Renderer/src/main/java/electrosphere/renderer/model/Mesh.java
austin cc61814095
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VAO caching
2025-05-19 12:28:28 -04:00

715 lines
24 KiB
Java

package electrosphere.renderer.model;
import electrosphere.client.entity.camera.CameraEntityUtils;
import electrosphere.engine.EngineState;
import electrosphere.engine.Globals;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.RenderPipelineState;
import electrosphere.renderer.RenderingEngine;
import electrosphere.renderer.actor.ActorTextureMask;
import electrosphere.renderer.actor.instance.InstanceData;
import electrosphere.renderer.light.LightManager;
import electrosphere.renderer.shader.VisualShader;
import electrosphere.renderer.texture.Texture;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
import java.util.List;
import org.joml.Matrix4d;
import org.joml.Matrix4f;
import org.joml.Sphered;
import org.joml.Vector3d;
import org.joml.Vector3f;
import org.joml.Vector3i;
import org.joml.Vector4f;
import org.lwjgl.opengl.GL45;
import org.lwjgl.system.MemoryStack;
/**
* A mesh, a collection of buffer data on the GPU
*/
public class Mesh {
/**
* The default index for the vertex attribute
*/
public static final int DEFAULT_VERTEX_ATTRIB_INDEX = 0;
/**
* The default index for the normal attribute
*/
public static final int DEFAULT_NORMAL_ATTRIB_INDEX = 1;
/**
* The default index for the bone weights attribute
*/
public static final int DEFAULT_BONE_WEIGHTS_ATTRIB_INDEX = 2;
/**
* The default index for the bone indices attribute
*/
public static final int DEFAULT_BONE_INDICES_ATTRIB_INDEX = 3;
/**
* The default index for the texture attribute
*/
public static final int DEFAULT_TEXTURE_ATTRIB_INDEX = 4;
/**
* The name of this mesh
*/
private String meshName;
/**
* The parent model
* <p>
* THIS IS NOT GUARANTEED TO BE THE PARENT MODEL THAT THIS WAS LOADED IN
* THIS CAN BE POST-LOAD SET IN MODEL VIA MODELMASK BEHAVIOR
* </p>
*/
private Model parent;
/**
* Pointer to the vertex buffer
*/
private int vertexBuffer;
/**
* Pointer to the normal buffer
*/
private int normalBuffer;
/**
* Pointer to the element array buffer
*/
private int elementArrayBuffer;
/**
* pulls double duty as both the element array count as well as the direct array count, based on whichever is used
*/
private int elementCount;
/**
* Pointer to the VAO
*/
private int vertexArrayObject;
/**
* Pointer to the bone weight buffer
*/
private int boneWeightBuffer;
/**
* Pointer to the bone index buffer
*/
private int boneIndexBuffer;
/**
* Pointer to the texture coordinate buffer
*/
private int textureCoordBuffer;
/**
* Tracks whether the mesh uses element instances or not
*/
private boolean useElementArray = true;
/**
* The list of all bones in the mesh
* <p>
* THIS IS NOT GUARANTEED TO BE THE PARENT MODEL THAT THIS WAS LOADED IN
* THIS CAN BE POST-LOAD SET IN MODEL VIA MODELMASK BEHAVIOR
* </p>
*/
private List<Bone> bones = new ArrayList<Bone>();
/**
* The list of bone names
*/
private ArrayList<String> boneIdList = new ArrayList<String>();
/**
* the texture mask that may or may not be masking the mesh
*/
private ActorTextureMask textureMask;
/**
* The main shader for the mesh
*/
private VisualShader shader;
/**
* The OIT shader
*/
private VisualShader oitShader;
/**
* the uniforms to be sent to the gpu
*/
private HashMap<String,Object> uniforms = new HashMap<String,Object>();
/**
* the material currently associated with the mesh
*/
private Material material;
/**
* the bounding sphere for this mesh
*/
private Sphered boundingSphere;
/**
* Creates a mesh (does not initialize any data)
* @param name The name of the mesh
*/
public Mesh(String name){
this.meshName = name;
this.boundingSphere = new Sphered();
}
/**
* Generates the VAO for this mesh
*/
public void generateVAO(OpenGLState openGLState){
vertexArrayObject = GL45.glGenVertexArrays();
openGLState.glBindVertexArray(vertexArrayObject);
}
/**
* Frees this mesh
*/
public void free(){
