Files
renderdoc/renderdoc/driver/gl/gl_rendermesh.cpp
T
baldurk 73e1f7e770 Refactor GL hookset to only a single shared hookset
* 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.
2018-07-06 22:44:18 +01:00

605 lines
21 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include <float.h>
#include "maths/camera.h"
#include "maths/formatpacking.h"
#include "maths/matrix.h"
#include "gl_driver.h"
#include "gl_replay.h"
#include "gl_resources.h"
#define OPENGL 1
#include "data/glsl/debuguniforms.h"
void GLReplay::RenderMesh(uint32_t eventId, const vector<MeshFormat> &secondaryDraws,
const MeshDisplay &cfg)
{
WrappedOpenGL &drv = *m_pDriver;
if(cfg.position.vertexResourceId == ResourceId())
return;
MakeCurrentReplayContext(m_DebugCtx);
Matrix4f projMat =
Matrix4f::Perspective(90.0f, 0.1f, 100000.0f, DebugData.outWidth / DebugData.outHeight);
Matrix4f camMat = cfg.cam ? ((Camera *)cfg.cam)->GetMatrix() : Matrix4f::Identity();
Matrix4f ModelViewProj = projMat.Mul(camMat);
Matrix4f guessProjInv;
drv.glBindVertexArray(DebugData.meshVAO);
const MeshFormat *meshData[2] = {&cfg.position, &cfg.second};
GLenum topo = MakeGLPrimitiveTopology(cfg.position.topology);
GLuint prog = DebugData.meshProg;
MeshUBOData uboParams = {};
MeshUBOData *uboptr = NULL;
drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
drv.glUseProgram(prog);
drv.glEnable(eGL_FRAMEBUFFER_SRGB);
drv.glDisable(eGL_CULL_FACE);
if(cfg.position.unproject)
{
// the derivation of the projection matrix might not be right (hell, it could be an
// orthographic projection). But it'll be close enough likely.
Matrix4f guessProj =
cfg.position.farPlane != FLT_MAX
? Matrix4f::Perspective(cfg.fov, cfg.position.nearPlane, cfg.position.farPlane, cfg.aspect)
: Matrix4f::ReversePerspective(cfg.fov, cfg.position.nearPlane, cfg.aspect);
if(cfg.ortho)
{
guessProj = Matrix4f::Orthographic(cfg.position.nearPlane, cfg.position.farPlane);
}
guessProjInv = guessProj.Inverse();
ModelViewProj = projMat.Mul(camMat.Mul(guessProjInv));
}
uboParams.mvp = ModelViewProj;
uboParams.homogenousInput = cfg.position.unproject;
uboParams.pointSpriteSize = Vec2f(0.0f, 0.0f);
if(!secondaryDraws.empty())
{
uboParams.displayFormat = MESHDISPLAY_SOLID;
if(!IsGLES)
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
// secondary draws have to come from gl_Position which is float4
drv.glVertexAttribFormat(0, 4, eGL_FLOAT, GL_FALSE, 0);
drv.glEnableVertexAttribArray(0);
drv.glDisableVertexAttribArray(1);
for(size_t i = 0; i < secondaryDraws.size(); i++)
{
const MeshFormat &fmt = secondaryDraws[i];
if(fmt.vertexResourceId != ResourceId())
{
uboParams.color = Vec4f(fmt.meshColor.x, fmt.meshColor.y, fmt.meshColor.z, fmt.meshColor.w);
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);
GLuint vb = m_pDriver->GetResourceManager()->GetCurrentResource(fmt.vertexResourceId).name;
drv.glBindVertexBuffer(0, vb, (GLintptr)fmt.vertexByteOffset, fmt.vertexByteStride);
GLenum secondarytopo = MakeGLPrimitiveTopology(fmt.topology);
if(fmt.indexByteStride)
{
GLuint ib = m_pDriver->GetResourceManager()->GetCurrentResource(fmt.indexResourceId).name;
drv.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
GLenum idxtype = eGL_UNSIGNED_BYTE;
if(fmt.indexByteStride == 2)
idxtype = eGL_UNSIGNED_SHORT;
else if(fmt.indexByteStride == 4)
idxtype = eGL_UNSIGNED_INT;
drv.glDrawElementsBaseVertex(secondarytopo, fmt.numIndices, idxtype,
(const void *)uintptr_t(fmt.indexByteOffset), fmt.baseVertex);
}
else
{
drv.glDrawArrays(secondarytopo, 0, fmt.numIndices);
}
}
}
}
for(uint32_t i = 0; i < 2; i++)
{
if(meshData[i]->vertexResourceId == ResourceId())
continue;
if(meshData[i]->format.Special())
{
if(meshData[i]->format.type == ResourceFormatType::R10G10B10A2)
{
if(meshData[i]->format.compType == CompType::UInt)
