Remove Base Vertex/Offset if base instance is unavailable
This commit is contained in:
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998b5a89ac
commit
a3b8494ad5
@ -768,6 +768,7 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(EVT_STANDARD));
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for (u32 i = 0; i < glowcount; i++)
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{
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@ -120,12 +120,15 @@ template<typename Shader, enum E_VERTEX_TYPE VertexType, int ...List, typename..
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void renderMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes)
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{
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glUseProgram(Shader::getInstance()->Program);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
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for (unsigned i = 0; i < meshes->size(); i++)
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{
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std::vector<GLuint> Textures;
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std::vector<uint64_t> Handles;
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GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh.vao);
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for (unsigned j = 0; j < TexUnits.size(); j++)
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{
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if (UserConfigParams::m_azdo)
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@ -388,12 +391,15 @@ void renderMeshes2ndPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::
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const std::vector<GLuint> &Prefilled_Tex)
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{
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glUseProgram(Shader::getInstance()->Program);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
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for (unsigned i = 0; i < meshes->size(); i++)
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{
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std::vector<uint64_t> Handles(Prefilled_Handle);
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std::vector<GLuint> Textures(Prefilled_Tex);
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GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh.vao);
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for (unsigned j = 0; j < TexUnits.size(); j++)
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{
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if (UserConfigParams::m_azdo)
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@ -615,12 +621,15 @@ template<typename Shader, enum E_VERTEX_TYPE VertexType, int...List, typename...
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void renderTransparenPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes)
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{
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glUseProgram(Shader::getInstance()->Program);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
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for (unsigned i = 0; i < meshes->size(); i++)
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{
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std::vector<uint64_t> Handles;
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std::vector<GLuint> Textures;
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GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh.vao);
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for (unsigned j = 0; j < TexUnits.size(); j++)
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{
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if (!mesh.textures[TexUnits[j].m_id])
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@ -674,6 +683,7 @@ void IrrDriver::renderTransparent()
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ListDisplacement::getInstance()->clear();
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m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(EVT_STANDARD));
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if (World::getWorld() && World::getWorld()->isFogEnabled())
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@ -716,6 +726,7 @@ void IrrDriver::renderTransparent()
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(EVT_2TCOORDS));
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// Generate displace mask
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// Use RTT_TMP4 as displace mask
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@ -723,6 +734,8 @@ void IrrDriver::renderTransparent()
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for (unsigned i = 0; i < ListDisplacement::getInstance()->size(); i++)
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{
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const GLMesh &mesh = *(STK::tuple_get<0>(ListDisplacement::getInstance()->at(i)));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh.vao);
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const core::matrix4 &AbsoluteTransformation = STK::tuple_get<1>(ListDisplacement::getInstance()->at(i));
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if (mesh.VAOType != video::EVT_2TCOORDS)
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{
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@ -747,6 +760,8 @@ void IrrDriver::renderTransparent()
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for (unsigned i = 0; i < ListDisplacement::getInstance()->size(); i++)
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{
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const GLMesh &mesh = *(STK::tuple_get<0>(ListDisplacement::getInstance()->at(i)));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh.vao);
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const core::matrix4 &AbsoluteTransformation = STK::tuple_get<1>(ListDisplacement::getInstance()->at(i));
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if (mesh.VAOType != video::EVT_2TCOORDS)
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continue;
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@ -814,12 +829,15 @@ template<typename T, enum E_VERTEX_TYPE VertexType, int...List, typename... Args
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void renderShadow(const std::vector<GLuint> TextureUnits, unsigned cascade, const std::vector<STK::Tuple<Args...> > *t)
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{
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glUseProgram(T::getInstance()->Program);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
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for (unsigned i = 0; i < t->size(); i++)
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{
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std::vector<uint64_t> Handles;
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std::vector<GLuint> Textures;
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GLMesh *mesh = STK::tuple_get<0>(t->at(i));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh->vao);
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for (unsigned j = 0; j < TextureUnits.size(); j++)
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{
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compressTexture(mesh->textures[TextureUnits[j]], true);
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@ -882,7 +900,7 @@ void renderInstancedShadow(const std::vector<GLuint> TextureUnits, unsigned casc
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std::vector<GLuint> Textures;
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GLMesh *mesh = STK::tuple_get<0>(t->at(i));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh->vao_shadow_pass);
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glBindVertexArray(mesh->vao);
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for (unsigned j = 0; j < TextureUnits.size(); j++)
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Textures.push_back(getTextureGLuint(mesh->textures[TextureUnits[j]]));
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@ -1062,11 +1080,14 @@ template<typename T, enum E_VERTEX_TYPE VertexType, int... Selector, typename...
