Fix objects breakdown

This commit is contained in:
korenkonder
2023-06-30 03:35:57 +03:00
parent 60e574eaf0
commit a80fec73fb
2 changed files with 64 additions and 94 deletions
+47 -69
View File
@@ -271,13 +271,11 @@ namespace mdl {
disp_manager->add_vertex_array(&args.etc, this->mat);
}
void ObjData::init_sub_mesh(DispManager* disp_manager, const mat4* mat,
float_t radius, obj_sub_mesh* sub_mesh, obj_mesh* mesh, obj_material_data* material,
std::vector<texture*>* textures, int32_t mat_count, mat4* mats, GLuint vertex_buffer,
GLuint index_buffer, vec4* blend_color, vec4* emission, GLuint morph_vertex_buffer,
#if SHARED_OBJECT_BUFFER
size_t vertex_buffer_offset, size_t morph_vertex_buffer_offset,
#endif
void ObjData::init_sub_mesh(DispManager* disp_manager, const mat4* mat, float_t radius,
obj_sub_mesh* sub_mesh, obj_mesh* mesh, obj_material_data* material, std::vector<texture*>* textures,
int32_t mat_count, mat4* mats, /*GLuint vertex_buffer, GLuint index_buffer,*/
obj_mesh_vertex_buffer* vertex_buffer, obj_mesh_index_buffer* index_buffer, vec4* blend_color,
vec4* emission, /*GLuint morph_vertex_buffer,*/ obj_mesh_vertex_buffer* morph_vertex_buffer,
int32_t instances_count, mat4* instances_mat, void(*func)(const ObjSubMeshArgs*)) {
kind = mdl::OBJ_KIND_NORMAL;
this->mat = *mat;
@@ -294,10 +292,6 @@ namespace mdl {
args->vertex_buffer = vertex_buffer;
args->index_buffer = index_buffer;
args->morph_vertex_buffer = morph_vertex_buffer;
#if SHARED_OBJECT_BUFFER
args->vertex_buffer_offset = vertex_buffer_offset;
args->morph_vertex_buffer_offset = morph_vertex_buffer_offset;
#endif
args->texture_pattern_count = disp_manager->texture_pattern_count;
for (int32_t i = 0; i < disp_manager->texture_pattern_count && i < TEXTURE_PATTERN_COUNT; i++)
@@ -495,13 +489,12 @@ namespace mdl {
const obj_sub_mesh* sub_mesh = args->sub_mesh;
const obj_material_data* material = args->material;
GLuint vertex_buffer = args->vertex_buffer;
GLuint morph_vertex_buffer = args->morph_vertex_buffer;
#if SHARED_OBJECT_BUFFER
size_t vertex_buffer_offset = args->vertex_buffer_offset;
size_t morph_vertex_buffer_offset = args->morph_vertex_buffer_offset;
#endif
GLuint index_buffer = args->index_buffer;
//GLuint vertex_buffer = args->vertex_buffer;
obj_mesh_vertex_buffer* vertex_buffer = args->vertex_buffer;
//GLuint morph_vertex_buffer = args->morph_vertex_buffer;
obj_mesh_vertex_buffer* morph_vertex_buffer = args->morph_vertex_buffer;
//GLuint index_buffer = args->index_buffer;
obj_mesh_index_buffer* index_buffer = args->index_buffer;
int32_t texcoord_array[2] = { -1, -1 };
int32_t color_tex_index = 0;
@@ -532,10 +525,6 @@ namespace mdl {
for (DispManager::vertex_array& i : vertex_array_cache)
if (i.alive_time >= 0 && i.vertex_buffer == vertex_buffer
&& i.morph_vertex_buffer == morph_vertex_buffer
#if SHARED_OBJECT_BUFFER
&& i.vertex_buffer_offset == vertex_buffer_offset
&& i.morph_vertex_buffer_offset == morph_vertex_buffer_offset
#endif
&& i.index_buffer == index_buffer && i.vertex_format == vertex_format
&& i.size_vertex == size_vertex && i.compressed == compressed
&& !memcmp(i.vertex_attrib_buffer_binding,
@@ -586,10 +575,6 @@ namespace mdl {
vertex_array->vertex_buffer = vertex_buffer;
vertex_array->morph_vertex_buffer = morph_vertex_buffer;
#if SHARED_OBJECT_BUFFER
vertex_array->vertex_buffer_offset = vertex_buffer_offset;
vertex_array->morph_vertex_buffer_offset = morph_vertex_buffer_offset;
#endif
vertex_array->index_buffer = index_buffer;
vertex_array->alive_time = 60;
vertex_array->vertex_format = vertex_format;
@@ -600,12 +585,15 @@ namespace mdl {
vertex_attrib_buffer_binding, sizeof(vertex_attrib_buffer_binding));
gl_state_bind_vertex_array(vertex_array->vertex_array);
gl_state_bind_array_buffer(vertex_buffer);
//gl_state_bind_array_buffer(vertex_buffer);
gl_state_bind_array_buffer(vertex_buffer->get_buffer());
if (index_buffer)
gl_state_bind_element_array_buffer(index_buffer, true);
//gl_state_bind_element_array_buffer(index_buffer, true);
gl_state_bind_element_array_buffer(index_buffer->buffer, true);
#if SHARED_OBJECT_BUFFER
size_t offset = vertex_buffer_offset;
//size_t offset = vertex_buffer_offset;
size_t offset = vertex_buffer->get_offset();
#else
size_t offset = 0;
#endif
@@ -796,12 +784,14 @@ namespace mdl {
}
if (morph_vertex_buffer) {
gl_state_bind_array_buffer(morph_vertex_buffer);
