feat: instance + array buffer
This commit is contained in:
@ -11,24 +11,19 @@ batch::batch() {
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}
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void batch::prepare(glm::mat4 *instances, unsigned int count) {
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if (m_instance_vbo == 0) {
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glGenBuffers(1, &m_instance_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
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// Allocate *once*, no data yet — just reserve space
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, nullptr, GL_DYNAMIC_DRAW);
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if (!m_instanceBuffer) {
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m_instanceBuffer = std::make_unique<OpenGL::InstanceBuffer>(GL_DYNAMIC_DRAW);
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m_instanceBuffer->Data(nullptr, sizeof(glm::mat4) * count);
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m_instance_count = count;
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} else if (count > m_instance_count) {
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// Optional: reallocate only if you *really* have more instances than before
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glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, nullptr, GL_DYNAMIC_DRAW);
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m_instanceBuffer->Data(nullptr, sizeof(glm::mat4) * count);
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m_instance_count = count;
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
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}
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// Just update the data region — much cheaper
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::mat4) * count, instances);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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m_instanceBuffer->SubData(instances, sizeof(glm::mat4) * count, 0);
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}
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}
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@ -13,11 +13,11 @@ namespace OpenGL {
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Unbind();
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}
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void Buffer::Bind() {
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void Buffer::Bind() const {
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glBindBuffer(m_target, m_buffer);
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}
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void Buffer::Unbind() {
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void Buffer::Unbind() const {
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glBindBuffer(m_target, 0);
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}
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@ -33,13 +33,13 @@ namespace OpenGL {
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Unbind();
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}
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void Buffer::BindBuffer(unsigned int index) {
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void Buffer::BindBuffer(unsigned int index) const {
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Bind();
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glBindBufferBase(m_target, index, m_buffer);
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Unbind();
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}
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void Buffer::BindBufferRanged(unsigned int index, size_t offset, size_t size) {
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void Buffer::BindBufferRanged(unsigned int index, size_t offset, size_t size) const {
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Bind();
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glBindBufferRange(m_target, index, m_buffer, offset, size);
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Unbind();
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@ -55,11 +55,17 @@ namespace OpenGL {
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BindBuffer(m_uniformBinding);
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}
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void UniformBuffer::ConfigureShader(Shader& shader, const char* uniformName) {
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void UniformBuffer::ConfigureShader(Shader& shader, const char* uniformName) const {
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auto uniformIndex = glGetUniformBlockIndex(shader.GetID(), uniformName);
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glUniformBlockBinding(shader.GetID(), uniformIndex, m_uniformBinding);
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}
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ArrayBuffer::ArrayBuffer(BufferUsage usage)
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: Buffer(GL_ARRAY_BUFFER, usage) {}
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InstanceBuffer::InstanceBuffer(BufferUsage usage)
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: ArrayBuffer(usage) {}
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} // namespace OpenGL
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} // namespace Core
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@ -166,11 +166,11 @@ void Renderer::RenderScene(Shader &shader) {
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models.push_back(itemModel);
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}
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auto prevInstanceVBO = b.m_instance_vbo;
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auto prevState = b.Initialized();
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b.prepare(models.data(), models.size());
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if (prevInstanceVBO <= 0) {
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if (!prevState) {
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std::cout << "[DEBUG] enabling batch" << std::endl;
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m.object->EnableBatch(b.m_instance_vbo);
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m.object->EnableBatch(b.m_instanceBuffer.get());
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}
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m.object->Render(shader, batchItems.size());
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}
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@ -397,19 +397,19 @@ Object* Object::LoadFile(const std::string& filename) {
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return obj;
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}
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void Object::EnableBatch(unsigned int instanceVBO) {
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void Object::EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer) {
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for (auto &mesh : m_meshes) {
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mesh.Bind();
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glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
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std::size_t vec4Size = sizeof(glm::vec4);
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for (int i = 0; i < 4; ++i) {
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glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
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glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
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sizeof(glm::mat4), (void*)(i * vec4Size));
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glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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instanceBuffer->StartConfigure();
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std::size_t vec4Size = sizeof(glm::vec4);
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for (int i = 0; i < 4; ++i) {
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glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
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glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
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sizeof(glm::mat4), (void*)(i * vec4Size));
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glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
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}
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instanceBuffer->EndConfigure();
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mesh.Unbind();
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}
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