3d: Implement per-instance billboard vertices and UVs

Store the four billboard vertex positions and UVs in each RE_instance
and use them for regular billboard rendering. The static billboard mesh
is kept for billboard particles.
This commit is contained in:
kichikuou
2026-09-12 11:00:57 +09:00
parent 02f29b6c6d
commit e14b4bca79
5 changed files with 85 additions and 36 deletions
+3
View File
@@ -217,6 +217,8 @@ struct RE_instance {
// Billboards
enum RE_draw_type draw_type;
vec3 vertex_pos[4];
vec2 vertex_uv[4];
// Lights
vec3 vec;
@@ -260,6 +262,7 @@ bool RE_instance_load_next_motion(struct RE_instance *instance, const char *name
bool RE_instance_free_next_motion(struct RE_instance *instance);
bool RE_instance_set_mesh_show(struct RE_instance *instance, const char *mesh_name, bool show);
bool RE_instance_set_vertex_pos(struct RE_instance *instance, int index, float x, float y, float z);
bool RE_instance_set_vertex_uv(struct RE_instance *instance, int index, float u, float v);
int RE_instance_get_bone_index(struct RE_instance *instance, const char *name);
bool RE_instance_trans_local_pos_to_world_pos_by_bone(struct RE_instance *instance, int bone, vec3 offset, vec3 out);
float RE_instance_calc_height(struct RE_instance *instance, float x, float z);
+4 -2
View File
@@ -201,8 +201,10 @@ struct RE_renderer {
GLint blend_tex;
GLint use_blend_texture;
GLuint billboard_vao;
GLuint billboard_attr_buffer;
GLuint billboard_particle_vao;
GLuint billboard_particle_attr_buffer;
GLuint billboard_instance_vao;
GLuint billboard_instance_attr_buffer;
struct hash_table *billboard_textures; // cg_no -> struct billboard_texture*
uint32_t last_frame_timestamp;
+25 -8
View File
@@ -53,6 +53,14 @@ static struct RE_instance *create_instance(struct RE_plugin *plugin)
instance->use_mag_speed = true;
instance->column_height = 1.0f;
instance->column_radius = 1.0f;
glm_vec3_copy((vec3){-1.0f, 2.0f, 0.0f}, instance->vertex_pos[0]);
glm_vec3_copy((vec3){-1.0f, 0.0f, 0.0f}, instance->vertex_pos[1]);
glm_vec3_copy((vec3){ 1.0f, 2.0f, 0.0f}, instance->vertex_pos[2]);
glm_vec3_copy((vec3){ 1.0f, 0.0f, 0.0f}, instance->vertex_pos[3]);
glm_vec2_copy((vec2){0.0f, 0.0f}, instance->vertex_uv[0]);
glm_vec2_copy((vec2){0.0f, 1.0f}, instance->vertex_uv[1]);
glm_vec2_copy((vec2){1.0f, 0.0f}, instance->vertex_uv[2]);
glm_vec2_copy((vec2){1.0f, 1.0f}, instance->vertex_uv[3]);
glm_mat4_identity(instance->local_transform);
glm_mat3_identity(instance->normal_transform);
return instance;
@@ -610,19 +618,28 @@ bool RE_instance_set_mesh_show(struct RE_instance *instance, const char *mesh_na
return false;
}
// Converts from the (top-left, top-right, bottom-left, bottom-right) order used
// by the API to the vertex order of the billboard mesh.
static const int billboard_vertex_index[4] = {0, 2, 1, 3};
bool RE_instance_set_vertex_pos(struct RE_instance *instance, int index, float x, float y, float z)
{
if (!instance)
if (!instance || (unsigned)index >= 4)
return false;
if (instance->type != RE_ITYPE_BILLBOARD)
ERROR("not implemented");
// Hack: This works because SetInstanceVertexPos is only used to scale
// billboards, and SetInstanceScale is not used for billboards.
