mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
multi viewports (temporaily disable VAO)
This commit is contained in:
11
Globals.cpp
11
Globals.cpp
@@ -833,6 +833,17 @@ global_settings::ConfigParse(cParser &Parser) {
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Parser >> network_client->first;
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Parser >> network_client->second;
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}
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else if (token == "extraviewport")
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{
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Parser.getTokens(3 + 16, false);
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extraviewport_config conf;
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Parser >> conf.monitor >> conf.width >> conf.height;
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for (size_t i = 0; i < 16; i++)
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Parser >> conf.transform[i / 4][i % 4];
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extra_viewports.push_back(conf);
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}
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} while ((token != "") && (token != "endconfig")); //(!Parser->EndOfFile)
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// na koniec trochę zależności
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if (!bLoadTraction) // wczytywanie drutów i słupów
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@@ -202,6 +202,15 @@ struct global_settings {
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bool gfx_shadergamma = false;
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bool gfx_usegles = false;
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struct extraviewport_config {
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std::string monitor;
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int width;
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int height;
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glm::mat4 transform;
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};
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std::vector<extraviewport_config> extra_viewports;
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std::vector<std::pair<std::string, std::string>> network_servers;
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std::optional<std::pair<std::string, std::string>> network_client;
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@@ -470,7 +470,7 @@ void eu07_application::on_focus_change(bool focus) {
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}
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GLFWwindow *
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eu07_application::window( int const Windowindex ) {
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eu07_application::window( int const Windowindex, bool visible, int width, int height, GLFWmonitor *monitor ) {
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if( Windowindex >= 0 ) {
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return (
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@@ -479,14 +479,36 @@ eu07_application::window( int const Windowindex ) {
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nullptr );
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}
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// for index -1 create a new child window
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glfwWindowHint( GLFW_VISIBLE, GL_FALSE );
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auto *childwindow = glfwCreateWindow( 1, 1, "eu07helper", nullptr, m_windows.front() );
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glfwWindowHint( GLFW_VISIBLE, visible );
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auto *childwindow = glfwCreateWindow( width, height, "eu07helper", monitor, m_windows.front() );
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if( childwindow != nullptr ) {
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m_windows.emplace_back( childwindow );
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}
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return childwindow;
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}
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GLFWmonitor* eu07_application::find_monitor(const std::string &str) {
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int monitor_count;
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GLFWmonitor **monitors = glfwGetMonitors(&monitor_count);
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for (size_t i = 0; i < monitor_count; i++) {
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std::string name(glfwGetMonitorName(monitors[i]));
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std::replace(std::begin(name), std::end(name), ' ', '_');
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int x, y;
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glfwGetMonitorPos(monitors[i], &x, &y);
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std::string desc = name + ":" + std::to_string(x) + "," + std::to_string(y);
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if (desc == str)
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return monitors[i];
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}
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return nullptr;
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}
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// private:
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void
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@@ -78,7 +78,9 @@ public:
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on_focus_change(bool focus);
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// gives access to specified window, creates a new window if index == -1
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GLFWwindow *
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window( int const Windowindex = 0 );
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window(int const Windowindex = 0 , bool visible = false, int width = 1, int height = 1, GLFWmonitor *monitor = nullptr);
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GLFWmonitor *
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find_monitor(const std::string &str);
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// generate network sync verification number
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double
