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CC-Tweaked/src/main/java/dan200/computercraft/client/render/TileEntityMonitorRenderer.java
Jonathan Coates 22e8b9b587
Don't render cursors separately
- For TBOs, we now pass cursor position, colour and blink state as
   variables to the shader, and use them to overlay the cursor texture
   in the right place.

   As we no longer need to render the cursor, we can skip the depth
   buffer, meaning we have to do one fewer upload+draw cycle.

 - For VBOs, we bake the cursor into the main VBO, and switch between
   rendering n and n+1 quads. We still need the depth blocker, but can
   save one upload+draw cycle when the cursor is visible.

This saves significant time on the TBO renderer - somewhere between 4
and 7ms/frame, which bumps us up from 35 to 47fps on my test world (480
full-sized monitors, changing every tick). [Taken on 1.18, but should be
similar on 1.16]
2022-04-26 21:43:21 +01:00

248 lines
11 KiB
Java

/*
* This file is part of ComputerCraft - http://www.computercraft.info
* Copyright Daniel Ratcliffe, 2011-2022. Do not distribute without permission.
* Send enquiries to dratcliffe@gmail.com
*/
package dan200.computercraft.client.render;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import dan200.computercraft.client.FrameInfo;
import dan200.computercraft.client.render.text.DirectFixedWidthFontRenderer;
import dan200.computercraft.client.render.text.FixedWidthFontRenderer;
import dan200.computercraft.client.util.DirectBuffers;
import dan200.computercraft.client.util.DirectVertexBuffer;
import dan200.computercraft.core.terminal.Terminal;
import dan200.computercraft.shared.peripheral.monitor.ClientMonitor;
import dan200.computercraft.shared.peripheral.monitor.MonitorRenderer;
import dan200.computercraft.shared.peripheral.monitor.TileMonitor;
import dan200.computercraft.shared.util.DirectionUtil;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3f;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL31;
import javax.annotation.Nonnull;
import java.nio.ByteBuffer;
import static dan200.computercraft.client.render.text.FixedWidthFontRenderer.FONT_HEIGHT;
import static dan200.computercraft.client.render.text.FixedWidthFontRenderer.FONT_WIDTH;
public class TileEntityMonitorRenderer extends TileEntityRenderer<TileMonitor>
{
/**
* {@link TileMonitor#RENDER_MARGIN}, but a tiny bit of additional padding to ensure that there is no space between
* the monitor frame and contents.
*/
private static final float MARGIN = (float) (TileMonitor.RENDER_MARGIN * 1.1);
private static ByteBuffer backingBuffer;
public TileEntityMonitorRenderer( TileEntityRendererDispatcher rendererDispatcher )
{
super( rendererDispatcher );
}
@Override
public void render( @Nonnull TileMonitor monitor, float partialTicks, @Nonnull MatrixStack transform, @Nonnull IRenderTypeBuffer renderer, int lightmapCoord, int overlayLight )
{
// Render from the origin monitor
ClientMonitor originTerminal = monitor.getClientMonitor();
if( originTerminal == null ) return;
TileMonitor origin = originTerminal.getOrigin();
BlockPos monitorPos = monitor.getBlockPos();
// Ensure each monitor terminal is rendered only once. We allow rendering a specific tile
// multiple times in a single frame to ensure compatibility with shaders which may run a
// pass multiple times.
long renderFrame = FrameInfo.getRenderFrame();
if( originTerminal.lastRenderFrame == renderFrame && !monitorPos.equals( originTerminal.lastRenderPos ) )
{
return;
}
originTerminal.lastRenderFrame = renderFrame;
originTerminal.lastRenderPos = monitorPos;
BlockPos originPos = origin.getBlockPos();
// Determine orientation
Direction dir = origin.getDirection();
Direction front = origin.getFront();
float yaw = dir.toYRot();
float pitch = DirectionUtil.toPitchAngle( front );
// Setup initial transform
transform.pushPose();
transform.translate(
originPos.getX() - monitorPos.getX() + 0.5,
originPos.getY() - monitorPos.getY() + 0.5,
originPos.getZ() - monitorPos.getZ() + 0.5
);
transform.mulPose( Vector3f.YN.rotationDegrees( yaw ) );
transform.mulPose( Vector3f.XP.rotationDegrees( pitch ) );
transform.translate(
-0.5 + TileMonitor.RENDER_BORDER + TileMonitor.RENDER_MARGIN,
origin.getHeight() - 0.5 - (TileMonitor.RENDER_BORDER + TileMonitor.RENDER_MARGIN) + 0,
0.5
);
double xSize = origin.getWidth() - 2.0 * (TileMonitor.RENDER_MARGIN + TileMonitor.RENDER_BORDER);
double ySize = origin.getHeight() - 2.0 * (TileMonitor.RENDER_MARGIN + TileMonitor.RENDER_BORDER);
// Draw the contents
Terminal terminal = originTerminal.getTerminal();
if( terminal != null )
{
// Draw a terminal
int width = terminal.getWidth(), height = terminal.getHeight();
int pixelWidth = width * FONT_WIDTH, pixelHeight = height * FONT_HEIGHT;
double xScale = xSize / pixelWidth;
double yScale = ySize / pixelHeight;
transform.pushPose();
