1 #include <msp/core/algorithm.h>
2 #include <msp/core/maputils.h>
3 #include <msp/gl/extensions/arb_draw_instanced.h>
4 #include <msp/gl/extensions/arb_instanced_arrays.h>
5 #include <msp/gl/extensions/arb_vertex_array_object.h>
6 #include <msp/gl/extensions/arb_vertex_shader.h>
9 #include "instancearray.h"
12 #include "objectinstance.h"
14 #include "technique.h"
15 #include "vertexsetup.h"
22 InstanceArray::InstanceArray(const Object &o):
30 const Technique *tech = object.get_technique();
31 const Technique::PassMap &passes = tech->get_passes();
32 for(Technique::PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
34 const Program *shprog = i->second.get_shader_program();
36 throw invalid_argument("InstanceArray::InstanceArray");
38 int loc = shprog->get_attribute_location("instance_transform");
40 matrix_location = loc;
41 else if(loc!=matrix_location)
42 throw invalid_argument("InstanceArray::InstanceArray");
45 if(ARB_vertex_array_object && ARB_instanced_arrays && ARB_draw_instanced)
47 instance_data = new VertexArray((RAW_ATTRIB4,matrix_location, RAW_ATTRIB4,matrix_location+1, RAW_ATTRIB4,matrix_location+2));
48 const VertexFormat &fmt = instance_data->get_format();
49 matrix_offset = fmt.offset(make_indexed_attribute(RAW_ATTRIB4, matrix_location));
51 instance_buffer = new Buffer;
52 instance_data->use_buffer(instance_buffer);
54 const Mesh *mesh = object.get_mesh();
56 vtx_setup = new VertexSetup;
57 vtx_setup->set_format_instanced(mesh->get_vertices().get_format(), fmt);
58 vtx_setup->set_vertex_array(mesh->get_vertices());
59 vtx_setup->set_index_buffer(*mesh->get_index_buffer(), mesh->get_batches().front().get_index_type());
60 vtx_setup->set_instance_array(*instance_data);
63 static Require req(ARB_vertex_shader);
66 InstanceArray::~InstanceArray()
68 for(vector<ObjectInstance *>::iterator i=instances.begin(); i!=instances.end(); ++i)
72 delete instance_buffer;
75 void InstanceArray::append(ObjectInstance *inst)
77 instances.push_back(inst);
80 if(instance_data->size()<instances.size())
82 instance_data->append();
83 unsigned req_size = instance_data->get_required_buffer_size();
84 if(instance_buffer->get_size()>0 && instance_buffer->get_size()<req_size)
86 delete instance_buffer;
87 instance_buffer = new Buffer;
88 instance_data->use_buffer(instance_buffer);
91 update_instance_matrix(instances.size()-1);
95 void InstanceArray::remove(ObjectInstance &inst)
97 vector<ObjectInstance *>::iterator i = find(instances, &inst);
98 if(i==instances.end())
99 throw key_error(&inst);
102 *i = instances.back();
103 instances.pop_back();
106 void InstanceArray::update_instance_matrix(unsigned index)
111 const Matrix &m = *instances[index]->get_matrix();
113 float *d = instance_data->modify(instances.size()-1);
114 for(unsigned i=0; i<12; ++i)
115 d[matrix_offset+i] = m(i/4, i%4);
118 void InstanceArray::render(Renderer &renderer, Tag tag) const
120 if(instances.empty())
125 const Technique *tech = object.get_technique();
127 throw logic_error("no technique");
128 const RenderPass *pass = tech->find_pass(tag);
132 const Mesh *mesh = object.get_mesh();
133 mesh->get_vertices().refresh();
134 if(instance_buffer->get_size()==0)
135 instance_buffer->storage(instance_data->get_required_buffer_size());
136 instance_data->refresh();
138 Renderer::Push push(renderer);
139 pass->apply(renderer);
140 mesh->draw_instanced(renderer, *vtx_setup, instances.size());
144 for(vector<ObjectInstance *>::const_iterator i=instances.begin(); i!=instances.end(); ++i)
146 const Matrix &m = *(*i)->get_matrix();
147 for(unsigned j=0; j<3; ++j)
148 glVertexAttrib4f(matrix_location+j, m(j, 0), m(j, 1), m(j, 2), m(j, 3));
149 (*i)->render(renderer, tag);