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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 11:50:47 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 11:50:47 +0000
commitadb0096046d357a6463ae2ce66c182546c8de9c2 (patch)
tree0e06a281efc2da637ebc19dca38f160e86516d9f /game
parentUpdate stencils and billboards less often (diff)
parentReplace glContainer with glAllocator (diff)
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Merge branch 'glalloc'
Diffstat (limited to 'game')
-rw-r--r--game/network/network.h1
-rw-r--r--game/network/rail.cpp12
-rw-r--r--game/scenary/foliage.cpp13
-rw-r--r--game/scenary/illuminator.cpp25
-rw-r--r--game/terrain.cpp18
-rw-r--r--game/vehicles/railVehicleClass.cpp17
-rw-r--r--game/water.cpp6
7 files changed, 50 insertions, 42 deletions
diff --git a/game/network/network.h b/game/network/network.h
index 4f5d2b0..46b84d4 100644
--- a/game/network/network.h
+++ b/game/network/network.h
@@ -1,6 +1,7 @@
#pragma once
#include "collection.h"
+#include "gfx/gl/glVertexArray.h"
#include "gfx/gl/instanceVertices.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index f265d6b..545620d 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -3,7 +3,6 @@
#include "network.h"
#include <game/network/network.impl.h> // IWYU pragma: keep
#include <gfx/gl/sceneShader.h>
-#include <gfx/gl/vertexArrayObject.h>
#include <gfx/models/texture.h>
template class NetworkOf<RailLink, RailLinkStraight, RailLinkCurve>;
@@ -139,18 +138,17 @@ RailLink::vehiclePositionOffset() const
template<> NetworkLinkHolder<RailLinkStraight>::NetworkLinkHolder()
{
- VertexArrayObject {vao}
+ vao.configure()
.addAttribs<RailLinkStraight::Vertex, &RailLinkStraight::Vertex::a, &RailLinkStraight::Vertex::b,
- &RailLinkStraight::Vertex::rotation, &RailLinkStraight::Vertex::textureRepeats>(
- vertices.bufferName());
+ &RailLinkStraight::Vertex::rotation, &RailLinkStraight::Vertex::textureRepeats>(0);
}
template<> NetworkLinkHolder<RailLinkCurve>::NetworkLinkHolder()
{
- VertexArrayObject {vao}
+ vao.configure()
.addAttribs<RailLinkCurve::Vertex, &RailLinkCurve::Vertex::a, &RailLinkCurve::Vertex::b,
&RailLinkCurve::Vertex::c, &RailLinkCurve::Vertex::textureRepeats, &RailLinkCurve::Vertex::aangle,
- &RailLinkCurve::Vertex::bangle, &RailLinkCurve::Vertex::radius>(vertices.bufferName());
+ &RailLinkCurve::Vertex::bangle, &RailLinkCurve::Vertex::radius>(0);
}
namespace {
@@ -161,6 +159,8 @@ namespace {
if (auto count = networkLinks.vertices.size()) {
shader.use(RAIL_CROSS_SECTION, RAIL_TEXTURE_POS);
glBindVertexArray(networkLinks.vao);
+ glVertexArrayVertexBuffer(
+ networkLinks.vao, 0, networkLinks.vertices.bufferName(), 0, sizeof(typename LinkType::Vertex));
glDrawArrays(mode, 0, static_cast<GLsizei>(count));
}
};
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 0981ffc..cf2d82e 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -4,7 +4,6 @@
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/shadowStenciller.h"
-#include "gfx/gl/vertexArrayObject.h"
#include <location.h>
static_assert(std::is_constructible_v<Foliage>);
@@ -38,11 +37,9 @@ void
Foliage::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(
- instances.bufferName(), 1);
- VertexArrayObject {instancePointVAO}.addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(
- instances.bufferName());
+ bodyMesh->configureVAO(instanceVAO, 0)
+ .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(1);
+ instancePointVAO.configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(0);
const auto & size = bodyMesh->getDimensions().size;
billboardSize = billboardTextureSizeForObject(size);
@@ -105,6 +102,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
billboard[1].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE1);
