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* Rather than having a hookset created within the different bits of platform hooking code and then passed around everywhere, we just make a single global hookset object that's shared. * There's no risk of conflict because our GL object handles all possible contexts, there's no separate instancing or anything. * We also have places like the GL emulation or unsupported function hooks that do not handle two separate onward functions, and we undoubtedly have many assumptions that only one copy of RenderDoc will hook any given API. If we needed multiple hooksets within the same library a huge amount would need to change.
605 lines
21 KiB
C++
605 lines
21 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include <float.h>
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#include "maths/camera.h"
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#include "maths/formatpacking.h"
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#include "maths/matrix.h"
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#include "gl_driver.h"
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#include "gl_replay.h"
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#include "gl_resources.h"
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#define OPENGL 1
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#include "data/glsl/debuguniforms.h"
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void GLReplay::RenderMesh(uint32_t eventId, const vector<MeshFormat> &secondaryDraws,
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const MeshDisplay &cfg)
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{
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WrappedOpenGL &drv = *m_pDriver;
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if(cfg.position.vertexResourceId == ResourceId())
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return;
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MakeCurrentReplayContext(m_DebugCtx);
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Matrix4f projMat =
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Matrix4f::Perspective(90.0f, 0.1f, 100000.0f, DebugData.outWidth / DebugData.outHeight);
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Matrix4f camMat = cfg.cam ? ((Camera *)cfg.cam)->GetMatrix() : Matrix4f::Identity();
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Matrix4f ModelViewProj = projMat.Mul(camMat);
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Matrix4f guessProjInv;
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drv.glBindVertexArray(DebugData.meshVAO);
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const MeshFormat *meshData[2] = {&cfg.position, &cfg.second};
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GLenum topo = MakeGLPrimitiveTopology(cfg.position.topology);
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GLuint prog = DebugData.meshProg;
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MeshUBOData uboParams = {};
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MeshUBOData *uboptr = NULL;
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drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
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drv.glUseProgram(prog);
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drv.glEnable(eGL_FRAMEBUFFER_SRGB);
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drv.glDisable(eGL_CULL_FACE);
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if(cfg.position.unproject)
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{
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// the derivation of the projection matrix might not be right (hell, it could be an
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// orthographic projection). But it'll be close enough likely.
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Matrix4f guessProj =
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cfg.position.farPlane != FLT_MAX
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? Matrix4f::Perspective(cfg.fov, cfg.position.nearPlane, cfg.position.farPlane, cfg.aspect)
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: Matrix4f::ReversePerspective(cfg.fov, cfg.position.nearPlane, cfg.aspect);
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if(cfg.ortho)
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{
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guessProj = Matrix4f::Orthographic(cfg.position.nearPlane, cfg.position.farPlane);
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}
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guessProjInv = guessProj.Inverse();
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ModelViewProj = projMat.Mul(camMat.Mul(guessProjInv));
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}
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uboParams.mvp = ModelViewProj;
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uboParams.homogenousInput = cfg.position.unproject;
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uboParams.pointSpriteSize = Vec2f(0.0f, 0.0f);
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if(!secondaryDraws.empty())
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{
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uboParams.displayFormat = MESHDISPLAY_SOLID;
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if(!IsGLES)
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drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
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// secondary draws have to come from gl_Position which is float4
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drv.glVertexAttribFormat(0, 4, eGL_FLOAT, GL_FALSE, 0);
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drv.glEnableVertexAttribArray(0);
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drv.glDisableVertexAttribArray(1);
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for(size_t i = 0; i < secondaryDraws.size(); i++)
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{
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const MeshFormat &fmt = secondaryDraws[i];
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if(fmt.vertexResourceId != ResourceId())
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{
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uboParams.color = Vec4f(fmt.meshColor.x, fmt.meshColor.y, fmt.meshColor.z, fmt.meshColor.w);
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uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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*uboptr = uboParams;
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drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
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GLuint vb = m_pDriver->GetResourceManager()->GetCurrentResource(fmt.vertexResourceId).name;
