Use fixed attribute location for instanced objects.
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bc7e2cd517
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b861c3fb73
@ -10,21 +10,24 @@ layout (std140) uniform MatrixesData
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uniform vec3 windDir;
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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#endif
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out vec3 nor;
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@ -15,18 +15,22 @@ layout (std140) uniform MatrixesData
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};
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#endif
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec2 Texcoord;
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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#endif
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out vec3 nor;
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@ -7,12 +7,21 @@ layout (std140) uniform MatrixesData
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mat4 ShadowViewProjMatrixes[4];
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};
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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#else
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in vec3 Position;
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in vec2 Texcoord;
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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#endif
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#ifdef VSLayer
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out vec2 uv;
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@ -154,6 +154,9 @@ GLint LoadProgram(Types ... args)
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glBindAttribLocation(ProgramID, 4, "SecondTexcoord");
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glBindAttribLocation(ProgramID, 5, "Tangent");
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glBindAttribLocation(ProgramID, 6, "Bitangent");
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glBindAttribLocation(ProgramID, 7, "Origin");
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glBindAttribLocation(ProgramID, 8, "Orientation");
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glBindAttribLocation(ProgramID, 9, "Scale");
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}
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glLinkProgram(ProgramID);
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@ -27,10 +27,6 @@ void STKInstancedSceneNode::cleanGL()
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continue;
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if (mesh.vao)
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glDeleteVertexArrays(1, &(mesh.vao));
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if (mesh.vao_second_pass)
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glDeleteVertexArrays(1, &(mesh.vao_second_pass));
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if (mesh.vao_shadow_pass)
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glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
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glDeleteBuffers(1, &(mesh.vertex_buffer));
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glDeleteBuffers(1, &(mesh.index_buffer));
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}
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@ -56,83 +52,34 @@ void STKInstancedSceneNode::createGLMeshes()
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isMaterialInitialized = false;
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}
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template<typename T, unsigned divisor>
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void setInstanceAttribPointer()
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{
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glEnableVertexAttribArray(T::attrib_origin);
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glVertexAttribPointer(T::attrib_origin, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
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glVertexAttribDivisor(T::attrib_origin, divisor);
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glEnableVertexAttribArray(T::attrib_orientation);
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glVertexAttribPointer(T::attrib_orientation, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(T::attrib_orientation, divisor);
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glEnableVertexAttribArray(T::attrib_scale);
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glVertexAttribPointer(T::attrib_scale, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(T::attrib_scale, divisor);
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}
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void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat)
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{
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switch (GeoMat)
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{
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case FPSM_DEFAULT:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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setInstanceAttribPointer<MeshShader::InstancedObjectPass1Shader, 1>();
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if (irr_driver->getGLSLVersion() >= 150)
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{
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedShadowShader, 4>();
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}
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break;
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case FPSM_ALPHA_REF_TEXTURE:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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setInstanceAttribPointer<MeshShader::InstancedObjectRefPass1Shader, 1>();
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if (irr_driver->getGLSLVersion() >= 150)
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{
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedRefShadowShader, 4>();
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}
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break;
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case FPSM_GRASS:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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setInstanceAttribPointer<MeshShader::InstancedGrassPass1Shader, 1>();
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break;
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default:
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return;
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}
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(8, 1);
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 1);
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switch (ShadedMat)
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{
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case SM_DEFAULT:
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedObjectPass2Shader, 1>();
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break;
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case SM_ALPHA_REF_TEXTURE:
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedObjectRefPass2Shader, 1>();
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break;
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case SM_GRASS:
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedGrassPass2Shader, 1>();
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break;
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default:
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return;
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}
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
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glVertexAttribDivisor(7, 4);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(8, 4);
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 4);
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glBindVertexArray(0);
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}
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@ -152,10 +99,8 @@ void STKInstancedSceneNode::setFirstTimeMaterial()
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GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type);
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ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures);
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initinstancedvaostate(mesh, GeometricType, ShadedType);
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if (mesh.vao_first_pass)
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GeometricMesh[GeometricType].push_back(&mesh);
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if (mesh.vao_second_pass)
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ShadedMesh[ShadedType].push_back(&mesh);
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GeometricMesh[GeometricType].push_back(&mesh);
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ShadedMesh[ShadedType].push_back(&mesh);
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}
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isMaterialInitialized = true;
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}
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@ -193,7 +138,7 @@ static void drawFSPMDefault(GLMesh &mesh, size_t instance_count)
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}
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MeshShader::InstancedObjectPass1Shader::setUniforms(0);
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glBindVertexArray(mesh.vao_first_pass);
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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if (!mesh.textures[0])
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@ -212,7 +157,6 @@ static void drawShadowDefault(GLMesh &mesh, size_t instance_count)
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MeshShader::InstancedShadowShader::setUniforms();
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assert(mesh.vao_shadow_pass);
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glBindVertexArray(mesh.vao_shadow_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
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}
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@ -228,7 +172,7 @@ static void drawFSPMAlphaRefTexture(GLMesh &mesh, size_t instance_count)
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setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedObjectRefPass1Shader::setUniforms(0);
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glBindVertexArray(mesh.vao_first_pass);
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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@ -243,9 +187,8 @@ static void drawShadowAlphaRefTexture(GLMesh &mesh, size_t instance_count)
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setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedRefShadowShader::setUniforms(0);
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assert(mesh.vao_shadow_pass);
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glBindVertexArray(mesh.vao_shadow_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
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}
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static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t instance_count)
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@ -259,7 +202,7 @@ static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t i
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setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedGrassPass1Shader::setUniforms(windDir, 0);
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glBindVertexArray(mesh.vao_first_pass);
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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@ -284,7 +227,7 @@ static void drawSMDefault(GLMesh &mesh, const core::matrix4 &ModelViewProjection
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MeshShader::InstancedObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
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glBindVertexArray(mesh.vao_second_pass);
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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@ -310,7 +253,7 @@ static void drawSMAlphaRefTexture(GLMesh &mesh, const core::matrix4 &ModelViewPr
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MeshShader::InstancedObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
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glBindVertexArray(mesh.vao_second_pass);
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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@ -338,7 +281,7 @@ static void drawSMGrass(GLMesh &mesh, const core::matrix4 &ModelViewProjectionMa
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MeshShader::InstancedGrassPass2Shader::setUniforms(ModelViewProjectionMatrix, irr_driver->getInvViewMatrix(), irr_driver->getInvProjMatrix(), windDir, cb->getPosition());
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glBindVertexArray(mesh.vao_second_pass);
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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@ -43,12 +43,6 @@ enum TransparentMaterial
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struct GLMesh {
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GLuint vao;
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GLuint vao_first_pass;
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GLuint vao_second_pass;
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GLuint vao_glow_pass;
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GLuint vao_displace_pass;
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GLuint vao_displace_mask_pass;
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GLuint vao_rsm_pass;
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GLuint vao_shadow_pass;
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GLuint vertex_buffer;
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GLuint index_buffer;
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