GL45.glDeleteBuffers(new int[]{
vertexBuffer,
normalBuffer,
elementArrayBuffer,
boneWeightBuffer,
boneIndexBuffer,
textureCoordBuffer,
});
GL45.glDeleteVertexArrays(vertexArrayObject);
}
/**
* Buffers vertex data to the gpu under this mesh container
* @param verticies the vertex buffer
* @param vertexDimension the dimensionality of the data (2d vectors, 3d vectors, 4d vectors, etc)
*/
public void bufferVertices(FloatBuffer verticies, int vertexDimension){
if(!EngineState.EngineFlags.HEADLESS){
vertexBuffer = this.bufferCustomFloatAttribArray(verticies,vertexDimension,Mesh.DEFAULT_VERTEX_ATTRIB_INDEX);
}
}
/**
* Buffers normals to the gpu under this mesh container
* @param normals the normal data
* @param normalDimension the dimensionality of the data (2d vector, 3d vector, 4d vector)
*/
public void bufferNormals(FloatBuffer normals, int normalDimension){
if(!EngineState.EngineFlags.HEADLESS){
normalBuffer = this.bufferCustomFloatAttribArray(normals,normalDimension,Mesh.DEFAULT_NORMAL_ATTRIB_INDEX);
}
}
/**
* Buffers faces to the GPU
* @param faces The face data
* @param elementCount The number of faces
*/
public void bufferFaces(IntBuffer faces, int elementCount){
if(!EngineState.EngineFlags.HEADLESS){
elementArrayBuffer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
GL45.glBufferData(GL45.GL_ELEMENT_ARRAY_BUFFER, faces, GL45.GL_STATIC_DRAW);
this.elementCount = elementCount;
}
}
/**
* Sets the number of elements in the directly referenced arrays underneath this mesh
* @param directArraySize The number of elements (ie the number of vertices, or normals, etc)
*/
public void setDirectArraySize(int directArraySize){
this.elementCount = directArraySize;
}
/**
* Buffers texture coordinates to the gpu
* @param coords the texture coordinates data
* @param textureDimension The dimensionality of the texture coordinate data (3d vec, 4d vec, etc)
*/
public void bufferTextureCoords(FloatBuffer coords, int textureDimension){
if(!EngineState.EngineFlags.HEADLESS){
textureCoordBuffer = this.bufferCustomFloatAttribArray(coords, textureDimension, Mesh.DEFAULT_TEXTURE_ATTRIB_INDEX);
}
}
/**
* Buffers bone indices to the GPU
* @param buffer The buffer containing the bone indices
*/
public void bufferBoneIndices(FloatBuffer buffer){
boneIndexBuffer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ARRAY_BUFFER, boneIndexBuffer);
GL45.glBufferData(GL45.GL_ARRAY_BUFFER, buffer, GL45.GL_STATIC_DRAW);
GL45.glVertexAttribPointer(Mesh.DEFAULT_BONE_INDICES_ATTRIB_INDEX, 4, GL45.GL_FLOAT, false, 0, 0);
GL45.glEnableVertexAttribArray(3);
}
/**
* Buffers bone weights to the gpu
* @param buffer The buffer containing the bone weights
*/
public void bufferBoneWeights(FloatBuffer buffer){
boneWeightBuffer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ARRAY_BUFFER, boneWeightBuffer);
GL45.glBufferData(GL45.GL_ARRAY_BUFFER, buffer, GL45.GL_STATIC_DRAW);
GL45.glVertexAttribPointer(Mesh.DEFAULT_BONE_WEIGHTS_ATTRIB_INDEX, 4, GL45.GL_FLOAT, false, 0, 0);
GL45.glEnableVertexAttribArray(2);
}
/**
* Sends a float buffer to the gpu
* @param buffer The buffer
* @param bufferDimension The dimensionality of the buffer (2d vector, 3d vector, 4d vector)
* @param attribIndex The attribute index of the buffer (ie what number will it show up as in the shader)
* @return The pointer to the opengl buffer created
*/
public int bufferCustomFloatAttribArray(FloatBuffer buffer, int bufferDimension, int attribIndex){
int bufferPointer = 0;
if(!EngineState.EngineFlags.HEADLESS){
bufferPointer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ARRAY_BUFFER, bufferPointer);
GL45.glBufferData(GL45.GL_ARRAY_BUFFER, buffer, GL45.GL_STATIC_DRAW);
GL45.glVertexAttribPointer(attribIndex, bufferDimension, GL45.GL_FLOAT, false, 0, 0);
GL45.glEnableVertexAttribArray(attribIndex);
}
return bufferPointer;
}
/**
* Sends an int buffer to the gpu
* @param buffer The buffer
* @param bufferDimension The dimensionality of the buffer (2d vector, 3d vector, 4d vector)
