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Diffstat (limited to 'intern/gawain/src/gwn_batch.c')
-rw-r--r--intern/gawain/src/gwn_batch.c620
1 files changed, 620 insertions, 0 deletions
diff --git a/intern/gawain/src/gwn_batch.c b/intern/gawain/src/gwn_batch.c
new file mode 100644
index 00000000000..7d455dd4629
--- /dev/null
+++ b/intern/gawain/src/gwn_batch.c
@@ -0,0 +1,620 @@
+
+// Gawain geometry batch
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "gwn_batch.h"
+#include "gwn_batch_private.h"
+#include "gwn_buffer_id.h"
+#include "gwn_vertex_array_id.h"
+#include "gwn_primitive_private.h"
+#include <stdlib.h>
+#include <string.h>
+
+// necessary functions from matrix API
+extern void gpuBindMatrices(const Gwn_ShaderInterface* shaderface);
+
+static void batch_update_program_bindings(Gwn_Batch* batch, unsigned int v_first);
+
+void gwn_batch_vao_cache_clear(Gwn_Batch* batch)
+ {
+ if (batch->context == NULL)
+ return;
+
+ if (batch->is_dynamic_vao_count)
+ {
+ for (int i = 0; i < batch->dynamic_vaos.count; ++i)
+ {
+ if (batch->dynamic_vaos.vao_ids[i])
+ GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
+ if (batch->dynamic_vaos.interfaces[i])
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
+ }
+ free(batch->dynamic_vaos.interfaces);
+ free(batch->dynamic_vaos.vao_ids);
+ }
+ else
+ {
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ {
+ if (batch->static_vaos.vao_ids[i])
+ GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
+ if (batch->static_vaos.interfaces[i])
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch);
+ }
+ }
+
+ batch->is_dynamic_vao_count = false;
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ {
+ batch->static_vaos.vao_ids[i] = 0;
+ batch->static_vaos.interfaces[i] = NULL;
+ }
+
+ gwn_context_remove_batch(batch->context, batch);
+ batch->context = NULL;
+ }
+
+Gwn_Batch* GWN_batch_create_ex(
+ Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
+ unsigned owns_flag)
+ {
+ Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch));
+
+ GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
+
+ return batch;
+ }
+
+void GWN_batch_init_ex(
+ Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
+ unsigned owns_flag)
+ {
+#if TRUST_NO_ONE
+ assert(verts != NULL);
+#endif
+
+ batch->verts[0] = verts;
+ for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v)
+ batch->verts[v] = NULL;
+ batch->inst = NULL;
+ batch->elem = elem;
+ batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
+ batch->phase = GWN_BATCH_READY_TO_DRAW;
+ batch->is_dynamic_vao_count = false;
+ batch->owns_flag = owns_flag;
+ batch->free_callback = NULL;
+ }
+
+// This will share the VBOs with the new batch
+Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src)
+ {
+ Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
+
+ batch->gl_prim_type = batch_src->gl_prim_type;
+ for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v)
+ batch->verts[v] = batch_src->verts[v];
+
+ return batch;
+ }
+
+void GWN_batch_discard(Gwn_Batch* batch)
+ {
+ if (batch->owns_flag & GWN_BATCH_OWNS_INDEX)
+ GWN_indexbuf_discard(batch->elem);
+
+ if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)
+ GWN_vertbuf_discard(batch->inst);
+
+ if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0)
+ {
+ for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v)
+ {
+ if (batch->verts[v] == NULL)
+ break;
+ if (batch->owns_flag & (1 << v))
+ GWN_vertbuf_discard(batch->verts[v]);
+ }
+ }
+
+ gwn_batch_vao_cache_clear(batch);
+
+ if (batch->free_callback)
+ batch->free_callback(batch, batch->callback_data);
+
+ free(batch);
+ }
+
+void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data)
+ {
+ batch->free_callback = callback;
+ batch->callback_data = user_data;
+ }
+
+void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo)
+ {
+#if TRUST_NO_ONE
+ assert(inst != NULL);
+#endif
+ // redo the bindings
+ gwn_batch_vao_cache_clear(batch);