drv.glVertexAttribIFormat(i, 4, eGL_UNSIGNED_INT_2_10_10_10_REV, 0);
if(meshData[i]->format.compType == CompType::SInt)
drv.glVertexAttribIFormat(i, 4, eGL_INT_2_10_10_10_REV, 0);
}
else if(meshData[i]->format.type == ResourceFormatType::R11G11B10)
{
drv.glVertexAttribFormat(i, 4, eGL_UNSIGNED_INT_10F_11F_11F_REV, GL_FALSE, 0);
}
else
{
RDCWARN("Unsupported vertex attribute format: %x", meshData[i]->format.type);
}
}
else if(meshData[i]->format.compType == CompType::Float ||
meshData[i]->format.compType == CompType::UNorm ||
meshData[i]->format.compType == CompType::SNorm)
{
GLenum fmttype = eGL_UNSIGNED_INT;
if(meshData[i]->format.compByteWidth == 4)
{
if(meshData[i]->format.compType == CompType::Float)
fmttype = eGL_FLOAT;
else if(meshData[i]->format.compType == CompType::UNorm)
fmttype = eGL_UNSIGNED_INT;
else if(meshData[i]->format.compType == CompType::SNorm)
fmttype = eGL_INT;
}
else if(meshData[i]->format.compByteWidth == 2)
{
if(meshData[i]->format.compType == CompType::Float)
fmttype = eGL_HALF_FLOAT;
else if(meshData[i]->format.compType == CompType::UNorm)
fmttype = eGL_UNSIGNED_SHORT;
else if(meshData[i]->format.compType == CompType::SNorm)
fmttype = eGL_SHORT;
}
else if(meshData[i]->format.compByteWidth == 1)
{
if(meshData[i]->format.compType == CompType::UNorm)
fmttype = eGL_UNSIGNED_BYTE;
else if(meshData[i]->format.compType == CompType::SNorm)
fmttype = eGL_BYTE;
}
drv.glVertexAttribFormat(i, meshData[i]->format.compCount, fmttype,
meshData[i]->format.compType != CompType::Float, 0);
}
else if(meshData[i]->format.compType == CompType::UInt ||
meshData[i]->format.compType == CompType::SInt)
{
GLenum fmttype = eGL_UNSIGNED_INT;
if(meshData[i]->format.compByteWidth == 4)
{
if(meshData[i]->format.compType == CompType::UInt)
fmttype = eGL_UNSIGNED_INT;
else if(meshData[i]->format.compType == CompType::SInt)
fmttype = eGL_INT;
}
else if(meshData[i]->format.compByteWidth == 2)
{
if(meshData[i]->format.compType == CompType::UInt)
fmttype = eGL_UNSIGNED_SHORT;
else if(meshData[i]->format.compType == CompType::SInt)
fmttype = eGL_SHORT;
}
else if(meshData[i]->format.compByteWidth == 1)
{
if(meshData[i]->format.compType == CompType::UInt)
fmttype = eGL_UNSIGNED_BYTE;
else if(meshData[i]->format.compType == CompType::SInt)
fmttype = eGL_BYTE;
}
drv.glVertexAttribIFormat(i, meshData[i]->format.compCount, fmttype, 0);
}
else if(meshData[i]->format.compType == CompType::Double)
{
drv.glVertexAttribLFormat(i, meshData[i]->format.compCount, eGL_DOUBLE, 0);
}
GLintptr offs = (GLintptr)meshData[i]->vertexByteOffset;
if(meshData[i]->instanced)
offs += meshData[i]->vertexByteStride * (cfg.curInstance / meshData[i]->instStepRate);
GLuint vb =
m_pDriver->GetResourceManager()->GetCurrentResource(meshData[i]->vertexResourceId).name;
drv.glBindVertexBuffer(i, vb, offs, meshData[i]->vertexByteStride);
if(meshData[i]->instanced)
drv.glVertexAttribDivisor(i, 1);
else
drv.glVertexAttribDivisor(i, 0);
}
// enable position attribute
drv.glEnableVertexAttribArray(0);
drv.glDisableVertexAttribArray(1);
drv.glEnable(eGL_DEPTH_TEST);
// solid render
if(cfg.solidShadeMode != SolidShade::NoSolid && topo != eGL_PATCHES)
{
drv.glDepthFunc(eGL_LESS);
GLuint solidProg = prog;
if(cfg.solidShadeMode == SolidShade::Lit && DebugData.meshgsProg)
{
// pick program with GS for per-face lighting
solidProg = DebugData.meshgsProg;
ClearGLErrors();
drv.glUseProgram(solidProg);
GLenum err = drv.glGetError();
err = eGL_NONE;
}
MeshUBOData *soliddata = (MeshUBOData *)drv.glMapBufferRange(
eGL_UNIFORM_BUFFER, 0, sizeof(MeshUBOData), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
soliddata->mvp = ModelViewProj;
soliddata->pointSpriteSize = Vec2f(0.0f, 0.0f);
soliddata->homogenousInput = cfg.position.unproject;
soliddata->color = Vec4f(0.8f, 0.8f, 0.0f, 1.0f);
uint32_t OutputDisplayFormat = (uint32_t)cfg.solidShadeMode;
