mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 03:59:19 +02:00
fix(instancing): keep batches correct after load-time classification
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@@ -215,13 +215,34 @@ opengl33_vaogeometrybank::draw_instanced_( gfx::geometry_handle const &Geometry,
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GLsizei const inst_count = static_cast<GLsizei>(InstanceCount);
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if( chunkrecord.index_count > 0 ) {
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m_vao->bind();
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::glDrawElementsInstancedBaseVertex(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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inst_count,
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chunkrecord.vertex_offset );
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// GLES 3.0 context doesn't provide the base vertex variant, same fallbacks as in draw_()
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if( glDrawElementsInstancedBaseVertex ) {
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m_vao->bind();
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::glDrawElementsInstancedBaseVertex(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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inst_count,
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chunkrecord.vertex_offset );
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}
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else if( glDrawElementsInstancedBaseVertexOES ) {
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m_vao->bind();
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::glDrawElementsInstancedBaseVertexOES(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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inst_count,
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chunkrecord.vertex_offset );
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}
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else {
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setup_attrib( chunkrecord.vertex_offset );
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m_vao->bind();
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::glDrawElementsInstanced(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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inst_count );
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}
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}
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else {
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m_vao->bind();
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@@ -2382,8 +2382,11 @@ void opengl33_renderer::Render(scene::basic_region *Region)
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m_sectionqueue.clear();
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m_cellqueue.clear();
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// discard last pass's accumulated instance buckets before this pass starts
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m_frame_instance_buckets.clear();
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// discard last pass's accumulated instance buckets before this pass starts.
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// the vectors themselves are kept, so their allocations get reused by the following passes
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for( auto &bucket : m_frame_instance_buckets ) {
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bucket.second.clear();
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}
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// build a list of region sections to render
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glm::vec3 const cameraposition{m_renderpass.pass_camera.position()};
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auto const camerax = static_cast<int>(std::floor(cameraposition.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2));
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@@ -2802,10 +2805,11 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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// still happens inside Render_Instanced(), so correctness is unchanged -- only
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// the number of calls and glBufferSubData round-trips drops sharply.
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// (For pickscenery/pickcontrols modes the map stays empty, so this is a no-op.)
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for( auto const &bucket : m_frame_instance_buckets ) {
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for( auto &bucket : m_frame_instance_buckets ) {
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if( bucket.second.empty() ) { continue; }
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Render_Instanced( bucket.first.pModel, bucket.second );
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bucket.second.clear();
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}
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m_frame_instance_buckets.clear();
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}
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void opengl33_renderer::Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end)
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@@ -3024,13 +3028,13 @@ void opengl33_renderer::Render_Instanced( TModel3d *Model, std::vector<TAnimMode
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// 1. Visibility / distance cull. Build parallel arrays of surviving
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// instances and their precomputed camera-space root modelview matrices.
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// m_instance_modelviews is a persistent member reused across every
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// Render_Instanced() call: clear() drops the contents but keeps the
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// m_instance_survivors (and m_instance_modelviews below) are persistent members
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// reused across every Render_Instanced() call: clear() drops the contents but keeps the
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// allocated capacity, so after the first few frames this stops calling
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// malloc/free entirely (the reserve() below becomes a no-op once the
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// buffer has grown to the largest batch encountered).
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m_instance_modelviews.clear();
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m_instance_modelviews.reserve( Instances.size() );
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m_instance_survivors.clear();
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m_instance_survivors.reserve( Instances.size() );
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// Pull the current pass camera/view transform once. We use the current GL
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// modelview matrix as the view matrix because at the point Render_Instanced
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@@ -3040,10 +3044,14 @@ void opengl33_renderer::Render_Instanced( TModel3d *Model, std::vector<TAnimMode
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bool prepared_shared_state = false; // RaPrepare() runs once per bucket
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float closest_distancesquared = std::numeric_limits<float>::max();
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float farthest_distancesquared = 0.f;
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material_data const *batch_material { nullptr };
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for( auto *Instance : Instances ) {
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if( Instance == nullptr ) { continue; }
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// instances which lost their instanceable status after being bucketed (animation or skin
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// assigned by an event) are drawn by the per-node path
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if( false == Instance->m_instanceable ) { continue; }
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if( false == Instance->m_visible ) { continue; }
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if( false == m_renderpass.pass_camera.visible( Instance->m_area ) ) { continue; }
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@@ -3077,6 +3085,7 @@ void opengl33_renderer::Render_Instanced( TModel3d *Model, std::vector<TAnimMode
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}
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Instance->m_framestamp = m_framestamp;
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closest_distancesquared = std::min<float>( closest_distancesquared, static_cast<float>(distancesquared) );
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farthest_distancesquared = std::max<float>( farthest_distancesquared, static_cast<float>(distancesquared) );
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// Build the camera-relative root modelview for this instance:
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// mv = view * translate(instance_pos - camera_pos) * rotate(instance_angles) * scale(m_scale)
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@@ -3095,55 +3104,106 @@ void opengl33_renderer::Render_Instanced( TModel3d *Model, std::vector<TAnimMode
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if( scale.x != 1.0f || scale.y != 1.0f || scale.z != 1.0f ) {
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mv = glm::scale( mv, scale );
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}
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m_instance_modelviews.emplace_back( mv );
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m_instance_survivors.emplace_back( static_cast<float>( distancesquared ), mv );
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}
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if( m_instance_modelviews.empty() ) { return; }
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if( m_instance_survivors.empty() ) { return; }
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// LOD: a submodel is drawn only while fSquareDist lies inside its [fSquareMinDist, fSquareMaxDist)
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// range, so the distinct range bounds split distance into bands with constant LOD. The bucket
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// collects instances from every visible cell, so a single fSquareDist for all of them would draw
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// far instances at the LOD of the nearest one. When some bound falls inside the distance span of
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// the survivors they're sorted near-to-far and drawn one band at a time, like Render_Sleepers().
