rlDrawMeshInstanced GetShaderAttribLocation; comments
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@ -1364,6 +1364,7 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Def
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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 GetShaderAttribLocation(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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57
src/rlgl.h
57
src/rlgl.h
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@ -571,6 +571,7 @@ 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 GetShaderAttribLocation(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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@ -2846,9 +2847,6 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, int count, Matrix *transf
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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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@ -2863,15 +2861,14 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, int count, Matrix *transf
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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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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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@ -2882,29 +2879,31 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, int count, Matrix *transf
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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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// 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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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 = RL_MALLOC(count * sizeof(float16));
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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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for (int i = 0; i < count; i++)
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instances[i] = MatrixToFloatV(transforms[i]);
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}
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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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unsigned int instanceA = glGetAttribLocation(material.shader.id, "instance");
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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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// 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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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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@ -2921,7 +2920,7 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, int count, Matrix *transf
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}
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glDeleteBuffers(1, &instancesB);
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free(instances);
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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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@ -2937,11 +2936,6 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, int count, Matrix *transf
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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_ERROR, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
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#endif
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@ -3259,6 +3253,19 @@ 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 GetShaderAttribLocation(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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