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authorRay <[email protected]>2020-11-01 13:39:48 +0100
committerRay <[email protected]>2020-11-01 13:39:48 +0100
commit8e15dae5ed8264565d3f94aeac7a663ce76a2e62 (patch)
tree299a73e64ef3240746353b2353c73b284400c748 /src/rlgl.h
parent5f79ad9765f1d01e72b84b257911ae8dd4dbc232 (diff)
downloadraylib-8e15dae5ed8264565d3f94aeac7a663ce76a2e62.tar.gz
raylib-8e15dae5ed8264565d3f94aeac7a663ce76a2e62.zip
Review contributed examples
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h32
1 files changed, 10 insertions, 22 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index ce2291ca..b3492718 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -2870,12 +2870,6 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix 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);
@@ -2912,23 +2906,21 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c
// 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)
- ));
+ 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));
+ float16* instances = RL_MALLOC(count*sizeof(float16));
- for (int i = 0; i < count; i++)
- instances[i] = MatrixToFloatV(transforms[i]);
+ 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;
+ unsigned int instancesB = 0;
glGenBuffers(1, &instancesB);
glBindBuffer(GL_ARRAY_BUFFER, instancesB);
- glBufferData(GL_ARRAY_BUFFER, count * sizeof(float16), instances, GL_STATIC_DRAW);
+ 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;
@@ -2937,19 +2929,15 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c
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);
+ 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);
- }
+ if (mesh.indices != NULL) 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);