- use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer.

This commit is contained in:
Christoph Oelckers 2014-10-24 11:43:25 +02:00
commit e5cd90f323
8 changed files with 281 additions and 101 deletions

View file

@ -214,8 +214,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
mVoxel = voxel;
mOwningVoxel = owned;
mPalette = new FVoxelTexture(voxel);
Initialize();
iindex = vindex = UINT_MAX;
}
//===========================================================================
@ -231,24 +229,6 @@ FVoxelModel::~FVoxelModel()
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::BuildVertexBuffer(FModelVertexBuffer *buf)
{
vindex = buf->vbo_shadowdata.Size();
iindex = buf->ibo_shadowdata.Size();
FModelVertex *mv = &buf->vbo_shadowdata[buf->vbo_shadowdata.Reserve(mVertices.Size())];
unsigned int *mi = &buf->ibo_shadowdata[buf->ibo_shadowdata.Reserve(mIndices.Size())];
memcpy(mv, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
memcpy(mi, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
}
//===========================================================================
//
//
@ -386,6 +366,37 @@ void FVoxelModel::Initialize()
}
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::BuildVertexBuffer()
{
if (mVBuf == NULL)
{
Initialize();
mVBuf = new FModelVertexBuffer(true);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
mVBuf->UnlockVertexBuffer();
mVBuf->UnlockIndexBuffer();
// delete our temporary buffers
mVertices.Clear();
mIndices.Clear();
mVertices.ShrinkToFit();
mIndices.ShrinkToFit();
}
}
//===========================================================================
//
//
@ -420,7 +431,7 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
gl_RenderState.Apply();
GLRenderer->mModelVBO->SetupFrame(vindex, vindex);
glDrawElements(GL_TRIANGLES, mIndices.Size(), GL_UNSIGNED_INT, (void*)(intptr_t)(iindex * sizeof(unsigned int)));
mVBuf->SetupFrame(0, 0);
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0);
}