GLRenderer: initial VAO support (still buggy)
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e9245a753b
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937d97b8d7
@ -1816,7 +1816,7 @@ public class GLRenderer implements Renderer {
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}
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@SuppressWarnings("fallthrough")
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private void setupTextureParams(int unit, Texture tex) {
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private void setupTextureParams(Texture tex) {
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Image image = tex.getImage();
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int target = convertTextureType(tex.getType(), image != null ? image.getMultiSamples() : 1, -1);
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@ -1829,23 +1829,32 @@ public class GLRenderer implements Renderer {
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// filter things
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if (image.getLastTextureState().magFilter != tex.getMagFilter()) {
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int magFilter = convertMagFilter(tex.getMagFilter());
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bindTextureAndUnit(target, image, unit);
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gl.glTexParameteri(target, GL.GL_TEXTURE_MAG_FILTER, magFilter);
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image.getLastTextureState().magFilter = tex.getMagFilter();
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}
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if (image.getLastTextureState().minFilter != tex.getMinFilter()) {
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int minFilter = convertMinFilter(tex.getMinFilter(), haveMips);
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bindTextureAndUnit(target, image, unit);
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gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, minFilter);
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image.getLastTextureState().minFilter = tex.getMinFilter();
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}
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if (caps.contains(Caps.TextureFilterAnisotropic)
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&& image.getLastTextureState().anisoFilter != tex.getAnisotropicFilter()) {
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bindTextureAndUnit(target, image, unit);
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if (caps.contains(Caps.SeamlessCubemap) && tex.getType() == Texture.Type.CubeMap) {
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if (haveMips && !context.seamlessCubemap) {
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// We can enable seamless cubemap filtering.
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gl.glEnable(GLExt.GL_TEXTURE_CUBE_MAP_SEAMLESS);
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context.seamlessCubemap = true;
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} else if (!haveMips && context.seamlessCubemap) {
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// For skyboxes (no mipmaps), disable seamless cubemap filtering.
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gl.glDisable(GLExt.GL_TEXTURE_CUBE_MAP_SEAMLESS);
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context.seamlessCubemap = false;
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}
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}
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if (tex.getAnisotropicFilter() > 1) {
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if (caps.contains(Caps.TextureFilterAnisotropic)) {
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gl.glTexParameterf(target,
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GLExt.GL_TEXTURE_MAX_ANISOTROPY_EXT,
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tex.getAnisotropicFilter());
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image.getLastTextureState().anisoFilter = tex.getAnisotropicFilter();
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}
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}
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// repeat modes
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@ -1853,7 +1862,6 @@ public class GLRenderer implements Renderer {
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case ThreeDimensional:
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case CubeMap: // cubemaps use 3D coords
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if (gl2 != null && image.getLastTextureState().rWrap != tex.getWrap(WrapAxis.R)) {
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bindTextureAndUnit(target, image, unit);
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gl2.glTexParameteri(target, GL2.GL_TEXTURE_WRAP_R, convertWrapMode(tex.getWrap(WrapAxis.R)));
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image.getLastTextureState().rWrap = tex.getWrap(WrapAxis.R);
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}
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@ -1861,12 +1869,10 @@ public class GLRenderer implements Renderer {
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case TwoDimensional:
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case TwoDimensionalArray:
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if (image.getLastTextureState().tWrap != tex.getWrap(WrapAxis.T)) {
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bindTextureAndUnit(target, image, unit);
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gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, convertWrapMode(tex.getWrap(WrapAxis.T)));
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image.getLastTextureState().tWrap = tex.getWrap(WrapAxis.T);
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}
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if (image.getLastTextureState().sWrap != tex.getWrap(WrapAxis.S)) {
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bindTextureAndUnit(target, image, unit);
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gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S, convertWrapMode(tex.getWrap(WrapAxis.S)));
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image.getLastTextureState().sWrap = tex.getWrap(WrapAxis.S);
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}
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@ -1875,10 +1881,9 @@ public class GLRenderer implements Renderer {
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throw new UnsupportedOperationException("Unknown texture type: " + tex.getType());
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}
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if (tex.isNeedCompareModeUpdate() && gl2 != null) {
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if(tex.isNeedCompareModeUpdate() && gl2 != null){
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// R to Texture compare mode