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generate_sync();
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@@ -6,7 +6,7 @@ namespace gl
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class bindable
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{
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protected:
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static bindable<T>* active;
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thread_local static bindable<T>* active;
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public:
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void bind()
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@@ -23,5 +23,5 @@ namespace gl
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}
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};
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template <typename T> bindable<T>* bindable<T>::active;
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template <typename T> thread_local bindable<T>* bindable<T>::active;
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}
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@@ -79,4 +79,4 @@ void gl::buffer::download(targets target, void *data, int offset, int size)
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}
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}
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GLuint gl::buffer::binding_points[13];
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thread_local GLuint gl::buffer::binding_points[13];
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@@ -7,7 +7,7 @@ namespace gl
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{
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class buffer : public object
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{
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static GLuint binding_points[13];
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thread_local static GLuint binding_points[13];
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public:
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enum targets
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50
gl/vao.cpp
50
gl/vao.cpp
@@ -1,6 +1,7 @@
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#include "stdafx.h"
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#include "vao.h"
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/*
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gl::vao::vao()
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{
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glGenVertexArrays(1, *this);
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@@ -11,14 +12,61 @@ gl::vao::~vao()
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glDeleteVertexArrays(1, *this);
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}
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void gl::vao::setup_attrib(int attrib, int size, int type, int stride, int offset)
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void gl::vao::setup_attrib(gl::buffer &buffer, int attrib, int size, int type, int stride, int offset)
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{
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bind();
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buffer.bind(gl::buffer::ARRAY_BUFFER);
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glVertexAttribPointer(attrib, size, type, GL_FALSE, stride, reinterpret_cast<void*>(offset));
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glEnableVertexAttribArray(attrib);
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}
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void gl::vao::setup_ebo(buffer &ebo)
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{
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bind();
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ebo.bind(gl::buffer::ELEMENT_ARRAY_BUFFER);
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}
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void gl::vao::bind(GLuint i)
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{
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glBindVertexArray(i);
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}
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*/
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void gl::vao::setup_attrib(gl::buffer &buffer, int attrib, int size, int type, int stride, int offset)
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{
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params.push_back({buffer, attrib, size, type, stride, offset});
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active = nullptr;
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}
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void gl::vao::setup_ebo(buffer &e)
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{
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ebo = &e;
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active = nullptr;
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}
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void gl::vao::bind()
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{
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if (active == this)
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return;
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active = this;
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for (attrib_params ¶m : params) {
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param.buffer.bind(gl::buffer::ARRAY_BUFFER);
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glVertexAttribPointer(param.attrib, param.size, param.type, GL_FALSE, param.stride, reinterpret_cast<void*>(param.offset));
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glEnableVertexAttribArray(param.attrib);
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}
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for (size_t i = params.size(); i < 4; i++)
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glDisableVertexAttribArray(i);
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if (ebo)
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ebo->bind(gl::buffer::ELEMENT_ARRAY_BUFFER);
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else
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gl::buffer::unbind(gl::buffer::ELEMENT_ARRAY_BUFFER);
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}
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void gl::vao::unbind()
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{
