bettola/client/src/ui/ui_renderer.h
Ritchie Cunningham c3316b3da1 [Refactor] Implement batched text rendering.
Overhauls text rendering to improve performance.

Renderer was really ineffient, sending a separate GPU draw call for
every character rendered. This created a bottleneck, especially with
text-heavy UI stuff like the wallpaper.

- The 'TextRenderer' now generates a single texture atlas for all font
  glyhs on load so all characters share a single texture.
- 'begin()' / 'flush()' was added to the 'TextRenderer'. Calls to
  'render_text' now buffer vertex data (position, texture coords,
colour) instead of drawing immediately. A single 'flush()' call at the
end of a pass draws all buffered text in one draw call.
- A simple batching introduced some shitty visual layering bugs. to
  solve this, a staged flushing architecture has been implemented. Each
logical UI component is now responsible for managing its own rendering
passes, beginning and flushing text batches as needed to ensure correct
back-to-front layering.
2025-10-04 18:32:35 +01:00

31 lines
938 B
C++

#pragma once
#include "gfx/shape_renderer.h"
#include "gfx/txt_renderer.h"
#include "gfx/types.h"
/*
* I'm so damn sick of working between two rendering systems!
* Here! Have a wrapper around the low-level renderers to provide a f.cking
* consistant top-left origin for all UI components.
*/
class UIRenderer {
public:
UIRenderer(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer, int screen_height);
void draw_rect(int x, int y, int width, int height, const Color& color);
void draw_triangle(int x1, int y1, int x2, int y2, int x3, int y3, const Color& color);
void render_text(const char* text, int x, int y, const Color& color);
void begin_text(void);
void flush_text(void);
/* Expose underlying text renderer for things like width calculation. */
TextRenderer* get_text_renderer(void);
private:
ShapeRenderer* _shape_renderer;
TextRenderer* _txt_renderer;
int _screen_height;
};