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drv.glBindVertexBuffer(0, vb, (GLintptr)fmt.vertexByteOffset, fmt.vertexByteStride);
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GLenum secondarytopo = MakeGLPrimitiveTopology(fmt.topology);
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if(fmt.indexByteStride)
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{
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GLuint ib = m_pDriver->GetResourceManager()->GetCurrentResource(fmt.indexResourceId).name;
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drv.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
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GLenum idxtype = eGL_UNSIGNED_BYTE;
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if(fmt.indexByteStride == 2)
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idxtype = eGL_UNSIGNED_SHORT;
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else if(fmt.indexByteStride == 4)
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idxtype = eGL_UNSIGNED_INT;
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drv.glDrawElementsBaseVertex(secondarytopo, fmt.numIndices, idxtype,
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(const void *)uintptr_t(fmt.indexByteOffset), fmt.baseVertex);
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}
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else
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{
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drv.glDrawArrays(secondarytopo, 0, fmt.numIndices);
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}
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}
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}
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}
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for(uint32_t i = 0; i < 2; i++)
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{
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if(meshData[i]->vertexResourceId == ResourceId())
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continue;
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if(meshData[i]->format.Special())
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{
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if(meshData[i]->format.type == ResourceFormatType::R10G10B10A2)
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{
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if(meshData[i]->format.compType == CompType::UInt)
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drv.glVertexAttribIFormat(i, 4, eGL_UNSIGNED_INT_2_10_10_10_REV, 0);
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if(meshData[i]->format.compType == CompType::SInt)
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drv.glVertexAttribIFormat(i, 4, eGL_INT_2_10_10_10_REV, 0);
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}
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else if(meshData[i]->format.type == ResourceFormatType::R11G11B10)
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{
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drv.glVertexAttribFormat(i, 4, eGL_UNSIGNED_INT_10F_11F_11F_REV, GL_FALSE, 0);
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}
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else
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{
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RDCWARN("Unsupported vertex attribute format: %x", meshData[i]->format.type);
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}
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}
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else if(meshData[i]->format.compType == CompType::Float ||
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meshData[i]->format.compType == CompType::UNorm ||
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meshData[i]->format.compType == CompType::SNorm)
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{
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GLenum fmttype = eGL_UNSIGNED_INT;
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if(meshData[i]->format.compByteWidth == 4)
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{
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if(meshData[i]->format.compType == CompType::Float)
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fmttype = eGL_FLOAT;
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else if(meshData[i]->format.compType == CompType::UNorm)
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fmttype = eGL_UNSIGNED_INT;
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else if(meshData[i]->format.compType == CompType::SNorm)
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fmttype = eGL_INT;
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}
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else if(meshData[i]->format.compByteWidth == 2)
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{
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if(meshData[i]->format.compType == CompType::Float)
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fmttype = eGL_HALF_FLOAT;
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else if(meshData[i]->format.compType == CompType::UNorm)
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fmttype = eGL_UNSIGNED_SHORT;
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else if(meshData[i]->format.compType == CompType::SNorm)
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fmttype = eGL_SHORT;
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}
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else if(meshData[i]->format.compByteWidth == 1)
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{
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if(meshData[i]->format.compType == CompType::UNorm)
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fmttype = eGL_UNSIGNED_BYTE;
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else if(meshData[i]->format.compType == CompType::SNorm)
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fmttype = eGL_BYTE;
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}
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drv.glVertexAttribFormat(i, meshData[i]->format.compCount, fmttype,
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meshData[i]->format.compType != CompType::Float, 0);
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}
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else if(meshData[i]->format.compType == CompType::UInt ||
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meshData[i]->format.compType == CompType::SInt)
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{
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GLenum fmttype = eGL_UNSIGNED_INT;
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if(meshData[i]->format.compByteWidth == 4)
