Adds the GPU mechanism to clip drawing to a per-cell screen-space convex
region via gl_ClipDistance, consumed by the mesh + terrain vertex shaders.
This is the MECHANISM only — every instance defaults to slot 0 (no-clip /
pass-all) and terrain to count 0, so the running game renders IDENTICALLY to
pre-U.3 (verified: offline launch compiles both shaders and reaches steady
state; no GL errors). U.4 populates real clip data from portal visibility.
Binding contract (define once, both sides obey):
- mesh_modern.vert: SSBO binding=2 CellClip[] (shared per-frame regions, slot 0
reserved no-clip) + SSBO binding=3 uint[] per-instance slot, indexed by the
IDENTICAL gl_BaseInstanceARB+gl_InstanceID used for binding=0. binding=0/1
untouched.
- terrain_modern.vert: UBO binding=2 TerrainClip { int count; vec4 planes[8]; }
for the single OutsideView region (UBO namespace; SceneLighting is UBO
binding=1, so binding=2 is free and does not collide with the mesh SSBO
binding=2). count 0 = ungated.
- Both redeclare out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[8]; }
and set unused planes (i >= count) to +1.0 so they pass everything.
CellClip std430 layout (144 bytes/slot): count@0, 3 pad uints@4/8/12,
planes[8]@16 (vec4 stride 16). Terrain UBO std140: count@0 (padded to 16),
planes[8]@16 → 144 bytes. Verified by ClipFrameLayoutTests (8 new tests).
Pieces:
- ClipFrame: per-frame container + uploader for the SHARED clip data (binding=2
SSBO + terrain UBO). NoClip() = slot 0 + terrain count 0. AppendSlot /
SetTerrainClip pack std430/std140 bytes for U.4. UploadShared binds both.
- WbDrawDispatcher + EnvCellRenderer: each owns its binding=3 zero buffer
(all-zeros sized to its instance count → slot 0), re-binds binding=2 from the
shared ClipFrame id (or an internal no-clip fallback if unwired) before MDI.
gl_ClipDistance is per-vertex, so the single glMultiDrawElementsIndirect per
group is preserved — no draw splitting.
- TerrainModernRenderer: binds the terrain clip UBO (shared or no-clip fallback)
before its draw.
- GameWindow: glEnable(GL_CLIP_DISTANCE0..7) once at init (unused planes pass-all
so always-on avoids per-draw thrash); per frame builds ClipFrame.NoClip(),
UploadShared, and hands the buffer ids to the three renderers (tiny diff; U.4
swaps NoClip() for the real portal-visibility frame).
Gate: dotnet build green; App suite 134/134; offline launch confirms both
shaders compile + link with no GL errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
425 lines
18 KiB
C#
425 lines
18 KiB
C#
using System.Numerics;
|
||
using AcDream.App.Rendering.Wb;
|
||
using AcDream.Core.Terrain;
|
||
using Silk.NET.OpenGL;
|
||
|
||
namespace AcDream.App.Rendering;
|
||
|
||
/// <summary>
|
||
/// Phase N.5b modern terrain dispatcher. Single global VBO/EBO with a slot
|
||
/// allocator (one slot per landblock, 384 verts × 40 bytes = 15,360 bytes
|
||
/// per slot). Per-frame: build a DrawElementsIndirectCommand array from
|
||
/// visible slots, upload, dispatch via glMultiDrawElementsIndirect. Atlas
|
||
/// textures bound via bindless handles set per-frame as sampler uniforms.
|
||
///
|
||
/// Total ~6-8 GL calls per frame for terrain regardless of visible
|
||
/// landblock count.
|
||
/// </summary>
|
||
public sealed unsafe class TerrainModernRenderer : IDisposable
|
||
{
|
||
// VertsPerLandblock MUST stay divisible by 6 — terrain_modern.vert uses
|
||
// `gl_VertexID % 6` to pick the cell-corner index (BL/BR/TR/TL), and
|
||
// because we bake `slot * VertsPerLandblock` into indices CPU-side and
|
||
// pass BaseVertex=0 to MultiDrawElementsIndirect, gl_VertexID becomes
|
||
// `slot * VertsPerLandblock + local_index`. The shader's modulo-6 only
|
||
// reduces to `local_index % 6` because 384 is a multiple of 6. Changing
|
||
// either constant without auditing the shader will silently mis-render.