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if (tex.getShadowCompareMode() != Texture.ShadowCompareMode.Off) {
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bindTextureAndUnit(target, image, unit);
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gl2.glTexParameteri(target, GL2.GL_TEXTURE_COMPARE_MODE, GL2.GL_COMPARE_R_TO_TEXTURE);
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gl2.glTexParameteri(target, GL2.GL_DEPTH_TEXTURE_MODE, GL2.GL_INTENSITY);
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if (tex.getShadowCompareMode() == Texture.ShadowCompareMode.GreaterOrEqual) {
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@ -1886,16 +1891,12 @@ public class GLRenderer implements Renderer {
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} else {
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gl2.glTexParameteri(target, GL2.GL_TEXTURE_COMPARE_FUNC, GL.GL_LEQUAL);
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}
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} else {
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bindTextureAndUnit(target, image, unit);
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}else{
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//restoring default value
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gl2.glTexParameteri(target, GL2.GL_TEXTURE_COMPARE_MODE, GL.GL_NONE);
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}
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tex.compareModeUpdated();
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}
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// If at this point we didn't bind the texture, bind it now
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bindTextureOnly(target, image, unit);
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}
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/**
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@ -1953,50 +1954,6 @@ public class GLRenderer implements Renderer {
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}
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}
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/**
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* Ensures that the texture is bound to the given unit
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* and that the unit is currently active (for modification).
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*
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* @param target The texture target, one of GL_TEXTURE_***
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* @param img The image texture to bind
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* @param unit At what unit to bind the texture.
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*/
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private void bindTextureAndUnit(int target, Image img, int unit) {
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if (context.boundTextureUnit != unit) {
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gl.glActiveTexture(GL.GL_TEXTURE0 + unit);
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context.boundTextureUnit = unit;
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}
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if (context.boundTextures[unit] != img) {
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gl.glBindTexture(target, img.getId());
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context.boundTextures[unit] = img;
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statistics.onTextureUse(img, true);
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} else {
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statistics.onTextureUse(img, false);
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}
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}
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/**
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* Ensures that the texture is bound to the given unit,
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* but does not care if the unit is active (for rendering).
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*
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* @param target The texture target, one of GL_TEXTURE_***
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* @param img The image texture to bind
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* @param unit At what unit to bind the texture.
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*/
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private void bindTextureOnly(int target, Image img, int unit) {
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if (context.boundTextures[unit] != img) {
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if (context.boundTextureUnit != unit) {
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gl.glActiveTexture(GL.GL_TEXTURE0 + unit);
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context.boundTextureUnit = unit;
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}
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gl.glBindTexture(target, img.getId());
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context.boundTextures[unit] = img;
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statistics.onTextureUse(img, true);
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} else {
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statistics.onTextureUse(img, false);
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}
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}
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/**
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* Uploads the given image to the GL driver.
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*
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@ -2020,7 +1977,17 @@ public class GLRenderer implements Renderer {
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// bind texture
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int target = convertTextureType(type, img.getMultiSamples(), -1);
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bindTextureAndUnit(target, img, unit);
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if (context.boundTextures[unit] != img) {
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if (context.boundTextureUnit != unit) {
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gl.glActiveTexture(GL.GL_TEXTURE0 + unit);
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context.boundTextureUnit = unit;
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}
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gl.glBindTexture(target, texId);
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context.boundTextures[unit] = img;
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statistics.onTextureUse(img, true);
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}
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if (!img.hasMipmaps() && img.isGeneratedMipmapsRequired()) {
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// Image does not have mipmaps, but they are required.
