16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-17 23:39:18 +02:00
Files
maszyna/gl/ubo.h
2026-06-16 23:09:12 +02:00

154 lines
3.9 KiB
C++

#pragma once
#include "object.h"
#include "bindable.h"
#include "buffer.h"
#include <glm/glm.hpp>
#define UBS_PAD(x) uint8_t PAD[x]
// 12-byte vec3 for structs that must match an exact binary layout (UBOs, vertex data).
// Stays packed regardless of GLM_FORCE_DEFAULT_ALIGNED_GENTYPES.
// Guard prevents redefinition when stdafx.h also defines it.
#ifndef PACKED_VEC3_DEFINED
#define PACKED_VEC3_DEFINED
using packed_vec3 = glm::vec<3, float, glm::packed_highp>;
#endif
namespace gl
{
class ubo : public buffer
{
int index;
public:
ubo(size_t size, int index, GLenum hint = GL_DYNAMIC_DRAW);
void bind_uniform();
void update(const uint8_t *data, int offset, GLsizeiptr size);
template <typename T> void update(const T &data, size_t offset = 0)
{
update(reinterpret_cast<const uint8_t*>(&data), offset, sizeof(data));
}
};
// layout std140
// structs must match with GLSL
// ordered to minimize padding
#pragma pack(push, 1)
const size_t MAX_TEXTURES = 8;
const size_t ENVMAP_SIZE = 1024;
const size_t MAX_CASCADES = 3;
const size_t HELPER_TEXTURES = 4;
const size_t SHADOW_TEX = MAX_TEXTURES + 0;
const size_t ENV_TEX = MAX_TEXTURES + 1;
const size_t HEADLIGHT_TEX = MAX_TEXTURES + 2;
struct scene_ubs
{
glm::mat4 projection;
glm::mat4 inv_view;
glm::mat4 lightview[MAX_CASCADES];
packed_vec3 cascade_end;
float time;
glm::vec4 rain_params;
glm::vec4 wiper_pos;
glm::vec4 wiper_timer_out;
glm::vec4 wiper_timer_return;
};
static_assert(sizeof(scene_ubs) == 400, "bad size of ubs");
const size_t MAX_PARAMS = 3;
struct model_ubs
{
glm::mat4 modelview;
glm::mat3x4 modelviewnormal;
glm::vec4 param[MAX_PARAMS];
glm::mat4 future;
float opacity;
float emission;
float fog_density;
float alpha_mult;
float shadow_tone;
UBS_PAD(12);
void set_modelview(const glm::mat4 &mv)
{
modelview = mv;
// normal matrix = transpose(inverse(modelview)). The modelview is
// always affine, so its 3x3 normal matrix depends only on the
// upper-left 3x3 block; inverting that mat3 directly is markedly
// cheaper than a full mat4 inverse and yields an identical result
// (for affine M, mat3(inverse(M)) == inverse(mat3(M))).
modelviewnormal = glm::mat3x4(glm::transpose(glm::inverse(glm::mat3(mv))));
}
};
static_assert(sizeof(model_ubs) == 208 + 16 * MAX_PARAMS, "bad size of ubs");
// maximum number of instances per single GPU-instanced draw call.
// 256 mat4 = 16 KiB, the guaranteed minimum UBO size. Bigger batches must split.
const size_t MAX_INSTANCES_PER_BATCH = 256;
struct instance_ubs
{
glm::mat4 instance_modelview[MAX_INSTANCES_PER_BATCH];
};
static_assert(sizeof(instance_ubs) == 64 * MAX_INSTANCES_PER_BATCH, "bad size of instance_ubs");
struct light_element_ubs
{
enum type_e
{
SPOT = 0,
POINT,
DIR,
HEADLIGHTS
};
packed_vec3 pos;
type_e type;
packed_vec3 dir;
float in_cutoff;
packed_vec3 color;
float out_cutoff;
float linear;
float quadratic;
float intensity;
float ambient;
glm::mat4 headlight_projection;
glm::vec4 headlight_weights;
};
static_assert(sizeof(light_element_ubs) == 144, "bad size of ubs");
const size_t MAX_LIGHTS = 8;
struct light_ubs
{
packed_vec3 ambient;
UBS_PAD(4);
packed_vec3 fog_color;
uint32_t lights_count;
light_element_ubs lights[MAX_LIGHTS];
};
static_assert(sizeof(light_ubs) == 32 + sizeof(light_element_ubs) * MAX_LIGHTS, "bad size of ubs");
#pragma pack(pop)
}