![]() Then, when we draw a second object, it first checks whether its own depth is less than the value currently in the z-buffer. The value that it writes is normally the “depth”, or distance from the camera to the point on the surface of the mesh that is being rasterised. How it works is, for each pixel in your mesh that gets rasterised, it also writes a value into the z-buffer, which is just an array of floats, with one value for each pixel. Z buffers are a concept in graphics used for solving this exact problem, but normally with 3d meshes instead of sprites. ![]() The solution I opted for was the z-buffer. All the draws within one batch will have the correct ordering relative to eachother, but the ordering between batches will be all messed up. This doesn’t preserve the order in which the draws are performed, so we can end up with situations like the ground being drawn on top of the player. If we accumulate all the draw commands for a whole frame, then sort them by texture, we can render the whole thing with N draw calls, where N is the number of separate texture atlases. This approach works well, but it depends on the game drawing objects from the same sprite atlas (remember, we can’t fit the whole game in one atlas texture, we have a few of them), but the ideal case would be if we could issue only one draw for each atlas texture that we used, instead of switching around as draws come in. This way, you can accumulate a “batch” of draws as they come in, and only send them to the GPU for rendering when you get a new request which switches the texture. If you draw two textures in a row that share the same texture atlas however, since you don’t need to change the GPU state (the currently bound texture, in this case), you can batch them both into one draw. Before, each game sprite was in a separate texture, so we had to bind the correct texture for each sprite before drawing. #BEST EMULATOR ON MAC FOR DIABLO 1 SERIES#In the end, the system I implemented involves pre-loading all the assets in the game into a series of large atlas textures. Especially in older apis like opengl and Directx 11 and under, there is a large cost associated with issuing a new draw call, so if you can batch up items that use the same state configuration and issue fewer, but larger draw calls, that is a major performance win. For those of you who are not familiar with graphics APIs, fundamentally what you do is a: push vertex data onto GPU, and then b: issue commands to draw the vertices with a specific configuration (shader, blending, etc). Then, you hand it over to your main graphics thread to submit it for execution on the GPU.įor now, the implementation of CommandQueueOpenGL just runs the corresponding GL commands immediately, but having the interface in place should help if and when we want to add a vulkan renderer.Īs for optimisations, the big one was batching, thanks to for getting that started. In vulkan you create a command queue object, and then push commands into it on whatever thread you want. For example, the RenderInstance is not in charge of dispatching draw calls, that is done by a CommandQueue. ![]() RenderInstance is subclassed into RenderInstanceOpenGL, but the application only uses the base interface from RenderInstance.ĭown the line, there’s a decent chance that we will want to add a vulkan renderer, so there is some inspiration taken from that API here. The system I went for is pretty simple, you have a RenderInstance class that is in charge of creating the GL context, as well as resources like buffers and textures. #BEST EMULATOR ON MAC FOR DIABLO 1 CODE#The first step was to abstract the rendering code into something cleaner, which also lets us swap out opengl down the line as well. Prior to this refactoring, freeablo’s rendering was a nasty sprawl of ad-hoc opengl and SDL related code in a huge file called sdl2backend.cpp. If you're a programmer, click here for more details about freeablo's rendering code ![]() Next steps for graphics are scaling the GUI, and there are still a lot more possible optimisations on the table, but for now I will probably move on to more gameplay-related changes (specifically ranged combat). ![]()
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