if(cfg.solidShadeMode == SolidShade::Secondary && cfg.second.showAlpha)
OutputDisplayFormat = MESHDISPLAY_SECONDARY_ALPHA;
soliddata->displayFormat = OutputDisplayFormat;
if(cfg.solidShadeMode == SolidShade::Lit)
soliddata->invProj = projMat.Inverse();
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
if(cfg.second.vertexResourceId != ResourceId())
drv.glEnableVertexAttribArray(1);
if(!IsGLES)
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
if(cfg.position.indexByteStride)
{
GLenum idxtype = eGL_UNSIGNED_BYTE;
if(cfg.position.indexByteStride == 2)
idxtype = eGL_UNSIGNED_SHORT;
else if(cfg.position.indexByteStride == 4)
idxtype = eGL_UNSIGNED_INT;
if(cfg.position.indexResourceId != ResourceId())
{
GLuint ib =
m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.indexResourceId).name;
drv.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
}
drv.glDrawElementsBaseVertex(topo, cfg.position.numIndices, idxtype,
(const void *)uintptr_t(cfg.position.indexByteOffset),
cfg.position.baseVertex);
}
else
{
drv.glDrawArrays(topo, 0, cfg.position.numIndices);
}
drv.glDisableVertexAttribArray(1);
drv.glUseProgram(prog);
}
drv.glDepthFunc(eGL_ALWAYS);
// wireframe render
if(cfg.solidShadeMode == SolidShade::NoSolid || cfg.wireframeDraw || topo == eGL_PATCHES)
{
uboParams.color = Vec4f(cfg.position.meshColor.x, cfg.position.meshColor.y,
cfg.position.meshColor.z, cfg.position.meshColor.w);
uboParams.displayFormat = MESHDISPLAY_SOLID;
if(!IsGLES)
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
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);
if(cfg.position.indexByteStride)
{
GLenum idxtype = eGL_UNSIGNED_BYTE;
if(cfg.position.indexByteStride == 2)
idxtype = eGL_UNSIGNED_SHORT;
else if(cfg.position.indexByteStride == 4)
idxtype = eGL_UNSIGNED_INT;
if(cfg.position.indexResourceId != ResourceId())
{
GLuint ib =
m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.indexResourceId).name;
drv.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
drv.glDrawElementsBaseVertex(
topo != eGL_PATCHES ? topo : eGL_POINTS, cfg.position.numIndices, idxtype,
(const void *)uintptr_t(cfg.position.indexByteOffset), cfg.position.baseVertex);
}
}
else
{
drv.glDrawArrays(topo != eGL_PATCHES ? topo : eGL_POINTS, 0, cfg.position.numIndices);
}
}
if(cfg.showBBox)
{
Vec4f a = Vec4f(cfg.minBounds.x, cfg.minBounds.y, cfg.minBounds.z, cfg.minBounds.w);
Vec4f b = Vec4f(cfg.maxBounds.x, cfg.maxBounds.y, cfg.maxBounds.z, cfg.maxBounds.w);
Vec4f TLN = Vec4f(a.x, b.y, a.z, 1.0f); // TopLeftNear, etc...
Vec4f TRN = Vec4f(b.x, b.y, a.z, 1.0f);
Vec4f BLN = Vec4f(a.x, a.y, a.z, 1.0f);
Vec4f BRN = Vec4f(b.x, a.y, a.z, 1.0f);
Vec4f TLF = Vec4f(a.x, b.y, b.z, 1.0f);
Vec4f TRF = Vec4f(b.x, b.y, b.z, 1.0f);
Vec4f BLF = Vec4f(a.x, a.y, b.z, 1.0f);
Vec4f BRF = Vec4f(b.x, a.y, b.z, 1.0f);
// 12 frustum lines => 24 verts
Vec4f bbox[24] = {
TLN, TRN, TRN, BRN, BRN, BLN, BLN, TLN,
TLN, TLF, TRN, TRF, BLN, BLF, BRN, BRF,
TLF, TRF, TRF, BRF, BRF, BLF, BLF, TLF,
};
drv.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
drv.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(bbox), &bbox[0]);
drv.glBindVertexArray(DebugData.triHighlightVAO);
uboParams.color = Vec4f(0.2f, 0.2f, 1.0f, 1.0f);
Matrix4f mvpMat = projMat.Mul(camMat);
uboParams.mvp = mvpMat;
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);
// we want this to clip
drv.glDepthFunc(eGL_LESS);
drv.glDrawArrays(eGL_LINES, 0, 24);
drv.glDepthFunc(eGL_ALWAYS);
}
// draw axis helpers
if(!cfg.position.unproject)
{
drv.glBindVertexArray(DebugData.axisVAO);
uboParams.color = Vec4f(1.0f, 0.0f, 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);
drv.glDrawArrays(eGL_LINES, 0, 2);
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);
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);
}
}
}
}