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https://github.com/MaSzyna-EU07/maszyna.git
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Enable instancing
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@@ -187,6 +187,57 @@ opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stre
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}
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}
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// draw_instanced() subclass details — single GL instanced draw for InstanceCount instances.
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// The vertex shader reads per-instance modelview from instance_ubo[gl_InstanceID].
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std::size_t
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opengl33_vaogeometrybank::draw_instanced_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, std::size_t const InstanceCount, unsigned int const Streams )
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{
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setup_buffer();
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auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
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if( chunkrecord.vertex_count == 0 ) { return 0; }
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auto const &chunk = gfx::geometry_bank::chunk( Geometry );
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if( !chunkrecord.is_good ) {
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m_vao->bind();
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if( chunkrecord.index_count > 0 ) {
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m_indexbuffer->upload( gl::buffer::ELEMENT_ARRAY_BUFFER, chunk.indices.data(), chunkrecord.index_offset * sizeof( gfx::basic_index ), chunkrecord.index_count * sizeof( gfx::basic_index ) );
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}
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m_vertexbuffer->upload( gl::buffer::ARRAY_BUFFER, chunk.vertices.data(), chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ), chunkrecord.vertex_count * sizeof( gfx::basic_vertex ) );
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if( chunkrecord.has_userdata ) {
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m_vertexbuffer->upload( gl::buffer::ARRAY_BUFFER, chunk.userdata.data(),
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static_cast<int>(m_vertex_count * sizeof(gfx::basic_vertex) + chunkrecord.vertex_offset * sizeof(gfx::vertex_userdata)),
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static_cast<int>(chunkrecord.vertex_count * sizeof(gfx::vertex_userdata)) );
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}
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chunkrecord.is_good = true;
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}
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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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}
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else {
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m_vao->bind();
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::glDrawArraysInstanced( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count, inst_count );
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}
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auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
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std::size_t prims = 0;
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switch( chunk.type ) {
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case GL_TRIANGLES: prims = vertexcount / 3; break;
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case GL_TRIANGLE_STRIP: prims = ( vertexcount > 2 ? vertexcount - 2 : 0 ); break;
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default: prims = 0; break;
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}
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return prims * InstanceCount;
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}
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// release () subclass details
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void
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opengl33_vaogeometrybank::release_() {
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