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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "glExtra.h"
#include "RenderDataBuffer.hpp"
#include "WideLineAdapter.hpp"
#include "Map/Ground.h"
#include "Sim/Weapons/Weapon.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/SpringMath.h"
#include "System/Threading/ThreadPool.h"
template<class T>
static void WorldDrawSurfaceCircle(T* rb, const float4& center, const float4& color, unsigned int res)
{
float3 pos0;
float3 pos1;
for (unsigned int i = 0; i < res; ++i) {
const float step0 = ( i ) * 1.0f / res;
const float step1 = ((i + 1) % res) * 1.0f / res;
pos0.x = center.x + (fastmath::sin(math::TWOPI * step0) * center.w);
pos0.z = center.z + (fastmath::cos(math::TWOPI * step0) * center.w);
pos1.x = center.x + (fastmath::sin(math::TWOPI * step1) * center.w);
pos1.z = center.z + (fastmath::cos(math::TWOPI * step1) * center.w);
pos0.y = CGround::GetHeightAboveWater(pos0.x, pos0.z, false) + 5.0f;
pos1.y = CGround::GetHeightAboveWater(pos1.x, pos1.z, false) + 5.0f;
// assume caller wants to submit lines
rb->SafeAppend({pos0, {&color.x}});
rb->SafeAppend({pos1, {&color.x}});
}
}
void SetDrawSurfaceCircleFuncs(DrawSurfaceCircleFunc func, DrawSurfaceCircleWFunc funcw) {
glSurfaceCircle = (func == nullptr) ? WorldDrawSurfaceCircle<GL::RenderDataBufferC> : func;
glSurfaceCircleW = (funcw == nullptr) ? WorldDrawSurfaceCircle<GL::WideLineAdapterC> : funcw;
}
DrawSurfaceCircleFunc glSurfaceCircle = WorldDrawSurfaceCircle<GL::RenderDataBufferC>;
DrawSurfaceCircleWFunc glSurfaceCircleW = WorldDrawSurfaceCircle<GL::WideLineAdapterC>;
// default for glBallisticCircle
void glSetupRangeRingDrawState() { glAttribStatePtr->DisableDepthTest(); }
void glResetRangeRingDrawState() { glAttribStatePtr->EnableDepthTest(); }
// default for glDrawCone
void glSetupWeaponArcDrawState() { glAttribStatePtr->EnableCullFace(); }
void glResetWeaponArcDrawState() { glAttribStatePtr->DisableCullFace(); }
template<class T>
static void glBallisticCircle(
T* rdBuffer,
const CWeapon* weapon,
const WeaponDef* weaponDef,
uint32_t circleRes,
uint32_t lineMode,
const float3& center,
const float3& params,
const float4& color
) {
constexpr unsigned int RES_DIV = 50;
constexpr unsigned int MAX_RES = 80;
static constexpr decltype(&CWeapon::GetStaticRange2D) weaponRangeFuncs[] = {
CWeapon::GetStaticRange2D,
CWeapon::GetLiveRange2D,
};
circleRes = std::min(circleRes * 2, MAX_RES);
// world-space
static float3 vertices[MAX_RES];
const float radius = params.x;
const float slope = params.y;
const float wdHeightMod = weaponDef->heightmod;
const float wdProjGravity = mix(params.z, -weaponDef->myGravity, weaponDef->myGravity != 0.0f);
for_mt(0, circleRes, [&](const int i) {
const float radians = math::TWOPI * (float)i / (float)circleRes;
const float sinR = fastmath::sin(radians);
const float cosR = fastmath::cos(radians);
float maxWeaponRange = radius;
float3 pos;
pos.x = center.x + (sinR * maxWeaponRange);
pos.z = center.z + (cosR * maxWeaponRange);
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false);
float posHeightDelta = (pos.y - center.y) * 0.5f;
float posWeaponRange = weaponRangeFuncs[weapon != nullptr](weapon, weaponDef, posHeightDelta * wdHeightMod, wdProjGravity);
