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synced 2026-08-12 08:30:56 +02:00
Mesh:attachAttribute: add an optional start array index parameter.
Allows easier use of a single instance buffer with multiple draws when instanced attributes are used (#1878).
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@@ -140,7 +140,7 @@ void Mesh::setupAttachedAttributes()
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if (getAttachedAttributeIndex(name) != -1)
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throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
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attachedAttributes.push_back({name, vertexBuffer, nullptr, (int) i, STEP_PER_VERTEX, true});
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attachedAttributes.push_back({name, vertexBuffer, nullptr, (int) i, 0, STEP_PER_VERTEX, true});
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}
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}
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@@ -208,7 +208,7 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
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return attachedAttributes[index].enabled;
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}
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void Mesh::attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh, const std::string &attachname, AttributeStep step)
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void Mesh::attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh, const std::string &attachname, int startindex, AttributeStep step)
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{
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if ((buffer->getUsageFlags() & BUFFERUSAGEFLAG_VERTEX) == 0)
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throw love::Exception("Buffer must be created with vertex buffer support to be used as a Mesh vertex attribute.");
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@@ -217,6 +217,9 @@ void Mesh::attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh,
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if (step == STEP_PER_INSTANCE && !gfx->getCapabilities().features[Graphics::FEATURE_INSTANCING])
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throw love::Exception("Vertex attribute instancing is not supported on this system.");
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if (startindex < 0 || startindex >= (int) buffer->getArrayLength())
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throw love::Exception("Invalid start array index %d.", startindex + 1);
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BufferAttribute oldattrib = {};
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BufferAttribute newattrib = {};
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@@ -231,6 +234,7 @@ void Mesh::attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh,
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newattrib.mesh = mesh;
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newattrib.enabled = oldattrib.buffer.get() ? oldattrib.enabled : true;
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newattrib.indexInBuffer = buffer->getDataMemberIndex(attachname);
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newattrib.startArrayIndex = startindex;
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newattrib.step = step;
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if (newattrib.indexInBuffer < 0)
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@@ -578,12 +582,13 @@ void Mesh::drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount)
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uint16 offset = (uint16) member.offset;
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uint16 stride = (uint16) buffer->getArrayStride();
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size_t bufferoffset = (size_t) stride * attrib.startArrayIndex;
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attributes.set(attributeindex, member.decl.format, offset, activebuffers);
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attributes.setBufferLayout(activebuffers, stride, attrib.step);
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// TODO: Ideally we want to reuse buffers with the same stride+step.
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buffers.set(activebuffers, buffer, 0);
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buffers.set(activebuffers, buffer, bufferoffset);
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activebuffers++;
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}
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}
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@@ -57,6 +57,7 @@ public:
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StrongRef<Buffer> buffer;
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StrongRef<Mesh> mesh;
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int indexInBuffer;
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int startArrayIndex;
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AttributeStep step;
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bool enabled;
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};
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@@ -109,7 +110,7 @@ public:
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* to make sure this Mesh knows to flush the passed in Mesh's data to its
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* buffer when drawing.
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**/
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void attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh, const std::string &attachname, AttributeStep step = STEP_PER_VERTEX);
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void attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh, const std::string &attachname, int startindex = 0, AttributeStep step = STEP_PER_VERTEX);
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bool detachAttribute(const std::string &name);
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const std::vector<BufferAttribute> &getAttachedAttributes() const;
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@@ -314,8 +314,9 @@ int w_Mesh_attachAttribute(lua_State *L)
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return luax_enumerror(L, "vertex attribute step", getConstants(step), stepstr);
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const char *attachname = luaL_optstring(L, 5, name);
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int startindex = (int) luaL_optinteger(L, 6, 1) - 1;
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luax_catchexcept(L, [&](){ t->attachAttribute(name, buffer, mesh, attachname, step); });
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luax_catchexcept(L, [&](){ t->attachAttribute(name, buffer, mesh, attachname, startindex, step); });
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return 0;
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}
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@@ -340,7 +341,7 @@ int w_Mesh_getAttachedAttributes(lua_State *L)
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{
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const auto &attrib = attributes[i];
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lua_createtable(L, 4, 0);
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lua_createtable(L, 5, 0);
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luax_pushstring(L, attrib.name);
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lua_rawseti(L, -1, 1);
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@@ -358,6 +359,9 @@ int w_Mesh_getAttachedAttributes(lua_State *L)
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luax_pushstring(L, member.decl.name);
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lua_rawseti(L, -1, 4);
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lua_pushinteger(L, attrib.startArrayIndex + 1);
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lua_rawseti(L, -1, 5);
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lua_rawseti(L, -1, i + 1);
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}
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