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c6d83c1b51
| Author | SHA1 | Date | |
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| c6d83c1b51 | |||
| e459fea503 |
@ -2,12 +2,15 @@
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#define COMPONENT_BATCH_H_
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#include <glm/mat4x4.hpp>
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#include <memory>
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#include "engine/opengl/buffers.h"
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#include "engine/export.h"
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namespace Core {
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// requires mesh component
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struct ENGINE_API batch {
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friend class Renderer;
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public:
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// requires Transform component
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struct item {
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@ -17,13 +20,18 @@ public:
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batch();
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inline const unsigned int id() const { return m_id; }
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inline const bool Initialized() const { return m_instanceBuffer != nullptr; }
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protected:
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static unsigned int LastID;
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private:
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unsigned int m_id;
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unsigned int m_instance_vbo { 0 };
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unsigned int m_instance_count { 0 };
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// TODO: use static draw when possible
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std::unique_ptr<OpenGL::InstanceBuffer> m_instanceBuffer = nullptr;
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private:
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friend class Renderer;
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void prepare(glm::mat4 *instances, unsigned int count);
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};
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}
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@ -16,16 +16,19 @@ namespace OpenGL {
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class ENGINE_API Buffer {
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public:
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Buffer(BufferTarget target, BufferUsage usage);
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Buffer(BufferTarget target);
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~Buffer();
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inline const BufferID GetID() const { return m_buffer; }
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protected:
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void Data(void* data, size_t size);
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void SubData(void *data, size_t size, size_t offset);
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void BindBuffer(unsigned int index);
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void BindBufferRanged(unsigned int index, size_t offset, size_t size);
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void BindBuffer(unsigned int index) const;
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void BindBufferRanged(unsigned int index, size_t offset, size_t size) const;
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protected:
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void Bind();
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void Unbind();
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void Bind() const;
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void Unbind() const;
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private:
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BufferID m_buffer;
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BufferTarget m_target;
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@ -36,7 +39,7 @@ namespace OpenGL {
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public:
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UniformBuffer(size_t size, unsigned int index);
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void ConfigureShader(Shader& shader, const char* uniformName);
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void ConfigureShader(Shader& shader, const char* uniformName) const;
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template<typename T, typename S = size_t>
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void UpdateUniform(void* data, S offset) {
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@ -47,6 +50,27 @@ namespace OpenGL {
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private:
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static unsigned int s_bufferNextId;
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};
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class ENGINE_API ArrayBuffer : public Buffer {
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public:
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ArrayBuffer(BufferUsage usage);
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};
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class ENGINE_API InstanceBuffer : public ArrayBuffer {
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public:
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InstanceBuffer(BufferUsage usage);
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void Data(void *data, size_t size) {
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Buffer::Data(data, size);
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}
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void SubData(void *data, size_t size, size_t offset) {
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Buffer::SubData(data, size, offset);
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}
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inline void StartConfigure() const { Bind(); }
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inline void EndConfigure() const { Unbind(); }
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};
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} // namespace OpenGL
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} // namespace Core
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@ -11,6 +11,7 @@
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#include "engine/renderer/renderer.h"
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#include "engine/renderer/material.h"
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#include "engine/renderer/mesh.h"
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#include "engine/opengl/buffers.h"
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#include "engine/export.h"
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@ -43,7 +44,7 @@ public:
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void Render(Shader& shader, unsigned int count);
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[[nodiscard]] inline const std::string Name() const { return m_name; }
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protected:
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void EnableBatch(unsigned int instanceVBO);
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void EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer);
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private:
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std::string m_name;
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std::vector<glm::vec3> m_vertices;
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@ -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 +13,18 @@ namespace OpenGL {
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Unbind();
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}
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void Buffer::Bind() {
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Buffer::Buffer(BufferTarget target)
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: Buffer(target, GL_STATIC_DRAW) {}
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Buffer::~Buffer() {
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glDeleteBuffers(1, &m_buffer);
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}
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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 +40,13 @@ 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 +62,17 @@ 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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