* @param attribIndex The attribute index of the buffer (ie what number will it show up as in the shader)
* @return The pointer to the opengl buffer created
*/
public int bufferCustomIntAttribArray(IntBuffer buffer, int bufferDimension, int attribIndex){
int bufferPointer = 0;
if(!EngineState.EngineFlags.HEADLESS){
bufferPointer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ARRAY_BUFFER, bufferPointer);
GL45.glBufferData(GL45.GL_ARRAY_BUFFER, buffer, GL45.GL_STATIC_DRAW);
GL45.glVertexAttribIPointer(attribIndex, bufferDimension, GL45.GL_INT, 0, 0);
GL45.glEnableVertexAttribArray(attribIndex);
}
return bufferPointer;
}
/**
* Sends an unsigned int buffer to the gpu
* @param buffer The buffer
* @param bufferDimension The dimensionality of the buffer (2d vector, 3d vector, 4d vector)
* @param attribIndex The attribute index of the buffer (ie what number will it show up as in the shader)
* @return The pointer to the opengl buffer created
*/
public int bufferCustomUIntAttribArray(IntBuffer buffer, int bufferDimension, int attribIndex){
int bufferPointer = 0;
if(!EngineState.EngineFlags.HEADLESS){
bufferPointer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ARRAY_BUFFER, bufferPointer);
GL45.glBufferData(GL45.GL_ARRAY_BUFFER, buffer, GL45.GL_STATIC_DRAW);
GL45.glVertexAttribIPointer(attribIndex, bufferDimension, GL45.GL_UNSIGNED_INT, 0, 0);
GL45.glEnableVertexAttribArray(attribIndex);
}
return bufferPointer;
}
/**
* Sets the texture mask for the mesh
* @param textureMask the texture mask
*/
public void setTextureMask(ActorTextureMask textureMask){
this.textureMask = textureMask;
}
/**
* Sets the material for the mesh
* @param material the material
*/
public void setMaterial(Material material){
this.material = material;
}
/**
* Sets the shader of this mesh
* @param shader The shader
*/
public void setShader(VisualShader shader){
this.shader = shader;
}
/**
* Gets the shader of this mesh
* @return The shader
*/
public VisualShader getShader(){
return shader;
}
/**
* Sets the order independent transparency shader
* @param shader The shader
*/
public void setOITShader(VisualShader shader){
this.oitShader = shader;
}
/**
* Sets a uniform on the mesh
* @param key the uniform key
* @param o the value to set the uniform to
*/
public void setUniform(String key, Object o){
uniforms.put(key, o);
}
private void bufferAllUniforms(OpenGLState openGLState){
for(String key : uniforms.keySet()){
Object currentUniformRaw = uniforms.get(key);
if(currentUniformRaw instanceof Matrix4f){
throw new Error("Unsupported data type!");
}
if(currentUniformRaw instanceof Matrix4d){
Matrix4d currentUniform = (Matrix4d)currentUniformRaw;
openGLState.getActiveShader().setUniform(openGLState, key, currentUniform);
}
if(currentUniformRaw instanceof Vector3d){
throw new Error("Unsupported data type!");
}
if(currentUniformRaw instanceof Vector3f){
Vector3f currentUniform = (Vector3f)currentUniformRaw;
openGLState.getActiveShader().setUniform(openGLState, key, currentUniform);
}
if(currentUniformRaw instanceof Vector4f){
Vector4f currentUniform = (Vector4f)currentUniformRaw;
openGLState.getActiveShader().setUniform(openGLState, key, currentUniform);
}
if(currentUniformRaw instanceof Integer){
int currentUniform = (Integer)currentUniformRaw;
openGLState.getActiveShader().setUniform(openGLState, key, currentUniform);
}
}
}
/**
* Draws the mesh
* @param renderPipelineState The state of the render pipeline
*/
public void complexDraw(RenderPipelineState renderPipelineState, OpenGLState openGLState){
Globals.profiler.beginAggregateCpuSample("Mesh.complexDraw");
//bind vao off the rip
openGLState.glBindVertexArray(vertexArrayObject);
Globals.renderingEngine.checkError();
if(renderPipelineState.getUseMeshShader()){
VisualShader selectedProgram = null;
switch(renderPipelineState.getSelectedShader()){
case PRIMARY: {
selectedProgram = shader;
} break;
case OIT: {
selectedProgram = oitShader;
} break;
}
if(selectedProgram == null){
selectedProgram = shader;
}
