So it's possible to have light culling enabled on, say, 64 lights, but
with only at most 3 applied each draw, allowing the shader compiler to
unroll the loop if it makes sense. This also better prepares for SSBO
support where the total light count would be unbounded and thus the
value ignored, and thus the value can be 0.
This prepares for SSBO support where the total count is unbounded (and
thus the value is ignored, thus it can be 0).
Also regroup the doc paragraphs so it's clear what's related to UBO
usage and what applies to classic uniforms as well.
I still expect the API to change slightly to accomodate for line
stipple or textured lines (such as possibly having different smoothness
alongside and across the segment), plus there are some TODOs that might
change how it behaves in certain corner cases.
Currently just the bare minimum, more features such as handling
multiple contiguous strips and loops inside a single mesh or an
overlapping layout will come later.
The shader requires the input data to be laid out in a rather specific
way, and there will be a dedicated MeshTools utility for it in the
following commits. For independence though, the shader tests use a
custom helper.
The initial implementation has certain corner cases which will be
eventually resolved. For now they are pinned down with repro cases in
the test. But apart from that, it's pretty much usable in practice.
Remaining join styles (round and miter-clip) as well as stipple support
will eventually follow as well.
Also fixes a WebGL error in the tests. I suspect it might fail elsewhere
as well. Nevertheless, this still doesn't mean that it would be
impossible to use dynamic joint count with UBOs -- simply pad the UBO in
that case.
Apparently a framebuffer attachment can be bound only if it's actually
written to by a shader, thus instanced test cases that had it set up
always were failing with a GL error if the shader didn't have ObjectId
output enabled.
I unified both into a single renderSetup()/renderTeardown() routine,
where the ObjectId renderbuffer is attached always, but then only the
test cases that actually use it are mapping it explicitly. And clearing
as well, because apparently it can be cleared only if it's mapped. Huh.
Mainly important for Shader::addSource() to prevent it from creating a
needless copy, but doesn't hurt to do the same also for
uniformLocation(), bindAttributeLocation() etc. -- it'll avoid a runtime
strlen() in that case at least.
Given that I made a breaking change by returning Containers::String
instead of a std::string, I can take it further and replace also
std::pair with Containers::Pair -- it won't bring any more pain to the
users, they have to change their code anyway.
Co-authored-by: Hugo Amiard <hugo.amiard@wonderlandengine.com>
Same as in the previous commit, most cases are inputs so a StringStl.h
compatibility include will do, the only breaking change is
GL::Shader::sources() which now returns a StringIterable instead of a
std::vector<std::string> (ew).
Awesome about this whole thing is that The Shader API now allows
creating a shader from sources coming either from string view literals
or Utility::Resource completely without having to allocate any strings
internally, because all those can be just non-owning references wrapped
with String::nullTerminatedGlobalView(). The only parts which aren't
references are the #line markers, but (especially on 64bit) those can
easily fit into the 22-byte (or 10-byte on 32bit) SSO storage.
Also, various Shader constructors and assignment operators had to be
deinlined in order to avoid having to include the String header, which
would be needed for Array destruction during a move.
Co-authored-by: Hugo Amiard <hugo.amiard@wonderlandengine.com>
It's not a GL error, and allows the application to compile just a single
shader for all skinned meshes, not one for each skeleton size. Together
with the dynamic per-vertex joint count this means the app only needs a
single shader for all skinned meshes, which is nice.
Those were temporarily added until Trade::AbstractImporter is ported
away from std::string, and that's done for quite some time already, so
these are no longer needed.
High-level docs with examples will be written once there's corresponding
support in MeshTools::compile() *and* in importer plugins, as skinned
meshes are usually brought in from files, never set up directly.
Co-authored-by: Squareys <squareys@googlemail.com>
With skinning the TransformationUniform*D structure will be reused for
two different UBOs and referencing it without the corresponding
bind*Buffer() API would be confusing. So just do that for all.