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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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