From c89a633f59d0e393695c10f28c4ba8635eadffba Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 7 Mar 2026 11:42:46 +0000 Subject: Replace glContainer with glAllocator glContainer is no longer required, as we can use std::vector with a custom allocator which uses OpenGL buffers for storage. Minor irritation is that the mapped buffers aren't guaranteed to be flushed in the tests, so sometimes we're missing bits in a test render. --- game/network/rail.cpp | 7 ++++--- game/scenary/foliage.cpp | 10 ++++++---- game/scenary/illuminator.cpp | 18 ++++++++++++------ game/vehicles/railVehicleClass.cpp | 10 +++++++--- 4 files changed, 29 insertions(+), 16 deletions(-) (limited to 'game') diff --git a/game/network/rail.cpp b/game/network/rail.cpp index 8d85f35..545620d 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -140,8 +140,7 @@ template<> NetworkLinkHolder::NetworkLinkHolder() { vao.configure() .addAttribs( - 0, vertices.bufferName()); + &RailLinkStraight::Vertex::rotation, &RailLinkStraight::Vertex::textureRepeats>(0); } template<> NetworkLinkHolder::NetworkLinkHolder() @@ -149,7 +148,7 @@ template<> NetworkLinkHolder::NetworkLinkHolder() vao.configure() .addAttribs(0, vertices.bufferName()); + &RailLinkCurve::Vertex::bangle, &RailLinkCurve::Vertex::radius>(0); } namespace { @@ -160,6 +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(count)); } }; diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 49a4831..cf2d82e 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -38,10 +38,8 @@ Foliage::postLoad() { texture = getTexture(); bodyMesh->configureVAO(instanceVAO, 0) - .addAttribs( - 1, instances.bufferName()); - instancePointVAO.configure().addAttribs( - 0, instances.bufferName()); + .addAttribs(1); + instancePointVAO.configure().addAttribs(0); const auto & size = bodyMesh->getDimensions().size; billboardSize = billboardTextureSizeForObject(size); @@ -104,6 +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(instancePartitions.second.first), static_cast(count)); glBindVertexArray(0); } @@ -113,6 +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(count)); } } @@ -129,6 +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(instancePartitions.second.first), static_cast(count)); glBindVertexArray(0); } @@ -140,6 +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(count)); } } diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 590062e..7ab17fe 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -41,14 +41,13 @@ Illuminator::postLoad() } texture = getTexture(); bodyMesh->configureVAO(instanceVAO, 0) - .addAttribs(1, instances.bufferName()); + .addAttribs(1); if (!spotLight.empty()) { instancesSpotLightVAO.emplace(); instancesSpotLightVAO->configure() .addAttribs( - 0, instancesSpotLight.bufferName()) - .addAttribs(1, instances.bufferName()); + &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(0) + .addAttribs(1); std::transform( spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { return instancesSpotLight.acquire(*s); @@ -58,8 +57,8 @@ Illuminator::postLoad() instancesPointLightVAO.emplace(); instancesPointLightVAO->configure() .addAttribs(0, instancesPointLight.bufferName()) - .addAttribs(1, instances.bufferName()); + &PointLightVertex::kq>(0) + .addAttribs(1); std::transform( pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { return instancesPointLight.acquire(*s); @@ -75,6 +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(count)); } } @@ -86,11 +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(scount), static_cast(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(pcount), static_cast(count)); } diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index a11b435..100073d 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -34,13 +34,13 @@ RailVehicleClass::postLoad() { texture = getTexture(); bodyMesh->configureVAO(instanceVAO, 0) - .addAttribs(1, instances.bufferName()); + .addAttribs(1); bogies.front() ->configureVAO(instancesBogiesVAO.front(), 0) - .addAttribs(1, instances.bufferName()); + .addAttribs(1); bogies.back() ->configureVAO(instancesBogiesVAO.back(), 0) - .addAttribs(1, instances.bufferName()); + .addAttribs(1); static_assert(sizeof(LocationVertex) == 144UL); } @@ -52,6 +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); -- cgit v1.3