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@ -2129,7 +2096,6 @@ public class GLRenderer implements Renderer {
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img.clearUpdateNeeded();
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}
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@Override
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public void setTexture(int unit, Texture tex) {
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Image image = tex.getImage();
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if (image.isUpdateNeeded() || (image.isGeneratedMipmapsRequired() && !image.isMipmapsGenerated())) {
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@ -2156,7 +2122,24 @@ public class GLRenderer implements Renderer {
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int texId = image.getId();
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assert texId != -1;
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setupTextureParams(unit, tex);
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Image[] textures = context.boundTextures;
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int type = convertTextureType(tex.getType(), image.getMultiSamples(), -1);
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if (textures[unit] != image) {
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if (context.boundTextureUnit != unit) {
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gl.glActiveTexture(GL.GL_TEXTURE0 + unit);
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context.boundTextureUnit = unit;
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}
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gl.glBindTexture(type, texId);
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textures[unit] = image;
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statistics.onTextureUse(image, true);
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} else {
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statistics.onTextureUse(image, false);
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}
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setupTextureParams(tex);
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}
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public void modifyTexture(Texture tex, Image pixels, int x, int y) {
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@ -2306,32 +2289,37 @@ public class GLRenderer implements Renderer {
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context.attribIndexList.copyNewToOld();
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}
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public void setVertexAttrib(VertexBuffer vb, VertexBuffer idb) {
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if (vb.getBufferType() == VertexBuffer.Type.Index) {
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throw new IllegalArgumentException("Index buffers not allowed to be set to vertex attrib");
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}
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if (context.boundShaderProgram <= 0) {
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throw new IllegalStateException("Cannot render mesh without shader bound");
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}
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Attribute attrib = context.boundShader.getAttribute(vb.getBufferType());
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private int updateAttributeLocation(Shader shader, VertexBuffer.Type attribType) {
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Attribute attrib = shader.getAttribute(attribType);
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int loc = attrib.getLocation();
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if (loc == -1) {
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return; // not defined
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return -1; // not defined
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}
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if (loc == -2) {
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loc = gl.glGetAttribLocation(context.boundShaderProgram, "in" + vb.getBufferType().name());
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loc = gl.glGetAttribLocation(context.boundShaderProgram, "in" + attribType.name());
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// not really the name of it in the shader (inPosition) but
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// the internal name of the enum (Position).
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if (loc < 0) {
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attrib.setLocation(-1);
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return; // not available in shader.
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return -1; // not available in shader.
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} else {
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attrib.setLocation(loc);
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}
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}
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return loc;
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}
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public void setVertexAttrib(VertexBuffer vb, VertexBuffer idb) {
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if (vb.getBufferType() == VertexBuffer.Type.Index) {
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throw new IllegalArgumentException("Index buffers not allowed to be set to vertex attrib");
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}
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Shader shader = context.boundShader;
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int location = updateAttributeLocation(shader, vb.getBufferType());
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if (location == -1) {
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return;
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}
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if (vb.isInstanced()) {
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if (!caps.contains(Caps.MeshInstancing)) {
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@ -2355,11 +2343,11 @@ public class GLRenderer implements Renderer {
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VertexBuffer[] attribs = context.boundAttribs;
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for (int i = 0; i < slotsRequired; i++) {
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if (!context.attribIndexList.moveToNew(loc + i)) {
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gl.glEnableVertexAttribArray(loc + i);
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if (!context.attribIndexList.moveToNew(location + i)) {
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gl.glEnableVertexAttribArray(location + i);
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}
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}
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if (attribs[loc] != vb) {
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if (attribs[location] != vb) {
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// NOTE: Use id from interleaved buffer if specified
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int bufId = idb != null ? idb.getId() : vb.getId();
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assert bufId != -1;
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@ -2372,7 +2360,7 @@ public class GLRenderer implements Renderer {
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}
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if (slotsRequired == 1) {
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gl.glVertexAttribPointer(loc,
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gl.glVertexAttribPointer(location,
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vb.getNumComponents(),
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convertFormat(vb.getFormat()),
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vb.isNormalized(),
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@ -2388,7 +2376,7 @@ public class GLRenderer implements Renderer {
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// P4: ____________XXXX____________XXXX
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// stride = 4 bytes in float * 4 floats in slot * num slots
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// offset = 4 bytes in float * 4 floats in slot * slot index
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gl.glVertexAttribPointer(loc + i,
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gl.glVertexAttribPointer(location + i,
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4,
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convertFormat(vb.getFormat()),
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vb.isNormalized(),
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@ -2398,7 +2386,7 @@ public class GLRenderer implements Renderer {
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}
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for (int i = 0; i < slotsRequired; i++) {
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int slot = loc + i;
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int slot = location + i;
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if (vb.isInstanced() && (attribs[slot] == null || !attribs[slot].isInstanced())) {
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// non-instanced -> instanced
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glext.glVertexAttribDivisorARB(slot, vb.getInstanceSpan());
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@ -2411,6 +2399,92 @@ public class GLRenderer implements Renderer {
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}
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}
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/**
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* Set VBO on VAO. Assumes a brand new mesh or modified mesh with new buffer.