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m_instance_lodbounds.clear();
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m_instance_lodpending.clear();
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m_instance_lodpending.push_back( Model->Root );
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while( false == m_instance_lodpending.empty() ) {
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auto const *submodel = m_instance_lodpending.back();
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m_instance_lodpending.pop_back();
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if( submodel == nullptr ) { continue; }
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if( ( submodel->fSquareMinDist > closest_distancesquared ) && ( submodel->fSquareMinDist <= farthest_distancesquared ) ) {
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m_instance_lodbounds.emplace_back( submodel->fSquareMinDist );
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}
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if( ( submodel->fSquareMaxDist > closest_distancesquared ) && ( submodel->fSquareMaxDist <= farthest_distancesquared ) ) {
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m_instance_lodbounds.emplace_back( submodel->fSquareMaxDist );
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}
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m_instance_lodpending.push_back( submodel->Child );
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m_instance_lodpending.push_back( submodel->Next );
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}
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if( false == m_instance_lodbounds.empty() ) {
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std::sort( m_instance_lodbounds.begin(), m_instance_lodbounds.end() );
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m_instance_lodbounds.erase( std::unique( m_instance_lodbounds.begin(), m_instance_lodbounds.end() ), m_instance_lodbounds.end() );
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std::sort( m_instance_survivors.begin(), m_instance_survivors.end(),
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[]( std::pair<float, glm::mat4> const &Left, std::pair<float, glm::mat4> const &Right ) {
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return Left.first < Right.first; } );
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}
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// contiguous copy of the (sorted) modelview matrices, for the UBO upload
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m_instance_modelviews.clear();
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m_instance_modelviews.reserve( m_instance_survivors.size() );
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for( auto const &survivor : m_instance_survivors ) {
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m_instance_modelviews.emplace_back( survivor.second );
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}
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auto alpha = ( batch_material != nullptr ? batch_material->textures_alpha : 0x30300030 );
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alpha ^= 0x0F0F000F;
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// 2. Walk the submodel tree once per sub-batch. The submodel-local matrix
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// stack starts at identity; the per-instance camera transform comes from
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// instance_modelview[gl_InstanceID] in the shader.
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std::size_t const total = m_instance_modelviews.size();
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std::size_t offset_idx = 0;
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while( offset_idx < total ) {
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std::size_t const this_batch = std::min<std::size_t>( total - offset_idx, gl::MAX_INSTANCES_PER_BATCH );
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// 2a. Upload N modelviews to instance_ubo[0..N-1].
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instance_ubo->update(
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reinterpret_cast<uint8_t const *>( m_instance_modelviews.data() + offset_idx ),
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0,
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static_cast<int>( this_batch * sizeof( glm::mat4 ) ) );
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// 2b. Push identity onto the matrix stack so submodel transforms
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// accumulate from identity, not from camera/instance space.
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::glPushMatrix();
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::glLoadIdentity();
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// 2c. Configure the existing TModel3d/TSubModel render path. Setting
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// m_current_instance_count routes draw(handle) calls to draw_instanced.
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m_current_instance_count = this_batch;
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Model->Root->fSquareDist = closest_distancesquared; // shared global, used by submodel LOD
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auto alpha = ( batch_material != nullptr ? batch_material->textures_alpha : 0x30300030 );
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alpha ^= 0x0F0F000F;
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Model->Root->ReplacableSet( ( batch_material != nullptr ? batch_material->replacable_skins : nullptr ), alpha );
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Model->Root->pRoot = Model;
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Render( Model->Root );
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m_current_instance_count = 0;
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::glPopMatrix();
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// 2d. Restore instance_modelview[0] to identity so subsequent
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// non-instanced draws continue to compute identity * modelview.
