Use fixed attribute location for instanced objects.

This commit is contained in:
vlj 2014-06-29 22:19:10 +02:00
parent bc7e2cd517
commit b861c3fb73
6 changed files with 64 additions and 108 deletions

View File

@ -10,21 +10,24 @@ layout (std140) uniform MatrixesData
uniform vec3 windDir;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
out vec3 nor;

View File

@ -15,18 +15,22 @@ layout (std140) uniform MatrixesData
};
#endif
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
out vec3 nor;

View File

@ -7,12 +7,21 @@ layout (std140) uniform MatrixesData
mat4 ShadowViewProjMatrixes[4];
};
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
#endif
#ifdef VSLayer
out vec2 uv;

View File

@ -154,6 +154,9 @@ GLint LoadProgram(Types ... args)
glBindAttribLocation(ProgramID, 4, "SecondTexcoord");
glBindAttribLocation(ProgramID, 5, "Tangent");
glBindAttribLocation(ProgramID, 6, "Bitangent");
glBindAttribLocation(ProgramID, 7, "Origin");
glBindAttribLocation(ProgramID, 8, "Orientation");
glBindAttribLocation(ProgramID, 9, "Scale");
}
glLinkProgram(ProgramID);

View File

@ -27,10 +27,6 @@ void STKInstancedSceneNode::cleanGL()
continue;
if (mesh.vao)
glDeleteVertexArrays(1, &(mesh.vao));
if (mesh.vao_second_pass)
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
if (mesh.vao_shadow_pass)
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
glDeleteBuffers(1, &(mesh.index_buffer));
}
@ -56,83 +52,34 @@ void STKInstancedSceneNode::createGLMeshes()
isMaterialInitialized = false;
}
template<typename T, unsigned divisor>
void setInstanceAttribPointer()
{
glEnableVertexAttribArray(T::attrib_origin);
glVertexAttribPointer(T::attrib_origin, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
glVertexAttribDivisor(T::attrib_origin, divisor);
glEnableVertexAttribArray(T::attrib_orientation);
glVertexAttribPointer(T::attrib_orientation, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
glVertexAttribDivisor(T::attrib_orientation, divisor);
glEnableVertexAttribArray(T::attrib_scale);
glVertexAttribPointer(T::attrib_scale, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
glVertexAttribDivisor(T::attrib_scale, divisor);
}
void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat)
{
switch (GeoMat)
{
case FPSM_DEFAULT:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glGenBuffers(1, &instances_vbo);
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
setInstanceAttribPointer<MeshShader::InstancedObjectPass1Shader, 1>();
if (irr_driver->getGLSLVersion() >= 150)
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedShadowShader, 4>();
}
break;
case FPSM_ALPHA_REF_TEXTURE:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glGenBuffers(1, &instances_vbo);
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
setInstanceAttribPointer<MeshShader::InstancedObjectRefPass1Shader, 1>();
if (irr_driver->getGLSLVersion() >= 150)
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedRefShadowShader, 4>();
}
break;
case FPSM_GRASS:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glGenBuffers(1, &instances_vbo);
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
setInstanceAttribPointer<MeshShader::InstancedGrassPass1Shader, 1>();
break;
default:
return;
}
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glGenBuffers(1, &instances_vbo);
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
glVertexAttribDivisor(7, 1);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
glVertexAttribDivisor(9, 1);
switch (ShadedMat)
{
case SM_DEFAULT:
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedObjectPass2Shader, 1>();
break;
case SM_ALPHA_REF_TEXTURE:
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedObjectRefPass2Shader, 1>();
break;
case SM_GRASS:
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedGrassPass2Shader, 1>();
break;
default:
return;
}
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
glVertexAttribDivisor(7, 4);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
glVertexAttribDivisor(8, 4);
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
glVertexAttribDivisor(9, 4);
glBindVertexArray(0);
}
@ -152,10 +99,8 @@ void STKInstancedSceneNode::setFirstTimeMaterial()
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type);
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures);
initinstancedvaostate(mesh, GeometricType, ShadedType);
if (mesh.vao_first_pass)
GeometricMesh[GeometricType].push_back(&mesh);
if (mesh.vao_second_pass)
ShadedMesh[ShadedType].push_back(&mesh);
GeometricMesh[GeometricType].push_back(&mesh);
ShadedMesh[ShadedType].push_back(&mesh);
}
isMaterialInitialized = true;
}
@ -193,7 +138,7 @@ static void drawFSPMDefault(GLMesh &mesh, size_t instance_count)
}
MeshShader::InstancedObjectPass1Shader::setUniforms(0);
glBindVertexArray(mesh.vao_first_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
if (!mesh.textures[0])
@ -212,7 +157,6 @@ static void drawShadowDefault(GLMesh &mesh, size_t instance_count)
MeshShader::InstancedShadowShader::setUniforms();
assert(mesh.vao_shadow_pass);
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
}
@ -228,7 +172,7 @@ static void drawFSPMAlphaRefTexture(GLMesh &mesh, size_t instance_count)
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedObjectRefPass1Shader::setUniforms(0);
glBindVertexArray(mesh.vao_first_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -243,9 +187,8 @@ static void drawShadowAlphaRefTexture(GLMesh &mesh, size_t instance_count)
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedRefShadowShader::setUniforms(0);
assert(mesh.vao_shadow_pass);
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
}
static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t instance_count)
@ -259,7 +202,7 @@ static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t i
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedGrassPass1Shader::setUniforms(windDir, 0);
glBindVertexArray(mesh.vao_first_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -284,7 +227,7 @@ static void drawSMDefault(GLMesh &mesh, const core::matrix4 &ModelViewProjection
MeshShader::InstancedObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
glBindVertexArray(mesh.vao_second_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -310,7 +253,7 @@ static void drawSMAlphaRefTexture(GLMesh &mesh, const core::matrix4 &ModelViewPr
MeshShader::InstancedObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
glBindVertexArray(mesh.vao_second_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -338,7 +281,7 @@ static void drawSMGrass(GLMesh &mesh, const core::matrix4 &ModelViewProjectionMa
MeshShader::InstancedGrassPass2Shader::setUniforms(ModelViewProjectionMatrix, irr_driver->getInvViewMatrix(), irr_driver->getInvProjMatrix(), windDir, cb->getPosition());
glBindVertexArray(mesh.vao_second_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}

View File

@ -43,12 +43,6 @@ enum TransparentMaterial
struct GLMesh {
GLuint vao;
GLuint vao_first_pass;
GLuint vao_second_pass;
GLuint vao_glow_pass;
GLuint vao_displace_pass;
GLuint vao_displace_mask_pass;
GLuint vao_rsm_pass;
GLuint vao_shadow_pass;
GLuint vertex_buffer;
GLuint index_buffer;