transform.scale( (float) xScale, (float) -yScale, 1.0f );
Matrix4f matrix = transform.last().pose();
renderTerminal( renderer, matrix, originTerminal, (float) (MARGIN / xScale), (float) (MARGIN / yScale) );
// Force a flush of the buffer. WorldRenderer.updateCameraAndRender will "finish" all the built-in buffers
// before calling renderer.finish, which means the blocker isn't actually rendered at that point!
renderer.getBuffer( RenderType.solid() );
transform.popPose();
}
else
{
FixedWidthFontRenderer.drawEmptyTerminal(
transform.last().pose(), renderer.getBuffer( RenderTypes.TERMINAL_WITH_DEPTH ),
-MARGIN, MARGIN,
(float) (xSize + 2 * MARGIN), (float) -(ySize + MARGIN * 2)
);
}
transform.popPose();
}
private static void renderTerminal( IRenderTypeBuffer bufferSource, Matrix4f matrix, ClientMonitor monitor, float xMargin, float yMargin )
{
Terminal terminal = monitor.getTerminal();
int width = terminal.getWidth(), height = terminal.getHeight();
int pixelWidth = width * FONT_WIDTH, pixelHeight = height * FONT_HEIGHT;
MonitorRenderer renderType = MonitorRenderer.current();
boolean redraw = monitor.pollTerminalChanged();
if( monitor.createBuffer( renderType ) ) redraw = true;
switch( renderType )
{
case TBO:
{
if( !MonitorTextureBufferShader.use() ) return;
if( redraw )
{
ByteBuffer terminalBuffer = getBuffer( width * height * 3 );
MonitorTextureBufferShader.setTerminalData( terminalBuffer, terminal );
DirectBuffers.setBufferData( GL31.GL_TEXTURE_BUFFER, monitor.tboBuffer, terminalBuffer, GL20.GL_STATIC_DRAW );
ByteBuffer uniformBuffer = getBuffer( MonitorTextureBufferShader.UNIFORM_SIZE );
MonitorTextureBufferShader.setUniformData( uniformBuffer, terminal, !monitor.isColour() );
DirectBuffers.setBufferData( GL31.GL_UNIFORM_BUFFER, monitor.tboUniform, uniformBuffer, GL20.GL_STATIC_DRAW );
}
// Sneaky hack here: we get a buffer now in order to flush existing ones and set up the appropriate
// render state. I've no clue how well this'll work in future versions of Minecraft, but it does the trick
// for now.
bufferSource.getBuffer( RenderTypes.TERMINAL_WITH_DEPTH );
RenderTypes.TERMINAL_WITH_DEPTH.setupRenderState();
// Nobody knows what they're doing!
GlStateManager._activeTexture( MonitorTextureBufferShader.TEXTURE_INDEX );
GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, monitor.tboTexture );
GlStateManager._activeTexture( GL13.GL_TEXTURE0 );
MonitorTextureBufferShader.setupUniform( matrix, monitor.tboUniform );
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuilder();
buffer.begin( GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION );
buffer.vertex( -xMargin, -yMargin, 0 ).endVertex();
buffer.vertex( -xMargin, pixelHeight + yMargin, 0 ).endVertex();
buffer.vertex( pixelWidth + xMargin, -yMargin, 0 ).endVertex();
buffer.vertex( pixelWidth + xMargin, pixelHeight + yMargin, 0 ).endVertex();
tessellator.end();
GlStateManager._glUseProgram( 0 );
break;
}
case VBO:
{
DirectVertexBuffer vbo = monitor.buffer;
if( redraw )
{
int vertexSize = RenderTypes.TERMINAL_WITHOUT_DEPTH.format().getVertexSize();
ByteBuffer buffer = getBuffer( DirectFixedWidthFontRenderer.getVertexCount( terminal ) * vertexSize );
// Draw the main terminal and store how many vertices it has.
DirectFixedWidthFontRenderer.drawTerminalWithoutCursor(
buffer, 0, 0, terminal, !monitor.isColour(), yMargin, yMargin, xMargin, xMargin
);
int termIndexes = buffer.position() / vertexSize;
// If the cursor is visible, we append it to the end of our buffer. When rendering, we can either
// render n or n+1 quads and so toggle the cursor on and off.
DirectFixedWidthFontRenderer.drawCursor( buffer, 0, 0, terminal, !monitor.isColour() );
buffer.flip();
vbo.upload( termIndexes, RenderTypes.TERMINAL_WITHOUT_DEPTH.format(), buffer );
}
// As with the TBO backend we use getBuffer to flush existing buffers. This time we use TERMINAL_WITHOUT_DEPTH
// instead and render a separate depth blocker.
bufferSource.getBuffer( RenderTypes.TERMINAL_WITHOUT_DEPTH );
RenderTypes.TERMINAL_WITHOUT_DEPTH.setupRenderState();
vbo.draw(
matrix,
// As mentioned in the uploading block, render the extra cursor quad if it is visible this frame.
// Each quad has an index count of 6.
FixedWidthFontRenderer.isCursorVisible( terminal ) && FrameInfo.getGlobalCursorBlink() ? vbo.getIndexCount() + 6 : vbo.getIndexCount()
);
FixedWidthFontRenderer.drawBlocker(
matrix, bufferSource.getBuffer( RenderTypes.TERMINAL_BLOCKER ),
-xMargin, -yMargin, pixelWidth + xMargin, pixelHeight + yMargin
);
break;
}
}
}
@Nonnull
private static ByteBuffer getBuffer( int capacity )
{
ByteBuffer buffer = backingBuffer;
if( buffer == null || buffer.capacity() < capacity )
{
buffer = backingBuffer = buffer == null ? DirectBuffers.createByteBuffer( capacity ) : DirectBuffers.resizeByteBuffer( buffer, capacity );
}
buffer.clear();
return buffer;
}
}