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void drawRSM(const core::matrix4 & rsm_matrix, const std::vector<GLuint> &TextureUnits, std::vector<STK::Tuple<Args...> > *t)
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{
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glUseProgram(T::getInstance()->Program);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
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for (unsigned i = 0; i < t->size(); i++)
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{
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std::vector<GLuint> Textures;
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GLMesh *mesh = STK::tuple_get<0>(t->at(i));
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if (!irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh->vao);
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for (unsigned j = 0; j < TextureUnits.size(); j++)
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Textures.push_back(getTextureGLuint(mesh->textures[TextureUnits[j]]));
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T::getInstance()->SetTextureUnits(Textures);
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@ -33,6 +33,8 @@ void STKAnimatedMesh::cleanGLMeshes()
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glDeleteVertexArrays(1, &(mesh.vao));
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glDeleteBuffers(1, &(mesh.vertex_buffer));
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glDeleteBuffers(1, &(mesh.index_buffer));
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if (mesh.instance_buffer)
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glDeleteBuffers(1, &(mesh.instance_buffer));
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#ifdef Bindless_Texture_Support
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for (unsigned j = 0; j < 6; j++)
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{
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@ -108,10 +110,29 @@ void STKAnimatedMesh::render()
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MeshSolidMaterial[MatType].push_back(&mesh);
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InitTextures(mesh, MatType);
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}
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if (irr_driver->hasARB_base_instance())
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{
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std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
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mesh.vaoBaseVertex = p.first;
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mesh.vaoOffset = p.second;
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mesh.VAOType = mb->getVertexType();
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}
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else
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{
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fillLocalBuffer(mesh, mb);
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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glGenBuffers(1, &(mesh.instance_buffer));
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glBindBuffer(GL_ARRAY_BUFFER, mesh.instance_buffer);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(8, 1);
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 1);
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}
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}
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}
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firstTime = false;
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@ -126,7 +147,10 @@ void STKAnimatedMesh::render()
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{
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glBindVertexArray(0);
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size_t size = mb->getVertexCount() * GLmeshes[i].Stride;
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if (irr_driver->hasARB_base_instance())
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glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getVBO(mb->getVertexType()));
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else
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glBindBuffer(GL_ARRAY_BUFFER, GLmeshes[i].vertex_buffer);
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GLbitfield bitfield = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
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void * buf = glMapBufferRange(GL_ARRAY_BUFFER, GLmeshes[i].vaoBaseVertex * GLmeshes[i].Stride, size, bitfield);
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memcpy(buf, mb->getVertices(), size);
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@ -27,10 +27,12 @@ void STKInstancedSceneNode::cleanGL()
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continue;
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if (mesh.vao)
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glDeleteVertexArrays(1, &(mesh.vao));
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if (mesh.vao_shadow_pass)
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glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
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if (mesh.vertex_buffer)
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glDeleteBuffers(1, &(mesh.vertex_buffer));
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if (mesh.index_buffer)
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glDeleteBuffers(1, &(mesh.index_buffer));
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if (mesh.instance_buffer)
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glDeleteBuffers(1, &(mesh.instance_buffer));
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#ifdef Bindless_Texture_Support
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for (unsigned j = 0; i < 6; i++)
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{
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@ -39,7 +41,6 @@ void STKInstancedSceneNode::cleanGL()
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}
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#endif
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}
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glDeleteBuffers(1, &instances_vbo);
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}
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STKInstancedSceneNode::~STKInstancedSceneNode()
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@ -63,7 +64,6 @@ void STKInstancedSceneNode::createGLMeshes()
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std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
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mesh.vaoBaseVertex = p.first;
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mesh.vaoOffset = p.second;
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mesh.VAOType = mb->getVertexType();
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}
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else
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fillLocalBuffer(mesh, mb);
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@ -77,8 +77,8 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, const std::vecto
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if (!irr_driver->hasARB_base_instance())
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{
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glGenBuffers(1, &(mesh.instance_buffer));
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glBindBuffer(GL_ARRAY_BUFFER, mesh.instance_buffer);
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glBufferData(GL_ARRAY_BUFFER, instances.size() * sizeof(InstanceData), instances.data(), GL_STATIC_DRAW);
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glEnableVertexAttribArray(7);
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@ -90,19 +90,6 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, const std::vecto
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 1);
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(8, 1);
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 1);
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glBindVertexArray(0);
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}
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}
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@ -24,7 +24,6 @@ protected:
