only loading one's model data to the GPU once

This commit is contained in:
devZoGok
2025-06-15 18:41:52 +03:00
parent 6f7702cb19
commit 08907567b0
8 changed files with 150 additions and 125 deletions
-1
View File
@@ -3,7 +3,6 @@
namespace vb01{
Box::Box(Vector3 size){
setSize(size);
construct();
}
void Box::setSize(Vector3 size){
+11 -55
View File
@@ -30,51 +30,7 @@ namespace vb01{
for(Mesh *m : meshes)
delete m;
if(material)
delete material;
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &EBO);
glDeleteBuffers(1, &VBO);
}
//TODO allow to init meshes to be drawn statically or dynamically
void Mesh::construct(){
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
u32 size = sizeof(MeshData::GpuVertex);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
MeshData::GpuVertex *glVertData = meshBase.toGpuVerts();
glBufferData(GL_ARRAY_BUFFER, 3 * meshBase.numTris * size, glVertData, GL_DYNAMIC_DRAW);
delete glVertData;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * meshBase.numTris * sizeof(u32), meshBase.indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, size, (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, norm)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, uv)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, tan)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, biTan)));
glEnableVertexAttribArray(4);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, weights)));
glEnableVertexAttribArray(5);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, boneIndices)));
glEnableVertexAttribArray(6);
for(int i = 0; i < meshBase.numShapeKeys; i++){
glVertexAttribPointer(7 + i, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, shapeKeyOffsets) + 3 * i * sizeof(float)));
glEnableVertexAttribArray(7 + i);
}
if(material) delete material;
}
void Mesh::initFramebuffer(u32 &framebuffer, u32 &renderbuffer, int width){
@@ -94,7 +50,7 @@ namespace vb01{
}
void Mesh::updateVerts(MeshData meshData){
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ARRAY_BUFFER, meshData.VBO);
MeshData::GpuVertex *glVertData = meshBase.toGpuVerts();
glBufferSubData(GL_ARRAY_BUFFER, 0, 3 * sizeof(MeshData::GpuVertex) * meshBase.numTris, glVertData);
@@ -130,8 +86,15 @@ namespace vb01{
float fov = cam->getFov(), width = root->getWidth(), height = root->getHeight(), nearPlane = cam->getNearPlane(), farPlane = cam->getFarPlane();
mat4 proj = perspective(radians(fov), width / height, nearPlane, farPlane);
material->update();
Shader *shader = material->getShader();
material->update();
shader->setBool(castShadow, "castShadow");
shader->setBool(skeleton, "animated");
shader->setMat4(view, "view");
shader->setMat4(proj, "proj");
shader->setVec3(camPos, "camPos");
shader->setMat4(model, "model");
if(skeleton)
updateSkeleton(shader);
@@ -142,13 +105,6 @@ namespace vb01{
if(reflect)
updateReflection(pos);
shader->setBool(castShadow, "castShadow");
shader->setBool(skeleton, "animated");
shader->setMat4(view, "view");
shader->setMat4(proj, "proj");
shader->setVec3(camPos, "camPos");
shader->setMat4(model, "model");
if(shader->getName() == "gui"){
shader->setVec2(Vector2((float)width, (float)height), "screen");
@@ -401,7 +357,7 @@ namespace vb01{
}
void Mesh::render(){
glBindVertexArray(VAO);
glBindVertexArray(meshBase.VAO);
glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
glDrawElements(GL_TRIANGLES, 3 * meshBase.numTris, GL_UNSIGNED_INT, 0);
}
-2
View File