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{
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if(meshData[i]->format.compType == CompType::UInt)
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fmttype = eGL_UNSIGNED_INT;
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else if(meshData[i]->format.compType == CompType::SInt)
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fmttype = eGL_INT;
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}
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else if(meshData[i]->format.compByteWidth == 2)
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{
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if(meshData[i]->format.compType == CompType::UInt)
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fmttype = eGL_UNSIGNED_SHORT;
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else if(meshData[i]->format.compType == CompType::SInt)
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fmttype = eGL_SHORT;
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}
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else if(meshData[i]->format.compByteWidth == 1)
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{
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if(meshData[i]->format.compType == CompType::UInt)
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fmttype = eGL_UNSIGNED_BYTE;
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else if(meshData[i]->format.compType == CompType::SInt)
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fmttype = eGL_BYTE;
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}
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drv.glVertexAttribIFormat(i, meshData[i]->format.compCount, fmttype, 0);
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}
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else if(meshData[i]->format.compType == CompType::Double)
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{
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drv.glVertexAttribLFormat(i, meshData[i]->format.compCount, eGL_DOUBLE, 0);
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}
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GLintptr offs = (GLintptr)meshData[i]->vertexByteOffset;
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if(meshData[i]->instanced)
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offs += meshData[i]->vertexByteStride * (cfg.curInstance / meshData[i]->instStepRate);
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GLuint vb =
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m_pDriver->GetResourceManager()->GetCurrentResource(meshData[i]->vertexResourceId).name;
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drv.glBindVertexBuffer(i, vb, offs, meshData[i]->vertexByteStride);
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if(meshData[i]->instanced)
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drv.glVertexAttribDivisor(i, 1);
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else
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drv.glVertexAttribDivisor(i, 0);
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}
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// enable position attribute
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drv.glEnableVertexAttribArray(0);
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drv.glDisableVertexAttribArray(1);
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drv.glEnable(eGL_DEPTH_TEST);
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// solid render
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if(cfg.solidShadeMode != SolidShade::NoSolid && topo != eGL_PATCHES)
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{
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drv.glDepthFunc(eGL_LESS);
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GLuint solidProg = prog;
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if(cfg.solidShadeMode == SolidShade::Lit && DebugData.meshgsProg)
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{
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// pick program with GS for per-face lighting
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solidProg = DebugData.meshgsProg;
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ClearGLErrors();
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drv.glUseProgram(solidProg);
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GLenum err = drv.glGetError();
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err = eGL_NONE;
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}
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MeshUBOData *soliddata = (MeshUBOData *)drv.glMapBufferRange(
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eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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soliddata->mvp = ModelViewProj;
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soliddata->pointSpriteSize = Vec2f(0.0f, 0.0f);
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soliddata->homogenousInput = cfg.position.unproject;
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soliddata->color = Vec4f(0.8f, 0.8f, 0.0f, 1.0f);
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uint32_t OutputDisplayFormat = (uint32_t)cfg.solidShadeMode;
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if(cfg.solidShadeMode == SolidShade::Secondary && cfg.second.showAlpha)
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OutputDisplayFormat = MESHDISPLAY_SECONDARY_ALPHA;
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soliddata->displayFormat = OutputDisplayFormat;
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if(cfg.solidShadeMode == SolidShade::Lit)
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soliddata->invProj = projMat.Inverse();
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drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
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if(cfg.second.vertexResourceId != ResourceId())
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drv.glEnableVertexAttribArray(1);
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if(!IsGLES)
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drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
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if(cfg.position.indexByteStride)
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{
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GLenum idxtype = eGL_UNSIGNED_BYTE;
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if(cfg.position.indexByteStride == 2)
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idxtype = eGL_UNSIGNED_SHORT;
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else if(cfg.position.indexByteStride == 4)
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idxtype = eGL_UNSIGNED_INT;