float rangeIncrement = (maxWeaponRange -= (posHeightDelta * slope)) * 0.5f;
float ydiff = 0.0f;
// "binary search" for the maximum positional range per angle, accounting for terrain height
for (unsigned int j = 0; j < RES_DIV && (std::fabs(posWeaponRange - maxWeaponRange) + ydiff) > (0.01f * maxWeaponRange); j++) {
if (posWeaponRange > maxWeaponRange) {
maxWeaponRange += rangeIncrement;
} else {
// overshot, reduce step-size
maxWeaponRange -= rangeIncrement;
rangeIncrement *= 0.5f;
}
pos.x = center.x + (sinR * maxWeaponRange);
pos.z = center.z + (cosR * maxWeaponRange);
const float newY = CGround::GetHeightAboveWater(pos.x, pos.z, false);
ydiff = std::fabs(pos.y - newY);
pos.y = newY;
posHeightDelta = pos.y - center.y;
posWeaponRange = weaponRangeFuncs[weapon != nullptr](weapon, weaponDef, posHeightDelta * wdHeightMod, wdProjGravity);
}
pos.x = center.x + (sinR * posWeaponRange);
pos.z = center.z + (cosR * posWeaponRange);
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false) + 5.0f;
vertices[i] = pos;
});
switch (lineMode) {
case GL_LINE_LOOP: {
for (unsigned int i = 0; i < circleRes; i++) {
rdBuffer->SafeAppend({vertices[i], &color.x});
}
rdBuffer->Submit(lineMode);
} break;
case GL_LINES: {
for (unsigned int i = 0; i < circleRes; i++) {
rdBuffer->SafeAppend({vertices[(i + 0) ], &color.x});
rdBuffer->SafeAppend({vertices[(i + 1) % circleRes], &color.x});
}
// caller submits
} break;
default: {
assert(false);
} break;
}
}
/*
* Draws a trigonometric circle in 'circleRes' steps, with a slope modifier
*/
void glBallisticCircle(
GL::WideLineAdapterC* rdBuffer,
const CWeapon* weapon,
uint32_t circleRes,
uint32_t lineMode,
const float3& center,
const float3& params,
const float4& color
) {
glBallisticCircle(rdBuffer, weapon, weapon->weaponDef, circleRes, lineMode, center, params, color);
}
void glBallisticCircle(
GL::RenderDataBufferC* rdBuffer,
const WeaponDef* weaponDef,
uint32_t circleRes,
uint32_t lineMode,
const float3& center,
const float3& params,
const float4& color
) {
glBallisticCircle(rdBuffer, nullptr, weaponDef, circleRes, lineMode, center, params, color);
}
void glBallisticCircleW(
GL::WideLineAdapterC* wla,
const CWeapon* weapon,
uint32_t circleRes,
uint32_t lineMode,
const float3& center,
const float3& params,
const float4& color
) {
glBallisticCircle(wla, weapon, weapon->weaponDef, circleRes, lineMode, center, params, color);
}
void glBallisticCircleW(
GL::WideLineAdapterC* wla,
const WeaponDef* weaponDef,
uint32_t circleRes,
uint32_t lineMode,
const float3& center,
const float3& params,
const float4& color
) {
glBallisticCircle(wla, nullptr, weaponDef, circleRes, lineMode, center, params, color);
}
/******************************************************************************/
void glDrawCone(GL::RenderDataBufferC* rdBuffer, uint32_t cullFace, uint32_t coneDivs, const float4& color) {
const float invConeDiv = 1.0f / coneDivs;
const float radsPerDiv = math::TWOPI * invConeDiv;
switch (cullFace) {
case GL_FRONT: { glAttribStatePtr->CullFace(cullFace); } break;
case GL_BACK : { glAttribStatePtr->CullFace(cullFace); } break;
default : { } break;
}
#if 0
rdBuffer->SafeAppend({ZeroVector, {&color.x}});
#endif
#if 0
for (int i = 0; i <= coneDivs; i++) {
#else
for (int i = 0; i < coneDivs; i++) {
#endif
const float cd0 = ((i + 0) ) * radsPerDiv;