|
||
private const int VertsPerLandblock = LandblockMesh.VerticesPerLandblock; // 384 (= 64 cells * 6 verts)
|
||
private const int IndicesPerLandblock = VertsPerLandblock;
|
||
private const int VertexSize = 40; // sizeof(TerrainVertex)
|
||
private const int IndexSize = sizeof(uint);
|
||
private const float LandblockSize = LandblockMesh.LandblockSize; // 192
|
||
|
||
private readonly GL _gl;
|
||
private readonly BindlessSupport _bindless;
|
||
private readonly Shader _shader;
|
||
private readonly TerrainAtlas _atlas;
|
||
|
||
/// <summary>A.5 T22.5: exposes the terrain atlas so callers can update
|
||
/// anisotropic level mid-session via <see cref="TerrainAtlas.SetAnisotropic"/>.</summary>
|
||
public TerrainAtlas Atlas => _atlas;
|
||
|
||
private readonly TerrainSlotAllocator _alloc;
|
||
|
||
// Per-slot live data (index by slot integer; null entries are unused slots).
|
||
private SlotData?[] _slots;
|
||
|
||
// Reverse map: landblockId -> slot, for RemoveLandblock and replacement.
|
||
private readonly Dictionary<uint, int> _idToSlot = new();
|
||
|
||
// GPU buffers.
|
||
private uint _globalVao;
|
||
private uint _globalVbo;
|
||
private uint _globalEbo;
|
||
private uint _indirectBuffer;
|
||
private int _indirectCapacity;
|
||
|
||
// Phase U.3: terrain clip UBO (binding=2, terrain_modern.vert TerrainClip).
|
||
// The shared one is created + uploaded by the GameWindow-level ClipFrame and
|
||
// handed in via SetClipUbo. When 0, we bind a lazily-created no-clip fallback
|
||
// (count 0 = ungated) so the shader never reads an unbound UBO at binding=2.
|
||
private uint _sharedClipUbo;
|
||
private uint _fallbackClipUbo;
|
||
|
||
// Cached uvec2-handle uniform locations (matrix uniforms are set by name via Shader.SetMatrix4).
|
||
private int _uTerrainHandleLoc;
|
||
private int _uAlphaHandleLoc;
|
||
|
||
// Reusable per-frame buffers.
|
||
private readonly List<int> _visibleSlots = new();
|
||
private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
|
||
|
||
// Diag.
|
||
public int LoadedSlots => _alloc.LoadedCount;
|
||
public int VisibleSlots => _visibleSlots.Count;
|
||
public int CapacitySlots => _alloc.Capacity;
|
||
|
||
public TerrainModernRenderer(
|
||
GL gl,
|
||
BindlessSupport bindless,
|
||
Shader shader,
|
||
TerrainAtlas atlas,
|
||
int initialSlotCapacity = 64)
|
||
{
|
||
_gl = gl;
|
||
_bindless = bindless;
|
||
_shader = shader;
|
||
_atlas = atlas;
|
||
_alloc = new TerrainSlotAllocator(initialSlotCapacity);
|
||
_slots = new SlotData?[initialSlotCapacity];
|
||
|
||
_uTerrainHandleLoc = _gl.GetUniformLocation(_shader.Program, "uTerrainHandle");
|
||
_uAlphaHandleLoc = _gl.GetUniformLocation(_shader.Program, "uAlphaHandle");
|
||
|
||
_globalVao = _gl.GenVertexArray();
|
||
_globalVbo = _gl.GenBuffer();
|
||
_globalEbo = _gl.GenBuffer();
|
||
AllocateGpuBuffers(initialSlotCapacity);
|
||
ConfigureVao();
|
||
|
||
_indirectBuffer = _gl.GenBuffer();
|
||
}
|
||
|
||
/// <summary>
|
||
/// Phase U.3: hand the renderer the SHARED terrain-clip UBO (binding=2)
|
||
/// created by <see cref="ClipFrame.UploadShared"/>. The renderer binds it to
|
||
/// binding=2 before its draw. Pass 0 to fall back to the internal no-clip UBO
|
||
/// (count 0 = ungated terrain).