billboard[2].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE2);
glBindVertexArray(instancePointVAO);
+ glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -114,6 +112,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
if (texture) {
texture->bind();
}
+ glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
@@ -130,6 +129,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
shadowStencil.bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0);
glBindVertexArray(instancePointVAO);
+ glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -141,6 +141,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
else {
mapper.dynamicPointInst.use();
}
+ glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp
index d8e4c4e..7ab17fe 100644
--- a/game/scenary/illuminator.cpp
+++ b/game/scenary/illuminator.cpp
@@ -1,6 +1,5 @@
#include "illuminator.h"
#include "gfx/gl/sceneShader.h"
-#include "gfx/gl/vertexArrayObject.h"
#include "gfx/models/texture.h" // IWYU pragma: keep
#include <location.h>
@@ -41,15 +40,14 @@ Illuminator::postLoad()
throw std::logic_error {"Illuminator has no lights"};
}
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ bodyMesh->configureVAO(instanceVAO, 0)
+ .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1);
if (!spotLight.empty()) {
instancesSpotLightVAO.emplace();
- VertexArrayObject {*instancesSpotLightVAO}
+ instancesSpotLightVAO->configure()
.addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction,
- &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(
- instancesSpotLight.bufferName(), 0)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(0)
+ .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1);
std::transform(
spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) {
return instancesSpotLight.acquire(*s);
@@ -57,10 +55,10 @@ Illuminator::postLoad()
}
if (!pointLight.empty()) {
instancesPointLightVAO.emplace();
- VertexArrayObject {*instancesPointLightVAO}
+ instancesPointLightVAO->configure()
.addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour,
- &PointLightVertex::kq>(instancesPointLight.bufferName(), 0)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ &PointLightVertex::kq>(0)
+ .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1);
std::transform(
pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) {
return instancesPointLight.acquire(*s);
@@ -76,6 +74,7 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const
if (texture) {
texture->bind();
}
+ glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
@@ -87,11 +86,17 @@ Illuminator::lights(const SceneShader & shader) const
if (const auto scount = instancesSpotLight.size()) {
shader.spotLightInst.use();
glBindVertexArray(*instancesSpotLightVAO);
+ glVertexArrayVertexBuffer(
+ *instancesSpotLightVAO, 0, instancesSpotLight.bufferName(), 0, sizeof(SpotLightVertex));
+ glVertexArrayVertexBuffer(*instancesSpotLightVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count));
}
if (const auto pcount = instancesPointLight.size()) {
shader.pointLightInst.use();
glBindVertexArray(*instancesPointLightVAO);
+ glVertexArrayVertexBuffer(
+ *instancesPointLightVAO, 0, instancesPointLight.bufferName(), 0, sizeof(PointLightVertex));
+ glVertexArrayVertexBuffer(*instancesPointLightVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count));
}
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 187d035..25ecca9 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -17,10 +17,10 @@ static constexpr RGB OPEN_SURFACE {-1};
static constexpr GlobalDistance TILE_SIZE = 1024 * 1024; // ~1km, power of 2, fast divide
template<>
-VertexArrayObject &
-VertexArrayObject::addAttribsFor<Terrain::Vertex>(const GLuint arrayBuffer, const GLuint divisor)
+Impl::VertexArrayConfigurator &
+Impl::VertexArrayConfigurator::addAttribsFor<Terrain::Vertex>(const GLuint divisor, const glBuffer & buffer)