openGLState.setActiveShader(renderPipelineState, selectedProgram);
}
if(renderPipelineState.getUseLight()){
//Until we switch to uniform buffer objects we will have to buffer lighting data here manually each time we draw
//side note: :(
if(Globals.renderingEngine.getLightManager() == null){
//don't buffer as the light manager hasn't initialized
} else {
LightManager lightManager = Globals.renderingEngine.getLightManager();
openGLState.glBindBufferBase(LightManager.CLUSTER_SSBO_BIND_POINT, lightManager.getClusterGridSSBO());
openGLState.glBindBufferBase(LightManager.POINT_LIGHT_SSBO_BIND_POINT, lightManager.getPointLightSSBO());
openGLState.glBindBufferBase(LightManager.DIRECT_LIGHT_SSBO_BIND_POINT, lightManager.getDirectLightSSBO());
//set uniforms required
openGLState.getActiveShader().setUniform(openGLState, "zNear", CameraEntityUtils.getNearClip(Globals.clientState.playerCamera));
openGLState.getActiveShader().setUniform(openGLState, "zFar", CameraEntityUtils.getFarClip(Globals.clientState.playerCamera));
openGLState.getActiveShader().setUniform(openGLState, "gridSize", new Vector3i(LightManager.LIGHT_CLUSTER_WIDTH_X,LightManager.LIGHT_CLUSTER_WIDTH_Y,LightManager.LIGHT_CLUSTER_WIDTH_Z));
openGLState.getActiveShader().setUniform(openGLState, "screenDimensions", openGLState.getViewport());
}
Globals.renderingEngine.checkError();
}
if(renderPipelineState.getUseMaterial() && textureMask == null){
Globals.renderingEngine.checkError();
if(material == null){
Globals.renderingEngine.getDefaultMaterial().applyMaterial(openGLState);
} else {
material.applyMaterial(openGLState);
}
Globals.renderingEngine.checkError();
}
//
//The texture masking logic
if(textureMask != null){
//
//path that uses already-defined texture objects
if(textureMask.getTextures() != null){
int i = 0;
for(Texture texture : textureMask.getTextures()){
if(texture != null){
texture.bind(openGLState,5+i);
}
openGLState.getActiveShader().setUniform(openGLState, textureMask.getUniformNames().get(i), 5+i);
i++;
}
} else if(textureMask.getTexturePaths() != null){
//
//path that uses paths to textures in the asset manager
int i = 0;
for(String texturePath : textureMask.getTexturePaths()){
Texture texture = Globals.assetManager.fetchTexture(texturePath);
if(texture != null){
texture.bind(openGLState, i);
}
i++;
}
}
Globals.renderingEngine.checkError();
}
if(renderPipelineState.getUseShadowMap()){
int shadowMapTextureUnit = 3;
openGLState.glActiveTexture(GL45.GL_TEXTURE0 + shadowMapTextureUnit);
Globals.renderingEngine.checkError();
openGLState.glBindTexture(GL45.GL_TEXTURE_2D, RenderingEngine.lightBufferDepthTexture.getTexturePointer());
Globals.renderingEngine.checkError();
openGLState.getActiveShader().setUniform(openGLState, "shadowMap", shadowMapTextureUnit);
}
boolean sentBones = false;
if(renderPipelineState.getUseBones()){
//
//Handle bones
//
if(bones != null && !bones.isEmpty()){
Iterator<String> boneIterator = boneIdList.iterator();
int incrementer = 0;
while (boneIterator.hasNext()){
String boneName = boneIterator.next();
Bone currentBone = parent.getBoneMap().get(boneName);
String currentUniform = "bones[" + incrementer + "]";
if(currentBone != null){
Matrix4d currentMat = currentBone.getFinalTransform();
openGLState.getActiveShader().setUniform(openGLState, currentUniform, currentMat);
} else {
openGLState.getActiveShader().setUniform(openGLState, currentUniform, new Matrix4d());
}
incrementer++;
}
sentBones = true;
}
}
if(!sentBones){
for(int i = 0; i < 4; i++){
String currentUniform = "bones[" + i + "]";
openGLState.getActiveShader().setUniform(openGLState, currentUniform, new Matrix4d().identity());
}
}
if(renderPipelineState.getBufferStandardUniforms()){
//buffer model/view/proj matrices
try(MemoryStack stack = MemoryStack.stackPush()){
openGLState.getActiveShader().setUniform(openGLState, "model", parent.getModelMatrix());
openGLState.getActiveShader().setUniform(openGLState, "view", Globals.renderingEngine.getViewMatrix());