const float cd1 = ((i + 1) % coneDivs) * radsPerDiv;
const float sa0 = std::sin(cd0);
const float ca0 = std::cos(cd0);
const float sa1 = std::sin(cd1);
const float ca1 = std::cos(cd1);
#if 0
rdBuffer->SafeAppend({{1.0f, sa0, ca0}, {&color.x}});
#else
rdBuffer->SafeAppend({ZeroVector, {&color.x}});
rdBuffer->SafeAppend({{1.0f, sa0, ca0}, {&color.x}});
rdBuffer->SafeAppend({{1.0f, sa1, ca1}, {&color.x}});
#endif
}
#if 0
rdBuffer->Submit(GL_TRIANGLE_FAN);
#else
rdBuffer->Submit(GL_TRIANGLES);
#endif
}
void glDrawVolume(DrawVolumeFunc drawFunc, const void* data)
{
glAttribStatePtr->DisableDepthMask();
glAttribStatePtr->DisableCullFace();
glAttribStatePtr->EnableDepthTest();
glAttribStatePtr->EnableDepthClamp();
glAttribStatePtr->ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glAttribStatePtr->EnableStencilTest();
glAttribStatePtr->StencilMask(0x1);
glAttribStatePtr->StencilFunc(GL_ALWAYS, 0, 0x1);
glAttribStatePtr->StencilOper(GL_KEEP, GL_INCR, GL_KEEP);
drawFunc(data); // draw
glAttribStatePtr->DisableDepthTest();
glAttribStatePtr->StencilFunc(GL_NOTEQUAL, 0, 0x1);
glAttribStatePtr->StencilOper(GL_ZERO, GL_ZERO, GL_ZERO); // clear as we go
glAttribStatePtr->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glAttribStatePtr->EnableCullFace();
glAttribStatePtr->CullFace(GL_FRONT);
drawFunc(data); // draw
glAttribStatePtr->DisableDepthClamp();
glAttribStatePtr->DisableStencilTest();
glAttribStatePtr->DisableCullFace();
glAttribStatePtr->EnableDepthTest();
}
/******************************************************************************/
unsigned int COLVOL_MESH_BUFFERS[3 + GLE_MESH_TYPE_CNT * 2] = {0, 0, 0, 0, 0, 0, 0, 0, 0};
unsigned int COLVOL_MESH_PARAMS[3] = {20, 20, 20};
static constexpr std::array<float3, 2 * 4> BOX_VERTS = {
// bottom-face, ccw
float3{-0.5f, -0.5f, 0.5f},
float3{ 0.5f, -0.5f, 0.5f},
float3{ 0.5f, -0.5f, -0.5f},
float3{-0.5f, -0.5f, -0.5f},
// top-face, ccw
float3{-0.5f, 0.5f, 0.5f},
float3{ 0.5f, 0.5f, 0.5f},
float3{ 0.5f, 0.5f, -0.5f},
float3{-0.5f, 0.5f, -0.5f},
};
static std::vector<float3> CYL_VERTS;
static std::vector<float3> SPH_VERTS;
static constexpr std::array<uint32_t, 4 * 6> BOX_INDCS = {
0, 1, 2, 3, // bottom
4, 5, 6, 7, // top
0, 1, 5, 4, // front
1, 2, 6, 5, // right
2, 3, 7, 6, // back
3, 0, 4, 7, // left
};
static std::vector<uint32_t> CYL_INDCS;
static std::vector<uint32_t> SPH_INDCS;
void gleGenBoxMeshBuffer(unsigned int* meshData) {
if (meshData == nullptr)
return;
glGenBuffers(1, &meshData[0]);
glBindBuffer(GL_ARRAY_BUFFER, meshData[0]);
glBufferData(GL_ARRAY_BUFFER, BOX_VERTS.size() * sizeof(float3), BOX_VERTS.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &meshData[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, BOX_INDCS.size() * sizeof(uint32_t), BOX_INDCS.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void gleGenCylMeshBuffer(unsigned int* meshData, unsigned int numDivs, float zSize) {
assert(numDivs > 2);
assert(zSize > 0.0f);
CYL_VERTS.clear();
CYL_VERTS.resize(2 + numDivs * 2);
CYL_INDCS.clear();
CYL_INDCS.reserve(numDivs * 2);
CYL_VERTS[0] = ZeroVector;
CYL_VERTS[1] = FwdVector * zSize;
// front end-cap
for (unsigned int n = 0; n <= numDivs; n++) {
const unsigned int i = 2 + (n + 0) % numDivs;
