Fixed Shader Instancing (with that particles and Text, aswell)

This commit is contained in:
Michel Fedde 2020-12-13 14:21:06 +01:00
parent 57fb71d01b
commit fd53c73fa7
8 changed files with 60 additions and 61 deletions

View file

@ -1,12 +1,18 @@
#version 330
#define maxInstances //!instanceMax
struct Instance {
mat4 ModelMatrix;
vec2 TextureOffset;
vec2 TextureScale;
};
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
layout(location = 3) in vec4 aColor;
uniform mat4 MVP;
uniform Instance[maxInstances] Instances;
uniform bool HasVColor;
out vec2 vTexture;
@ -14,7 +20,7 @@ out vec4 vColor;
out vec3 FragPos;
void ApplyTexModifier() {
vTexture = aTex;
vTexture = aTex * Instances[gl_InstanceID].TextureScale + Instances[gl_InstanceID].TextureOffset;
}
void CheckVertexColor() {
@ -23,7 +29,7 @@ void CheckVertexColor() {
}
void ApplyModelTransformation() {
gl_Position = MVP * vec4(aPos, 1);
gl_Position = MVP * Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1);
FragPos = vec3(vec4(aPos, 1));
}

View file

@ -15,6 +15,9 @@ namespace SM.Base.Textures
/// </summary>
public class Texture : TextureBase
{
private int? _width;
private int? _height;
/// <summary>
/// Decides if the bitmap will automatically dispose itself.
/// </summary>
@ -28,16 +31,15 @@ namespace SM.Base.Textures
/// <inheritdoc />
public override int Width
{
get => Map.Width;
protected set
{ }
get => _width ?? Map.Width;
protected set => _width = value;
}
/// <inheritdoc />
public override int Height
{
get => Map.Height;
protected set {}
get => _height ?? Map.Height;
protected set => _height = value;
}
public float Aspect { get; private set; }

View file

@ -28,6 +28,15 @@ namespace SM.OGL.Shaders
{
}
public Uniform(string name, GenericShader shader) : this(GL.GetUniformLocation(shader, name), null)
{
}
public Uniform(string name, GenericShader shader, UniformCollection parent) : this(GL.GetUniformLocation(shader, name), parent)
{
}
/// <summary>
/// This create a new uniform manager
/// </summary>

View file

@ -1,50 +1,33 @@
#region usings
using System;
using System.Collections.Generic;
#endregion
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL;
namespace SM.OGL.Shaders
{
public class UniformArray : IUniform
{
internal UniformCollection collection;
private Dictionary<int, Dictionary<string, Uniform>> storedUniforms = new Dictionary<int, Dictionary<string, Uniform>>();
internal List<string> uniformNames = new List<string>();
internal Dictionary<string, int> Offsets = new Dictionary<string, int>();
internal int Size;
internal bool Struct = false;
public int Location { get; internal set; }
public GenericShader Parent { get; internal set; }
public string Name { get; internal set; }
public UniformCollection Parent { get; internal set; }
public GenericShader ParentShader { get; internal set; }
public UniformArray()
public Dictionary<string, Uniform> this[int index] => Get(index);
public Dictionary<string, Uniform> Get(int index)
{
collection = new UniformCollection()
if (!storedUniforms.ContainsKey(index))
{
ParentShader = Parent
};
Dictionary<string, Uniform> dic = storedUniforms[index] = new Dictionary<string, Uniform>();
for (int i = 0; i < uniformNames.Count; i++)
{
dic.Add(uniformNames[i], new Uniform(Name + $"[{index}]." + uniformNames[i], ParentShader, Parent));
}
}
public void Set(Action<int, Uniform> setAction)
{
for (var i = 0; i < Size; i++) setAction(i, new Uniform(Location + i));
}
public void Set(Func<int, UniformCollection, bool> setAction)
{
collection.ParentShader ??= Parent;
for (var i = 0; i < Size; i++)
{
collection.KeyString = $"{Name}[{i}]";
foreach (var pair in Offsets)
collection.Set(pair.Key, new Uniform(Location + pair.Value + i));
if (!setAction(i, collection)) break;
}
return storedUniforms[index];
}
}
}

View file

@ -82,20 +82,16 @@ namespace SM.OGL.Shaders
{
Location = loc,
Name = keySplits[0],
Parent = ParentShader,
Struct = keySplits.Length > 2
Parent = this,
ParentShader = ParentShader
};
arrayFilled = true;
lastArrayKey = keySplits[0];
}
var curIndex = int.Parse(keySplits[1]);
if (array.Size < curIndex) array.Size = curIndex;
if (array.Struct)
if (!array.Offsets.ContainsKey(keySplits[2].Trim('.')))
array.Offsets.Add(keySplits[2].Trim('.'), loc - array.Location);
if (keySplits[1] == "0")
array.uniformNames.Add(keySplits[2].Substring(1));
}
else
{

View file

@ -60,7 +60,7 @@ namespace SM2D.Drawing
context.Material = _material;
context.Mesh = Plate.Object;
context.Instances[0].ModelMatrix = Matrix4.CreateScale(context.WorldScale.X, context.WorldScale.Y, 1);
context.ModelMaster = Matrix4.CreateScale(context.WorldScale.X, context.WorldScale.Y, 1);
context.Shader.Draw(context);
}

View file

@ -27,18 +27,16 @@ namespace SM2D.Shader
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes["color"] != null);
/*
Uniforms.GetArray("Instances").Set((i, uniforms) =>
UniformArray instances = Uniforms.GetArray("Instances");
for (int i = 0; i < context.Instances.Count; i++)
{
if (i >= context.Instances.Count) return false;
var shaderInstance = instances[i];
var instance = context.Instances[i];
uniforms["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
uniforms["TextureOffset"].SetUniform2(instance.TexturePosition);
uniforms["TextureScale"].SetUniform2(instance.TextureScale);
return true;
});*/
shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
shaderInstance["TextureOffset"].SetUniform2(instance.TexturePosition);
shaderInstance["TextureScale"].SetUniform2(instance.TextureScale);
}
// Fragment Uniforms
Uniforms["Tint"].SetUniform4(context.Material.Tint);

View file

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Security.Authentication.ExtendedProtection.Configuration;
@ -52,13 +53,17 @@ namespace SM_TEST
private static void WindowOnLoad(object sender, EventArgs e)
{
scene.ShowAxisHelper = true;
//scene.ShowAxisHelper = true;
DrawObject2D kasten = new DrawObject2D();
kasten.Texture = new Texture(new Bitmap("herosword.png"));
kasten.Transform.ApplyTextureSize(kasten.Texture, 500);
scene.Objects.Add(kasten);
DrawText text = new DrawText(font, "Text");
text.Transform.Position.Set(0, 500);
scene.Objects.Add(text);
//particles.Trigger();
}
}