REVIEWED: DrawMeshInstanced()

This commit is contained in:
Ray 2021-03-26 00:12:29 +01:00
parent c6828070dc
commit f9bab14fdb
4 changed files with 132 additions and 45 deletions

View File

@ -59,15 +59,15 @@ int main(void)
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
const int count = 10000; // Number of instances to display
const int instances = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances
Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(instances*sizeof(Matrix)); // Locations of instances
// Scatter random cubes around
for (int i = 0; i < count; i++)
for (int i = 0; i < instances; i++)
{
x = GetRandomValue(-50, 50);
y = GetRandomValue(-50, 50);
@ -84,7 +84,7 @@ int main(void)
rotations[i] = MatrixIdentity();
}
Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
@ -107,19 +107,18 @@ int main(void)
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
int textPositionY = 300;
int framesCounter = 0; // Simple frames counter to manage animation
int framesCounter = 0; // Simple frames counter to manage animation
SetTargetFPS(fps); // Set our game to run at 60 frames-per-second
SetTargetFPS(fps); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
textPositionY = 300;
framesCounter++;
if (IsKeyDown(KEY_UP)) amp += 0.5f;
@ -148,7 +147,7 @@ int main(void)
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Apply per-instance transformations
for (int i = 0; i < count; i++)
for (int i = 0; i < instances; i++)
{
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
@ -164,6 +163,8 @@ int main(void)
transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
}
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw
@ -173,7 +174,7 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawMeshInstanced(cube, material, transforms, count);
DrawMeshInstanced(cube, material, transforms, instances);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);

View File

@ -924,6 +924,12 @@ void UploadMesh(Mesh *mesh, bool dynamic)
// Draw a 3d mesh with material and transform
void DrawMesh(Mesh mesh, Material material, Matrix transform)
{
DrawMeshInstanced(mesh, material, &transform, 1);
}
// Draw multiple mesh instances with material and different transforms
void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances)
{
#if defined(GRAPHICS_API_OPENGL_11)
#define GL_VERTEX_ARRAY 0x8074
@ -939,7 +945,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlMultMatrixf(MatrixToFloat(transforms[0]));
rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
material.maps[MATERIAL_MAP_DIFFUSE].color.g,
material.maps[MATERIAL_MAP_DIFFUSE].color.b,
@ -961,14 +967,8 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Bind shader program
rlEnableShader(material.shader.id);
// Matrices and other values required by shader
// Send required data to shader (matrices, values)
//-----------------------------------------------------
// Calculate and send to shader model matrix
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1)
{
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
}
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
{
@ -998,16 +998,63 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlGetMatrixModelview());
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlGetMatrixProjection());
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = rlGetMatrixModelview(); // View matrix (camera)
Matrix matProjection = rlGetMatrixProjection(); // Projection matrix (perspective)
bool instancing = false;
if (instances < 1) return;
else if (instances > 1) instancing = true;
float16 *instanceTransforms = NULL;
unsigned int instancesVboId = 0;
Matrix matView = MatrixIdentity();
Matrix matModelView = MatrixIdentity();
Matrix matProjection = MatrixIdentity();
if (instancing)
{
// Create instances buffer
instanceTransforms = RL_MALLOC(instances*sizeof(float16));
// Accumulate several transformations:
// matView: rlgl internal modelview matrix (actually, just view matrix)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
// transform: function parameter transformation
Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(rlGetMatrixTransform(), matView));
for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]);
// Enable mesh VAO to attach new buffer
rlEnableVertexArray(mesh.vaoId);
// 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,
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
// no faster, since we're transferring all the transform matrices anyway
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
// Instances are send to attribute location: SHADER_LOC_MATRIX_MODEL
unsigned int instanceLoc = material.shader.locs[SHADER_LOC_MATRIX_MODEL];
for (unsigned int i = 0; i < 4; i++)
{
rlEnableVertexAttribute(instanceLoc + i);
rlSetVertexAttribute(instanceLoc + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4)));
rlSetVertexAttributeDivisor(instanceLoc + i, 1);
}
rlDisableVertexBuffer();
rlDisableVertexArray();
}
else
{
// Calculate and send to shader model matrix
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
matView = rlGetMatrixModelview(); // View matrix (camera)
matProjection = rlGetMatrixProjection(); // Projection matrix (perspective)
// Accumulate several transformations:
// matView: rlgl internal modelview matrix (actually, just view matrix)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
// transform: function parameter transformation
matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
}
//-----------------------------------------------------
// Bind active texture maps (if available)
@ -1092,16 +1139,15 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
}
//rlDrawVertexData(int vertexCount, Matrix matModelView, bool stereo)
int eyesCount = 1;
//if (RLGL.State.stereoRender) eyesCount = 2;
// TODO: if (RLGL.State.stereoRender) eyesCount = 2;
for (int eye = 0; eye < eyesCount; eye++)
{
if (eyesCount == 1) rlSetMatrixModelview(matModelView);
else
{
// TODO.
// Setup current eye viewport (half screen width)
//rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
@ -1111,16 +1157,23 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Set current eye projection matrix
//rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
}
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); // Transform to screen-space coordinates
Matrix matMVP = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
// Send combined model-view-projection matrix to shader
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
// Draw calls
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
else rlDrawVertexArray(0, mesh.vertexCount);
if (instancing) // Draw mesh instanced
{
if (mesh.indices != NULL) rlDrawVertexArrayElementsInstanced(0, mesh.triangleCount*3, 0, instances);
else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances);
}
else // Draw mesh
{
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
else rlDrawVertexArray(0, mesh.vertexCount);
}
}
// Unbind all binded texture maps
@ -1144,9 +1197,18 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Disable shader program
rlDisableShader();
// Restore rlgl internal modelview and projection matrices
rlSetMatrixModelview(matView);
rlSetMatrixProjection(matProjection);
if (instancing)
{
// Remove instance transforms buffer
rlUnloadVertexBuffer(instancesVboId);
RL_FREE(instanceTransforms);
}
else
{
// Restore rlgl internal modelview and projection matrices
rlSetMatrixModelview(matView);
rlSetMatrixProjection(matProjection);
}
#endif
}

View File

@ -1377,8 +1377,8 @@ RLAPI void UnloadModelKeepMeshes(Model model);
// Mesh loading/unloading functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success

View File

@ -600,9 +600,12 @@ RLAPI void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offs
RLAPI void rlUnloadVertexArray(unsigned int vaoId);
RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer);
RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
RLAPI void rlDrawVertexArray(int offset, int count);
RLAPI void rlDrawVertexArrayElements(int offset, int count, void *buffer);
RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances);
// Textures management
RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
@ -3118,6 +3121,20 @@ void rlDrawVertexArrayElements(int offset, int count, void *buffer)
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, buffer + offset);
}
void rlDrawVertexArrayInstanced(int offset, int count, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
#endif
}
void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, buffer + offset, instances);
#endif
}
#if defined(GRAPHICS_API_OPENGL_11)
void rlEnableStatePointer(int vertexAttribType, void *buffer)
{
@ -3155,6 +3172,13 @@ void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool norma
#endif
}
void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glVertexAttribDivisor(index, divisor);
#endif
}
void rlUnloadVertexArray(unsigned int vaoId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -3171,7 +3195,7 @@ void rlUnloadVertexBuffer(unsigned int vboId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteBuffers(1, &vboId);
TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
//TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
#endif
}