const unsigned int j = 2 + (n + 1) % numDivs;
CYL_VERTS[i].x = std::cos(i * (math::TWOPI / numDivs));
CYL_VERTS[i].y = std::sin(i * (math::TWOPI / numDivs));
CYL_VERTS[i].z = 0.0f;
CYL_INDCS.push_back(0);
CYL_INDCS.push_back(i);
CYL_INDCS.push_back(j);
}
// back end-cap
for (unsigned int n = 0; n <= numDivs; n++) {
const unsigned int i = 2 + (n + 0) % numDivs;
const unsigned int j = 2 + (n + 1) % numDivs;
CYL_VERTS[i + numDivs].x = CYL_VERTS[i].x;
CYL_VERTS[i + numDivs].y = CYL_VERTS[i].y;
CYL_VERTS[i + numDivs].z = zSize;
CYL_INDCS.push_back(1);
CYL_INDCS.push_back(i + numDivs);
CYL_INDCS.push_back(j + numDivs);
}
// sides
for (unsigned int n = 0; n < numDivs; n++) {
const unsigned int i0 = 2 + (n + 0) ;
const unsigned int i1 = 2 + (n + 0) + numDivs ;
const unsigned int i2 = 2 + (n + 1) % numDivs ;
const unsigned int i3 = 2 + (n + 1) % numDivs + numDivs;
CYL_INDCS.push_back(i0);
CYL_INDCS.push_back(i1);
CYL_INDCS.push_back(i2);
CYL_INDCS.push_back(i2);
CYL_INDCS.push_back(i3);
CYL_INDCS.push_back(i1);
}
if (meshData == nullptr)
return;
glGenBuffers(1, &meshData[0]);
glBindBuffer(GL_ARRAY_BUFFER, meshData[0]);
glBufferData(GL_ARRAY_BUFFER, CYL_VERTS.size() * sizeof(float3), CYL_VERTS.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &meshData[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, CYL_INDCS.size() * sizeof(uint32_t), CYL_INDCS.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void gleGenSphMeshBuffer(unsigned int* meshData, unsigned int numRows, unsigned int numCols) {
assert(numRows > 2);
assert(numCols > 2);
SPH_VERTS.clear();
SPH_VERTS.resize((numRows + 1) * numCols);
SPH_INDCS.clear();
SPH_INDCS.reserve((numRows + 1) * numCols);
for (unsigned int row = 0; row <= numRows; row++) {
for (unsigned int col = 0; col < numCols; col++) {
const float a = (col * (math::TWOPI / numCols));
const float b = (row * (math::PI / numRows));
float3& v = SPH_VERTS[row * numCols + col];
v.x = std::cos(a) * std::sin(b);
v.y = std::sin(a) * std::sin(b);
v.z = std::cos(b);
}
}
// top slice
for (unsigned int col = 0; col <= numCols; col++) {
const unsigned int i = 1 * numCols + ((col + 0) % numCols);
const unsigned int j = 1 * numCols + ((col + 1) % numCols);
SPH_INDCS.push_back(0);
SPH_INDCS.push_back(i);
SPH_INDCS.push_back(j);
}
// bottom slice
for (unsigned int col = 0; col <= numCols; col++) {
const unsigned int i = ((numRows - 1) * numCols) + ((col + 0) % numCols);
const unsigned int j = ((numRows - 1) * numCols) + ((col + 1) % numCols);
SPH_INDCS.push_back(SPH_VERTS.size() - 1);
SPH_INDCS.push_back(i);
SPH_INDCS.push_back(j);
}
// middle slices
for (unsigned int row = 1; row < (numRows - 1); row++) {
for (unsigned int col = 0; col < numCols; col++) {
const unsigned int i0 = (row + 0) * numCols + (col + 0) ;
const unsigned int i1 = (row + 1) * numCols + (col + 0) ;
const unsigned int i2 = (row + 0) * numCols + (col + 1) % numCols;
const unsigned int i3 = (row + 1) * numCols + (col + 1) % numCols;
SPH_INDCS.push_back(i0);
SPH_INDCS.push_back(i1);
SPH_INDCS.push_back(i2);
SPH_INDCS.push_back(i2);
SPH_INDCS.push_back(i3);
SPH_INDCS.push_back(i1);
}
}
if (meshData == nullptr)
return;
glGenBuffers(1, &meshData[0]);
glBindBuffer(GL_ARRAY_BUFFER, meshData[0]);