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*
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* @param vb
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* @param idb
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*/
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public void setVertexAttribVAO(VertexBuffer vb, VertexBuffer idb) {
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if (vb.getBufferType() == VertexBuffer.Type.Index) {
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throw new IllegalArgumentException("Index buffers not allowed to be set to vertex attrib");
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}
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Shader shader = context.boundShader;
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int location = updateAttributeLocation(shader, vb.getBufferType());
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if (location == -1) {
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return;
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}
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if (vb.isInstanced()) {
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if (!caps.contains(Caps.MeshInstancing)) {
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throw new RendererException("Instancing is required, "
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+ "but not supported by the "
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+ "graphics hardware");
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}
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}
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int slotsRequired = 1;
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if (vb.getNumComponents() > 4) {
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if (vb.getNumComponents() % 4 != 0) {
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throw new RendererException("Number of components in multi-slot "
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+ "buffers must be divisible by 4");
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}
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slotsRequired = vb.getNumComponents() / 4;
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}
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if (vb.isUpdateNeeded() && idb == null) {
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updateBufferData(vb);
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}
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for (int i = 0; i < slotsRequired; i++) {
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gl.glEnableVertexAttribArray(location + i);
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}
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// NOTE: Use id from interleaved buffer if specified
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int bufId = idb != null ? idb.getId() : vb.getId();
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assert bufId != -1;
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if (context.boundArrayVBO != bufId) {
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gl.glBindBuffer(GL.GL_ARRAY_BUFFER, bufId);
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context.boundArrayVBO = bufId;
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//statistics.onVertexBufferUse(vb, true);
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} else {
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//statistics.onVertexBufferUse(vb, false);
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}
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if (slotsRequired == 1) {
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gl.glVertexAttribPointer(location,
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vb.getNumComponents(),
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convertFormat(vb.getFormat()),
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vb.isNormalized(),
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vb.getStride(),
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vb.getOffset());
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} else {
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for (int i = 0; i < slotsRequired; i++) {
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// The pointer maps the next 4 floats in the slot.
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// E.g.
