Share retained mesh dispatch bridge

This commit is contained in:
2026-06-05 14:51:40 +02:00
parent d719a5a5e5
commit 96ff1c41e2
7 changed files with 298 additions and 325 deletions

View File

@@ -1,4 +1,5 @@
#include "pch.h"
#include "legacy_gl_mesh_dispatch.h"
#include "legacy_ui_gl_dispatch.h"
#include "node_colorwheel.h"
#include "renderer_gl/opengl_capabilities.h"
@@ -6,6 +7,10 @@
#include "log.h"
#include "app.h"
#include <array>
#include <cstddef>
#include <cstdint>
Node* NodeColorWheel::clone_instantiate() const
{
return new NodeColorWheel;
@@ -47,45 +52,47 @@ void NodeColorWheel::loaded()
App::I->render_task([&]
{
const auto buffer_target = pp::renderer::gl::array_buffer_target();
const auto upload_usage = pp::renderer::gl::static_draw_buffer_usage();
const auto attribute_type = pp::renderer::gl::vertex_attribute_float_component_type();
const auto attribute_normalized =
static_cast<GLboolean>(pp::renderer::gl::vertex_attribute_not_normalized());
static_cast<std::uint8_t>(pp::renderer::gl::vertex_attribute_not_normalized());
const std::array<pp::renderer::gl::OpenGlVertexAttribute, 3> attributes {
pp::renderer::gl::OpenGlVertexAttribute {
.index = 0U,
.component_count = 4,
.component_type = attribute_type,
.normalized = attribute_normalized,
.stride = static_cast<std::int32_t>(sizeof(vertex_t)),
.offset = 0U,
},
pp::renderer::gl::OpenGlVertexAttribute {
.index = 1U,
.component_count = 2,
.component_type = attribute_type,
.normalized = attribute_normalized,
.stride = static_cast<std::int32_t>(sizeof(vertex_t)),
.offset = static_cast<std::uintptr_t>(offsetof(vertex_t, uvs)),
},
pp::renderer::gl::OpenGlVertexAttribute {
.index = 2U,
.component_count = 4,
.component_type = attribute_type,
.normalized = attribute_normalized,
.stride = static_cast<std::int32_t>(sizeof(vertex_t)),
.offset = static_cast<std::uintptr_t>(offsetof(vertex_t, col)),
},
};
glGenBuffers(1, &buffers);
glBindBuffer(buffer_target, buffers);
glBufferData(buffer_target, vertices.size() * sizeof(vertex_t), vertices.data(), upload_usage);
glBindBuffer(buffer_target, 0);
glGenVertexArrays(1, &arrays);
glBindVertexArray(arrays);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(buffer_target, buffers);
glVertexAttribPointer(
0,
4,
attribute_type,
attribute_normalized,
sizeof(vertex_t),
(GLvoid*)0);
glVertexAttribPointer(
1,
2,
attribute_type,
attribute_normalized,
sizeof(vertex_t),
(GLvoid*)offsetof(vertex_t, uvs));
glVertexAttribPointer(
2,
4,
attribute_type,
attribute_normalized,
sizeof(vertex_t),
(GLvoid*)offsetof(vertex_t, col));
glBindVertexArray(0);
const auto mesh = pp::legacy::gl_mesh::create_mesh_objects(
pp::renderer::gl::OpenGlMeshUpload {
.vertex_data = vertices.data(),
.vertex_byte_count = static_cast<std::intptr_t>(vertices.size() * sizeof(vertex_t)),
.indexed = false,
.vertex_array_count = 1U,
.attributes = attributes,
},
"NodeColorWheel::loaded");
buffers = static_cast<GLuint>(mesh.vertex_buffer);
arrays = static_cast<GLuint>(mesh.vertex_arrays[0]);
});
}
@@ -97,13 +104,6 @@ void NodeColorWheel::draw()
ShaderManager::u_int(kShaderUniform::Direction, 0); // set horizontal
m_circle.draw_fill();
// ShaderManager::use(kShader::ColorTri);
// ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
// ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(m_hsv, 0.f));
// glBindVertexArray(arrays);
// glDrawArrays(pp::renderer::gl::primitive_mode_for_fill_count(3U), 0, 3);
// glBindVertexArray(0);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp * glm::eulerAngleZ(glm::radians(-360.f * m_hsv.x)) * glm::translate(glm::vec3(.45f,0.f,0.f)));
ShaderManager::u_vec4(kShaderUniform::Col, {convert_hsv2rgb({glm::fract(m_hsv.x + 0.5f), 1.f, 1.f}), 1.f});