glBufferData(GL_ARRAY_BUFFER, SPH_VERTS.size() * sizeof(float3), SPH_VERTS.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &meshData[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, SPH_INDCS.size() * sizeof(uint32_t), SPH_INDCS.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void gleGenMeshBuffers(unsigned int* meshData) {
const unsigned int cylDivs = meshData[0];
const unsigned int sphRows = meshData[1];
const unsigned int sphCols = meshData[2];
gleGenBoxMeshBuffer(nullptr);
gleGenCylMeshBuffer(nullptr, cylDivs, 1.0f);
gleGenSphMeshBuffer(nullptr, sphRows, sphCols);
{
// VAO
glGenVertexArrays(1, &meshData[2]);
glBindVertexArray(meshData[2]);
}
{
// VBO
glGenBuffers(1, &meshData[0]);
glBindBuffer(GL_ARRAY_BUFFER, meshData[0]);
glBufferData(GL_ARRAY_BUFFER, (BOX_VERTS.size() + CYL_VERTS.size() + SPH_VERTS.size()) * sizeof(float3), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, ( 0) * sizeof(float3), BOX_VERTS.size() * sizeof(float3), BOX_VERTS.data());
glBufferSubData(GL_ARRAY_BUFFER, (BOX_VERTS.size() ) * sizeof(float3), CYL_VERTS.size() * sizeof(float3), CYL_VERTS.data());
glBufferSubData(GL_ARRAY_BUFFER, (BOX_VERTS.size() + CYL_VERTS.size()) * sizeof(float3), SPH_VERTS.size() * sizeof(float3), SPH_VERTS.data());
}
{
for (uint32_t& vtxIdx: CYL_INDCS) { vtxIdx += (BOX_VERTS.size() ); }
for (uint32_t& vtxIdx: SPH_INDCS) { vtxIdx += (BOX_VERTS.size() + CYL_VERTS.size()); }
// IBO
glGenBuffers(1, &meshData[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (BOX_INDCS.size() + CYL_INDCS.size() + SPH_INDCS.size()) * sizeof(uint32_t), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, ( 0) * sizeof(uint32_t), BOX_INDCS.size() * sizeof(uint32_t), BOX_INDCS.data());
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, (BOX_INDCS.size() ) * sizeof(uint32_t), CYL_INDCS.size() * sizeof(uint32_t), CYL_INDCS.data());
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, (BOX_INDCS.size() + CYL_INDCS.size()) * sizeof(uint32_t), SPH_INDCS.size() * sizeof(uint32_t), SPH_INDCS.data());
}
{
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float3), nullptr);
glBindVertexArray(0);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
meshData[3] = BOX_VERTS.size();
meshData[4] = BOX_INDCS.size();
meshData[5] = CYL_VERTS.size();
meshData[6] = CYL_INDCS.size();
meshData[7] = SPH_VERTS.size();
meshData[8] = SPH_INDCS.size();
}
void gleDelMeshBuffers(unsigned int* meshData) {
glDeleteBuffers(1, &meshData[0]);
glDeleteBuffers(1, &meshData[1]);
glDeleteVertexArrays(1, &meshData[2]);
meshData[0] = 0;
meshData[1] = 0;
meshData[2] = 0;
}
void gleBindMeshBuffers(const unsigned int* meshData) {
if (meshData != nullptr) {
glBindVertexArray(meshData[2]);
} else {
glBindVertexArray(0);
}
}
void gleDrawMeshSubBuffer(const unsigned int* meshData, unsigned int meshType) {
constexpr unsigned int primTypes[] = {GL_QUADS, GL_TRIANGLES, GL_TRIANGLES};
// const unsigned int numVerts = meshData[3 + meshType * 2 + 0];
const unsigned int numIndcs = meshData[3 + meshType * 2 + 1];
const unsigned int startIdx =
(meshData[3 + 0 * 2 + 1] * (meshType > 0)) +
(meshData[3 + 1 * 2 + 1] * (meshType > 1)) +
(meshData[3 + 2 * 2 + 1] * (meshType > 2));
glDrawElements(primTypes[meshType], numIndcs, GL_UNSIGNED_INT, VA_TYPE_OFFSET(uint32_t, startIdx));
}
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