|
||
/// </summary>
|
||
public void SetClipUbo(uint sharedClipUbo) => _sharedClipUbo = sharedClipUbo;
|
||
|
||
/// <summary>
|
||
/// Two-tier streaming entry point. Accepts a prebuilt mesh from
|
||
/// <see cref="LandblockStreamResult.Loaded.MeshData"/> built on the worker
|
||
/// thread, together with the world-space origin computed by the caller
|
||
/// (render-thread GameWindow derives it from landblockId + liveCenterX/Y).
|
||
///
|
||
/// Delegates to <see cref="AddLandblock(uint,LandblockMeshData,Vector3)"/>
|
||
/// so both paths share one upload path. Per Phase A.5 spec T15.
|
||
/// </summary>
|
||
public void AddLandblockWithMesh(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
|
||
=> AddLandblock(landblockId, meshData, worldOrigin);
|
||
|
||
public void AddLandblock(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
|
||
{
|
||
ArgumentNullException.ThrowIfNull(meshData);
|
||
if (meshData.Vertices.Length != VertsPerLandblock)
|
||
throw new ArgumentException(
|
||
$"Expected {VertsPerLandblock} vertices, got {meshData.Vertices.Length}",
|
||
nameof(meshData));
|
||
if (meshData.Indices.Length != IndicesPerLandblock)
|
||
throw new ArgumentException(
|
||
$"Expected {IndicesPerLandblock} indices, got {meshData.Indices.Length}",
|
||
nameof(meshData));
|
||
|
||
if (_idToSlot.ContainsKey(landblockId))
|
||
RemoveLandblock(landblockId);
|
||
|
||
int slot = _alloc.Allocate(out var needsGrow);
|
||
if (needsGrow)
|
||
{
|
||
int newCap = Math.Max(_alloc.Capacity * 2, slot + 1);
|
||
EnsureCapacity(newCap);
|
||
}
|
||
|
||
// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
|
||
var bakedVerts = new TerrainVertex[VertsPerLandblock];
|
||
float zMin = float.MaxValue, zMax = float.MinValue;
|
||
for (int i = 0; i < VertsPerLandblock; i++)
|
||
{
|
||
var v = meshData.Vertices[i];
|
||
var worldPos = v.Position + worldOrigin;
|
||
bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
|
||
if (worldPos.Z < zMin) zMin = worldPos.Z;
|
||
if (worldPos.Z > zMax) zMax = worldPos.Z;
|
||
}
|
||
if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
|
||
|
||
// Bake baseVertex into indices on the CPU side (driver-portable pattern).
|
||
uint baseVertex = (uint)(slot * VertsPerLandblock);
|
||
var bakedIndices = new uint[IndicesPerLandblock];
|
||
for (int i = 0; i < IndicesPerLandblock; i++)
|
||
bakedIndices[i] = meshData.Indices[i] + baseVertex;
|
||
|
||
// glBufferSubData into the slot's VBO + EBO regions.