@@ -20,7 +20,6 @@ namespace vb01{
public:
Mesh(MeshData);
~Mesh();
void construct();
void updateVerts(MeshData);
virtual void update();
void render();
@@ -67,7 +66,6 @@ namespace vb01{
int numShapeKeys = 0;
MeshData::ShapeKey *shapeKeys = nullptr;
bool castShadow = false, reflect = false, reflective = false, wireframe = false;
u32 VAO, VBO, EBO;
};
}
+75
View File
@@ -1,8 +1,83 @@
#include "meshData.h"
#include "glad.h"
#include <glfw3.h>
#include <glm.hpp>
#include <ext.hpp>
using namespace std;
namespace vb01{
//TODO allow to init meshes to be drawn statically or dynamically
MeshData::MeshData(
Vector3 *pos,
float **w,
int **bi,
Vector3 **sko,
int np,
Vector3 *norm,
Vertex *vert,
u32 *ind,
int nt,
std::string an,
std::string *vg,
int nvg,
std::string fsn,
ShapeKey *sk,
int nsk
) :
positions(pos),
weights(w),
boneIndices(bi),
shapeKeyOffsets(sko),
numPos(np),
normals(norm),
vertices(vert),
indices(ind),
numTris(nt),
vertexGroups(vg),
numVertexGroups(nvg),
fullSkeletonName(fsn),
shapeKeys(sk),
numShapeKeys(nsk)
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
u32 size = sizeof(MeshData::GpuVertex);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
MeshData::GpuVertex *glVertData = toGpuVerts();
glBufferData(GL_ARRAY_BUFFER, 3 * numTris * size, glVertData, GL_DYNAMIC_DRAW);
delete glVertData;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * numTris * sizeof(u32), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, size, (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, norm)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, uv)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, tan)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, biTan)));
glEnableVertexAttribArray(4);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, weights)));
glEnableVertexAttribArray(5);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, boneIndices)));
glEnableVertexAttribArray(6);
for(int i = 0; i < numShapeKeys; i++){
glVertexAttribPointer(7 + i, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, shapeKeyOffsets) + 3 * i * sizeof(float)));
glEnableVertexAttribArray(7 + i);
}
}
void MeshData::ShapeKey::animate(float value, KeyframeChannel keyframeChannel){
switch(keyframeChannel.type){
case KeyframeChannel::SHAPE_KEY_MIN:
+40 -55
View File
@@ -9,62 +9,47 @@
#include "animatable.h"
namespace vb01{
struct MeshData{
struct ShapeKey : public Animatable{
std::string name;
float minValue, value, maxValue;
ShapeKey(std::string n, float v, float mnv, float mxv) : name(n), value(v), minValue(mnv), maxValue(mxv), Animatable(Animatable::SHAPE_KEY, n){}
ShapeKey() : Animatable(Animatable::SHAPE_KEY){}
void animate(float, KeyframeChannel);
};
struct GpuVertex{
Vector3 pos, norm, tan, biTan;
Vector2 uv;
float weights[4]{0, 0, 0, 0};
int boneIndices[4]{-1, -1, -1, -1};
Vector3 shapeKeyOffsets[100];
};
struct Vertex{
Vector3 *pos = nullptr, *norm = nullptr, tan, biTan;
Vector2 uv;
float *weights = nullptr;
int *boneIndices = nullptr;
Vector3 *shapeKeyOffsets = nullptr;
};
GpuVertex* toGpuVerts();
Vector3 *positions = nullptr, *normals = nullptr, **shapeKeyOffsets = nullptr;
float **weights = nullptr;
int **boneIndices = nullptr;
Vertex *vertices;
std::string *vertexGroups = nullptr;
ShapeKey *shapeKeys = nullptr;
u32 *indices, VAO, VBO, EBO;
int numPos, numTris, numVertexGroups = 0, numShapeKeys = 0;
std::string attachableName = "", fullSkeletonName = "";
MeshData(){}