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// P1: XXXX____________XXXX____________
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// P2: ____XXXX____________XXXX________
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// P3: ________XXXX____________XXXX____
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// P4: ____________XXXX____________XXXX
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// stride = 4 bytes in float * 4 floats in slot * num slots
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// offset = 4 bytes in float * 4 floats in slot * slot index
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gl.glVertexAttribPointer(location + i,
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4,
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convertFormat(vb.getFormat()),
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vb.isNormalized(),
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4 * 4 * slotsRequired,
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4 * 4 * i);
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}
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}
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for (int i = 0; i < slotsRequired; i++) {
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int slot = location + i;
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if (vb.isInstanced()) {
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glext.glVertexAttribDivisorARB(slot, vb.getInstanceSpan());
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}
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}
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}
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public void setVertexAttrib(VertexBuffer vb) {
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setVertexAttrib(vb, null);
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}
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@ -2463,43 +2537,6 @@ public class GLRenderer implements Renderer {
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int vertCount = mesh.getVertexCount();
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boolean useInstancing = count > 1 && caps.contains(Caps.MeshInstancing);
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if (mesh.getMode() == Mode.Hybrid) {
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int[] modeStart = mesh.getModeStart();
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int[] elementLengths = mesh.getElementLengths();
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int elMode = convertElementMode(Mode.Triangles);
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int fmt = convertFormat(indexBuf.getFormat());
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int elSize = indexBuf.getFormat().getComponentSize();
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int listStart = modeStart[0];
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int stripStart = modeStart[1];
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int fanStart = modeStart[2];
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int curOffset = 0;
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for (int i = 0; i < elementLengths.length; i++) {
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if (i == stripStart) {
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elMode = convertElementMode(Mode.TriangleStrip);
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} else if (i == fanStart) {
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elMode = convertElementMode(Mode.TriangleFan);
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}
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int elementLength = elementLengths[i];
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if (useInstancing) {
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glext.glDrawElementsInstancedARB(elMode,
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elementLength,
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fmt,
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curOffset,
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count);
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} else {
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gl.glDrawRangeElements(elMode,
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0,
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vertCount,
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elementLength,
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fmt,
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curOffset);
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}
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curOffset += elementLength * elSize;
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}
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} else {
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if (useInstancing) {
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glext.glDrawElementsInstancedARB(convertElementMode(mesh.getMode()),
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indexBuf.getData().limit(),
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@ -2515,7 +2552,6 @@ public class GLRenderer implements Renderer {
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0);
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}
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}
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}
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/*********************************************************************\
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|* Render Calls *|
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@ -2543,91 +2579,12 @@ public class GLRenderer implements Renderer {
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}
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}
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public void updateVertexArray(Mesh mesh, VertexBuffer instanceData) {