if (index == 1) {
instance->scale[0] = x;
instance->scale[1] = y / 2.0;
}
return false;
glm_vec3_copy((vec3){x, y, z}, instance->vertex_pos[billboard_vertex_index[index]]);
return true;
}
bool RE_instance_set_vertex_uv(struct RE_instance *instance, int index, float u, float v)
{
if (!instance || (unsigned)index >= 4)
return false;
if (instance->type != RE_ITYPE_BILLBOARD)
ERROR("not implemented");
glm_vec2_copy((vec2){u, v}, instance->vertex_uv[billboard_vertex_index[index]]);
return true;
}
int RE_instance_get_bone_index(struct RE_instance *instance, const char *name)
+47 -24
View File
@@ -166,24 +166,8 @@ static void destroy_outline_renderer(struct outline_renderer *or)
glDeleteProgram(or->program);
}
static void init_billboard_mesh(struct RE_renderer *r)
static void init_billboard_unused_vertex_attrs(void)
{
static const GLfloat vertices[] = {
// x, y, z, u, v
-1.0, 1.0, 0.0, 0.0, 0.0,
-1.0, -1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0, 0.0,
1.0, -1.0, 0.0, 1.0, 1.0,
};
glGenVertexArrays(1, &r->billboard_vao);
glBindVertexArray(r->billboard_vao);
glGenBuffers(1, &r->billboard_attr_buffer);
glBindBuffer(GL_ARRAY_BUFFER, r->billboard_attr_buffer);
glEnableVertexAttribArray(VATTR_POS);
glVertexAttribPointer(VATTR_POS, 3, GL_FLOAT, GL_FALSE, 20, (const void *)0);
glEnableVertexAttribArray(VATTR_UV);
glVertexAttribPointer(VATTR_UV, 2, GL_FLOAT, GL_FALSE, 20, (const void *)12);
glDisableVertexAttribArray(VATTR_LIGHT_UV);
glVertexAttrib2f(VATTR_LIGHT_UV, 0.0, 0.0);
glDisableVertexAttribArray(VATTR_COLOR);
@@ -196,8 +180,39 @@ static void init_billboard_mesh(struct RE_renderer *r)
glVertexAttribI4i(VATTR_BONE_INDEX, 0, 0, 0, 0);
glDisableVertexAttribArray(VATTR_BONE_WEIGHT);
glVertexAttrib4f(VATTR_BONE_WEIGHT, 0.0, 0.0, 0.0, 0.0);
}
static void init_billboard_mesh(struct RE_renderer *r)
{
static const GLfloat vertices[] = {
// x, y, z, u, v
-1.0, 1.0, 0.0, 0.0, 0.0,
-1.0, -1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0, 0.0,
1.0, -1.0, 0.0, 1.0, 1.0,
};
glGenBuffers(1, &r->billboard_particle_attr_buffer);
glBindBuffer(GL_ARRAY_BUFFER, r->billboard_particle_attr_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &r->billboard_instance_attr_buffer);
glGenVertexArrays(1, &r->billboard_particle_vao);
glBindVertexArray(r->billboard_particle_vao);
glBindBuffer(GL_ARRAY_BUFFER, r->billboard_particle_attr_buffer);
glEnableVertexAttribArray(VATTR_POS);
glVertexAttribPointer(VATTR_POS, 3, GL_FLOAT, GL_FALSE, 20, (const void *)0);
glEnableVertexAttribArray(VATTR_UV);
glVertexAttribPointer(VATTR_UV, 2, GL_FLOAT, GL_FALSE, 20, (const void *)12);
init_billboard_unused_vertex_attrs();
glGenVertexArrays(1, &r->billboard_instance_vao);
glBindVertexArray(r->billboard_instance_vao);
glBindBuffer(GL_ARRAY_BUFFER, r->billboard_instance_attr_buffer);
glEnableVertexAttribArray(VATTR_POS);
glVertexAttribPointer(VATTR_POS, 3, GL_FLOAT, GL_FALSE, 20, (const void *)0);
glEnableVertexAttribArray(VATTR_UV);
glVertexAttribPointer(VATTR_UV, 2, GL_FLOAT, GL_FALSE, 20, (const void *)12);
init_billboard_unused_vertex_attrs();
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -205,8 +220,10 @@ static void init_billboard_mesh(struct RE_renderer *r)
static void destroy_billboard_mesh(struct RE_renderer *r)
{
glDeleteVertexArrays(1, &r->billboard_vao);
glDeleteBuffers(1, &r->billboard_attr_buffer);
glDeleteVertexArrays(1, &r->billboard_particle_vao);
glDeleteVertexArrays(1, &r->billboard_instance_vao);
glDeleteBuffers(1, &r->billboard_particle_attr_buffer);
glDeleteBuffers(1, &r->billboard_instance_attr_buffer);
}
struct RE_renderer *RE_renderer_new(void)
@@ -603,8 +620,6 @@ static void render_billboard(struct RE_instance *inst, struct RE_renderer *r, ma
glm_mat4_pick3t(view_mat, rot);
glm_mat4_ins3(rot, local_transform);
glm_scale(local_transform, inst->scale);
// Billboard instances are bottomed at y=0.
