rlDrawMeshInstanced first attempt
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src/rlgl.h
115
src/rlgl.h
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@ -548,6 +548,7 @@ 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, int count, Matrix *transforms); // 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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@ -2832,6 +2833,120 @@ 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, int count, Matrix *transforms)
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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_INFO, "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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// Matrices and other values required by shader
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//-----------------------------------------------------
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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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//-----------------------------------------------------
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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)) 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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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = RLGL.State.modelview; // View matrix (camera)
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Matrix matProjection = RLGL.State.projection; // Projection matrix (perspective)
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SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], RLGL.State.transform);
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SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], RLGL.State.modelview);
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SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], RLGL.State.projection);
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float16* instances = calloc(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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}
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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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unsigned int instanceA = glGetAttribLocation(material.shader.id, "instance");
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// Set attribute pointers for matrix (4 times sizeof Vector4).
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for (unsigned int i = 0; i < 4; i++) {
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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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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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// Restore RLGL.State.projection/RLGL.State.modelview matrices
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// NOTE: In stereo rendering matrices are being modified to fit every eye
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RLGL.State.projection = matProjection;
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RLGL.State.modelview = matView;
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#else
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TRACELOG(LOG_INFO, "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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