From c403a71564def731f4d3b80d6ff63f08aa3c7ea3 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 11 Mar 2026 20:45:05 +0000 Subject: Reuse vertex array objects for common structures with DSA Slashes the number of VAOs required and the amount of setup required. --- game/scenary/illuminator.cpp | 42 ++++++++++++++++++++++++++---------------- 1 file changed, 26 insertions(+), 16 deletions(-) (limited to 'game/scenary/illuminator.cpp') diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index a0ea5be..4398853 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -5,6 +5,9 @@ static_assert(std::is_constructible_v); +std::weak_ptr Illuminator::commonInstanceVAO, Illuminator::commonInstancesSpotLightVAO, + Illuminator::commonInstancesPointLightVAO; + std::any Illuminator::createAt(const Location & position) const { @@ -41,25 +44,32 @@ Illuminator::postLoad() } texture = getTexture(); glDebugScope _ {0}; - bodyMesh->configureVAO(instanceVAO, 0) - .addAttribs(1); - if (!spotLight.empty()) { - instancesSpotLightVAO.emplace(); - instancesSpotLightVAO->configure() - .addAttribs(0) + if (!(instanceVAO = commonInstanceVAO.lock())) { + commonInstanceVAO = instanceVAO = std::make_shared(); + bodyMesh->configureVAO(*instanceVAO, 0) .addAttribs(1); + } + if (!spotLight.empty()) { + if (!(instancesSpotLightVAO = commonInstancesSpotLightVAO.lock())) { + commonInstancesSpotLightVAO = instancesSpotLightVAO = std::make_shared(); + instancesSpotLightVAO->configure() + .addAttribs(0) + .addAttribs(1); + } std::transform( spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { return instancesSpotLight.acquire(*s); }); } if (!pointLight.empty()) { - instancesPointLightVAO.emplace(); - instancesPointLightVAO->configure() - .addAttribs(0) - .addAttribs(1); + if (!(instancesPointLightVAO = commonInstancesPointLightVAO.lock())) { + commonInstancesPointLightVAO = instancesPointLightVAO = std::make_shared(); + instancesPointLightVAO->configure() + .addAttribs(0) + .addAttribs(1); + } std::transform( pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { return instancesPointLight.acquire(*s); @@ -71,13 +81,13 @@ void Illuminator::render(const SceneShader & shader, const Frustum &) const { if (const auto count = instances.size()) { - glDebugScope _ {instanceVAO}; + glDebugScope _ {*instanceVAO}; shader.basicInst.use(); if (texture) { texture->bind(0); } - instanceVAO.useBuffer(1, instances); - bodyMesh->drawInstanced(instanceVAO, static_cast(count)); + instanceVAO->useBuffer(1, instances); + bodyMesh->drawInstanced(*instanceVAO, static_cast(count)); } } @@ -85,7 +95,7 @@ void Illuminator::lights(const SceneShader & shader) const { if (const auto count = instances.size()) { - glDebugScope _ {instanceVAO}; + glDebugScope _ {*instanceVAO}; if (const auto scount = instancesSpotLight.size()) { glDebugScope _ {*instancesSpotLightVAO, "Spot lights"}; shader.spotLightInst.use(); -- cgit v1.3