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@ -964,6 +964,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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// Check instancing |
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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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// Bind shader program |
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rlEnableShader(material.shader.id); |
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@ -982,7 +989,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins |
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); |
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} |
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// Upload to shader material.colSpecular (if available) |
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// Upload to shader material.colSpecular (if location available) |
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if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) |
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{ |
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float values[4] = { |
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@ -995,28 +1002,26 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins |
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); |
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} |
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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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// Get a copy of current matrices to work with, |
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// just in case stereo render is required and we need to modify them |
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// NOTE: At this point the modelview matrix just contains the view matrix (camera) |
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// That's because BeginMode3D() sets it and there is no model-drawing function |
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// that modifies it, all use rlPushMatrix() and rlPopMatrix() |
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Matrix matView = rlGetMatrixModelview(); |
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Matrix matModelView = matView; |
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Matrix matProjection = rlGetMatrixProjection(); |
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// Upload view and projection matrices (if locations available) |
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); |
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); |
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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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// TODO: Review how matrices multiplications are computed! |
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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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for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(MatrixMultiply(transforms[i], rlGetMatrixModelview())); |
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// Fill buffer with instances transformations as float16 arrays |
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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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@ -1027,30 +1032,26 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins |
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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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// Instances transformation matrices are send to shader attribute location: 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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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i); |
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4))); |
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rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1); |
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} |
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rlDisableVertexBuffer(); |
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rlDisableVertexArray(); |
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// Accumulate internal matrix transform (push/pop) and view matrix |
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// NOTE: In this case, model instance transformation must be computed in the shader |
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matModelView = MatrixMultiply(rlGetMatrixTransform(), matView); |
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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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// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL |
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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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@ -1140,28 +1141,22 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins |
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); |
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} |
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int eyesCount = 1; |
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if (rlIsStereoRenderEnabled()) 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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// Calculate model-view-projection matrix (MVP) |
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Matrix matMVP = MatrixIdentity(); |
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if (eyesCount == 1) matMVP = MatrixMultiply(matModelView, matProjection); |
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else |
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{ |
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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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// Set current eye view offset to modelview matrix |
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rlSetMatrixModelview(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye))); |
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// Set current eye projection matrix |
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rlSetMatrixProjection(rlGetMatrixProjectionStereo(eye)); |
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matMVP = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye)); |
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} |
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// Calculate model-view-projection matrix (MVP) |
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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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