REVIEWED: DrawMeshInstanced()
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c6828070dc
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4 changed files with 132 additions and 45 deletions
120
src/models.c
120
src/models.c
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@ -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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