refactor(render3d): vertex data and draws behind gpu.ludic

Every vertex array, vertex and index buffer, attribute pointer, instance divisor, stream
upload and draw call now goes through gpu_mesh_* / gpu_buffer_* / gpu_draw_*, and no other
file in the package names them. A Mesh records its layout as it is built - which buffer
feeds which attribute at what stride and offset, per vertex or per instance - so a backend
that bakes vertex input into a pipeline can read it back. On OpenGL each call is the GL it
replaces, in the same order: the five fixed viewpoints render bit-identically and the game's
self-tests report exactly what they did before.

scatter_attach takes the mesh rather than its vertex array; a mesh now frees every vertex
buffer it owns (glTF meshes used to keep all but the first); the two helpers nothing called,
mesh_grid_patches and mesh_instance_buffer, are gone.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 10:21:55 +03:00
parent 3fb1b7cd87
commit 43c379aa0f
8 changed files with 271 additions and 267 deletions

View file

@ -23,8 +23,7 @@ var grass_dbg: int = 0
# a blade: `rows` rows of 2 vertices (x across, y along, z bend), attribute 2 = uv
function grass_blade_mesh(rows: int) -> Mesh {
let m = new Mesh
m.vao = gl_vao()
let m = gpu_mesh_new()
let v = gl_floats(rows * 2 * 5)
var k = 0
for r in 0 .. rows {
@ -39,11 +38,9 @@ function grass_blade_mesh(rows: int) -> Mesh {
k += 5
}
}
m.vbo = gl_buffer()
gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo)
gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(rows * 2 * 5), v, GL_STATIC_DRAW)
gl_enable_vertex_attrib_array(0); gl_vertex_attrib_pointer(0, 3, GL_FLOAT, 0, 20, null)
gl_enable_vertex_attrib_array(2); gl_vertex_attrib_pointer(2, 2, GL_FLOAT, 0, 20, gl_ptr(null, 12))
gpu_mesh_vertices(m, v, gl_bytes_of(rows * 2 * 5), GPU_STATIC)
gpu_mesh_attr(m, 0, 3, GPU_F32, 20, 0, false)
gpu_mesh_attr(m, 2, 2, GPU_F32, 20, 12, false)
free(v)
let nq = rows - 1
let idx = words(nq * 6)
@ -52,12 +49,10 @@ function grass_blade_mesh(rows: int) -> Mesh {
idx[q * 6] = b; idx[q * 6 + 1] = b + 1; idx[q * 6 + 2] = b + 2
idx[q * 6 + 3] = b + 1; idx[q * 6 + 4] = b + 3; idx[q * 6 + 5] = b + 2
}
m.ebo = gl_buffer()
gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, nq * 6 * 4, idx, GL_STATIC_DRAW)
gpu_mesh_indices(m, idx, nq * 6 * 4, 4)
free(idx)
m.count = nq * 6
gl_bind_vertex_array(0)
gpu_mesh_done(m)
return m
}
@ -157,7 +152,7 @@ function grass_draw() -> void {
u_f(gpu_uniform(p, "u_spec_scale"), fl(0.15))
gpu_cull(false)
grass_draws = 0
gl_bind_vertex_array(grass_mesh.vao)
gpu_mesh_bind(grass_mesh)
grass_tiles(16, F_ZERO, fi(300))
grass_tiles(64, fi(300), fi(1200))
grass_tiles(256, fi(1200), grass_radius)