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| author | seanpringle <[email protected]> | 2020-09-27 18:29:05 +1000 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-09-27 10:29:05 +0200 |
| commit | 4bcddc3b15b394b81cf4bd481ce9c600f6c6d5d8 (patch) | |
| tree | c3697b028cb859d8003703de4bbd15d57f17f9d7 /src | |
| parent | e90b4d8915d593ab57cedfe988da8fbbd18b4408 (diff) | |
| download | raylib-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.h | 1 | ||||
| -rw-r--r-- | src/raymath.h | 9 | ||||
| -rw-r--r-- | src/rlgl.h | 122 |
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 { @@ -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) { |
