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https://github.com/korenkonder/ReDIVA.git
synced 2026-10-04 12:47:56 +03:00
Object buffer optimization
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@@ -218,7 +218,10 @@ namespace mdl {
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void ObjData::init_sub_mesh(DispManager* disp_manager, const mat4* mat,
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float_t radius, obj_sub_mesh* sub_mesh, obj_mesh* mesh, obj_material_data* material,
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std::vector<texture*>* textures, int32_t mat_count, mat4* mats, GLuint vertex_buffer,
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GLuint index_buffer, vec4* blend_color, vec4* emission, int32_t morph_vertex_buffer,
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GLuint index_buffer, vec4* blend_color, vec4* emission, GLuint morph_vertex_buffer,
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#if SHARED_OBJECT_BUFFER
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size_t vertex_buffer_offset, size_t morph_vertex_buffer_offset,
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#endif
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int32_t instances_count, mat4* instances_mat, void(*func)(const ObjSubMeshArgs*)) {
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kind = mdl::OBJ_KIND_NORMAL;
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this->mat = *mat;
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@@ -235,6 +238,10 @@ namespace mdl {
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args->vertex_buffer = vertex_buffer;
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args->index_buffer = index_buffer;
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args->morph_vertex_buffer = morph_vertex_buffer;
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#if SHARED_OBJECT_BUFFER
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args->vertex_buffer_offset = vertex_buffer_offset;
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args->morph_vertex_buffer_offset = morph_vertex_buffer_offset;
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#endif
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args->texture_pattern_count = disp_manager->texture_pattern_count;
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for (int32_t i = 0; i < disp_manager->texture_pattern_count && i < TEXTURE_PATTERN_COUNT; i++)
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@@ -418,6 +425,10 @@ namespace mdl {
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GLuint vertex_buffer = args->vertex_buffer;
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GLuint morph_vertex_buffer = args->morph_vertex_buffer;
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#if SHARED_OBJECT_BUFFER
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size_t vertex_buffer_offset = args->vertex_buffer_offset;
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size_t morph_vertex_buffer_offset = args->morph_vertex_buffer_offset;
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#endif
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GLuint index_buffer = args->index_buffer;
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int32_t texcoord_array[2] = { -1, -1 };
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@@ -449,6 +460,10 @@ namespace mdl {
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for (DispManager::vertex_array& i : vertex_array_cache)
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if (i.alive_time >= 0 && i.vertex_buffer == vertex_buffer
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&& i.morph_vertex_buffer == morph_vertex_buffer
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#if SHARED_OBJECT_BUFFER
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&& i.vertex_buffer_offset == vertex_buffer_offset
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&& i.morph_vertex_buffer_offset == morph_vertex_buffer_offset
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#endif
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&& i.index_buffer == index_buffer && i.vertex_format == vertex_format
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&& i.size_vertex == size_vertex && i.compressed == compressed
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&& !memcmp(i.vertex_attrib_buffer_binding,
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@@ -499,6 +514,10 @@ namespace mdl {
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vertex_array->vertex_buffer = vertex_buffer;
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vertex_array->morph_vertex_buffer = morph_vertex_buffer;
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#if SHARED_OBJECT_BUFFER
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vertex_array->vertex_buffer_offset = vertex_buffer_offset;
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vertex_array->morph_vertex_buffer_offset = morph_vertex_buffer_offset;
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#endif
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vertex_array->index_buffer = index_buffer;
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vertex_array->alive_time = 60;
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vertex_array->vertex_format = vertex_format;
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@@ -513,7 +532,11 @@ namespace mdl {
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if (index_buffer)
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gl_state_bind_element_array_buffer(index_buffer, true);
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#if SHARED_OBJECT_BUFFER
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size_t offset = vertex_buffer_offset;
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#else
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size_t offset = 0;
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#endif
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if (vertex_format & OBJ_VERTEX_POSITION) {
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if (!vertex_array->vertex_attrib_array[POSITION_INDEX]) {
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glEnableVertexAttribArray(POSITION_INDEX);
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@@ -703,7 +726,11 @@ namespace mdl {
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if (morph_vertex_buffer) {
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gl_state_bind_array_buffer(morph_vertex_buffer);
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#if SHARED_OBJECT_BUFFER
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offset = morph_vertex_buffer_offset;
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#else
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offset = 0;
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#endif
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if (vertex_format & OBJ_VERTEX_POSITION) {
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if (!vertex_array->vertex_attrib_array[MORPH_POSITION_INDEX]) {
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glEnableVertexAttribArray(MORPH_POSITION_INDEX);
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@@ -1426,6 +1453,16 @@ namespace mdl {
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if (obj_vertex_buf)
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vertex_buffer = obj_vertex_buf[i].get_buffer();
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#if SHARED_OBJECT_BUFFER
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size_t morph_vertex_buffer_offset = 0;
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if (obj_morph_vertex_buf)
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morph_vertex_buffer_offset = obj_morph_vertex_buf[i].get_offset();
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size_t vertex_buffer_offset = 0;
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if (obj_vertex_buf)
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vertex_buffer_offset = obj_vertex_buf[i].get_offset();
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#endif
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if (!vertex_buffer || !index_buffer || obj_morph_vertex_buf && !morph_vertex_buffer) {
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printf_debug("mdl::DispManager::entry_obj: no vertex or index mesh buffer to draw;\n");
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printf_debug(" Object: %s; Mesh: %s; Sub Mesh: %d\n", object->name, mesh->name, j);
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@@ -1505,7 +1542,12 @@ namespace mdl {
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data->init_sub_mesh(this, mat, object->bounding_sphere.radius, sub_mesh,
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mesh, material, textures, num_bone_index, mats, vertex_buffer, index_buffer,
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#if SHARED_OBJECT_BUFFER
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&_blend_color, &_emission, morph_vertex_buffer,
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vertex_buffer_offset, morph_vertex_buffer_offset, instances_count, instances_mat, func);
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#else
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&_blend_color, &_emission, morph_vertex_buffer, instances_count, instances_mat, func);
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#endif
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if (obj_flags & mdl::OBJ_SHADOW_OBJECT) {
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entry_list((ObjType)(OBJ_TYPE_SHADOW_OBJECT_CHARA
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@@ -1816,6 +1858,10 @@ namespace mdl {
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GLuint vertex_buffer = args->vertex_buffer;
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GLuint morph_vertex_buffer = args->morph_vertex_buffer;
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#if SHARED_OBJECT_BUFFER
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size_t vertex_buffer_offset = args->vertex_buffer_offset;
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size_t morph_vertex_buffer_offset = args->morph_vertex_buffer_offset;
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#endif
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GLuint index_buffer = args->index_buffer;
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int32_t texcoord_array[2] = { -1, -1 };
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@@ -1847,6 +1893,10 @@ namespace mdl {
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for (DispManager::vertex_array& i : vertex_array_cache)
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if (i.alive_time > 0 && i.vertex_buffer == vertex_buffer
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&& i.morph_vertex_buffer == morph_vertex_buffer
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#if SHARED_OBJECT_BUFFER
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&& i.vertex_buffer_offset == vertex_buffer_offset
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&& i.morph_vertex_buffer_offset == morph_vertex_buffer_offset
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#endif
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&& i.index_buffer == index_buffer && i.vertex_format == vertex_format
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&& i.size_vertex == size_vertex && i.compressed == compressed
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&& !memcmp(i.vertex_attrib_buffer_binding,
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