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active = nullptr;
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}
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30
gl/vao.h
30
gl/vao.h
@@ -2,18 +2,36 @@
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#include "object.h"
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#include "bindable.h"
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#include "buffer.h"
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namespace gl
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{
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class vao : public object, public bindable<vao>
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class vao : public bindable<vao>
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{
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struct attrib_params {
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// TBD: should be shared_ptr? (when buffer is destroyed by owner VAO could still potentially exist)
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gl::buffer &buffer;
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int attrib;
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int size;
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int type;
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int stride;
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int offset;
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};
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buffer *ebo = nullptr;
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std::vector<attrib_params> params;
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public:
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vao();
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~vao();
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//vao();
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//~vao();
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void setup_attrib(int attrib, int size, int type, int stride, int offset);
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void setup_attrib(buffer &buffer, int attrib, int size, int type, int stride, int offset);
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void setup_ebo(buffer &ebo);
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using bindable::bind;
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static void bind(GLuint i);
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//using bindable::bind;
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void bind();
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static void unbind();
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//static void bind(GLuint i);
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};
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}
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@@ -280,13 +280,12 @@ void opengl_vbogeometrybank::setup_buffer()
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if (!m_vao)
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{
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m_vao.emplace();
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m_buffer->bind(gl::buffer::ARRAY_BUFFER);
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m_vao->setup_attrib(0, 3, GL_FLOAT, sizeof(basic_vertex), 0 * sizeof(GL_FLOAT));
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m_vao->setup_attrib(*m_buffer, 0, 3, GL_FLOAT, sizeof(basic_vertex), 0 * sizeof(GL_FLOAT));
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// NOTE: normal and color streams share the data
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m_vao->setup_attrib(1, 3, GL_FLOAT, sizeof(basic_vertex), 3 * sizeof(GL_FLOAT));
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m_vao->setup_attrib(2, 2, GL_FLOAT, sizeof(basic_vertex), 6 * sizeof(GL_FLOAT));
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m_vao->setup_attrib(3, 4, GL_FLOAT, sizeof(basic_vertex), 8 * sizeof(GL_FLOAT));
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m_vao->setup_attrib(*m_buffer, 1, 3, GL_FLOAT, sizeof(basic_vertex), 3 * sizeof(GL_FLOAT));
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m_vao->setup_attrib(*m_buffer, 2, 2, GL_FLOAT, sizeof(basic_vertex), 6 * sizeof(GL_FLOAT));
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m_vao->setup_attrib(*m_buffer, 3, 4, GL_FLOAT, sizeof(basic_vertex), 8 * sizeof(GL_FLOAT));
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m_buffer->unbind(gl::buffer::ARRAY_BUFFER);
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m_vao->unbind();
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@@ -186,20 +186,18 @@ basic_precipitation::render() {
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m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
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m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, m_vertices.data(), 0, m_vertices.size() * sizeof( glm::vec3 ));
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m_vertexbuffer->bind(gl::buffer::ARRAY_BUFFER);
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m_vao->setup_attrib(0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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m_uvbuffer.emplace();
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m_uvbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), GL_STATIC_DRAW);
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m_uvbuffer->upload(gl::buffer::ARRAY_BUFFER, m_uvs.data(), 0, m_uvs.size() * sizeof( glm::vec2 ));
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m_uvbuffer->bind(gl::buffer::ARRAY_BUFFER);
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m_vao->setup_attrib(1, 2, GL_FLOAT, sizeof(glm::vec2), 0);
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m_vao->setup_attrib(*m_uvbuffer, 1, 2, GL_FLOAT, sizeof(glm::vec2), 0);
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m_indexbuffer.emplace();
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m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), GL_STATIC_DRAW);
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m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.data(), 0, m_indices.size() * sizeof( unsigned short ));
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m_indexbuffer->bind(gl::buffer::ELEMENT_ARRAY_BUFFER);
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m_vao->setup_ebo(*m_indexbuffer);
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m_vao->unbind();
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// NOTE: vertex and index source data is superfluous past this point, but, eh
