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https://github.com/MaSzyna-EU07/maszyna.git
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Enable instancing
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@@ -14,6 +14,7 @@ void gl::glsl_common_setup()
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"#define MAX_LIGHTS " + std::to_string(MAX_LIGHTS) + "U\n" +
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"#define MAX_CASCADES " + std::to_string(MAX_CASCADES) + "U\n" +
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"#define MAX_PARAMS " + std::to_string(MAX_PARAMS) + "U\n" +
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"#define MAX_INSTANCES_PER_BATCH " + std::to_string(MAX_INSTANCES_PER_BATCH) + "U\n" +
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R"STRING(
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const uint LIGHT_SPOT = 0U;
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const uint LIGHT_POINT = 1U;
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@@ -78,5 +79,31 @@ void gl::glsl_common_setup()
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vec4 wiper_timer_return;
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};
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// Per-instance modelview matrices for GPU-instanced draws.
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// The UBO itself is declared in every stage so the binding stays valid,
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// but the helper functions reference gl_InstanceID which is vertex-only,
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// so they are guarded behind STAGE_VERTEX.
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layout (std140) uniform instance_ubo
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{
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mat4 instance_modelview[MAX_INSTANCES_PER_BATCH];
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};
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#ifdef STAGE_VERTEX
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// For non-instanced draws gl_InstanceID == 0 and slot 0 is permanently set
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// to identity, so effective_modelview() reduces to model_ubo.modelview.
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// For instanced draws the C++ side uploads camera-space root transforms for
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// instances 0..N-1 and sets model_ubo.modelview to the submodel-local chain
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// (computed from identity, NOT from the camera/instance), so the product
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// gives the correct final transform per instance per submodel.
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mat4 effective_modelview() {
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return instance_modelview[gl_InstanceID] * modelview;
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}
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mat3 effective_modelviewnormal() {
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// instance_modelview is rotation+translation only (no scale), so its
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// upper-3x3 is its own inverse-transpose (rotation matrix).
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return mat3(instance_modelview[gl_InstanceID]) * modelviewnormal;
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}
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#endif
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)STRING";
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}
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