Fixed OpenGL instancing.

This commit is contained in:
Angelo Papenhoff 2015-01-20 15:25:53 +01:00
parent 0d6216554c
commit fb78a7a7b9
2 changed files with 22 additions and 8 deletions

View File

@ -107,7 +107,7 @@ GetSizeNativeData(void *object, int32, int32)
}
static void
packattrib(uint8 *dst, float32 *src, AttribDesc *a)
packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale=1.0f)
{
int8 *i8dst;
uint16 *u16dst;
@ -123,7 +123,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
i8dst = (int8*)dst;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
i8dst[i] = src[i];
i8dst[i] = src[i]*scale;
else if(src[i] > 0.0f)
i8dst[i] = src[i]*127.0f;
else
@ -134,7 +134,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
case 2: // ubyte
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = src[i];
dst[i] = src[i]*scale;
else
dst[i] = src[i]*255.0f;
}
@ -144,7 +144,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
i16dst = (int16*)dst;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
i16dst[i] = src[i];
i16dst[i] = src[i]*scale;
else if(src[i] > 0.0f)
i16dst[i] = src[i]*32767.0f;
else
@ -156,7 +156,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
u16dst = (uint16*)dst;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
u16dst[i] = src[i];
u16dst[i] = src[i]*scale;
else
u16dst[i] = src[i]*65535.0f;
}
@ -245,7 +245,7 @@ Instance(Atomic *atomic)
p = header->data + a->offset;
float32 *texcoord = geo->texCoords[0];
for(int32 i = 0; i < geo->numVertices; i++){
packattrib(p, texcoord, a);
packattrib(p, texcoord, a, 512.0f);
texcoord += 2;
p += a->stride;
}

View File

@ -31,7 +31,7 @@ renderAtomic(Rw::Atomic *atomic)
glUniformMatrix4fv(glGetUniformLocation(program, "worldMat"),
1, GL_FALSE, frm->ltm);
glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
glVertexAttrib4f(3, 0.0f, 0.0f, 0.0f, 1.0f);
if(inst->vbo == 0 && inst->ibo == 0)
Gl::UploadGeo(geo);
glBindBuffer(GL_ARRAY_BUFFER, inst->vbo);
@ -41,6 +41,14 @@ renderAtomic(Rw::Atomic *atomic)
uint64 offset = 0;
for(uint32 i = 0; i < meshHeader->numMeshes; i++){
Mesh *mesh = &meshHeader->mesh[i];
float color[4];
uint8 *col = mesh->material->color;
color[0] = col[0] / 255.0f;
color[1] = col[1] / 255.0f;
color[2] = col[2] / 255.0f;
color[3] = col[3] / 255.0f;
glUniform4fv(glGetUniformLocation(program, "matColor"),
1, color);
Texture *tex = mesh->material->texture;
if(tex){
Rw::Gl::Raster *raster = (Rw::Gl::Raster*)tex->raster;
@ -98,12 +106,17 @@ init(void)
{
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 0.5f);
const char *shadersrc =
"#version 120\n"
"#ifdef VERTEX\n"
"uniform mat4 projMat;"
"uniform mat4 viewMat;"
"uniform mat4 worldMat;"
"uniform vec4 matColor;"
"attribute vec3 in_vertex;"
"attribute vec2 in_texCoord;"
"attribute vec3 in_normal;"
@ -111,12 +124,13 @@ init(void)
"varying vec4 v_color;"
"varying vec2 v_texCoord;"
"vec3 lightdir = vec3(0.5, -0.5, -0.70710);"
"vec4 amblight = vec4(20, 20, 20, 0)/255;"
"void main()"
"{"
" gl_Position = projMat * viewMat * worldMat * vec4(in_vertex, 1.0);"
" vec3 n = mat3(worldMat) * in_normal;"
" float l = max(0.0, dot(n, -lightdir));"
" v_color = in_color*l;"
" v_color = (in_color+vec4(l,l,l,0)+amblight)*matColor;"
" v_texCoord = in_texCoord;"
"}\n"
"#endif\n"