[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
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@ -488,7 +488,8 @@ SHADERS = \
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shaders/shaders_basic_lighting \
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shaders/shaders_fog \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight
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shaders/shaders_spotlight \
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shaders/shaders_rlgl_mesh_instanced
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AUDIO = \
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audio/audio_module_playing \
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@ -0,0 +1,36 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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layout (location = 12) in mat4 instance;
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// Input uniform values
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(instance * vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(instance)));
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fragNormal = normalize(normalMatrix * vertexNormal);
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mat4 mvpi = mvp * instance;
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// Calculate final vertex position
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gl_Position = mvpi * vec4(vertexPosition, 1.0);
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}
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140
examples/shaders/shaders_rlgl_mesh_instanced.c
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140
examples/shaders/shaders_rlgl_mesh_instanced.c
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@ -0,0 +1,140 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - rlgl module usage for instanced meshes
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*
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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*
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* This example has been created using raylib 3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2018 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#define GRAPHICS_API_OPENGL_33
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#define GLSL_VERSION 330
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#include <stdlib.h>
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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 1024;
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const int screenHeight = 768;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 125.0f, 125.0f, 125.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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SetCameraMode(camera, CAMERA_FREE);
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const int count = 10000; // Number of instances to display
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances
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Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances
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Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances
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// Scatter random cubes around
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for (int i = 0; i < count; i++)
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{
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float x = GetRandomValue(-50, 50);
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float y = GetRandomValue(-50, 50);
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float z = GetRandomValue(-50, 50);
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translations[i] = MatrixTranslate(x, y, z);
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x = GetRandomValue(0, 360);
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y = GetRandomValue(0, 360);
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z = GetRandomValue(0, 360);
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Vector3 axis = Vector3Normalize((Vector3){x, y, z});
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float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
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rotationsInc[i] = MatrixRotate(axis, angle);
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rotations[i] = MatrixIdentity();
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}
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Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
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Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
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FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some shader loactions
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shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
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// ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
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Material material = LoadMaterialDefault();
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material.shader = shader;
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material.maps[MAP_DIFFUSE].color = RED;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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// Apply per-instance rotations
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for (int i = 0; i < count; i++)
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{
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rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
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transforms[i] = MatrixMultiply(rotations[i], translations[i]);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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rlDrawMeshInstanced(cube, material, transforms, count);
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EndMode3D();
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DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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@ -1372,6 +1372,7 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Def
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// Shader configuration functions
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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@ -114,13 +114,16 @@
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float z;
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} Vector3;
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// Quaternion type
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typedef struct Quaternion {
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// Vector4 type
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typedef struct Vector4 {
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float x;
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float y;
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float z;
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float w;
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} Quaternion;
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} Vector4;
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// Quaternion type
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typedef Vector4 Quaternion;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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122
src/rlgl.h
122
src/rlgl.h
@ -560,6 +560,7 @@ RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upl
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RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
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RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
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RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
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RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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// NOTE: There is a set of shader related functions that are available to end user,
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@ -582,6 +583,7 @@ RLAPI Rectangle GetShapesTextureRec(void); // Get
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// Shader configuration functions
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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@ -2860,6 +2862,113 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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#endif
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}
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// Draw a 3d mesh with material and 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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// Upload to shader material.colDiffuse
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if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
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// Upload to shader material.colSpecular (if available)
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if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MAP_SPECULAR].color.a/255.0f);
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// Bind active texture maps (if available)
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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if (material.maps[i].texture.id > 0)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP))
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glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
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else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
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glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
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}
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}
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// Bind vertex array objects (or VBOs)
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glBindVertexArray(mesh.vaoId);
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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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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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// 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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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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// 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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unsigned int instanceA = material.shader.locs[LOC_MATRIX_MODEL];
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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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}
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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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glDeleteBuffers(1, &instancesB);
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RL_FREE(instances);
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// Unbind all binded texture maps
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
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if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
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}
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// Unind vertex array objects (or VBOs)
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glBindVertexArray(0);
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// Unbind shader program
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glUseProgram(0);
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#else
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TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
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#endif
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}
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// Unload mesh data from CPU and GPU
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void rlUnloadMesh(Mesh mesh)
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{
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@ -3183,6 +3292,19 @@ int GetShaderLocation(Shader shader, const char *uniformName)
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return location;
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}
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// Get shader attribute location
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int GetShaderLocationAttrib(Shader shader, const char *attribName)
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{
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int location = -1;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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location = glGetAttribLocation(shader.id, attribName);
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if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
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else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
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#endif
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return location;
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}
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// Set shader uniform value
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void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
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{
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