+
+ if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES))
+ GWN_vertbuf_discard(batch->inst);
+
+ batch->inst = inst;
+
+ if (own_vbo)
+ batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES;
+ else
+ batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES;
+ }
+
+int GWN_batch_vertbuf_add_ex(
+ Gwn_Batch* batch, Gwn_VertBuf* verts,
+ bool own_vbo)
+ {
+ // redo the bindings
+ gwn_batch_vao_cache_clear(batch);
+
+ for (unsigned v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v)
+ {
+ if (batch->verts[v] == NULL)
+ {
+#if TRUST_NO_ONE
+ // for now all VertexBuffers must have same vertex_ct
+ assert(verts->vertex_ct == batch->verts[0]->vertex_ct);
+ // in the near future we will enable instanced attribs which have their own vertex_ct
+#endif
+ batch->verts[v] = verts;
+ // TODO: mark dirty so we can keep attrib bindings up-to-date
+ if (own_vbo)
+ batch->owns_flag |= (1 << v);
+ return v;
+ }
+ }
+
+ // we only make it this far if there is no room for another Gwn_VertBuf
+#if TRUST_NO_ONE
+ assert(false);
+#endif
+ return -1;
+ }
+
+static GLuint batch_vao_get(Gwn_Batch *batch)
+ {
+ // Search through cache
+ if (batch->is_dynamic_vao_count)
+ {
+ for (int i = 0; i < batch->dynamic_vaos.count; ++i)
+ if (batch->dynamic_vaos.interfaces[i] == batch->interface)
+ return batch->dynamic_vaos.vao_ids[i];
+ }
+ else
+ {
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ if (batch->static_vaos.interfaces[i] == batch->interface)
+ return batch->static_vaos.vao_ids[i];
+ }
+
+ // Set context of this batch.
+ // It will be bound to it until gwn_batch_vao_cache_clear is called.
+ // Until then it can only be drawn with this context.
+ if (batch->context == NULL)
+ {
+ batch->context = GWN_context_active_get();
+ gwn_context_add_batch(batch->context, batch);
+ }
+#if TRUST_NO_ONE
+ else // Make sure you are not trying to draw this batch in another context.
+ assert(batch->context == GWN_context_active_get());
+#endif
+
+ // Cache miss, time to add a new entry!
+ GLuint new_vao = 0;
+ if (!batch->is_dynamic_vao_count)
+ {
+ int i; // find first unused slot
+ for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ if (batch->static_vaos.vao_ids[i] == 0)
+ break;
+
+ if (i < GWN_BATCH_VAO_STATIC_LEN)
+ {
+ batch->static_vaos.interfaces[i] = batch->interface;
+ batch->static_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
+ }
+ else
+ {
+ // Not enough place switch to dynamic.
+ batch->is_dynamic_vao_count = true;
+ // Erase previous entries, they will be added back if drawn again.
+ for (int j = 0; j < GWN_BATCH_VAO_STATIC_LEN; ++j)
+ {
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch);
+ GWN_vao_free(batch->static_vaos.vao_ids[j], batch->context);
+ }
+ // Init dynamic arrays and let the branch below set the values.
+ batch->dynamic_vaos.count = GWN_BATCH_VAO_DYN_ALLOC_COUNT;
+ batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*));
+ batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
+ }
+ }
+
+ if (batch->is_dynamic_vao_count)
+ {
+ int i; // find first unused slot
+ for (i = 0; i < batch->dynamic_vaos.count; ++i)
+ if (batch->dynamic_vaos.vao_ids[i] == 0)
+ break;
+
+ if (i == batch->dynamic_vaos.count)
+ {
+ // Not enough place, realloc the array.
+ i = batch->dynamic_vaos.count;
+ batch->dynamic_vaos.count += GWN_BATCH_VAO_DYN_ALLOC_COUNT;
+ batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * batch->dynamic_vaos.count);
+ batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
+ memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
+ memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
+ }
+
+ batch->dynamic_vaos.interfaces[i] = batch->interface;
+ batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
+ }
+
+ GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)batch->interface, batch);
+
+#if TRUST_NO_ONE
+ assert(new_vao != 0);
+#endif
+
+ // We just got a fresh VAO we need to initialize it.