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std::vector<GLMesh> GLmeshes;
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std::vector<std::vector<InstanceData> > instanceData;
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core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
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GLuint instances_vbo;
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void createGLMeshes();
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bool isMaterialInitialized;
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void setFirstTimeMaterial();
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@ -178,6 +178,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
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for (unsigned i = 0; i < 6; i++)
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result.textures[i] = mb->getMaterial().getTexture(i);
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result.TextureMatrix = 0;
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result.VAOType = mb->getVertexType();
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return result;
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}
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@ -35,9 +35,9 @@ enum TransparentMaterial
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struct GLMesh {
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GLuint vao;
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GLuint vao_shadow_pass;
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GLuint vertex_buffer;
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GLuint index_buffer;
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GLuint instance_buffer;
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video::ITexture *textures[6];
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GLenum PrimitiveType;
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GLenum IndexType;
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@ -70,38 +70,42 @@ void STKMeshSceneNode::setFirstTimeMaterial()
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if (rnd->isTransparent())
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{
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TransparentMaterial TranspMat = MaterialTypeToTransparentMaterial(type, MaterialTypeParam);
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if (immediate_draw)
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{
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fillLocalBuffer(mesh, mb);
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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glBindVertexArray(0);
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}
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else
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if (!immediate_draw)
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TransparentMesh[TranspMat].push_back(&mesh);
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}
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else
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{
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assert(!isDisplacement);
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MeshMaterial MatType = MaterialTypeToMeshMaterial(type, mb->getVertexType());
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if (immediate_draw)
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{
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fillLocalBuffer(mesh, mb);
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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glBindVertexArray(0);
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}
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else
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if (!immediate_draw)
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{
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InitTextures(mesh, MatType);
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MeshSolidMaterials[MatType].push_back(&mesh);
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}
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}
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if (!immediate_draw)
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if (!immediate_draw && irr_driver->hasARB_base_instance())
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{
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std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
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mesh.vaoBaseVertex = p.first;
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mesh.vaoOffset = p.second;
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mesh.VAOType = mb->getVertexType();
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}
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else
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{
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fillLocalBuffer(mesh, mb);
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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glGenBuffers(1, &(mesh.instance_buffer));
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glBindBuffer(GL_ARRAY_BUFFER, mesh.instance_buffer);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(8, 1);
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 1);
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glBindVertexArray(0);
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}
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}
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isMaterialInitialized = true;
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@ -116,8 +120,12 @@ void STKMeshSceneNode::cleanGLMeshes()
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continue;
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if (mesh.vao)
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glDeleteVertexArrays(1, &(mesh.vao));
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if (mesh.vertex_buffer)
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glDeleteBuffers(1, &(mesh.vertex_buffer));
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if (mesh.index_buffer)
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glDeleteBuffers(1, &(mesh.index_buffer));
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if (mesh.instance_buffer)
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glDeleteBuffers(1, &(mesh.instance_buffer));
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#ifdef Bindless_Texture_Support
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for (unsigned j = 0; j < 6; j++)
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{
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@ -310,7 +318,10 @@ void STKMeshSceneNode::render()
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scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (!mb)
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continue;
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
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else
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glBindVertexArray(GLmeshes[i].vao);
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drawGlow(GLmeshes[i]);
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}
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}
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@ -445,9 +456,14 @@ void STKMeshSceneNode::render()
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if (!TransparentMesh[TM_BUBBLE].empty())
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glUseProgram(MeshShader::BubbleShader::Program);
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
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for_in(mesh, TransparentMesh[TM_BUBBLE])
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{
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if (irr_driver->hasARB_base_instance())
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glBindVertexArray(mesh->vao);
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drawBubble(*mesh, ModelViewProjectionMatrix);
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}
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return;
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}
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}
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