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if(cfg.position.indexResourceId != ResourceId())
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{
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GLuint ib =
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m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.indexResourceId).name;
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drv.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
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}
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drv.glDrawElementsBaseVertex(topo, cfg.position.numIndices, idxtype,
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(const void *)uintptr_t(cfg.position.indexByteOffset),
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cfg.position.baseVertex);
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}
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else
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{
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drv.glDrawArrays(topo, 0, cfg.position.numIndices);
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}
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drv.glDisableVertexAttribArray(1);
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drv.glUseProgram(prog);
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}
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drv.glDepthFunc(eGL_ALWAYS);
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// wireframe render
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if(cfg.solidShadeMode == SolidShade::NoSolid || cfg.wireframeDraw || topo == eGL_PATCHES)
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{
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uboParams.color = Vec4f(cfg.position.meshColor.x, cfg.position.meshColor.y,
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cfg.position.meshColor.z, cfg.position.meshColor.w);
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uboParams.displayFormat = MESHDISPLAY_SOLID;
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if(!IsGLES)
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drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
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uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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*uboptr = uboParams;
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drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
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if(cfg.position.indexByteStride)
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{
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GLenum idxtype = eGL_UNSIGNED_BYTE;
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if(cfg.position.indexByteStride == 2)
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idxtype = eGL_UNSIGNED_SHORT;
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else if(cfg.position.indexByteStride == 4)
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idxtype = eGL_UNSIGNED_INT;
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if(cfg.position.indexResourceId != ResourceId())
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{
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GLuint ib =
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m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.indexResourceId).name;
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drv.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
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drv.glDrawElementsBaseVertex(
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topo != eGL_PATCHES ? topo : eGL_POINTS, cfg.position.numIndices, idxtype,
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(const void *)uintptr_t(cfg.position.indexByteOffset), cfg.position.baseVertex);
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}
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}
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else
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{
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drv.glDrawArrays(topo != eGL_PATCHES ? topo : eGL_POINTS, 0, cfg.position.numIndices);
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}
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}
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if(cfg.showBBox)
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{
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Vec4f a = Vec4f(cfg.minBounds.x, cfg.minBounds.y, cfg.minBounds.z, cfg.minBounds.w);
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Vec4f b = Vec4f(cfg.maxBounds.x, cfg.maxBounds.y, cfg.maxBounds.z, cfg.maxBounds.w);
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Vec4f TLN = Vec4f(a.x, b.y, a.z, 1.0f); // TopLeftNear, etc...
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Vec4f TRN = Vec4f(b.x, b.y, a.z, 1.0f);
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Vec4f BLN = Vec4f(a.x, a.y, a.z, 1.0f);
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Vec4f BRN = Vec4f(b.x, a.y, a.z, 1.0f);
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Vec4f TLF = Vec4f(a.x, b.y, b.z, 1.0f);
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Vec4f TRF = Vec4f(b.x, b.y, b.z, 1.0f);
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Vec4f BLF = Vec4f(a.x, a.y, b.z, 1.0f);
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Vec4f BRF = Vec4f(b.x, a.y, b.z, 1.0f);
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// 12 frustum lines => 24 verts
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Vec4f bbox[24] = {
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TLN, TRN, TRN, BRN, BRN, BLN, BLN, TLN,
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TLN, TLF, TRN, TRF, BLN, BLF, BRN, BRF,
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TLF, TRF, TRF, BRF, BRF, BLF, BLF, TLF,
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};
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drv.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
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drv.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(bbox), &bbox[0]);
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drv.glBindVertexArray(DebugData.triHighlightVAO);
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uboParams.color = Vec4f(0.2f, 0.2f, 1.0f, 1.0f);
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Matrix4f mvpMat = projMat.Mul(camMat);
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uboParams.mvp = mvpMat;
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uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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*uboptr = uboParams;
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drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