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274
renderer.cpp
274
renderer.cpp
@@ -64,13 +64,6 @@ bool opengl_camera::visible(TDynamicObject const *Dynamic) const
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void opengl_camera::draw(glm::vec3 const &Offset) const
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{
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// m7t port to core gl
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/*
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::glBegin( GL_LINES );
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for( auto const pointindex : frustumshapepoinstorder ) {
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::glVertex3fv( glm::value_ptr( glm::vec3{ m_frustumpoints[ pointindex ] } - Offset ) );
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}
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::glEnd();
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*/
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}
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bool opengl_renderer::Init(GLFWwindow *Window)
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@@ -82,33 +75,6 @@ bool opengl_renderer::Init(GLFWwindow *Window)
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m_window = Window;
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glClearColor(51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f); // initial background Color
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glFrontFace(GL_CCW);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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if (!Global.gfx_usegles)
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glClearDepth(0.0f);
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else
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glClearDepthf(0.0f);
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glDepthFunc(GL_GEQUAL);
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if (GLAD_GL_ARB_clip_control)
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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else if (GLAD_GL_EXT_clip_control)
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glClipControlEXT(GL_LOWER_LEFT_EXT, GL_ZERO_TO_ONE_EXT);
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if (!Global.gfx_usegles)
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glEnable(GL_PROGRAM_POINT_SIZE);
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gl::glsl_common_setup();
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if (true == Global.ScaleSpecularValues)
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@@ -127,7 +93,6 @@ bool opengl_renderer::Init(GLFWwindow *Window)
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// create dynamic light pool
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for (int idx = 0; idx < Global.DynamicLightCount; ++idx)
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{
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opengl_light light;
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light.id = 1 + idx;
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@@ -199,23 +164,71 @@ bool opengl_renderer::Init(GLFWwindow *Window)
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viewport_config &default_viewport = *m_viewports.front().get();
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default_viewport.width = Global.gfx_framebuffer_width;
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default_viewport.height = Global.gfx_framebuffer_height;
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default_viewport.main = true;
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default_viewport.window = m_window;
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/*
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default_viewport.camera_transform = glm::rotate(glm::mat4(), 0.5f, glm::vec3(1.0f, 0.0f, 0.f));
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for (const global_settings::extraviewport_config &conf : Global.extra_viewports) {
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m_viewports.push_back(std::make_unique<viewport_config>());
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viewport_config &vp2 = *m_viewports.back().get();
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vp2.width = Global.gfx_framebuffer_width;
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vp2.height = Global.gfx_framebuffer_height;
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vp2.camera_transform = glm::rotate(glm::mat4(), -0.5f, glm::vec3(1.0f, 0.0f, 0.f));
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*/
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viewport_config &vp = *m_viewports.back().get();
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vp.width = conf.width;
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vp.height = conf.height;
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vp.window = Application.window(-1, true, vp.width, vp.height, Application.find_monitor(conf.monitor));
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vp.camera_transform = conf.transform;
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std::cout << "ZXZ " << glm::to_string(vp.camera_transform) << std::endl;
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}
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for (auto &viewport : m_viewports) {
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if (!init_viewport(*viewport.get()))
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return false;
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}
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glfwMakeContextCurrent(m_window);
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if (Global.gfx_shadowmap_enabled)
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{
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m_shadow_fb = std::make_unique<gl::framebuffer>();
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m_shadow_tex = std::make_unique<opengl_texture>();
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m_shadow_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize);
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m_shadow_fb->attach(*m_shadow_tex, GL_DEPTH_ATTACHMENT);
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if (!m_shadow_fb->is_complete())
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return false;
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WriteLog("shadows enabled");
