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authorseanpringle <[email protected]>2020-09-27 18:29:05 +1000
committerGitHub <[email protected]>2020-09-27 10:29:05 +0200
commit4bcddc3b15b394b81cf4bd481ce9c600f6c6d5d8 (patch)
treec3697b028cb859d8003703de4bbd15d57f17f9d7
parente90b4d8915d593ab57cedfe988da8fbbd18b4408 (diff)
downloadraylib-4bcddc3b15b394b81cf4bd481ce9c600f6c6d5d8.tar.gz
raylib-4bcddc3b15b394b81cf4bd481ce9c600f6c6d5d8.zip
[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
-rw-r--r--examples/Makefile3
-rw-r--r--examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs36
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.c140
-rw-r--r--src/raylib.h1
-rw-r--r--src/raymath.h9
-rw-r--r--src/rlgl.h122
6 files changed, 307 insertions, 4 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 6ca8b6cf..a218cf9e 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -488,7 +488,8 @@ SHADERS = \
shaders/shaders_basic_lighting \
shaders/shaders_fog \
shaders/shaders_simple_mask \
- shaders/shaders_spotlight
+ shaders/shaders_spotlight \
+ shaders/shaders_rlgl_mesh_instanced
AUDIO = \
audio/audio_module_playing \
diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
new file mode 100644
index 00000000..5e5430b3
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
@@ -0,0 +1,36 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+layout (location = 12) in mat4 instance;
+
+// Input uniform values
+uniform mat4 mvp;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(instance * vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ mat3 normalMatrix = transpose(inverse(mat3(instance)));
+ fragNormal = normalize(normalMatrix * vertexNormal);
+
+ mat4 mvpi = mvp * instance;
+
+ // Calculate final vertex position
+ gl_Position = mvpi * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c
new file mode 100644
index 00000000..6ef421f2
--- /dev/null
+++ b/examples/shaders/shaders_rlgl_mesh_instanced.c
@@ -0,0 +1,140 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - rlgl module usage for instanced meshes
+*
+* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
+*
+* This example has been created using raylib 3.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2018 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#define GRAPHICS_API_OPENGL_33
+#define GLSL_VERSION 330
+
+#include <stdlib.h>
+#include "raylib.h"
+#include "raymath.h"
+#include "rlgl.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1024;
+ const int screenHeight = 768;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 125.0f, 125.0f, 125.0f };
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
+
+ SetCameraMode(camera, CAMERA_FREE);
+
+ const int count = 10000; // Number of instances to display
+ Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+
+ Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances
+ Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances
+ Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances
+
+ // Scatter random cubes around
+ for (int i = 0; i < count; i++)
+ {
+ float x = GetRandomValue(-50, 50);
+ float y = GetRandomValue(-50, 50);
+ float z = GetRandomValue(-50, 50);
+ translations[i] = MatrixTranslate(x, y, z);
+
+ x = GetRandomValue(0, 360);
+ y = GetRandomValue(0, 360);
+ z = GetRandomValue(0, 360);
+ Vector3 axis = Vector3Normalize((Vector3){x, y, z});
+ float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
+
+ rotationsInc[i] = MatrixRotate(axis, angle);
+
+ rotations[i] = MatrixIdentity();
+ }
+
+ Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
+
+ Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
+
+ // Get some shader loactions
+ shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
+ shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
+
+ // ambient light level
+ int ambientLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+
+ CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
+
+ Material material = LoadMaterialDefault();
+ material.shader = shader;
+ material.maps[MAP_DIFFUSE].color = RED;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera);
+
+ // Update the light shader with the camera view position
+ float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
+ SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
+
+ // Apply per-instance rotations
+ for (int i = 0; i < count; i++)
+ {
+ rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
+ transforms[i] = MatrixMultiply(rotations[i], translations[i]);
+ }
+
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+ rlDrawMeshInstanced(cube, material, transforms, count);
+ EndMode3D();
+
+ DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON);
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/src/raylib.h b/src/raylib.h
index 499650c6..15ff9554 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1372,6 +1372,7 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Def
// 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)
diff --git a/src/raymath.h b/src/raymath.h
index 3e5e1973..783c4449 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -114,13 +114,16 @@
float z;
} Vector3;
- // Quaternion type
- typedef struct Quaternion {
+ // Vector4 type
+ typedef struct Vector4 {
float x;
float y;
float z;
float w;
- } Quaternion;
+ } Vector4;
+
+ // Quaternion type
+ typedef Vector4 Quaternion;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
diff --git a/src/rlgl.h b/src/rlgl.h
index 0869d118..44bcf381 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -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)
{