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https://github.com/MaSzyna-EU07/maszyna.git
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Draw the instances from the GPU with multi draws, the model block of each draw read by its number
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@@ -22,6 +22,7 @@ void gl::glsl_common_setup()
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"#define INSTANCE_COUNTER_SSBO_BINDING " + std::to_string(INSTANCE_COUNTER_SSBO_BINDING) + "\n" +
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"#define INSTANCE_OUTPUT_SSBO_BINDING " + std::to_string(INSTANCE_OUTPUT_SSBO_BINDING) + "\n" +
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"#define INSTANCE_COMMAND_SSBO_BINDING " + std::to_string(INSTANCE_COMMAND_SSBO_BINDING) + "\n" +
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"#define MODEL_DRAW_SSBO_BINDING " + std::to_string(MODEL_DRAW_SSBO_BINDING) + "\n" +
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"#define INSTANCE_CULL_GROUP_SIZE " + std::to_string(INSTANCE_CULL_GROUP_SIZE) + "\n" +
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"#define INSTANCE_OFFSETS_GROUP_SIZE " + std::to_string(INSTANCE_OFFSETS_GROUP_SIZE) + "\n" +
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"#define INSTANCE_COMMAND_GROUP_SIZE " + std::to_string(INSTANCE_COMMAND_GROUP_SIZE) + "\n" +
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@@ -187,6 +188,49 @@ void gl::glsl_common_setup()
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};
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#endif
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#ifdef MODEL_DRAWS
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// programs of the multi draws of the instances drawn from the gpu culling: the model block of every draw comes from a
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// storage buffer, picked by the number of the draw in the multi draw. the fragment stage gets the number from the vertex
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// stage (which writes f_model_draw), and the names of the uniform block below stand for the fields of the draw
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struct model_draw_s
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{
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mat4 modelview;
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mat3 modelviewnormal;
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vec4 param[MAX_PARAMS];
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mat4 future;
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float opacity;
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float emission;
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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};
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layout(std430, binding = MODEL_DRAW_SSBO_BINDING) readonly buffer model_draw_ssbo
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{
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model_draw_s model_draws[];
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};
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#if defined(STAGE_VERTEX)
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flat out uint f_model_draw;
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#define MODEL_DRAW gl_DrawID
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#elif defined(STAGE_FRAGMENT)
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flat in uint f_model_draw;
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#define MODEL_DRAW f_model_draw
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#else
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#define MODEL_DRAW 0
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#endif
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#define modelview model_draws[MODEL_DRAW].modelview
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#define modelviewnormal model_draws[MODEL_DRAW].modelviewnormal
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#define param model_draws[MODEL_DRAW].param
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#define future model_draws[MODEL_DRAW].future
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#define opacity model_draws[MODEL_DRAW].opacity
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#define emission model_draws[MODEL_DRAW].emission
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#define fog_density model_draws[MODEL_DRAW].fog_density
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#define alpha_mult model_draws[MODEL_DRAW].alpha_mult
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#define shadow_tone model_draws[MODEL_DRAW].shadow_tone
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#else
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layout (std140) uniform model_ubo
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{
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mat4 modelview;
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@@ -200,6 +244,7 @@ void gl::glsl_common_setup()
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float alpha_mult;
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float shadow_tone;
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};
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#endif
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layout (std140) uniform scene_ubo
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{
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