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m_cabshadows_fb = std::make_unique<gl::framebuffer>();
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m_cabshadows_tex = std::make_unique<opengl_texture>();
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m_cabshadows_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize);
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m_cabshadows_fb->attach(*m_cabshadows_tex, GL_DEPTH_ATTACHMENT);
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if (!m_cabshadows_fb->is_complete())
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return false;
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WriteLog("cabshadows enabled");
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}
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if (Global.gfx_envmap_enabled)
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{
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m_env_rb = std::make_unique<gl::renderbuffer>();
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m_env_rb->alloc(Global.gfx_format_depth, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE);
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m_env_tex = std::make_unique<gl::cubemap>();
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m_env_tex->alloc(Global.gfx_format_color, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE, GL_RGB, GL_FLOAT);
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m_env_fb = std::make_unique<gl::framebuffer>();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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for (int i = 0; i < 6; i++)
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{
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m_env_fb->attach(*m_empty_cubemap, i, GL_COLOR_ATTACHMENT0);
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m_env_fb->clear(GL_COLOR_BUFFER_BIT);
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}
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m_env_fb->detach(GL_COLOR_ATTACHMENT0);
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m_env_fb->attach(*m_env_rb, GL_DEPTH_ATTACHMENT);
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WriteLog("envmap enabled");
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}
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m_pick_tex = std::make_unique<opengl_texture>();
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m_pick_tex->alloc_rendertarget(GL_RGB8, GL_RGB, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE);
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m_pick_rb = std::make_unique<gl::renderbuffer>();
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@@ -290,8 +303,49 @@ bool opengl_renderer::Init(GLFWwindow *Window)
|
||||
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||||
bool opengl_renderer::init_viewport(viewport_config &vp)
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{
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||||
glfwMakeContextCurrent(vp.window);
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||||
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WriteLog("init viewport: " + std::to_string(vp.width) + ", " + std::to_string(vp.height));
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||
|
||||
glClearColor(51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f); // initial background Color
|
||||
|
||||
glFrontFace(GL_CCW);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
if (!Global.gfx_usegles)
|
||||
glClearDepth(0.0f);
|
||||
else
|
||||
glClearDepthf(0.0f);
|
||||
|
||||
glDepthFunc(GL_GEQUAL);
|
||||
|
||||
if (GLAD_GL_ARB_clip_control)
|
||||
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
|
||||
else if (GLAD_GL_EXT_clip_control)
|
||||
glClipControlEXT(GL_LOWER_LEFT_EXT, GL_ZERO_TO_ONE_EXT);
|
||||
|
||||
if (!Global.gfx_usegles)
|
||||
glEnable(GL_PROGRAM_POINT_SIZE);
|
||||
|
||||
{
|
||||
GLuint v;
|
||||
glGenVertexArrays(1, &v);
|
||||
glBindVertexArray(v);
|
||||
}
|
||||
|
||||
int samples = 1 << Global.iMultisampling;
|
||||
|
||||
model_ubo->bind_uniform();
|
||||
scene_ubo->bind_uniform();
|
||||
light_ubo->bind_uniform();
|
||||
|
||||
if (!Global.gfx_skippipeline)
|
||||
{
|
||||
vp.msaa_rbc = std::make_unique<gl::renderbuffer>();
|
||||
@@ -339,49 +393,6 @@ bool opengl_renderer::init_viewport(viewport_config &vp)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Global.gfx_shadowmap_enabled)
|
||||
{
|
||||
vp.shadow_fb = std::make_unique<gl::framebuffer>();
|
||||
vp.shadow_tex = std::make_unique<opengl_texture>();
|
||||
vp.shadow_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize);
|
||||
vp.shadow_fb->attach(*vp.shadow_tex, GL_DEPTH_ATTACHMENT);
|
||||
|
||||
if (!vp.shadow_fb->is_complete())
|
||||
return false;
|
||||
|
||||
vp.cabshadows_fb = std::make_unique<gl::framebuffer>();
|
||||
vp.cabshadows_tex = std::make_unique<opengl_texture>();
|
||||
vp.cabshadows_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize);
|
||||
vp.cabshadows_fb->attach(*vp.cabshadows_tex, GL_DEPTH_ATTACHMENT);
|
||||
|
||||
if (!vp.cabshadows_fb->is_complete())
|
||||
return false;
|
||||
|
||||
WriteLog("shadows enabled");
|
||||
}
|
||||
|
||||
if (Global.gfx_envmap_enabled)
|
||||
{
|
||||
vp.env_rb = std::make_unique<gl::renderbuffer>();
|
||||
vp.env_rb->alloc(Global.gfx_format_depth, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE);
|
||||
vp.env_tex = std::make_unique<gl::cubemap>();
|
||||
vp.env_tex->alloc(Global.gfx_format_color, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE, GL_RGB, GL_FLOAT);
|
||||
|
||||
vp.env_fb = std::make_unique<gl::framebuffer>();
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
vp.env_fb->attach(*m_empty_cubemap, i, GL_COLOR_ATTACHMENT0);
|
||||
vp.env_fb->clear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
vp.env_fb->detach(GL_COLOR_ATTACHMENT0);
|
||||
vp.env_fb->attach(*vp.env_rb, GL_DEPTH_ATTACHMENT);
|
||||
|
||||
WriteLog("envmap enabled");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -432,7 +443,9 @@ bool opengl_renderer::Render()
|
||||
for (auto &viewport : m_viewports) {
|
||||
Render_pass(*viewport.get(), rendermode::color);
|
||||
}
|
||||
//Render_pass(*m_viewports.front().get(), rendermode::color);
|
||||
|
||||
glfwMakeContextCurrent(m_window);
|
||||
m_current_viewport = &(*m_viewports.front());
|
||||
|
||||
m_drawcount = m_cellqueue.size();
|
||||
m_debugtimestext.clear();
|
||||
@@ -466,7 +479,12 @@ bool opengl_renderer::Render()
|
||||
void opengl_renderer::SwapBuffers()
|
||||
{
|
||||
Timer::subsystem.gfx_swap.start();
|
||||
glfwSwapBuffers(m_window);
|
||||
|
||||
for (auto &viewport : m_viewports) {
