[wip] rlDrawMeshInstanced (#1318)

* rlDrawMeshInstanced first attempt

* rlDrawMeshInstanced OpenGL 3.3 and VAO checks

* rlDrawMeshInstanced GetShaderAttribLocation; comments

* example instanced shader

* RLGL_STANDALONE RAYMATH_STANDALONE Vector4

* apply suggested naming changes; add instanced mesh example

* remove orphan variables
This commit is contained in:
seanpringle
2020-09-27 18:29:05 +10:00
committed by GitHub
parent e90b4d8915
commit 4bcddc3b15
6 changed files with 307 additions and 4 deletions

View File

@@ -560,6 +560,7 @@ RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upl
RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
// NOTE: There is a set of shader related functions that are available to end user,
@@ -582,6 +583,7 @@ RLAPI Rectangle GetShapesTextureRec(void); // Get
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
@@ -2860,6 +2862,113 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
#endif
}
// Draw a 3d mesh with material and transform
void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count)
{
#if defined(GRAPHICS_API_OPENGL_33)
if (!RLGL.ExtSupported.vao) {
TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires VAO support");
return;
}
// Bind shader program
glUseProgram(material.shader.id);
// Upload to shader material.colDiffuse
if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
// Upload to shader material.colSpecular (if available)
if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
(float)material.maps[MAP_SPECULAR].color.g/255.0f,
(float)material.maps[MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MAP_SPECULAR].color.a/255.0f);
// Bind active texture maps (if available)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
{
glActiveTexture(GL_TEXTURE0 + i);
if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP))
glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
}
}
// Bind vertex array objects (or VBOs)
glBindVertexArray(mesh.vaoId);
// At this point the modelview matrix just contains the view matrix (camera)
// For instanced shaders "mvp" is not premultiplied by any instance transform, only RLGL.State.transform
glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(
MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)
));
float16* instances = RL_MALLOC(count * sizeof(float16));
for (int i = 0; i < count; i++)
instances[i] = MatrixToFloatV(transforms[i]);
// This could alternatively use a static VBO and either glMapBuffer or glBufferSubData.
// It isn't clear which would be reliably faster in all cases and on all platforms, and
// anecdotally glMapBuffer seems very slow (syncs) while glBufferSubData seems no faster
// since we're transferring all the transform matrices anyway.
unsigned int instancesB;
glGenBuffers(1, &instancesB);
glBindBuffer(GL_ARRAY_BUFFER, instancesB);
glBufferData(GL_ARRAY_BUFFER, count * sizeof(float16), instances, GL_STATIC_DRAW);
// Instances are put in LOC_MATRIX_MODEL attribute location with space for 4x Vector4, eg:
// layout (location = 12) in mat4 instance;
unsigned int instanceA = material.shader.locs[LOC_MATRIX_MODEL];
for (unsigned int i = 0; i < 4; i++)
{
glEnableVertexAttribArray(instanceA+i);
glVertexAttribPointer(instanceA+i, 4, GL_FLOAT, GL_FALSE, sizeof(Matrix), (void*)(i * sizeof(Vector4)));
glVertexAttribDivisor(instanceA+i, 1);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Draw call!
if (mesh.indices != NULL) {
// Indexed vertices draw
glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
} else {
glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
}
glDeleteBuffers(1, &instancesB);
RL_FREE(instances);
// Unbind all binded texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
}
// Unind vertex array objects (or VBOs)
glBindVertexArray(0);
// Unbind shader program
glUseProgram(0);
#else
TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
#endif
}
// Unload mesh data from CPU and GPU
void rlUnloadMesh(Mesh mesh)
{
@@ -3183,6 +3292,19 @@ int GetShaderLocation(Shader shader, const char *uniformName)
return location;
}
// Get shader attribute location
int GetShaderLocationAttrib(Shader shader, const char *attribName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation(shader.id, attribName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
#endif
return location;
}
// Set shader uniform value
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
{