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int id = mesh.getId();
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if (id == -1) {
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IntBuffer temp = intBuf1;
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gl3.glGenVertexArrays(temp);
|
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id = temp.get(0);
|
||||
mesh.setId(id);
|
||||
}
|
||||
|
||||
if (context.boundVertexArray != id) {
|
||||
gl3.glBindVertexArray(id);
|
||||
context.boundVertexArray = id;
|
||||
}
|
||||
|
||||
private void setupVertexBuffersLegacy(Mesh mesh, VertexBuffer[] instanceData) {
|
||||
VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
|
||||
if (interleavedData != null && interleavedData.isUpdateNeeded()) {
|
||||
updateBufferData(interleavedData);
|
||||
}
|
||||
|
||||
if (instanceData != null) {
|
||||
setVertexAttrib(instanceData, null);
|
||||
}
|
||||
|
||||
for (VertexBuffer vb : mesh.getBufferList().getArray()) {
|
||||
if (vb.getBufferType() == Type.InterleavedData
|
||||
|| vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
|
||||
|| vb.getBufferType() == Type.Index) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (vb.getStride() == 0) {
|
||||
// not interleaved
|
||||
setVertexAttrib(vb);
|
||||
} else {
|
||||
// interleaved
|
||||
setVertexAttrib(vb, interleavedData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void renderMeshVertexArray(Mesh mesh, int lod, int count, VertexBuffer instanceData) {
|
||||
if (mesh.getId() == -1) {
|
||||
updateVertexArray(mesh, instanceData);
|
||||
} else {
|
||||
// TODO: Check if it was updated
|
||||
}
|
||||
|
||||
if (context.boundVertexArray != mesh.getId()) {
|
||||
gl3.glBindVertexArray(mesh.getId());
|
||||
context.boundVertexArray = mesh.getId();
|
||||
}
|
||||
|
||||
// IntMap<VertexBuffer> buffers = mesh.getBuffers();
|
||||
VertexBuffer indices;
|
||||
if (mesh.getNumLodLevels() > 0) {
|
||||
indices = mesh.getLodLevel(lod);
|
||||
} else {
|
||||
indices = mesh.getBuffer(Type.Index);
|
||||
}
|
||||
if (indices != null) {
|
||||
drawTriangleList(indices, mesh, count);
|
||||
} else {
|
||||
drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
|
||||
}
|
||||
clearVertexAttribs();
|
||||
}
|
||||
|
||||
private void renderMeshDefault(Mesh mesh, int lod, int count, VertexBuffer[] instanceData) {
|
||||
|
||||
// Here while count is still passed in. Can be removed when/if
|
||||
// the method is collapsed again. -pspeed
|
||||
count = Math.max(mesh.getInstanceCount(), count);
|
||||
|
||||
VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
|
||||
if (interleavedData != null && interleavedData.isUpdateNeeded()) {
|
||||
updateBufferData(interleavedData);
|
||||
}
|
||||
|
||||
VertexBuffer indices;
|
||||
if (mesh.getNumLodLevels() > 0) {
|
||||
indices = mesh.getLodLevel(lod);
|
||||
} else {
|
||||
indices = mesh.getBuffer(Type.Index);
|
||||
}
|
||||
|
||||
if (instanceData != null) {
|
||||
for (VertexBuffer vb : instanceData) {
|
||||
setVertexAttrib(vb, null);
|
||||
@ -2649,14 +2606,125 @@ public class GLRenderer implements Renderer {
|
||||
setVertexAttrib(vb, interleavedData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
clearVertexAttribs();
|
||||
private void setupVertexBuffers(Mesh mesh, VertexBuffer[] instanceData) {
|
||||
VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
|
||||
if (instanceData != null) {
|
||||
for (VertexBuffer vb : instanceData) {
|
||||
setVertexAttribVAO(vb, null);
|
||||
}
|
||||
}
|
||||
|
||||
for (VertexBuffer vb : mesh.getBufferList().getArray()) {
|
||||
if (vb.getBufferType() == Type.InterleavedData
|
||||
|| vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
|
||||
|| vb.getBufferType() == Type.Index) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (vb.getStride() == 0) {
|
||||
// not interleaved
|
||||
setVertexAttribVAO(vb, null);
|
||||
} else {
|
||||
// interleaved
|
||||
setVertexAttribVAO(vb, interleavedData);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.clearUpdateNeeded();
|
||||
}
|
||||
|
||||
private void updateVertexBuffers(Mesh mesh, VertexBuffer[] instanceData) {
|
||||
VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
|
||||
if (interleavedData != null && interleavedData.isUpdateNeeded()) {
|
||||
updateBufferData(interleavedData);
|
||||
}
|
||||
if (instanceData != null) {
|
||||
for (VertexBuffer vb : instanceData) {
|
||||
if (vb.isUpdateNeeded()) {
|
||||
updateBufferData(vb);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (VertexBuffer vb : mesh.getBufferList().getArray()) {
|
||||
if (vb.getBufferType() == Type.InterleavedData
|
||||
|| vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
|
||||
|| vb.getBufferType() == Type.Index
|
||||
|| !vb.isUpdateNeeded()
|
||||
|| !context.boundShader.isAttributeDefined(vb.getBufferType())) {
|
||||
continue;
|
||||
}
|
||||
updateBufferData(vb);
|
||||
}
|
||||
}
|
||||
|
||||
private VertexBuffer getIndexBuffer(Mesh mesh, int lod) {
|
||||
VertexBuffer indices;
|
||||
if (mesh.getNumLodLevels() > 0) {
|
||||
indices = mesh.getLodLevel(lod);
|
||||
} else {
|
||||
indices = mesh.getBuffer(Type.Index);
|
||||
}
|
||||
return indices;
|
||||
}
|
||||
|
||||
private void setVertexArrayObject(Mesh mesh) {
|
||||
int id = mesh.getId();
|
||||
|
||||
if (id == -1) {
|
||||
IntBuffer temp = intBuf1;
|
||||
gl3.glGenVertexArrays(temp);
|
||||
id = temp.get(0);
|
||||
mesh.setId(id);
|
||||
|
||||
objManager.registerObject(mesh);
|
||||
}
|
||||
|
||||
if (context.boundVertexArray != id) {
|
||||
gl3.glBindVertexArray(id);
|
||||
context.boundVertexArray = id;
|
||||
}
|
||||
}
|
||||
|
||||
private void renderMeshDefault(Mesh mesh, int lod, int count, VertexBuffer[] instanceData) {
|
||||
setVertexArrayObject(mesh);
|
||||
|
||||
VertexBuffer indices = getIndexBuffer(mesh, lod);
|
||||
if (mesh.isUpdateNeeded()) {
|
||||
setupVertexBuffers(mesh, instanceData);
|
||||
updateBufferData(indices);
|
||||
} else {
|
||||
updateVertexBuffers(mesh, instanceData);
|
||||
if (indices != null) {
|
||||
// NOTE: context.boundElementArrayVBO gets captured in the VAO.