|
||
nint vboByteOffset = (nint)(slot * VertsPerLandblock * VertexSize);
|
||
nint eboByteOffset = (nint)(slot * IndicesPerLandblock * IndexSize);
|
||
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _globalVbo);
|
||
fixed (TerrainVertex* p = bakedVerts)
|
||
{
|
||
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, vboByteOffset,
|
||
(nuint)(VertsPerLandblock * VertexSize), p);
|
||
}
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
|
||
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _globalEbo);
|
||
fixed (uint* p = bakedIndices)
|
||
{
|
||
_gl.BufferSubData(BufferTargetARB.ElementArrayBuffer, eboByteOffset,
|
||
(nuint)(IndicesPerLandblock * IndexSize), p);
|
||
}
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
|
||
|
||
_slots[slot] = new SlotData
|
||
{
|
||
LandblockId = landblockId,
|
||
WorldOrigin = worldOrigin,
|
||
FirstIndex = (uint)(slot * IndicesPerLandblock),
|
||
IndexCount = IndicesPerLandblock,
|
||
AabbMin = new Vector3(worldOrigin.X, worldOrigin.Y, zMin),
|
||
AabbMax = new Vector3(worldOrigin.X + LandblockSize, worldOrigin.Y + LandblockSize, zMax),
|
||
};
|
||
_idToSlot[landblockId] = slot;
|
||
}
|
||
|
||
public void RemoveLandblock(uint landblockId)
|
||
{
|
||
if (!_idToSlot.TryGetValue(landblockId, out var slot))
|
||
return;
|
||
_idToSlot.Remove(landblockId);
|
||
_slots[slot] = null;
|
||
_alloc.Free(slot);
|
||
// No GPU clear: the per-frame DEIC array won't reference this slot.
|
||
}
|
||
|
||
public void Draw(ICamera camera, FrustumPlanes? frustum = null, uint? neverCullLandblockId = null)
|
||
{
|
||
if (_alloc.LoadedCount == 0) return;
|
||
|
||
// Build visible slot list with per-slot frustum cull.
|
||
_visibleSlots.Clear();
|
||
for (int slot = 0; slot < _slots.Length; slot++)
|
||
{
|
||
var data = _slots[slot];
|
||
if (data is null) continue;
|
||
if (frustum is not null && data.LandblockId != neverCullLandblockId)
|
||
{
|
||
if (!FrustumCuller.IsAabbVisible(frustum.Value, data.AabbMin, data.AabbMax))
|
||
continue;
|
||
}
|
||
_visibleSlots.Add(slot);
|
||
}
|
||
if (_visibleSlots.Count == 0) return;
|
||
|
||
// Build DEIC array.
|
||
if (_deicScratch.Length < _visibleSlots.Count)
|
||
_deicScratch = new DrawElementsIndirectCommand[Math.Max(_visibleSlots.Count, 64)];
|
||
for (int i = 0; i < _visibleSlots.Count; i++)
|
||
{
|
||
var data = _slots[_visibleSlots[i]]!;
|
||
_deicScratch[i] = new DrawElementsIndirectCommand
|
||
{
|
||
Count = (uint)data.IndexCount,
|
||
InstanceCount = 1u,
|
||
FirstIndex = data.FirstIndex,
|
||
BaseVertex = 0, // baked into indices on upload
|
||
BaseInstance = 0,
|
||
};
|
||
}
|
||
|
||
// Grow indirect buffer if needed.
|
||
if (_visibleSlots.Count > _indirectCapacity)
|
||
{
|
||
_indirectCapacity = Math.Max(64, _visibleSlots.Count * 2);
|
||
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _indirectBuffer);
|
||
_gl.BufferData(GLEnum.DrawIndirectBuffer,
|
||
(nuint)(_indirectCapacity * sizeof(DrawElementsIndirectCommand)),
|
||
null, GLEnum.DynamicDraw);
|
||
}
|
||
else
|
||
{
|
||
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _indirectBuffer);
|
||
}
|
||
|
||
// Upload DEIC array.
|
||
fixed (DrawElementsIndirectCommand* p = _deicScratch)
|
||
{
|
||
_gl.BufferSubData(GLEnum.DrawIndirectBuffer, 0,
|
||
(nuint)(_visibleSlots.Count * sizeof(DrawElementsIndirectCommand)), p);
|
||
}
|
||
|
||
// Bind shader + uniforms + atlas handles.
|
||
_shader.Use();
|
||
_shader.SetMatrix4("uView", camera.View);
|
||
_shader.SetMatrix4("uProjection", camera.Projection);
|
||
|
||
var (terrainHandle, alphaHandle) = _atlas.GetBindlessHandles();
|
||
// Pass each 64-bit handle as a uvec2 (low 32 bits, high 32 bits).