+ glBindVertexArray(new_vao);
+ batch_update_program_bindings(batch, 0);
+ glBindVertexArray(0);
+
+ return new_vao;
+ }
+
+void GWN_batch_program_set_no_use(Gwn_Batch* batch, GLuint program, const Gwn_ShaderInterface* shaderface)
+ {
+#if TRUST_NO_ONE
+ assert(glIsProgram(shaderface->program));
+ assert(batch->program_in_use == 0);
+#endif
+
+ batch->interface = shaderface;
+ batch->program = program;
+ batch->vao_id = batch_vao_get(batch);
+ }
+
+void GWN_batch_program_set(Gwn_Batch* batch, GLuint program, const Gwn_ShaderInterface* shaderface)
+ {
+ GWN_batch_program_set_no_use(batch, program, shaderface);
+ GWN_batch_program_use_begin(batch); // hack! to make Batch_Uniform* simpler
+ }
+
+void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface)
+ {
+ if (batch->is_dynamic_vao_count)
+ {
+ for (int i = 0; i < batch->dynamic_vaos.count; ++i)
+ {
+ if (batch->dynamic_vaos.interfaces[i] == interface)
+ {
+ GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
+ batch->dynamic_vaos.vao_ids[i] = 0;
+ batch->dynamic_vaos.interfaces[i] = NULL;
+ break; // cannot have duplicates
+ }
+ }
+ }
+ else
+ {
+ int i;
+ for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ {
+ if (batch->static_vaos.interfaces[i] == interface)
+ {
+ GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
+ batch->static_vaos.vao_ids[i] = 0;
+ batch->static_vaos.interfaces[i] = NULL;
+ break; // cannot have duplicates
+ }
+ }
+ }
+ }
+
+static void create_bindings(Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface, unsigned int v_first, const bool use_instancing)
+ {
+ const Gwn_VertFormat* format = &verts->format;
+
+ const unsigned attrib_ct = format->attrib_ct;
+ const unsigned stride = format->stride;
+
+ GWN_vertbuf_use(verts);
+
+ for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx)
+ {
+ const Gwn_VertAttr* a = format->attribs + a_idx;
+
+ const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride;
+
+ for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx)
+ {
+ const Gwn_ShaderInput* input = GWN_shaderinterface_attr(interface, a->name[n_idx]);
+
+ if (input == NULL) continue;
+
+ if (a->comp_ct == 16 || a->comp_ct == 12 || a->comp_ct == 8)
+ {
+#if TRUST_NO_ONE
+ assert(a->fetch_mode == GWN_FETCH_FLOAT);
+ assert(a->gl_comp_type == GL_FLOAT);
+#endif
+ for (int i = 0; i < a->comp_ct / 4; ++i)
+ {
+ glEnableVertexAttribArray(input->location + i);
+ glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
+ glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride,
+ (const GLubyte*)pointer + i * 16);
+ }
+ }
+ else
+ {
+ glEnableVertexAttribArray(input->location);
+ glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
+
+ switch (a->fetch_mode)
+ {
+ case GWN_FETCH_FLOAT:
+ case GWN_FETCH_INT_TO_FLOAT:
+ glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer);
+ break;
+ case GWN_FETCH_INT_TO_FLOAT_UNIT:
+ glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer);
+ break;
+ case GWN_FETCH_INT:
+ glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer);
+ }
+ }
+ }
+ }
+ }
+
+static void batch_update_program_bindings(Gwn_Batch* batch, unsigned int v_first)
+ {
+ for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v)
+ create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
+
+ if (batch->inst)
+ create_bindings(batch->inst, batch->interface, v_first, true);
+
+ if (batch->elem)
+ GWN_indexbuf_use(batch->elem);
+ }
+
+void GWN_batch_program_use_begin(Gwn_Batch* batch)
+ {
+ // NOTE: use_program & done_using_program are fragile, depend on staying in sync with
+ // the GL context's active program. use_program doesn't mark other programs as "not used".