{
- return addAttribs<Terrain::Vertex, &Terrain::Vertex::pos, &Terrain::Vertex::normal>(arrayBuffer, divisor);
+ return addAttribs<Terrain::Vertex, &Terrain::Vertex::pos, &Terrain::Vertex::normal>(divisor, buffer);
}
bool
@@ -78,16 +78,14 @@ Terrain::copyIndicesToBuffers(const SurfaceIndices & surfaceIndices)
auto meshItr = meshes.find(surfaceKey);
if (meshItr == meshes.end()) {
meshItr = meshes.emplace(surfaceKey, SurfaceArrayBuffer {}).first;
- VertexArrayObject {meshItr->second.vertexArray}
- .addAttribsFor<Vertex>(verticesBuffer)
- .addIndices(meshItr->second.indicesBuffer, indices)
- .data(verticesBuffer, GL_ARRAY_BUFFER);
+ meshItr->second.vertexArray.configure()
+ .addAttribsFor<Vertex>(0, verticesBuffer)
+ .addIndices(meshItr->second.indicesBuffer);
}
else {
- VertexArrayObject {meshItr->second.vertexArray}
- .addIndices(meshItr->second.indicesBuffer, indices)
- .data(verticesBuffer, GL_ARRAY_BUFFER);
+ meshItr->second.vertexArray.configure().addIndices(meshItr->second.indicesBuffer);
}
+ meshItr->second.indicesBuffer.data(indices, GL_DYNAMIC_DRAW);
meshItr->second.count = static_cast<GLsizei>(indices.size());
meshItr->second.aabb = AxisAlignedBoundingBox<GlobalDistance>::fromPoints(
indices | std::views::transform([this](const auto vertex) {
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 21f01c8..100073d 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -1,7 +1,6 @@
#include "railVehicleClass.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
-#include "gfx/gl/vertexArrayObject.h"
#include <array>
#include <glm/glm.hpp>
#include <lib/resource.h>
@@ -34,14 +33,14 @@ void
RailVehicleClass::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(instances.bufferName(), 1);
+ bodyMesh->configureVAO(instanceVAO, 0)
+ .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(1);
bogies.front()
- ->configureVAO(instancesBogiesVAO.front())
- .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(instances.bufferName(), 1);
+ ->configureVAO(instancesBogiesVAO.front(), 0)
+ .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(1);
bogies.back()
- ->configureVAO(instancesBogiesVAO.back())
- .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(instances.bufferName(), 1);
+ ->configureVAO(instancesBogiesVAO.back(), 0)
+ .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(1);
static_assert(sizeof(LocationVertex) == 144UL);
}
@@ -53,6 +52,10 @@ RailVehicleClass::render(const SceneShader & shader, const Frustum &) const
texture->bind();
}
shader.basicInst.use();
+ const auto instancesBuffer = instances.bufferName();
+ glVertexArrayVertexBuffer(instanceVAO, 1, instancesBuffer, 0, sizeof(LocationVertex));
+ glVertexArrayVertexBuffer(instancesBogiesVAO.front(), 1, instancesBuffer, 0, sizeof(LocationVertex));
+ glVertexArrayVertexBuffer(instancesBogiesVAO.back(), 1, instancesBuffer, 0, sizeof(LocationVertex));
bodyMesh->DrawInstanced(instanceVAO, count);
bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count);
bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count);
diff --git a/game/water.cpp b/game/water.cpp
index 527e85a..0657214 100644
--- a/game/water.cpp
+++ b/game/water.cpp
@@ -24,10 +24,10 @@ namespace glm {
}
template<>
-VertexArrayObject &
-VertexArrayObject::addAttribsFor<Water::Vertex>(const GLuint arrayBuffer, const GLuint divisor)
+Impl::VertexArrayConfigurator &
+Impl::VertexArrayConfigurator::addAttribsFor<Water::Vertex>(const GLuint divisor, const glBuffer & buffer)
{
- return addAttribs<Water::Vertex, &Water::Vertex::pos>(arrayBuffer, divisor);
+ return addAttribs<Water::Vertex, &Water::Vertex::pos>(divisor, buffer);
}
Water::Water(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, water {std::make_shared<Texture>("water.png")}