What is a better abstraction layer for D3D9 and OpenGL vertex data management?
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Sam Hocevar
on Game Development
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Published on 2012-04-14T22:43:23Z
Indexed on
2012/04/14
23:49 UTC
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My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later.
TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky.
For now, my API works a bit like this. This is how a shader is created:
Shader *shader = Shader::Create(
" ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ",
" ... HLSL vertex shader ... ", " ... HLSL pixel shader ... ");
ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0);
ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0);
ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1);
ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix");
ShaderUniform u2 = shader->GetUniformLocation("Zoom");
There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation
has these extra arguments, which get hidden in ShaderAttrib
.
Now this is how I create a vertex declaration and two vertex buffers:
VertexDeclaration *decl = VertexDeclaration::Create(
VertexStream<vec3,vec2>(VertexUsage::Position, 0,
VertexUsage::TexCoord, 0),
VertexStream<vec4>(VertexUsage::TexCoord, 1));
VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2));
VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4));
Another problem: the information VertexUsage::Position, 0
is totally useless to the OpenGL/GLSL backend because it does not care about semantics.
Once the vertex buffers have been filled with or pointed at data, this is the rendering code:
shader->Bind();
shader->SetUniform(u1, GetWorldMatrix());
shader->SetUniform(u2, blah);
decl->Bind();
decl->SetStream(vb1, a1, a2);
decl->SetStream(vb2, a3);
decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3);
decl->Unbind();
shader->Unbind();
You see that decl
is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?
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