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@ -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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