Add low-level hardware instancing support to Meshes.

Add “instancing” Graphics Feature constant.

Add love.graphics.drawInstanced(mesh, instancecount, x, y, …) which draws the mesh multiple times in a single draw call. Each instance of the mesh will appear in the exact same spot unless one of the following are used:

- Add an optional vertex attribute step type argument to Mesh:attachAttribute. “pervertex” is the default. “perinstance” causes the attribute to be per-instance instead of per-vertex, when the mesh is drawn.

- Add love_InstanceID as a built-in read only int variable in GLSL 3 vertex shaders. It is always 0 except when a Mesh is drawn with more than 1 instance specified in the draw call. It can be used to manually compute or index into per-instance values in a shader.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-01-22 20:52:11 -04:00
parent 731b5d5cf0
commit bea7cfdaab
11 changed files with 162 additions and 31 deletions
+52 -14
View File
@@ -151,7 +151,7 @@ void Mesh::setupAttachedAttributes()
if (attachedAttributes.find(name) != attachedAttributes.end())
throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
attachedAttributes[name] = {this, (int) i, true};
attachedAttributes[name] = {this, (int) i, STEP_PER_VERTEX, true};
}
}
@@ -312,8 +312,11 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
return it->second.enabled;
}
void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname)
void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname, AttributeStep step)
{
if (step == STEP_PER_INSTANCE && !gl.isInstancingSupported())
throw love::Exception("Vertex attribute instancing is not supported on this system.");
if (mesh != this)
{
for (const auto &it : mesh->attachedAttributes)
@@ -335,6 +338,7 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::strin
newattrib.mesh = mesh;
newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
newattrib.index = mesh->getAttributeIndex(attachname);
newattrib.step = step;
if (newattrib.index < 0)
throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", attachname.c_str());
@@ -598,16 +602,20 @@ int Mesh::bindAttributeToShaderInput(int attributeindex, const std::string &inpu
return attriblocation;
}
void Mesh::draw(Graphics *gfx, const Matrix4 &m)
void Mesh::drawInstanced(love::graphics::Graphics *gfx, const love::Matrix4 &m, int instancecount)
{
if (vertexCount <= 0)
if (vertexCount <= 0 || instancecount <= 0)
return;
if (instancecount > 1 && !gl.isInstancingSupported())
throw love::Exception("Instancing is not supported on this system.");
gfx->flushStreamDraws();
OpenGL::TempDebugGroup debuggroup("Mesh draw");
uint32 enabledattribs = 0;
uint32 instancedattribs = 0;
for (const auto &attrib : attachedAttributes)
{
@@ -618,14 +626,21 @@ void Mesh::draw(Graphics *gfx, const Matrix4 &m)
int location = mesh->bindAttributeToShaderInput(attrib.second.index, attrib.first);
if (location >= 0)
enabledattribs |= 1u << (uint32) location;
{
uint32 bit = 1u << (uint32) location;
enabledattribs |= bit;
if (attrib.second.step == STEP_PER_INSTANCE)
instancedattribs |= bit;
}
}
// Not supported on all platforms or GL versions, I believe.
if (!(enabledattribs & ATTRIBFLAG_POS))
throw love::Exception("Mesh must have an enabled VertexPosition attribute to be drawn.");
gl.useVertexAttribArrays(enabledattribs);
gl.useVertexAttribArrays(enabledattribs, instancedattribs);
gl.bindTextureToUnit(texture, 0, false);
@@ -654,7 +669,7 @@ void Mesh::draw(Graphics *gfx, const Matrix4 &m)
GLenum type = OpenGL::getGLIndexDataType(elementDataType);
if (count > 0)
gl.drawElements(getGLDrawMode(drawMode), count, type, indices);
gl.drawElements(getGLDrawMode(drawMode), count, type, indices, instancecount);
}
else
{
@@ -668,10 +683,15 @@ void Mesh::draw(Graphics *gfx, const Matrix4 &m)
// Normal non-indexed drawing (no custom vertex map.)
if (count > 0)
gl.drawArrays(getGLDrawMode(drawMode), start, count);
gl.drawArrays(getGLDrawMode(drawMode), start, count, instancecount);
}
}
void Mesh::draw(love::graphics::Graphics *gfx, const love::Matrix4 &m)
{
drawInstanced(gfx, m, 1);
}
size_t Mesh::getAttribFormatSize(const AttribFormat &format)
{
switch (format.type)
@@ -742,24 +762,42 @@ bool Mesh::getConstant(DataType in, const char *&out)
return dataTypes.find(in, out);
}
bool Mesh::getConstant(const char *in, AttributeStep &out)
{
return attributeSteps.find(in, out);
}
bool Mesh::getConstant(AttributeStep in, const char *&out)
{
return attributeSteps.find(in, out);
}
StringMap<Mesh::DrawMode, Mesh::DRAWMODE_MAX_ENUM>::Entry Mesh::drawModeEntries[] =
{
{"fan", DRAWMODE_FAN},
{"strip", DRAWMODE_STRIP},
{"triangles", DRAWMODE_TRIANGLES},
{"points", DRAWMODE_POINTS},
{ "fan", DRAWMODE_FAN },
{ "strip", DRAWMODE_STRIP },
{ "triangles", DRAWMODE_TRIANGLES },
{ "points", DRAWMODE_POINTS },
};
StringMap<Mesh::DrawMode, Mesh::DRAWMODE_MAX_ENUM> Mesh::drawModes(Mesh::drawModeEntries, sizeof(Mesh::drawModeEntries));
StringMap<Mesh::DataType, Mesh::DATA_MAX_ENUM>::Entry Mesh::dataTypeEntries[] =
{
{"byte", DATA_BYTE},
{"float", DATA_FLOAT},
{ "byte", DATA_BYTE },
{ "float", DATA_FLOAT },
};
StringMap<Mesh::DataType, Mesh::DATA_MAX_ENUM> Mesh::dataTypes(Mesh::dataTypeEntries, sizeof(Mesh::dataTypeEntries));
StringMap<Mesh::AttributeStep, Mesh::STEP_MAX_ENUM>::Entry Mesh::attributeStepEntries[] =
{
{ "pervertex", STEP_PER_VERTEX },
{ "perinstance", STEP_PER_INSTANCE },
};
StringMap<Mesh::AttributeStep, Mesh::STEP_MAX_ENUM> Mesh::attributeSteps(Mesh::attributeStepEntries, sizeof(Mesh::attributeStepEntries));
} // opengl
} // graphics
} // love