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Review contributed examples
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32
src/rlgl.h
32
src/rlgl.h
@@ -2870,12 +2870,6 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix 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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@@ -2912,23 +2906,21 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c
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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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glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false,
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MatrixToFloat(MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)));
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float16* instances = RL_MALLOC(count * sizeof(float16));
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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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for (int i = 0; i < count; i++) 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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unsigned int instancesB = 0;
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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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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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@@ -2937,19 +2929,15 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c
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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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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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if (mesh.indices != NULL) glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
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else glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
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glDeleteBuffers(1, &instancesB);
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RL_FREE(instances);
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