#include "./instanced.h" #include #include #include #include #include "util/gleasy/buffer.h" #include "util/gleasy/program.h" #include "./uniblock.h" #define UNIBLOCK_INDEX_ 0 void loshader_instanced_drawer_initialize( loshader_instanced_drawer_t* drawer, gleasy_program_t prog, const loshader_uniblock_t* uniblock, size_t instance_size) { assert(drawer != NULL); assert(uniblock != NULL); assert(instance_size > 0); const GLuint uniblock_index = glGetUniformBlockIndex(prog, "uniblock"); assert(glGetError() == GL_NO_ERROR); glUniformBlockBinding(prog, uniblock_index, UNIBLOCK_INDEX_); *drawer = (typeof(*drawer)) { .prog = prog, .uniblock = uniblock, .instance_size = instance_size, }; glCreateVertexArrays(1, &drawer->vao); glGenBuffers(1, &drawer->instances); } void loshader_instanced_drawer_deinitialize( loshader_instanced_drawer_t* drawer) { assert(drawer != NULL); glDeleteVertexArrays(1, &drawer->vao); glDeleteBuffers(1, &drawer->instances); glDeleteProgram(drawer->prog); } void loshader_instanced_drawer_clear( loshader_instanced_drawer_t* drawer, size_t reserve) { assert(drawer != NULL); assert(reserve > 0); drawer->instances_length = 0; if (drawer->instances_reserved < reserve) { glBindBuffer(GL_ARRAY_BUFFER, drawer->instances); glBufferData(GL_ARRAY_BUFFER, reserve*drawer->instance_size, NULL, GL_DYNAMIC_DRAW); drawer->instances_reserved = reserve; } } bool loshader_instanced_drawer_add_instance( loshader_instanced_drawer_t* drawer, const void* instance) { assert(drawer != NULL); assert(instance != NULL); if (drawer->instances_length >= drawer->instances_reserved) { return false; } const size_t offset = drawer->instances_length*drawer->instance_size; glBindBuffer(GL_ARRAY_BUFFER, drawer->instances); glBufferSubData(GL_ARRAY_BUFFER, offset, drawer->instance_size, instance); ++drawer->instances_length; return true; } void loshader_instanced_drawer_draw( const loshader_instanced_drawer_t* drawer, size_t primitives) { assert(drawer != NULL); if (primitives == 0 || drawer->instances_length == 0) return; glUseProgram(drawer->prog); glBindVertexArray(drawer->vao); loshader_uniblock_bind(drawer->uniblock, UNIBLOCK_INDEX_); glDrawArraysInstanced(GL_TRIANGLES, 0, primitives, drawer->instances_length); }