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// we want this to clip
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drv.glDepthFunc(eGL_LESS);
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drv.glDrawArrays(eGL_LINES, 0, 24);
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drv.glDepthFunc(eGL_ALWAYS);
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}
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// draw axis helpers
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if(!cfg.position.unproject)
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{
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drv.glBindVertexArray(DebugData.axisVAO);
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uboParams.color = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
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uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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*uboptr = uboParams;
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drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
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drv.glDrawArrays(eGL_LINES, 0, 2);
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uboParams.color = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
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uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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*uboptr = uboParams;
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drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
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drv.glDrawArrays(eGL_LINES, 2, 2);
|
|
|
|
uboParams.color = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
|
|
uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
*uboptr = uboParams;
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
drv.glDrawArrays(eGL_LINES, 4, 2);
|
|
}
|
|
|
|
// 'fake' helper frustum
|
|
if(cfg.position.unproject)
|
|
{
|
|
drv.glBindVertexArray(DebugData.frustumVAO);
|
|
|
|
uboParams.color = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
uboParams.mvp = ModelViewProj;
|
|
|
|
uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
*uboptr = uboParams;
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
drv.glDrawArrays(eGL_LINES, 0, 24);
|
|
}
|
|
|
|
if(!IsGLES)
|
|
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
|
|
|
|
// show highlighted vertex
|
|
if(cfg.highlightVert != ~0U)
|
|
{
|
|
m_HighlightCache.CacheHighlightingData(eventId, cfg);
|
|
|
|
GLenum meshtopo = topo;
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
// vectors to be set from buffers, depending on topology
|
|
|
|
// this vert (blue dot, required)
|
|
FloatVector activeVertex;
|
|
|
|
// primitive this vert is a part of (red prim, optional)
|
|
vector<FloatVector> activePrim;
|
|
|
|
// for patch lists, to show other verts in patch (green dots, optional)
|
|
// for non-patch lists, we use the activePrim and adjacentPrimVertices
|
|
// to show what other verts are related
|
|
vector<FloatVector> inactiveVertices;
|
|
|
|
// adjacency (line or tri, strips or lists) (green prims, optional)
|
|
// will be N*M long, N adjacent prims of M verts each. M = primSize below
|
|
vector<FloatVector> adjacentPrimVertices;
|
|
|
|
GLenum primTopo = eGL_TRIANGLES;
|
|
uint32_t primSize = 3; // number of verts per primitive
|
|
|
|
if(meshtopo == eGL_LINES || meshtopo == eGL_LINES_ADJACENCY || meshtopo == eGL_LINE_STRIP ||
|
|
meshtopo == eGL_LINE_STRIP_ADJACENCY)
|
|
{
|
|
primSize = 2;
|
|
primTopo = eGL_LINES;
|
|
}
|
|
|
|
bool valid = m_HighlightCache.FetchHighlightPositions(cfg, activeVertex, activePrim,
|
|
adjacentPrimVertices, inactiveVertices);
|
|
|
|
if(valid)
|
|
{
|
|
////////////////////////////////////////////////////////////////
|
|
// prepare rendering (for both vertices & primitives)
|
|
|
|
// if data is from post transform, it will be in clipspace
|
|
if(cfg.position.unproject)
|
|
ModelViewProj = projMat.Mul(camMat.Mul(guessProjInv));
|
|
else
|
|
ModelViewProj = projMat.Mul(camMat);
|
|
|
|
uboParams.homogenousInput = cfg.position.unproject;
|
|
|
|
uboParams.mvp = ModelViewProj;
|
|
|
|
drv.glBindVertexArray(DebugData.triHighlightVAO);
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// render primitives
|
|
|
|
// Draw active primitive (red)
|
|
uboParams.color = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
if(activePrim.size() >= primSize)
|
|
{
|
|
uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
*uboptr = uboParams;
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
drv.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
|
|
drv.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(Vec4f) * primSize, &activePrim[0]);
|
|
|
|
drv.glDrawArrays(primTopo, 0, primSize);
|
|
}
|
|
|
|
// Draw adjacent primitives (green)
|
|
uboParams.color = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
|
|
|
|
if(adjacentPrimVertices.size() >= primSize && (adjacentPrimVertices.size() % primSize) == 0)
|
|
{
|
|
uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
*uboptr = uboParams;
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
drv.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
|
|
drv.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(Vec4f) * adjacentPrimVertices.size(),
|
|
&adjacentPrimVertices[0]);
|
|
|
|
drv.glDrawArrays(primTopo, 0, (GLsizei)adjacentPrimVertices.size());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// prepare to render dots
|
|
float scale = 800.0f / float(DebugData.outHeight);
|
|
float asp = float(DebugData.outWidth) / float(DebugData.outHeight);
|
|
|
|
uboParams.pointSpriteSize = Vec2f(scale / asp, scale);
|
|
|
|
// Draw active vertex (blue)
|
|
uboParams.color = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
|
|
|
|
uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
*uboptr = uboParams;
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
FloatVector vertSprite[4] = {
|
|
activeVertex, activeVertex, activeVertex, activeVertex,
|
|
};
|
|
|
|
drv.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
|
|
drv.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(vertSprite), &vertSprite[0]);
|
|
|
|
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
// Draw inactive vertices (green)
|
|
uboParams.color = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
|
|
|
|
uboptr = (MeshUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
*uboptr = uboParams;
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
for(size_t i = 0; i < inactiveVertices.size(); i++)
|
|
{
|
|
vertSprite[0] = vertSprite[1] = vertSprite[2] = vertSprite[3] = inactiveVertices[i];
|
|
|
|
drv.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(vertSprite), &vertSprite[0]);
|
|
|
|
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
}
|
|
}
|
|
}
|