|
||
// GLSL constructs sampler2DArray(uTerrainHandle) at the use site —
|
||
// see terrain_modern.frag for why this is the safe pattern.
|
||
_gl.ProgramUniform2(_shader.Program, _uTerrainHandleLoc,
|
||
(uint)(terrainHandle & 0xFFFFFFFFu), (uint)(terrainHandle >> 32));
|
||
_gl.ProgramUniform2(_shader.Program, _uAlphaHandleLoc,
|
||
(uint)(alphaHandle & 0xFFFFFFFFu), (uint)(alphaHandle >> 32));
|
||
|
||
// Phase U.3: bind the terrain clip UBO (binding=2). Shared ClipFrame UBO
|
||
// when wired, else the no-clip fallback (count 0 = ungated terrain).
|
||
BindClipUboBinding2();
|
||
|
||
_gl.BindVertexArray(_globalVao);
|
||
_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
|
||
_gl.MultiDrawElementsIndirect(
|
||
PrimitiveType.Triangles, DrawElementsType.UnsignedInt,
|
||
(void*)0,
|
||
(uint)_visibleSlots.Count,
|
||
(uint)sizeof(DrawElementsIndirectCommand));
|
||
_gl.BindVertexArray(0);
|
||
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
_gl.DeleteVertexArray(_globalVao);
|
||
_gl.DeleteBuffer(_globalVbo);
|
||
_gl.DeleteBuffer(_globalEbo);
|
||
_gl.DeleteBuffer(_indirectBuffer);
|
||
if (_fallbackClipUbo != 0) { _gl.DeleteBuffer(_fallbackClipUbo); _fallbackClipUbo = 0; } // Phase U.3
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// Private helpers
|
||
// ----------------------------------------------------------------
|
||
|
||
/// <summary>
|
||
/// Phase U.3: bind the terrain clip UBO to binding=2. Prefers the shared
|
||
/// <see cref="ClipFrame"/> UBO (<see cref="SetClipUbo"/>); otherwise lazily
|
||
/// creates + binds a no-clip fallback (count 0 = ungated) so the shader never
|
||
/// reads an unbound UBO. The fallback is std140-sized to
|
||
/// <see cref="ClipFrame.TerrainUboBytes"/> and zero-filled (count 0).
|
||
/// </summary>
|
||
private void BindClipUboBinding2()
|
||
{
|
||
if (_sharedClipUbo != 0)
|
||
{
|
||
_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
|
||
ClipFrame.TerrainClipUboBinding, _sharedClipUbo);
|
||
return;
|
||
}
|
||
|
||
if (_fallbackClipUbo == 0)
|
||
{
|
||
_fallbackClipUbo = _gl.GenBuffer();
|
||
var zero = stackalloc byte[ClipFrame.TerrainUboBytes];
|
||
for (int i = 0; i < ClipFrame.TerrainUboBytes; i++) zero[i] = 0;
|
||
_gl.BindBuffer(BufferTargetARB.UniformBuffer, _fallbackClipUbo);
|
||
_gl.BufferData(BufferTargetARB.UniformBuffer,
|
||
(nuint)ClipFrame.TerrainUboBytes, zero, BufferUsageARB.DynamicDraw);
|
||
}
|
||
_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
|
||
ClipFrame.TerrainClipUboBinding, _fallbackClipUbo);
|
||
}
|
||
|
||
private void AllocateGpuBuffers(int capacitySlots)
|
||
{
|
||
nuint vboBytes = (nuint)(capacitySlots * VertsPerLandblock * VertexSize);
|
||
nuint eboBytes = (nuint)(capacitySlots * IndicesPerLandblock * IndexSize);
|
||
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _globalVbo);
|
||
_gl.BufferData(BufferTargetARB.ArrayBuffer, vboBytes, null, BufferUsageARB.DynamicDraw);
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
|
||
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _globalEbo);
|
||
_gl.BufferData(BufferTargetARB.ElementArrayBuffer, eboBytes, null, BufferUsageARB.DynamicDraw);
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
|
||
}
|
||
|
||
private void ConfigureVao()