//gl_state_bind_array_buffer(morph_vertex_buffer);
gl_state_bind_array_buffer(morph_vertex_buffer->get_buffer());
#if SHARED_OBJECT_BUFFER
offset = morph_vertex_buffer_offset;
//size_t offset = morph_vertex_buffer_offset;
size_t offset = morph_vertex_buffer->get_offset();
#else
offset = 0;
size_t offset = 0;
#endif
if (vertex_format & OBJ_VERTEX_POSITION) {
if (!vertex_array->vertex_attrib_array[MORPH_POSITION_INDEX]) {
@@ -2309,27 +2299,21 @@ namespace mdl {
if (!data)
continue;
GLuint morph_vertex_buffer = 0;
if (obj_morph_vertex_buf)
morph_vertex_buffer = obj_morph_vertex_buf[i].get_buffer();
//GLuint morph_vertex_buffer = 0;
//if (obj_morph_vertex_buf)
// morph_vertex_buffer = obj_morph_vertex_buf[i].get_buffer();
obj_mesh_vertex_buffer* morph_vertex_buffer
= obj_morph_vertex_buf ? &obj_morph_vertex_buf[i] : 0;
GLuint index_buffer = 0;
if (obj_index_buf)
index_buffer = obj_index_buf[i].buffer;
//GLuint index_buffer = 0;
//if (obj_index_buf)
// index_buffer = obj_index_buf[i].buffer;
obj_mesh_index_buffer* index_buffer = &obj_index_buf[i];
GLuint vertex_buffer = 0;
if (obj_vertex_buf)
vertex_buffer = obj_vertex_buf[i].get_buffer();
#if SHARED_OBJECT_BUFFER
size_t morph_vertex_buffer_offset = 0;
if (obj_morph_vertex_buf)
morph_vertex_buffer_offset = obj_morph_vertex_buf[i].get_offset();
size_t vertex_buffer_offset = 0;
if (obj_vertex_buf)
vertex_buffer_offset = obj_vertex_buf[i].get_offset();
#endif
//GLuint vertex_buffer = 0;
//if (obj_vertex_buf)
// vertex_buffer = obj_vertex_buf[i].get_buffer();
obj_mesh_vertex_buffer* vertex_buffer = &obj_vertex_buf[i];
if (!vertex_buffer || !index_buffer || obj_morph_vertex_buf && !morph_vertex_buffer) {
printf_debug("mdl::DispManager::entry_obj: no vertex or index mesh buffer to draw;\n");
@@ -2410,12 +2394,7 @@ namespace mdl {
data->init_sub_mesh(this, mat, object->bounding_sphere.radius, sub_mesh,
mesh, material, textures, num_bone_index, mats, vertex_buffer, index_buffer,
#if SHARED_OBJECT_BUFFER
&_blend_color, &_emission, morph_vertex_buffer,
vertex_buffer_offset, morph_vertex_buffer_offset, instances_count, instances_mat, func);
#else
&_blend_color, &_emission, morph_vertex_buffer, instances_count, instances_mat, func);
#endif
if (obj_flags & mdl::OBJ_SHADOW_OBJECT) {
entry_list((ObjType)(OBJ_TYPE_SHADOW_OBJECT_CHARA
@@ -2724,13 +2703,12 @@ namespace mdl {
const obj_sub_mesh* sub_mesh = args->sub_mesh;
const obj_material_data* material = args->material;
GLuint vertex_buffer = args->vertex_buffer;
GLuint morph_vertex_buffer = args->morph_vertex_buffer;
#if SHARED_OBJECT_BUFFER
size_t vertex_buffer_offset = args->vertex_buffer_offset;
size_t morph_vertex_buffer_offset = args->morph_vertex_buffer_offset;
#endif
GLuint index_buffer = args->index_buffer;
//GLuint vertex_buffer = args->vertex_buffer;
obj_mesh_vertex_buffer* vertex_buffer = args->vertex_buffer;
//GLuint morph_vertex_buffer = args->morph_vertex_buffer;
obj_mesh_vertex_buffer* morph_vertex_buffer = args->morph_vertex_buffer;
//GLuint index_buffer = args->index_buffer;
obj_mesh_index_buffer* index_buffer = args->index_buffer;
int32_t texcoord_array[2] = { -1, -1 };
int32_t color_tex_index = 0;
@@ -2760,10 +2738,6 @@ namespace mdl {
for (DispManager::vertex_array& i : vertex_array_cache)
if (i.alive_time > 0 && i.vertex_buffer == vertex_buffer
&& i.morph_vertex_buffer == morph_vertex_buffer
#if SHARED_OBJECT_BUFFER
&& i.vertex_buffer_offset == vertex_buffer_offset
&& i.morph_vertex_buffer_offset == morph_vertex_buffer_offset
#endif
&& i.index_buffer == index_buffer && i.vertex_format == vertex_format
&& i.size_vertex == size_vertex && i.compressed == compressed
&& !memcmp(i.vertex_attrib_buffer_binding,
@@ -4123,8 +4097,12 @@ static void object_data_get_vertex_attrib_buffer_bindings(const mdl::ObjSubMeshA
const obj_mesh* mesh = args->mesh;
const obj_sub_mesh* sub_mesh = args->sub_mesh;
GLuint vertex_buffer = args->vertex_buffer;
GLuint morph_vertex_buffer = args->morph_vertex_buffer;
//GLuint vertex_buffer = args->vertex_buffer;
GLuint vertex_buffer = args->vertex_buffer
? args->vertex_buffer->get_buffer() : 0;
//GLuint morph_vertex_buffer = args->morph_vertex_buffer;
GLuint morph_vertex_buffer = args->morph_vertex_buffer
? args->morph_vertex_buffer->get_buffer() : 0;
bool compressed = mesh->attrib.m.compressed;
GLsizei size_vertex = (GLsizei)mesh->size_vertex;