|
||||
// Make everyone think its already bound.
|
||||
context.boundElementArrayVBO = indices.getId();
|
||||
}
|
||||
}
|
||||
|
||||
if (indices != null) {
|
||||
if (indices.isUpdateNeeded()) {
|
||||
updateBufferData(indices);
|
||||
}
|
||||
|
||||
drawTriangleList(indices, mesh, count);
|
||||
|
||||
context.boundElementArrayVBO = 0;
|
||||
} else {
|
||||
drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
|
||||
}
|
||||
}
|
||||
|
||||
private void renderMeshLegacy(Mesh mesh, int lod, int count, VertexBuffer[] instanceData) {
|
||||
setupVertexBuffersLegacy(mesh, instanceData);
|
||||
VertexBuffer indices = getIndexBuffer(mesh, lod);
|
||||
if (indices != null) {
|
||||
drawTriangleList(indices, mesh, count);
|
||||
} else {
|
||||
drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
|
||||
}
|
||||
clearVertexAttribs();
|
||||
}
|
||||
|
||||
public void renderMesh(Mesh mesh, int lod, int count, VertexBuffer[] instanceData) {
|
||||
@ -2673,12 +2741,30 @@ public class GLRenderer implements Renderer {
|
||||
if (gl4 != null && mesh.getMode().equals(Mode.Patch)) {
|
||||
gl4.glPatchParameter(mesh.getPatchVertexCount());
|
||||
}
|
||||
|
||||
statistics.onMeshDrawn(mesh, lod, count);
|
||||
// if (ctxCaps.GL_ARB_vertex_array_object){
|
||||
// renderMeshVertexArray(mesh, lod, count);
|
||||
// }else{
|
||||
|
||||
// Here while count is still passed in. Can be removed when/if
|
||||
// the method is collapsed again. -pspeed
|
||||
count = Math.max(mesh.getInstanceCount(), count);
|
||||
|
||||
// if (caps.contains(Caps.VertexBufferArray)) {
|
||||
renderMeshDefault(mesh, lod, count, instanceData);
|
||||
// }
|
||||
// } else {
|
||||
// renderMeshLegacy(mesh, lod, count, instanceData);
|
||||
// // }
|
||||
}
|
||||
|
||||
@Override
|
||||
public void deleteMesh(Mesh mesh) {
|
||||
int bufId = mesh.getId();
|
||||
if (bufId != -1) {
|
||||
// delete vertex array object
|
||||
intBuf1.put(0, bufId);
|
||||
intBuf1.position(0).limit(1);
|
||||
gl3.glDeleteVertexArrays(intBuf1);
|
||||
mesh.resetObject();
|
||||
}
|
||||
}
|
||||
|
||||
public void setMainFrameBufferSrgb(boolean enableSrgb) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user