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[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:
122
src/rlgl.h
122
src/rlgl.h
@@ -560,6 +560,7 @@ RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upl
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RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
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RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
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RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
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RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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// NOTE: There is a set of shader related functions that are available to end user,
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@@ -582,6 +583,7 @@ RLAPI Rectangle GetShapesTextureRec(void); // Get
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// Shader configuration functions
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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@@ -2860,6 +2862,113 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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#endif
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}
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// Draw a 3d mesh with material and transform
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void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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if (!RLGL.ExtSupported.vao) {
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TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires VAO support");
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return;
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}
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// Bind shader program
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glUseProgram(material.shader.id);
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// Upload to shader material.colDiffuse
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if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
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// Upload to shader material.colSpecular (if available)
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if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MAP_SPECULAR].color.a/255.0f);
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// Bind active texture maps (if available)
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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if (material.maps[i].texture.id > 0)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP))
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glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
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else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
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glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
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}
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}
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// Bind vertex array objects (or VBOs)
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glBindVertexArray(mesh.vaoId);
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// At this point the modelview matrix just contains the view matrix (camera)
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// For instanced shaders "mvp" is not premultiplied by any instance transform, only RLGL.State.transform
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glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(
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MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)
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));
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float16* instances = RL_MALLOC(count * sizeof(float16));
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for (int i = 0; i < count; i++)
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instances[i] = MatrixToFloatV(transforms[i]);
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// This could alternatively use a static VBO and either glMapBuffer or glBufferSubData.
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// It isn't clear which would be reliably faster in all cases and on all platforms, and
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// anecdotally glMapBuffer seems very slow (syncs) while glBufferSubData seems no faster
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// since we're transferring all the transform matrices anyway.
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unsigned int instancesB;
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glGenBuffers(1, &instancesB);
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glBindBuffer(GL_ARRAY_BUFFER, instancesB);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(float16), instances, GL_STATIC_DRAW);
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// Instances are put in LOC_MATRIX_MODEL attribute location with space for 4x Vector4, eg:
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// layout (location = 12) in mat4 instance;
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unsigned int instanceA = material.shader.locs[LOC_MATRIX_MODEL];
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for (unsigned int i = 0; i < 4; i++)
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{
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glEnableVertexAttribArray(instanceA+i);
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glVertexAttribPointer(instanceA+i, 4, GL_FLOAT, GL_FALSE, sizeof(Matrix), (void*)(i * sizeof(Vector4)));
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glVertexAttribDivisor(instanceA+i, 1);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Draw call!
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if (mesh.indices != NULL) {
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// Indexed vertices draw
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glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
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} else {
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glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
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}
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glDeleteBuffers(1, &instancesB);
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RL_FREE(instances);
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// Unbind all binded texture maps
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
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if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
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}
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// Unind vertex array objects (or VBOs)
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glBindVertexArray(0);
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// Unbind shader program
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glUseProgram(0);
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#else
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TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
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#endif
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}
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// Unload mesh data from CPU and GPU
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void rlUnloadMesh(Mesh mesh)
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{
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@@ -3183,6 +3292,19 @@ int GetShaderLocation(Shader shader, const char *uniformName)
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return location;
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}
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// Get shader attribute location
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int GetShaderLocationAttrib(Shader shader, const char *attribName)
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{
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int location = -1;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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location = glGetAttribLocation(shader.id, attribName);
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if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
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else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
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#endif
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return location;
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}
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// Set shader uniform value
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void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
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{
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