|
||||
if (viewport->window)
|
||||
glfwSwapBuffers(viewport->window);
|
||||
}
|
||||
|
||||
// swapbuffers() could unbind current buffers so we prepare for it on our end
|
||||
gfx::opengl_vbogeometrybank::reset();
|
||||
Timer::subsystem.gfx_swap.stop();
|
||||
@@ -505,8 +523,15 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
{
|
||||
glDebug("rendermode::color");
|
||||
|
||||
glDebug("context switch");
|
||||
glfwMakeContextCurrent(vp.window);
|
||||
m_current_viewport = &vp;
|
||||
|
||||
if (!simulation::is_ready)
|
||||
{
|
||||
if (!vp.main)
|
||||
break;
|
||||
|
||||
gl::framebuffer::unbind();
|
||||
glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -532,7 +557,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
setup_shadow_map(nullptr, m_renderpass);
|
||||
setup_env_map(nullptr);
|
||||
|
||||
if (Global.gfx_shadowmap_enabled)
|
||||
if (Global.gfx_shadowmap_enabled && vp.main)
|
||||
{
|
||||
glDebug("render shadowmap start");
|
||||
Timer::subsystem.gfx_shadows.start();
|
||||
@@ -546,12 +571,12 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
glDebug("render shadowmap end");
|
||||
}
|
||||
|
||||
if (Global.gfx_envmap_enabled)
|
||||
if (Global.gfx_envmap_enabled && vp.main)
|
||||
{
|
||||
// potentially update environmental cube map
|
||||
if (Render_reflections(vp))
|
||||
setup_pass(vp, m_renderpass, Mode); // restore color pass settings
|
||||
setup_env_map(vp.env_tex.get());
|
||||
setup_env_map(m_env_tex.get());
|
||||
}
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
@@ -566,7 +591,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
else
|
||||
vp.msaa_fb->setup_drawing(1);
|
||||
|
||||
glViewport(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height);
|
||||
glViewport(0, 0, vp.width, vp.height);
|
||||
|
||||
vp.msaa_fb->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
@@ -575,7 +600,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
if (!Global.gfx_usegles && !Global.gfx_shadergamma)
|
||||
glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, Global.iWindowWidth, Global.iWindowHeight);
|
||||
glViewport(0, 0, vp.width, vp.height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
@@ -610,7 +635,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
{
|
||||
glDebug("render cab opaque");
|
||||
if (Global.gfx_shadowmap_enabled)
|
||||
setup_shadow_map(vp.cabshadows_tex.get(), m_cabshadowpass);
|
||||
setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass);
|
||||
|
||||
auto const *vehicle = simulation::Train->Dynamic();
|
||||
Render_cab(vehicle, vehicle->InteriorLightLevel, false);
|
||||
@@ -621,7 +646,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
model_ubs.future = future;
|
||||
|
||||
if (Global.gfx_shadowmap_enabled)
|
||||
setup_shadow_map(vp.shadow_tex.get(), m_shadowpass);
|
||||
setup_shadow_map(m_shadow_tex.get(), m_shadowpass);
|
||||
|
||||
Render(simulation::Region);
|
||||
|
||||
@@ -639,7 +664,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
glDebug("render translucent cab");
|
||||
model_ubs.future = glm::mat4();
|
||||
if (Global.gfx_shadowmap_enabled)
|
||||
setup_shadow_map(vp.cabshadows_tex.get(), m_cabshadowpass);
|
||||
setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass);
|
||||
// cache shadow colour in case we need to account for cab light
|
||||
auto const *vehicle{simulation::Train->Dynamic()};
|
||||
if (Global.Overcast > 1.0f)
|
||||
@@ -665,8 +690,8 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
if (Global.gfx_postfx_motionblur_enabled)
|
||||
{
|
||||
vp.main_fb->clear(GL_COLOR_BUFFER_BIT);
|
||||
vp.msaa_fb->blit_to(vp.main_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
|
||||
vp.msaa_fb->blit_to(vp.main_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT1);
|
||||
vp.msaa_fb->blit_to(vp.main_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
|
||||
vp.msaa_fb->blit_to(vp.main_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT1);
|
||||
|
||||
model_ubs.param[0].x = m_framerate / (1.0 / Global.gfx_postfx_motionblur_shutter);
|
||||
model_ubo->update(model_ubs);
|
||||
@@ -675,12 +700,12 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
else
|
||||
{
|
||||
vp.main2_fb->clear(GL_COLOR_BUFFER_BIT);
|
||||
vp.msaa_fb->blit_to(vp.main2_fb.get(), Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
|
||||
vp.msaa_fb->blit_to(vp.main2_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
|
||||
}
|
||||
|
||||
if (!Global.gfx_usegles && !Global.gfx_shadergamma)
|
||||
glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
glViewport(0, 0, Global.iWindowWidth, Global.iWindowHeight);
|
||||
glViewport(0, 0, vp.width, vp.height);
|
||||
m_pfx_tonemapping->apply(*vp.main2_tex, nullptr);
|
||||
opengl_texture::reset_unit_cache();
|
||||
}
|
||||
@@ -691,8 +716,10 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
glDebug("uilayer render");
|
||||
Timer::subsystem.gfx_gui.start();
|
||||
|
||||
if (vp.main) {
|
||||
draw_debug_ui();
|
||||
Application.render_ui();
|
||||
}
|
||||
|
||||
Timer::subsystem.gfx_gui.stop();
|
||||
|
||||
@@ -716,8 +743,8 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize);
|
||||
vp.shadow_fb->bind();
|
||||
vp.shadow_fb->clear(GL_DEPTH_BUFFER_BIT);
|
||||
m_shadow_fb->bind();
|
||||
m_shadow_fb->clear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
setup_matrices();
|
||||
setup_drawing(false);
|
||||
@@ -734,7 +761,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
vp.shadow_fb->unbind();
|
||||
m_shadow_fb->unbind();
|
||||
|
||||
glDebug("rendermodeshadows ::end");
|
||||
|
||||
@@ -751,8 +778,8 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize);
|
||||
vp.cabshadows_fb->bind();
|
||||
vp.cabshadows_fb->clear(GL_DEPTH_BUFFER_BIT);
|
||||
m_cabshadows_fb->bind();
|
||||
m_cabshadows_fb->clear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
setup_matrices();
|
||||
setup_drawing(false);
|
||||
@@ -766,7 +793,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
vp.cabshadows_fb->unbind();
|
||||
m_cabshadows_fb->unbind();
|
||||
|
||||
glDebug("rendermode::cabshadows end");
|
||||
|
||||
@@ -783,8 +810,8 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
// NOTE: buffer attachment and viewport setup in this mode is handled by the wrapper method
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
vp.env_fb->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
vp.env_fb->bind();
|
||||
m_env_fb->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_env_fb->bind();
|
||||
|
||||
setup_env_map(m_empty_cubemap.get());
|
||||
|
||||
@@ -800,13 +827,13 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
|
||||
// opaque parts...