MeshData(Vector3 *pos, float **w, int **bi, Vector3 **sko, int np, Vector3 *norm, Vertex *vert, u32 *ind, int nt, std::string an = "", std::string *vg = nullptr, int nvg = 0, std::string fsn = "", ShapeKey *sk = nullptr, int nsk = 0) :
positions(pos),
weights(w),
boneIndices(bi),
shapeKeyOffsets(sko),
numPos(np),
normals(norm),
vertices(vert),
indices(ind),
numTris(nt),
vertexGroups(vg),
numVertexGroups(nvg),
fullSkeletonName(fsn),
shapeKeys(sk),
numShapeKeys(nsk)
{}
struct MeshData{
struct ShapeKey : public Animatable{
std::string name;
float minValue, value, maxValue;
ShapeKey(std::string n, float v, float mnv, float mxv) : name(n), value(v), minValue(mnv), maxValue(mxv), Animatable(Animatable::SHAPE_KEY, n){}
ShapeKey() : Animatable(Animatable::SHAPE_KEY){}
void animate(float, KeyframeChannel);
};
struct GpuVertex{
Vector3 pos, norm, tan, biTan;
Vector2 uv;
float weights[4]{0, 0, 0, 0};
int boneIndices[4]{-1, -1, -1, -1};
Vector3 shapeKeyOffsets[100];
};
struct Vertex{
Vector3 *pos = nullptr, *norm = nullptr, tan, biTan;
Vector2 uv;
float *weights = nullptr;
int *boneIndices = nullptr;
Vector3 *shapeKeyOffsets = nullptr;
};
GpuVertex* toGpuVerts();
Vector3 *positions = nullptr, *normals = nullptr, **shapeKeyOffsets = nullptr;
float **weights = nullptr;
int **boneIndices = nullptr;
Vertex *vertices;
std::string *vertexGroups = nullptr;
ShapeKey *shapeKeys = nullptr;
u32 *indices, VAO, VBO, EBO;
int numPos, numTris, numVertexGroups = 0, numShapeKeys = 0;
std::string attachableName = "", fullSkeletonName = "";
MeshData(){}
MeshData(Vector3*, float**, int**, Vector3**, int, Vector3*, Vertex*, u32*, int, std::string = "", std::string *vg = nullptr, int = 0, std::string = "", ShapeKey *sk = nullptr, int = 0);
};
}
#endif
+6 -10
View File
@@ -14,17 +14,13 @@ using namespace std;
namespace vb01{
Model::Model(string path) : Node(){
ModelAsset *asset = ((ModelAsset*)AssetManager::getSingleton()->getAsset(path));
Node *clonedRoot = asset->rootNode->clone();
vector<Node*> descendants = vector<Node*>{clonedRoot};
clonedRoot->getDescendants(descendants);
ModelAsset *asset = ((ModelAsset*)AssetManager::getSingleton()->getAsset(path));
Node *clonedRoot = asset->rootNode->clone();
vector<Node*> descendants = vector<Node*>{clonedRoot};
clonedRoot->getDescendants(descendants);
for(Node *desc : descendants)
for(Mesh *mesh : desc->getMeshes())
mesh->construct();
for(Node *child : clonedRoot->getChildren())
attachChild(child);
for(Node *child : clonedRoot->getChildren())
attachChild(child);
}
Model::~Model(){
-1
View File
@@ -11,7 +11,6 @@ namespace vb01{
this->numHorDiv = numHorDiv;
setSize(size);
Mesh::construct();
}
void Quad::setSize(Vector3 size){
+18 -1
View File
@@ -190,7 +190,24 @@ namespace vb01{
const char *fullSkeletonName = meshEl->Attribute("skeleton");
string name = string(meshEl->Parent()->ToElement()->Attribute("name")) + string(meshEl->Attribute("name"));
Mesh *mesh = new Mesh(MeshData(vertPos, weights, boneIndices, shapeKeyOffsets, numVertPos, normals, vertices, indices, numVertices / 3, name, vertexGroups, numVertexGroups, (fullSkeletonName ? fullSkeletonName : ""), shapeKeys, numShapeKeys));
MeshData meshData = MeshData(
vertPos,
weights,
boneIndices,
shapeKeyOffsets,
numVertPos,
normals,
vertices,
indices,
numVertices / 3,
name,
vertexGroups,
numVertexGroups,
(fullSkeletonName ? fullSkeletonName : ""),
shapeKeys,
numShapeKeys
);
Mesh *mesh = new Mesh(meshData);
return mesh;
}