata)
forM_ [_basicShader pdata
,_textShader pdata
,_circShader pdata
,_arcShader pdata
,_ellipseShader pdata
,_lightmapCircleShader pdata
forM_ [_lightmapCircleShader pdata
,_backShader pdata
,_wallShadowShader pdata
] $ \shad -> do
@@ -496,18 +491,6 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
uniform (_shaderUniforms shad !! 2) $= (0::Float)
uniform (_shaderUniforms shad !! 3) $= Vector2 (0::Float) 0
uniform (_shaderUniforms shad !! 4) $= idmat
forM_ [_basicShader pdata
,_textShader pdata
,_circShader pdata
,_arcShader pdata
,_ellipseShader pdata
] $ \shad -> do
currentProgram $= Just (fst shad)
uniform (snd shad !! 0) $= Vector2 (2::Float) 2
uniform (snd shad !! 1) $= (1::Float)
uniform (snd shad !! 2) $= (0::Float)
uniform (snd shad !! 3) $= Vector2 (0::Float) 0
uniform (snd shad !! 4) $= idmat
endWallTicks <- SDL.ticks
--return (ticksAfterL, ticks2+ticks3+ticks4, endWallTicks - startWallTicks)
ticksE <- SDL.ticks
@@ -525,69 +508,15 @@ renderTree' pdata rot zoom (tranx,trany) (winx,winy) tree = do
let slist = _listShaders pdata
-- poke data, returns list of number of vertices for each shader
is <- F.foldM (pokeShaders slist) tree
-- the idea of doing as binding of buffers at once, rather than interweaving with draw
-- calls, is to prevent opengl from waiting for a draw call to finish
-- before it performs another state change
bindShaderBuffers slist is
drawShaders slist is
pokeEndTicks <- SDL.ticks
return $ pokeEndTicks - pokeStartTicks
-- the following code draws a picture tree
-- it does not set nor change the blend function or depth buffer
-- nor does it set uniforms
renderTree :: Foldable f => RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
-> f RenderType -> IO Word32
renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
pokeStartTicks <- SDL.ticks
-- poke necessary data
(nTriVs,nTextVs,nCircVs,nLineVs,nArcVs,nEllVs)
-- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
<- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata)
(threePtrsVAO $ _textVAO pdata)
(threePtrsVAO $ _circVAO pdata)
(twoPtrsVAO $ _lineVAO pdata)
(threePtrsVAO $ _arcVAO pdata)
(twoPtrsVAO $ _ellipseVAO pdata)
) $ tree
pokeEndTicks <-SDL.ticks
-- bind buffers
-- the idea of doing as much of this at once, rather than interweaving with draw
-- calls, is to prevent opengl from waiting for a draw call to finish
-- before it performs another state change
bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
bindArrayBuffers nCircVs $ _vaoBufferTargets $ _circVAO pdata
bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
bindArrayBuffers nLineVs $ _vaoBufferTargets $ _lineVAO pdata
bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
bindArrayBuffers nEllVs $ _vaoBufferTargets $ _ellipseVAO pdata
-- draw triangles
currentProgram $= Just (fst $ _basicShader pdata)
bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
drawArrays Triangles 0 (fromIntegral $ nTriVs)
-- draw circles
currentProgram $= Just (fst $ _circShader pdata)
bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
drawArrays Points 0 (fromIntegral $ nCircVs)
-- draw ellipses
currentProgram $= Just (fst $ _ellipseShader pdata)
bindVertexArrayObject $= Just (_vao $ _ellipseVAO pdata)
drawArrays Triangles 0 (fromIntegral $ nEllVs)
-- draw arcs
currentProgram $= Just (fst $ _arcShader pdata)
bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
drawArrays Points 0 (fromIntegral $ nArcVs)
-- draw lines
currentProgram $= Just (fst $ _basicShader pdata)
bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
drawArrays Lines 0 (fromIntegral $ nLineVs)
-- draw text
currentProgram $= Just (fst $ _textShader pdata)
bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
textureBinding Texture2D $= Just (_textures pdata !! 0)
drawArrays Points 0 (fromIntegral $ nTextVs)
return (pokeEndTicks - pokeStartTicks)