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{
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glm::mat4 const identity( 1.0f );
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instance_ubo->update( reinterpret_cast<uint8_t const *>( &identity ), 0, sizeof( identity ) );
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std::size_t band_start = 0;
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while( band_start < total ) {
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// the band ends at the first instance distance which reaches the next lod bound
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// (without bounds inside the distance span the whole set forms a single band)
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auto const upperbound = std::upper_bound( m_instance_lodbounds.begin(), m_instance_lodbounds.end(), m_instance_survivors[ band_start ].first );
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float const band_limit = ( upperbound == m_instance_lodbounds.end() ? std::numeric_limits<float>::max() : *upperbound );
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std::size_t band_end = band_start;
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while( ( band_end < total ) && ( m_instance_survivors[ band_end ].first < band_limit ) ) {
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++band_end;
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}
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// every distance in the band selects the same lod; the nearest one represents the band
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float const band_distancesquared = ( m_instance_lodbounds.empty() ? closest_distancesquared : m_instance_survivors[ band_start ].first );
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offset_idx += this_batch;
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++m_renderpass.draw_stats.instanced_drawcalls;
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std::size_t offset_idx = band_start;
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while( offset_idx < band_end ) {
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std::size_t const this_batch = std::min<std::size_t>( band_end - offset_idx, gl::MAX_INSTANCES_PER_BATCH );
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// 2a. Upload N modelviews to instance_ubo[0..N-1].
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instance_ubo->update(
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reinterpret_cast<uint8_t const *>( m_instance_modelviews.data() + offset_idx ),
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0,
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static_cast<int>( this_batch * sizeof( glm::mat4 ) ) );
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// 2b. Push identity onto the matrix stack so submodel transforms
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// accumulate from identity, not from camera/instance space.
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::glPushMatrix();
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::glLoadIdentity();
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// 2c. Configure the existing TModel3d/TSubModel render path. Setting
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// m_current_instance_count routes draw(handle) calls to draw_instanced.
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m_current_instance_count = this_batch;
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Model->Root->fSquareDist = band_distancesquared; // shared global, used by submodel LOD
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Model->Root->ReplacableSet( ( batch_material != nullptr ? batch_material->replacable_skins : nullptr ), alpha );
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Model->Root->pRoot = Model;
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Render( Model->Root );
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m_current_instance_count = 0;
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::glPopMatrix();
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// 2d. Restore instance_modelview[0] to identity so subsequent
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// non-instanced draws continue to compute identity * modelview.
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{
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glm::mat4 const identity( 1.0f );
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instance_ubo->update( reinterpret_cast<uint8_t const *>( &identity ), 0, sizeof( identity ) );
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}
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offset_idx += this_batch;
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++m_renderpass.draw_stats.instanced_drawcalls;
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}
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band_start = band_end;
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}
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m_renderpass.draw_stats.instances += static_cast<int>( total );
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@@ -376,7 +376,7 @@ class opengl33_renderer : public gfx_renderer {
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// cell's buckets are merged here keyed by (TModel3d*, skins), so that
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// Render_Instanced() runs once per unique model across the whole pass instead
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// of once per cell -- collapsing many tiny instanced draws into a few large
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// batches. Reused every pass; cleared at the top of Render(scene::basic_region*).
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// batches. Reused every pass; the vectors are emptied (not freed) at the top of Render(scene::basic_region*).
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scene::basic_cell::instance_bucket_map m_frame_instance_buckets;
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renderpass_config m_colorpass; // parametrs of most recent color pass
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std::array<renderpass_config, 3> m_shadowpass; // parametrs of most recent shadowmap pass for each of csm stages
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@@ -426,6 +426,11 @@ class opengl33_renderer : public gfx_renderer {
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// reused across calls -- clear() retains capacity, so once it has grown to
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// the largest batch seen, steady-state frames perform no allocation here.
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std::vector<glm::mat4> m_instance_modelviews;
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// further persistent scratch buffers for Render_Instanced(): culled instances paired with their
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// squared distance, and the lod bounds of the drawn model which split them into lod bands
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std::vector<std::pair<float, glm::mat4>> m_instance_survivors;
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std::vector<float> m_instance_lodbounds;
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std::vector<TSubModel const *> m_instance_lodpending;
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gl::scene_ubs scene_ubs;
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gl::model_ubs model_ubs;
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gl::light_ubs light_ubs;
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