perf(rendering): true DrawElementsInstanced — one draw call per (GfxObj × sub-mesh)
Replaces the per-entity glUniform uModel path with a shared instance VBO and DrawElementsInstanced. All instance model matrices are uploaded to GPU once per frame; the VAO's per-instance attribute pointers (locations 3–6, divisor=1) are updated with a byte-offset re-point per group so a single VBO serves all groups without requiring DrawElementsInstancedBaseInstance (not in Silk.NET 2.23). Changes: - InstancedMeshRenderer: add _instanceVbo, _instanceBuffer scratch; EnsureUploaded sets up mat4 instance attrs (locs 3–6) from the shared VBO; Draw builds the flat float[] of all instance matrices once then calls DrawElementsInstanced per sub-mesh. Drops the unused uint TerrainLayer attribute (loc 3 from vertex VBO) — mesh shaders never used it. Adds InstanceGroup helper to track per-group buffer offsets. - mesh_instanced.frag: replace sampler2DArray+uTextureLayer with sampler2D uDiffuse, matching the existing TextureCache / individual-texture pipeline. - mesh_instanced.vert+frag: track as committed files (were untracked). - Shader.cs: add SetVec3 helper needed for uLightDirection uniform. - GameWindow.cs: switch mesh shader load from mesh.vert/.frag to mesh_instanced.vert/.frag. Visual output is identical: same entities, same textures, same lighting constants (SUN_DIR=(0.5,0.4,0.6), AMBIENT=0.25, DIFFUSE=0.75 — moved from frag to vert). Build: clean. Tests: 431/431 green. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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5 changed files with 288 additions and 109 deletions
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@ -58,5 +58,11 @@ public sealed class Shader : IDisposable
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_gl.Uniform1(loc, value);
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}
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public void SetVec3(string name, Vector3 v)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform3(loc, v.X, v.Y, v.Z);
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}
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public void Dispose() => _gl.DeleteProgram(Program);
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}
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