Support instancing in OpenGL ES 2.0 if available
Checking for extension and enabling it if available
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3c76b5cc8e
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207
src/rlgl.h
207
src/rlgl.h
@ -892,11 +892,12 @@ typedef struct rlglData {
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} State; // Renderer state
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struct {
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bool vao; // VAO support (OpenGL ES2 could not support VAO extension)
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bool texNPOT; // NPOT textures full support
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bool texDepth; // Depth textures supported
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bool texFloat32; // float textures support (32 bit per channel)
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bool texCompDXT; // DDS texture compression support
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bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
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bool instancing; // Instancing supported
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bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
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bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture)
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bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
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bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc)
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bool texCompETC1; // ETC1 texture compression support
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bool texCompETC2; // ETC2/EAC texture compression support
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bool texCompPVRT; // PVR texture compression support
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@ -930,9 +931,14 @@ static rlglData RLGL = { 0 };
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: VAO functionality is exposed through extensions (OES)
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static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; // Entry point pointer to function glGenVertexArrays()
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static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; // Entry point pointer to function glBindVertexArray()
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static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; // Entry point pointer to function glDeleteVertexArrays()
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static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
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static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
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static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
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// NOTE: Instancing functionality could also be available through extension
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static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
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static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
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static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
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#endif
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//----------------------------------------------------------------------------------
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@ -1617,10 +1623,9 @@ void rlglInit(int width, int height)
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GLint numExt = 0;
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#if defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_21)
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// NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
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// OpenGL 3.3 extensions supported by default (core)
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RLGL.ExtSupported.vao = true;
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// Multiple texture extensions supported by default
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RLGL.ExtSupported.instancing = true;
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RLGL.ExtSupported.texNPOT = true;
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RLGL.ExtSupported.texFloat32 = true;
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RLGL.ExtSupported.texDepth = true;
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@ -1685,7 +1690,17 @@ void rlglInit(int width, int height)
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if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
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}
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// Check instanced rendering support
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if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)
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{
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
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glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
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glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
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if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
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}
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// Check NPOT textures support
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// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
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if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
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@ -2925,95 +2940,95 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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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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// 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[SHADER_LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MATERIAL_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[SHADER_LOC_COLOR_SPECULAR] != -1)
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glUniform4f(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MATERIAL_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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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (RLGL.ExtSupported.instancing)
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{
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if (material.maps[i].texture.id > 0)
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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[SHADER_LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MATERIAL_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[SHADER_LOC_COLOR_SPECULAR] != -1)
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glUniform4f(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MATERIAL_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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glActiveTexture(GL_TEXTURE0 + i);
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if ((i == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_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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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 == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_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[SHADER_LOC_MAP_DIFFUSE + i], i);
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glUniform1i(material.shader.locs[SHADER_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[SHADER_LOC_MATRIX_MVP], 1, false,
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MatrixToFloat(MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)));
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float16* instanceTransforms = RL_MALLOC(count*sizeof(float16));
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for (int i = 0; i < count; i++) instanceTransforms[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 = 0;
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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), instanceTransforms, GL_STATIC_DRAW);
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// Instances are put in SHADER_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[SHADER_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 instanced
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if (mesh.indices != NULL) glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
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else glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
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glDeleteBuffers(1, &instancesB);
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RL_FREE(instanceTransforms);
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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 == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_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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}
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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[SHADER_LOC_MATRIX_MVP], 1, false,
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MatrixToFloat(MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)));
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float16* instanceTransforms = RL_MALLOC(count*sizeof(float16));
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for (int i = 0; i < count; i++) instanceTransforms[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 = 0;
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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), instanceTransforms, GL_STATIC_DRAW);
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// Instances are put in SHADER_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[SHADER_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) glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
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else glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
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glDeleteBuffers(1, &instancesB);
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RL_FREE(instanceTransforms);
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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 == MATERIAL_MAP_IRRADIANCE) || (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_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_WARNING, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
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#endif
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}
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