REVIEWED: DrawMeshInstanced()
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c6828070dc
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f9bab14fdb
@ -59,15 +59,15 @@ int main(void)
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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const int count = 10000; // Number of instances to display
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const int instances = 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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Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances
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Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances
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Matrix *translations = RL_MALLOC(instances*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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for (int i = 0; i < instances; i++)
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{
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x = GetRandomValue(-50, 50);
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y = GetRandomValue(-50, 50);
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@ -84,7 +84,7 @@ int main(void)
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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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Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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@ -107,19 +107,18 @@ int main(void)
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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int textPositionY = 300;
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int framesCounter = 0; // Simple frames counter to manage animation
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int framesCounter = 0; // Simple frames counter to manage animation
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SetTargetFPS(fps); // Set our game to run at 60 frames-per-second
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SetTargetFPS(fps); // 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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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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textPositionY = 300;
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framesCounter++;
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if (IsKeyDown(KEY_UP)) amp += 0.5f;
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@ -148,7 +147,7 @@ int main(void)
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Apply per-instance transformations
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for (int i = 0; i < count; i++)
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for (int i = 0; i < instances; 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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@ -164,6 +163,8 @@ int main(void)
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transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
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}
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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@ -173,7 +174,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawMeshInstanced(cube, material, transforms, count);
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DrawMeshInstanced(cube, material, transforms, instances);
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EndMode3D();
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DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
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120
src/models.c
120
src/models.c
@ -924,6 +924,12 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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// Draw a 3d mesh with material and transform
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void DrawMesh(Mesh mesh, Material material, Matrix transform)
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{
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DrawMeshInstanced(mesh, material, &transform, 1);
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}
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// Draw multiple mesh instances with material and different transforms
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void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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#define GL_VERTEX_ARRAY 0x8074
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@ -939,7 +945,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlMultMatrixf(MatrixToFloat(transforms[0]));
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rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
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material.maps[MATERIAL_MAP_DIFFUSE].color.g,
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material.maps[MATERIAL_MAP_DIFFUSE].color.b,
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@ -961,14 +967,8 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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// Bind shader program
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rlEnableShader(material.shader.id);
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// Matrices and other values required by shader
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// Send required data to shader (matrices, values)
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//-----------------------------------------------------
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// Calculate and send to shader model matrix
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1)
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{
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
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}
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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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{
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@ -998,16 +998,63 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlGetMatrixModelview());
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlGetMatrixProjection());
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = rlGetMatrixModelview(); // View matrix (camera)
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Matrix matProjection = rlGetMatrixProjection(); // Projection matrix (perspective)
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bool instancing = false;
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if (instances < 1) return;
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else if (instances > 1) instancing = true;
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float16 *instanceTransforms = NULL;
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unsigned int instancesVboId = 0;
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Matrix matView = MatrixIdentity();
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Matrix matModelView = MatrixIdentity();
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Matrix matProjection = MatrixIdentity();
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if (instancing)
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{
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// Create instances buffer
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instanceTransforms = RL_MALLOC(instances*sizeof(float16));
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// Accumulate several transformations:
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// matView: rlgl internal modelview matrix (actually, just view matrix)
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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// transform: function parameter transformation
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Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(rlGetMatrixTransform(), matView));
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for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]);
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// Enable mesh VAO to attach new buffer
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rlEnableVertexArray(mesh.vaoId);
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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,
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// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
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// no faster, since we're transferring all the transform matrices anyway
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instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
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// Instances are send to attribute location: SHADER_LOC_MATRIX_MODEL
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unsigned int instanceLoc = 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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rlEnableVertexAttribute(instanceLoc + i);
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rlSetVertexAttribute(instanceLoc + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4)));
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rlSetVertexAttributeDivisor(instanceLoc + i, 1);
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}
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rlDisableVertexBuffer();
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rlDisableVertexArray();
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}
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else
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{
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// Calculate and send to shader model matrix
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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matView = rlGetMatrixModelview(); // View matrix (camera)
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matProjection = rlGetMatrixProjection(); // Projection matrix (perspective)
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// Accumulate several transformations:
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// matView: rlgl internal modelview matrix (actually, just view matrix)
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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// transform: function parameter transformation
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matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
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}
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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@ -1092,16 +1139,15 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
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}
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//rlDrawVertexData(int vertexCount, Matrix matModelView, bool stereo)
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int eyesCount = 1;
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//if (RLGL.State.stereoRender) eyesCount = 2;
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// TODO: if (RLGL.State.stereoRender) eyesCount = 2;
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for (int eye = 0; eye < eyesCount; eye++)
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{
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if (eyesCount == 1) rlSetMatrixModelview(matModelView);
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else
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{
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// TODO.
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// Setup current eye viewport (half screen width)
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//rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
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@ -1111,16 +1157,23 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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// Set current eye projection matrix
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//rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
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}
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// Calculate model-view-projection matrix (MVP)
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Matrix matMVP = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); // Transform to screen-space coordinates
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Matrix matMVP = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
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// Send combined model-view-projection matrix to shader
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
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// Draw calls
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
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else rlDrawVertexArray(0, mesh.vertexCount);
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if (instancing) // Draw mesh instanced
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{
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if (mesh.indices != NULL) rlDrawVertexArrayElementsInstanced(0, mesh.triangleCount*3, 0, instances);
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else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances);
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}
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else // Draw mesh
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{
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
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else rlDrawVertexArray(0, mesh.vertexCount);
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}
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}
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// Unbind all binded texture maps
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@ -1144,9 +1197,18 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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// Disable shader program
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rlDisableShader();
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// Restore rlgl internal modelview and projection matrices
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rlSetMatrixModelview(matView);
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rlSetMatrixProjection(matProjection);
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if (instancing)
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{
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// Remove instance transforms buffer
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rlUnloadVertexBuffer(instancesVboId);
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RL_FREE(instanceTransforms);
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}
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else
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{
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// Restore rlgl internal modelview and projection matrices
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rlSetMatrixModelview(matView);
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rlSetMatrixProjection(matProjection);
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}
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#endif
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}
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@ -1377,8 +1377,8 @@ RLAPI void UnloadModelKeepMeshes(Model model);
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// Mesh loading/unloading functions
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RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
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RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
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26
src/rlgl.h
26
src/rlgl.h
@ -600,9 +600,12 @@ RLAPI void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offs
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RLAPI void rlUnloadVertexArray(unsigned int vaoId);
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RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
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RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer);
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RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
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RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
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RLAPI void rlDrawVertexArray(int offset, int count);
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RLAPI void rlDrawVertexArrayElements(int offset, int count, void *buffer);
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RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
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RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances);
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// Textures management
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RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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@ -3118,6 +3121,20 @@ void rlDrawVertexArrayElements(int offset, int count, void *buffer)
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, buffer + offset);
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}
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void rlDrawVertexArrayInstanced(int offset, int count, int instances)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
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#endif
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}
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void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, buffer + offset, instances);
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#endif
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}
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#if defined(GRAPHICS_API_OPENGL_11)
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void rlEnableStatePointer(int vertexAttribType, void *buffer)
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{
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@ -3155,6 +3172,13 @@ void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool norma
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#endif
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}
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void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glVertexAttribDivisor(index, divisor);
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#endif
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}
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void rlUnloadVertexArray(unsigned int vaoId)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@ -3171,7 +3195,7 @@ void rlUnloadVertexBuffer(unsigned int vboId)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDeleteBuffers(1, &vboId);
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TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
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//TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
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#endif
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}
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