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https://github.com/aap/librw.git
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Fixed OpenGL instancing.
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parent
0d6216554c
commit
fb78a7a7b9
12
src/ogl.cpp
12
src/ogl.cpp
@ -107,7 +107,7 @@ GetSizeNativeData(void *object, int32, int32)
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}
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static void
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packattrib(uint8 *dst, float32 *src, AttribDesc *a)
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packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale=1.0f)
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{
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int8 *i8dst;
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uint16 *u16dst;
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@ -123,7 +123,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
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i8dst = (int8*)dst;
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for(int i = 0; i < a->size; i++){
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if(!a->normalized)
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i8dst[i] = src[i];
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i8dst[i] = src[i]*scale;
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else if(src[i] > 0.0f)
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i8dst[i] = src[i]*127.0f;
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else
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@ -134,7 +134,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
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case 2: // ubyte
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for(int i = 0; i < a->size; i++){
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if(!a->normalized)
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dst[i] = src[i];
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dst[i] = src[i]*scale;
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else
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dst[i] = src[i]*255.0f;
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}
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@ -144,7 +144,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
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i16dst = (int16*)dst;
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for(int i = 0; i < a->size; i++){
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if(!a->normalized)
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i16dst[i] = src[i];
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i16dst[i] = src[i]*scale;
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else if(src[i] > 0.0f)
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i16dst[i] = src[i]*32767.0f;
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else
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@ -156,7 +156,7 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a)
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u16dst = (uint16*)dst;
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for(int i = 0; i < a->size; i++){
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if(!a->normalized)
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u16dst[i] = src[i];
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u16dst[i] = src[i]*scale;
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else
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u16dst[i] = src[i]*65535.0f;
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}
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@ -245,7 +245,7 @@ Instance(Atomic *atomic)
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p = header->data + a->offset;
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float32 *texcoord = geo->texCoords[0];
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for(int32 i = 0; i < geo->numVertices; i++){
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packattrib(p, texcoord, a);
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packattrib(p, texcoord, a, 512.0f);
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texcoord += 2;
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p += a->stride;
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}
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@ -31,7 +31,7 @@ renderAtomic(Rw::Atomic *atomic)
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glUniformMatrix4fv(glGetUniformLocation(program, "worldMat"),
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1, GL_FALSE, frm->ltm);
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glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
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glVertexAttrib4f(3, 0.0f, 0.0f, 0.0f, 1.0f);
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if(inst->vbo == 0 && inst->ibo == 0)
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Gl::UploadGeo(geo);
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glBindBuffer(GL_ARRAY_BUFFER, inst->vbo);
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@ -41,6 +41,14 @@ renderAtomic(Rw::Atomic *atomic)
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uint64 offset = 0;
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for(uint32 i = 0; i < meshHeader->numMeshes; i++){
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Mesh *mesh = &meshHeader->mesh[i];
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float color[4];
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uint8 *col = mesh->material->color;
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color[0] = col[0] / 255.0f;
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color[1] = col[1] / 255.0f;
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color[2] = col[2] / 255.0f;
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color[3] = col[3] / 255.0f;
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glUniform4fv(glGetUniformLocation(program, "matColor"),
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1, color);
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Texture *tex = mesh->material->texture;
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if(tex){
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Rw::Gl::Raster *raster = (Rw::Gl::Raster*)tex->raster;
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@ -98,12 +106,17 @@ init(void)
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{
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GEQUAL, 0.5f);
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const char *shadersrc =
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"#version 120\n"
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"#ifdef VERTEX\n"
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"uniform mat4 projMat;"
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"uniform mat4 viewMat;"
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"uniform mat4 worldMat;"
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"uniform vec4 matColor;"
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"attribute vec3 in_vertex;"
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"attribute vec2 in_texCoord;"
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"attribute vec3 in_normal;"
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@ -111,12 +124,13 @@ init(void)
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"varying vec4 v_color;"
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"varying vec2 v_texCoord;"
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"vec3 lightdir = vec3(0.5, -0.5, -0.70710);"
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"vec4 amblight = vec4(20, 20, 20, 0)/255;"
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"void main()"
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"{"
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" gl_Position = projMat * viewMat * worldMat * vec4(in_vertex, 1.0);"
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" vec3 n = mat3(worldMat) * in_normal;"
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" float l = max(0.0, dot(n, -lightdir));"
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" v_color = in_color*l;"
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" v_color = (in_color+vec4(l,l,l,0)+amblight)*matColor;"
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" v_texCoord = in_texCoord;"
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"}\n"
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"#endif\n"
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