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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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+
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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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+
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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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-
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- float16 *instanceTransforms = NULL;
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- unsigned int instancesVboId = 0;
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-
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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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-
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- // TODO: Review how matrices multiplications are computed!
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-
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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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-
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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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-
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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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+
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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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-
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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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-
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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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-
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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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-
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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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-
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- // Calculate model-view-projection matrix (MVP)
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- Matrix matMVP = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
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-
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+
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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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