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):
29 if(ARB_vertex_array_object && ARB_instanced_arrays && ARB_draw_instanced)
31 instance_data = new VertexArray((ATTRIB4,12, ATTRIB4,13, ATTRIB4,14));
32 const VertexFormat &fmt = instance_data->get_format();
33 matrix_offset = fmt.offset(make_indexed_component(ATTRIB4, 12));
35 instance_buffer = new Buffer(ARRAY_BUFFER);
36 instance_data->use_buffer(instance_buffer);
38 vtx_setup = new VertexSetup;
39 vtx_setup->set_vertex_array(object.get_mesh()->get_vertices());
40 vtx_setup->set_index_buffer(*object.get_mesh()->get_index_buffer());
41 vtx_setup->set_instance_array(instance_data);
44 static Require req(ARB_vertex_shader);
47 InstanceArray::~InstanceArray()
51 delete instance_buffer;
54 void InstanceArray::append(ObjectInstance *inst)
56 instances.push_back(inst);
59 if(instance_data->size()<instances.size())
60 instance_data->append();
61 update_instance_matrix(instances.size()-1);
65 void InstanceArray::remove(ObjectInstance &inst)
67 vector<ObjectInstance *>::iterator i = find(instances, &inst);
68 if(i==instances.end())
69 throw key_error(&inst);
72 *i = instances.back();
76 void InstanceArray::update_instance_matrix(unsigned index)
81 const Matrix &m = *instances[index]->get_matrix();
83 float *d = instance_data->modify(instances.size()-1);
84 for(unsigned i=0; i<12; ++i)
85 d[matrix_offset+i] = m(i/4, i%4);
88 void InstanceArray::render(Renderer &renderer, const Tag &tag) const
95 const Technique *tech = object.get_technique();
97 throw logic_error("no technique");
98 if(!tech->has_pass(tag))
100 const RenderPass &pass = tech->get_pass(tag);
102 const Mesh *mesh = object.get_mesh();
103 mesh->get_vertices().refresh();
104 instance_data->refresh();
106 Renderer::Push push(renderer);
107 pass.apply(renderer);
108 mesh->draw_instanced(renderer, *vtx_setup, instances.size());
112 for(vector<ObjectInstance *>::const_iterator i=instances.begin(); i!=instances.end(); ++i)
114 const Matrix &m = *(*i)->get_matrix();
115 glVertexAttrib4f(12, m(0, 0), m(0, 1), m(0, 2), m(0, 3));
116 glVertexAttrib4f(13, m(1, 0), m(1, 1), m(1, 2), m(1, 3));
117 glVertexAttrib4f(14, m(2, 0), m(2, 1), m(2, 2), m(2, 3));
118 (*i)->render(renderer, tag);