|
||||
setup_drawing(false);
|
||||
setup_shadow_map(vp.shadow_tex.get(), m_shadowpass);
|
||||
setup_shadow_map(m_shadow_tex.get(), m_shadowpass);
|
||||
|
||||
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
|
||||
scene_ubo->update(scene_ubs);
|
||||
Render(simulation::Region);
|
||||
|
||||
vp.env_fb->unbind();
|
||||
m_env_fb->unbind();
|
||||
|
||||
glDebug("rendermode::reflections end");
|
||||
|
||||
@@ -891,12 +918,12 @@ bool opengl_renderer::Render_reflections(viewport_config &vp)
|
||||
glViewport(0, 0, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE);
|
||||
for (m_environmentcubetextureface = 0; m_environmentcubetextureface < 6; ++m_environmentcubetextureface)
|
||||
{
|
||||
vp.env_fb->attach(*vp.env_tex, m_environmentcubetextureface, GL_COLOR_ATTACHMENT0);
|
||||
if (vp.env_fb->is_complete())
|
||||
m_env_fb->attach(*m_env_tex, m_environmentcubetextureface, GL_COLOR_ATTACHMENT0);
|
||||
if (m_env_fb->is_complete())
|
||||
Render_pass(vp, rendermode::reflections);
|
||||
}
|
||||
vp.env_tex->generate_mipmaps();
|
||||
vp.env_fb->detach(GL_COLOR_ATTACHMENT0);
|
||||
m_env_tex->generate_mipmaps();
|
||||
m_env_fb->detach(GL_COLOR_ATTACHMENT0);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1720,7 +1747,7 @@ void opengl_renderer::Render(scene::basic_region *Region)
|
||||
|
||||
Render(std::begin(m_sectionqueue), std::end(m_sectionqueue));
|
||||
// draw queue is filled while rendering sections
|
||||
if (EditorModeFlag)
|
||||
if (EditorModeFlag && m_current_viewport->main)
|
||||
{
|
||||
// when editor mode is active calculate world position of the cursor
|
||||
// at this stage the z-buffer is filled with only ground geometry
|
||||
@@ -3430,6 +3457,11 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
|
||||
// utility methods
|
||||
void opengl_renderer::Update_Pick_Control()
|
||||
{
|
||||
// context-switch workaround
|
||||
gl::buffer::unbind(gl::buffer::PIXEL_PACK_BUFFER);
|
||||
gl::buffer::unbind(gl::buffer::PIXEL_UNPACK_BUFFER);
|
||||
gl::buffer::unbind(gl::buffer::ARRAY_BUFFER);
|
||||
|
||||
if (!m_picking_pbo->is_busy())
|
||||
{
|
||||
unsigned char pickreadout[4];
|
||||
@@ -3548,11 +3580,11 @@ glm::dvec3 opengl_renderer::get_mouse_depth()
|
||||
}
|
||||
else
|
||||
{
|
||||
gl::framebuffer::blit(m_current_viewport->msaa_fb.get(), m_depth_pointer_fb.get(), bufferpos.x, bufferpos.y, 1, 1, GL_DEPTH_BUFFER_BIT, 0);
|
||||
gl::framebuffer::blit(m_viewports.front()->msaa_fb.get(), m_depth_pointer_fb.get(), bufferpos.x, bufferpos.y, 1, 1, GL_DEPTH_BUFFER_BIT, 0);
|
||||
|
||||
m_depth_pointer_fb->bind();
|
||||
m_depth_pointer_pbo->request_read(0, 0, 1, 1, 4, GL_DEPTH_COMPONENT, GL_FLOAT);
|
||||
m_current_viewport->msaa_fb->bind();
|
||||
m_viewports.front()->msaa_fb->bind();
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -3577,7 +3609,7 @@ glm::dvec3 opengl_renderer::get_mouse_depth()
|
||||
}
|
||||
else
|
||||
{
|
||||
gl::framebuffer::blit(m_current_viewport->msaa_fb.get(), m_depth_pointer_fb.get(), 0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_DEPTH_BUFFER_BIT, 0);
|
||||
gl::framebuffer::blit(m_viewports.front()->msaa_fb.get(), m_depth_pointer_fb.get(), 0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_DEPTH_BUFFER_BIT, 0);
|
||||
|
||||
m_empty_vao->bind();
|
||||
m_depth_pointer_tex->bind(0);
|
||||
@@ -3587,7 +3619,7 @@ glm::dvec3 opengl_renderer::get_mouse_depth()
|
||||
m_depth_pointer_pbo->request_read(bufferpos.x, bufferpos.y, 1, 1, 16, GL_RGBA_INTEGER, GL_UNSIGNED_INT);
|
||||
m_depth_pointer_shader->unbind();
|
||||
m_empty_vao->unbind();
|
||||
m_current_viewport->msaa_fb->bind();
|
||||
m_viewports.front()->msaa_fb->bind();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3893,7 +3925,7 @@ bool opengl_renderer::Init_caps()
|
||||
if (Global.gfx_framebuffer_height == -1)
|
||||
Global.gfx_framebuffer_height = Global.iWindowHeight;
|
||||
|
||||
WriteLog("rendering at " + std::to_string(Global.gfx_framebuffer_width) + "x" + std::to_string(Global.gfx_framebuffer_height));
|
||||
WriteLog("main window size: " + std::to_string(Global.gfx_framebuffer_width) + "x" + std::to_string(Global.gfx_framebuffer_height));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
28
renderer.h
28
renderer.h
@@ -239,6 +239,9 @@ class opengl_renderer
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int width;
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int height;
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bool main = false;
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GLFWwindow *window = nullptr;
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glm::mat4 camera_transform;
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std::unique_ptr<gl::framebuffer> msaa_fb;
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@@ -252,18 +255,10 @@ class opengl_renderer
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std::unique_ptr<gl::framebuffer> main2_fb;
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std::unique_ptr<opengl_texture> main2_tex;
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std::unique_ptr<gl::framebuffer> shadow_fb;
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std::unique_ptr<opengl_texture> shadow_tex;
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std::unique_ptr<gl::framebuffer> cabshadows_fb;