openGLState.getActiveShader().setUniform(openGLState, "projection", Globals.renderingEngine.getProjectionMatrix());
openGLState.getActiveShader().setUniform(openGLState, "viewPos", CameraEntityUtils.getCameraEye(Globals.clientState.playerCamera));
Vector3f worldPos = new Vector3f((float)parent.getWorldPos().x,(float)parent.getWorldPos().y,(float)parent.getWorldPos().z);
openGLState.getActiveShader().setUniform(openGLState, "modelWorldPos", worldPos);
openGLState.getActiveShader().setUniform(openGLState, "lightSpaceMatrix", Globals.renderingEngine.getLightDepthMatrix());
openGLState.getActiveShader().setUniform(openGLState, "frame", (int)Globals.engineState.timekeeper.getNumberOfRenderFramesElapsed());
openGLState.getActiveShader().setUniform(openGLState, "time", (float)Globals.engineState.timekeeper.getCurrentRendererTime());
}
Globals.renderingEngine.checkError();
}
if(renderPipelineState.getBufferNonStandardUniforms()){
this.bufferAllUniforms(openGLState);
Globals.renderingEngine.checkError();
}
if(renderPipelineState.getInstanced()){
if(renderPipelineState.getInstanceData()!=null){
InstanceData instanceData = renderPipelineState.getInstanceData();
instanceData.upload(openGLState, renderPipelineState);
}
}
if(renderPipelineState.getInstanced()){
if(this.elementCount > 0 ){
GL45.glDrawElementsInstanced(GL45.GL_TRIANGLES, this.elementCount, GL45.GL_UNSIGNED_INT, 0, renderPipelineState.getInstanceCount());
Globals.renderingEngine.checkError();
}
} else {
if(this.useElementArray){
if(this.elementCount > 0){
GL45.glDrawElements(GL45.GL_TRIANGLES, this.elementCount, GL45.GL_UNSIGNED_INT, 0);
Globals.renderingEngine.checkError();
}
} else {
if(this.elementCount > 0){
GL45.glDrawArrays(GL45.GL_TRIANGLES, 0, this.elementCount);
Globals.renderingEngine.checkError();
}
}
}
Globals.profiler.endCpuSample();
}
/**
* Updates the bounding sphere of the mesh
* @param x
* @param y
* @param z
* @param r
*/
public void updateBoundingSphere(float x, float y, float z, float r){
this.boundingSphere.x = x;
this.boundingSphere.y = y;
this.boundingSphere.z = z;
this.boundingSphere.r = r;
}
/**
* Gets the bounding sphere of this mesh
* @return The bounding sphere
*/
public Sphered getBoundingSphere(){
return this.boundingSphere;
}
/**
* Gets the material of the mesh
* @return The material
*/
public Material getMaterial(){
return material;
}
/**
* Gets whether this mesh has bones or not
* @return true if has bones
*/
public boolean hasBones(){
return bones.size() > 0;
}
/**
* Gets the name of this mesh
* @return The name of the mesh
*/
public String getMeshName(){
return meshName;
}
/**
* Sets the parent model of this mesh
* @param parent The parent
*/
public void setParent(Model parent){
this.parent = parent;
}
/**
* Gets the bones for this mesh
* @return The list of bones
*/
public List<Bone> getBones(){
return bones;
}
/**
* Sets the bones for this mesh
* @param bones The list of bones
*/
public void setBones(List<Bone> bones){
this.bones = bones;
}
/**
* Registers a bone id
* @param boneId the bone id
*/
public void registerBoneId(String boneId){
this.boneIdList.add(boneId);
}
/**
* Sets whether to use an element array or a direct array
* @param useElementArray if true, use elements, else use direct array reference
*/
public void setUseElementArray(boolean useElementArray){
this.useElementArray = useElementArray;
}
/**
* Gets whether the mesh uses an element array or a direct array
* @return if true, use elements, else use direct array reference
*/
public boolean getUseElementArray(){
return this.useElementArray;
}
/**
* Gets the vertex buffer's pointer
* @return The vertex buffer's pointer
*/
public int getVertexBuffer(){
return vertexBuffer;
}
/**
* Gets the normal buffer's pointer
* @return The normal buffer's pointer
*/
public int getNormalBuffer(){
return normalBuffer;
}
/**
* Gets the texture coord buffer's pointer
* @return The texture coord buffer's pointer
*/
public int getTextureCoordBuffer(){
return textureCoordBuffer;
}
}