|
||
{
|
||
_gl.BindVertexArray(_globalVao);
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _globalVbo);
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _globalEbo);
|
||
|
||
uint stride = (uint)VertexSize;
|
||
|
||
// location 0: Position
|
||
_gl.EnableVertexAttribArray(0);
|
||
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
|
||
// location 1: Normal
|
||
_gl.EnableVertexAttribArray(1);
|
||
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
|
||
// locations 2-5: Data0..Data3 (uvec4 byte attributes)
|
||
nint dataOffset = 6 * sizeof(float);
|
||
_gl.EnableVertexAttribArray(2);
|
||
_gl.VertexAttribIPointer(2, 4, VertexAttribIType.UnsignedByte, stride, (void*)dataOffset);
|
||
_gl.EnableVertexAttribArray(3);
|
||
_gl.VertexAttribIPointer(3, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 4));
|
||
_gl.EnableVertexAttribArray(4);
|
||
_gl.VertexAttribIPointer(4, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 8));
|
||
_gl.EnableVertexAttribArray(5);
|
||
_gl.VertexAttribIPointer(5, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 12));
|
||
|
||
_gl.BindVertexArray(0);
|
||
}
|
||
|
||
private void EnsureCapacity(int newCapacity)
|
||
{
|
||
if (newCapacity <= _alloc.Capacity) return;
|
||
|
||
// Allocate new VBO + EBO at new size; copy old contents; swap; recreate VAO.
|
||
uint newVbo = _gl.GenBuffer();
|
||
uint newEbo = _gl.GenBuffer();
|
||
|
||
nuint newVboBytes = (nuint)(newCapacity * VertsPerLandblock * VertexSize);
|
||
nuint newEboBytes = (nuint)(newCapacity * IndicesPerLandblock * IndexSize);
|
||
nuint oldVboBytes = (nuint)(_alloc.Capacity * VertsPerLandblock * VertexSize);
|
||
nuint oldEboBytes = (nuint)(_alloc.Capacity * IndicesPerLandblock * IndexSize);
|
||
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, newVbo);
|
||
_gl.BufferData(BufferTargetARB.ArrayBuffer, newVboBytes, null, BufferUsageARB.DynamicDraw);
|
||
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalVbo);
|
||
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newVbo);
|
||
_gl.CopyBufferSubData(CopyBufferSubDataTarget.CopyReadBuffer, CopyBufferSubDataTarget.CopyWriteBuffer,
|
||
0, 0, oldVboBytes);
|
||
_gl.DeleteBuffer(_globalVbo);
|
||
_globalVbo = newVbo;
|
||
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, newEbo);
|
||
_gl.BufferData(BufferTargetARB.ElementArrayBuffer, newEboBytes, null, BufferUsageARB.DynamicDraw);
|
||
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalEbo);
|
||
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newEbo);
|
||
_gl.CopyBufferSubData(CopyBufferSubDataTarget.CopyReadBuffer, CopyBufferSubDataTarget.CopyWriteBuffer,
|
||
0, 0, oldEboBytes);
|
||
_gl.DeleteBuffer(_globalEbo);
|
||
_globalEbo = newEbo;
|
||
|
||
// Recreate VAO with new buffer bindings.
|
||
_gl.DeleteVertexArray(_globalVao);
|
||
_globalVao = _gl.GenVertexArray();
|
||
ConfigureVao();
|
||
|
||
// Grow slot tracking array.
|
||
Array.Resize(ref _slots, newCapacity);
|
||
_alloc.GrowTo(newCapacity);
|
||
}
|
||
|
||
private sealed class SlotData
|
||
{
|
||
public uint LandblockId;
|
||
public Vector3 WorldOrigin;
|
||
public uint FirstIndex;
|
||
public int IndexCount;
|
||
public Vector3 AabbMin;
|
||
public Vector3 AabbMax;
|
||
}
|
||
}
|