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std::unique_ptr<opengl_texture> cabshadows_tex;
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std::unique_ptr<gl::framebuffer> env_fb;
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std::unique_ptr<gl::renderbuffer> env_rb;
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std::unique_ptr<gl::cubemap> env_tex;
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};
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viewport_config *m_current_viewport = nullptr;
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typedef std::vector<opengl_light> opengllight_array;
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// methods
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@@ -315,7 +310,7 @@ class opengl_renderer
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void draw_debug_ui();
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// members
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GLFWwindow *m_window{nullptr};
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GLFWwindow *m_window{nullptr}; // main window
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gfx::geometrybank_manager m_geometry;
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material_manager m_materials;
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texture_manager m_textures;
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@@ -355,7 +350,6 @@ class opengl_renderer
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float m_fogrange = 2000.0f;
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renderpass_config m_renderpass; // parameters for current render pass
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viewport_config *m_current_viewport; // active viewport
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section_sequence m_sectionqueue; // list of sections in current render pass
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cell_sequence m_cellqueue;
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renderpass_config m_colorpass; // parametrs of most recent color pass
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@@ -415,6 +409,16 @@ class opengl_renderer
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std::unique_ptr<gl::cubemap> m_empty_cubemap;
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std::unique_ptr<gl::framebuffer> m_cabshadows_fb;
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std::unique_ptr<opengl_texture> m_cabshadows_tex;
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std::unique_ptr<gl::framebuffer> m_env_fb;
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std::unique_ptr<gl::renderbuffer> m_env_rb;
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std::unique_ptr<gl::cubemap> m_env_tex;
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std::unique_ptr<gl::framebuffer> m_shadow_fb;
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std::unique_ptr<opengl_texture> m_shadow_tex;
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std::unique_ptr<gl::pbo> m_picking_pbo;
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std::unique_ptr<gl::pbo> m_picking_node_pbo;
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@@ -132,20 +132,18 @@ void CSkyDome::Render() {
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m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
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m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, m_vertices.data(), 0, m_vertices.size() * sizeof( glm::vec3 ));
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m_vertexbuffer->bind(gl::buffer::ARRAY_BUFFER);
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m_vao->setup_attrib(0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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m_coloursbuffer.emplace();
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m_coloursbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_colours.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
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m_coloursbuffer->upload(gl::buffer::ARRAY_BUFFER, m_colours.data(), 0, m_colours.size() * sizeof( glm::vec3 ));
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m_coloursbuffer->bind(gl::buffer::ARRAY_BUFFER);
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m_vao->setup_attrib(1, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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m_vao->setup_attrib(*m_coloursbuffer, 1, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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m_indexbuffer.emplace();
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m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), GL_STATIC_DRAW);
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m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.data(), 0, m_indices.size() * sizeof( unsigned short ));
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m_indexbuffer->bind(gl::buffer::ELEMENT_ARRAY_BUFFER);
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m_vao->setup_ebo(*m_indexbuffer);
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m_vao->unbind();
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}
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