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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 /src
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
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h1
-rw-r--r--src/raymath.h9
-rw-r--r--src/rlgl.h122
3 files changed, 129 insertions, 3 deletions
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)
{