+ // TODO: make not fragile (somehow)
+
+ if (!batch->program_in_use)
+ {
+ glUseProgram(batch->program);
+ batch->program_in_use = true;
+ }
+ }
+
+void GWN_batch_program_use_end(Gwn_Batch* batch)
+ {
+ if (batch->program_in_use)
+ {
+#if PROGRAM_NO_OPTI
+ glUseProgram(0);
+#endif
+ batch->program_in_use = false;
+ }
+ }
+
+#if TRUST_NO_ONE
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform);
+#else
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name);
+#endif
+
+void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value)
+ {
+ GET_UNIFORM
+ glUniform1ui(uniform->location, value);
+ }
+
+void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value)
+ {
+ GET_UNIFORM
+ glUniform1i(uniform->location, value);
+ }
+
+void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value)
+ {
+ GET_UNIFORM
+ glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
+ }
+
+void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y)
+ {
+ GET_UNIFORM
+ glUniform2f(uniform->location, x, y);
+ }
+
+void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z)
+ {
+ GET_UNIFORM
+ glUniform3f(uniform->location, x, y, z);
+ }
+
+void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w)
+ {
+ GET_UNIFORM
+ glUniform4f(uniform->location, x, y, z, w);
+ }
+
+void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x)
+ {
+ GET_UNIFORM
+ glUniform1f(uniform->location, x);
+ }
+
+void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2])
+ {
+ GET_UNIFORM
+ glUniform2fv(uniform->location, 1, data);
+ }
+
+void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3])
+ {
+ GET_UNIFORM
+ glUniform3fv(uniform->location, 1, data);
+ }
+
+void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4])
+ {
+ GET_UNIFORM
+ glUniform4fv(uniform->location, 1, data);
+ }
+
+void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
+ {
+ GET_UNIFORM
+ glUniform4fv(uniform->location, len, data);
+ }
+
+static void primitive_restart_enable(const Gwn_IndexBuf *el)
+{
+ // TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3
+ glEnable(GL_PRIMITIVE_RESTART);
+ GLuint restart_index = (GLuint)0xFFFFFFFF;
+
+#if GWN_TRACK_INDEX_RANGE
+ if (el->index_type == GWN_INDEX_U8)
+ restart_index = (GLuint)0xFF;
+ else if (el->index_type == GWN_INDEX_U16)
+ restart_index = (GLuint)0xFFFF;
+#endif
+
+ glPrimitiveRestartIndex(restart_index);
+}
+
+static void primitive_restart_disable(void)
+{
+ glDisable(GL_PRIMITIVE_RESTART);
+}
+
+void GWN_batch_draw(Gwn_Batch* batch)
+ {
+#if TRUST_NO_ONE
+ assert(batch->phase == GWN_BATCH_READY_TO_DRAW);
+ assert(batch->verts[0]->vbo_id != 0);
+#endif
+ GWN_batch_program_use_begin(batch);
+ gpuBindMatrices(batch->interface); // external call.
+
+ GWN_batch_draw_range_ex(batch, 0, 0, false);
+
+ GWN_batch_program_use_end(batch);
+ }
+
+void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool force_instance)
+ {
+#if TRUST_NO_ONE
+ assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance
+#endif
+ const bool do_instance = (force_instance || batch->inst);
+
+ // If using offset drawing, use the default VAO and redo bindings.
+ if (v_first != 0 && (do_instance || batch->elem))
+ {
+ glBindVertexArray(GWN_vao_default());
+ batch_update_program_bindings(batch, v_first);
+ }
+ else
+ glBindVertexArray(batch->vao_id);
+
+ if (do_instance)
+ {
+ // Infer length if vertex count is not given
+ if (v_count == 0)
+ v_count = batch->inst->vertex_ct;
+
+ if (batch->elem)
+ {
+ const Gwn_IndexBuf* el = batch->elem;
+
+ if (el->use_prim_restart)
+ primitive_restart_enable(el);
+
+#if GWN_TRACK_INDEX_RANGE
+ glDrawElementsInstancedBaseVertex(batch->gl_prim_type, el->index_ct, el->gl_index_type, 0, v_count, el->base_index);
+#else
+ glDrawElementsInstanced(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, v_count);
+#endif
+ if (el->use_prim_restart)
+ primitive_restart_disable();
+ }
+ else
+ glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct, v_count);
+ }
+ else
+ {
+ // Infer length if vertex count is not given
+ if (v_count == 0)
+ v_count = (batch->elem) ? batch->elem->index_ct : batch->verts[0]->vertex_ct;
+
+ if (batch->elem)
+ {
+ const Gwn_IndexBuf* el = batch->elem;
+
+ if (el->use_prim_restart)
+ primitive_restart_enable(el);
+
+#if GWN_TRACK_INDEX_RANGE
+ if (el->base_index)
+ glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0, el->base_index);
+ else
+ glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
+#else
+ glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0);
+#endif
+ if (el->use_prim_restart)
+ primitive_restart_disable();
+ }
+ else
+ glDrawArrays(batch->gl_prim_type, v_first, v_count);
+ }
+
+ // Performance hog if you are drawing with the same vao multiple time.
+ // Only activate for debugging.
+ // glBindVertexArray(0);
+ }
+
+// just draw some vertices and let shader place them where we want.
+void GWN_draw_primitive(Gwn_PrimType prim_type, int v_count)
+ {
+ // we cannot draw without vao ... annoying ...
+ glBindVertexArray(GWN_vao_default());
+
+ GLenum type = convert_prim_type_to_gl(prim_type);
+ glDrawArrays(type, 0, v_count);
+
+ // Performance hog if you are drawing with the same vao multiple time.
+ // Only activate for debugging.
+ // glBindVertexArray(0);
+ }