glm_translate_y(local_transform, 1.0);
mat3 normal_transform;
// This should be safe because billboards do not have non-uniform scaling.
glm_mat4_pick3(local_transform, normal_transform);
@@ -629,7 +644,15 @@ static void render_billboard(struct RE_instance *inst, struct RE_renderer *r, ma
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, bt->texture);
glUniform1i(r->texture, 0);
glBindVertexArray(r->billboard_vao);
GLfloat vertices[4][5];
for (int i = 0; i < 4; i++) {
glm_vec3_copy(inst->vertex_pos[i], vertices[i]);
glm_vec2_copy(inst->vertex_uv[i], vertices[i] + 3);
}
glBindVertexArray(r->billboard_instance_vao);
glBindBuffer(GL_ARRAY_BUFFER, r->billboard_instance_attr_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -649,7 +672,7 @@ static void render_billboard_particles(struct RE_renderer *r, struct RE_instance
glActiveTexture(GL_TEXTURE0);
glUniform1i(r->texture, 0);
glBindVertexArray(r->billboard_vao);
glBindVertexArray(r->billboard_particle_vao);
for (int index = 0; index < pae_obj->nr_particles; index++) {
struct particle_instance *pi = &po->instances[index];
@@ -742,7 +765,7 @@ static void render_s3de_billboard_particles(struct RE_renderer *r, struct RE_ins
}
glActiveTexture(GL_TEXTURE0);
glUniform1i(r->texture, 0);
glBindVertexArray(r->billboard_vao);
glBindVertexArray(r->billboard_particle_vao);
glDisable(GL_CULL_FACE);
glBindTexture(GL_TEXTURE_2D, bt->texture);
+6 -2
View File
@@ -2405,7 +2405,11 @@ static bool SealEngine_GetInstanceAngleB(int plugin, int instance, float *angle_
return true;
}
//bool SealEngine_SetInstanceVertexUV(int PluginNumber, int InstanceNumber, int Index, float U, float V);
static bool SealEngine_SetInstanceVertexUV(int plugin, int instance, int index, float u, float v)
{
return RE_instance_set_vertex_uv(get_instance(plugin, instance), index, u, v);
}
//bool SealEngine_GetInstanceDiffuse(int PluginNumber, int InstanceNumber, float *pR, float *pG, float *pB);
//bool SealEngine_GetInstanceAmbient(int PluginNumber, int InstanceNumber, float *pR, float *pG, float *pB);
@@ -2636,7 +2640,7 @@ HLL_QUIET_UNIMPLEMENTED(false, bool, SealEngine, IsThreadLoadingMode, int Plugin
HLL_EXPORT(GetInstanceAngle, SealEngine_GetInstanceAngle), \
HLL_EXPORT(GetInstanceAngleP, SealEngine_GetInstanceAngleP), \
HLL_EXPORT(GetInstanceAngleB, SealEngine_GetInstanceAngleB), \
HLL_TODO_EXPORT(SetInstanceVertexUV, SealEngine_SetInstanceVertexUV), \
HLL_EXPORT(SetInstanceVertexUV, SealEngine_SetInstanceVertexUV), \
HLL_TODO_EXPORT(GetInstanceDiffuse, SealEngine_GetInstanceDiffuse), \
HLL_TODO_EXPORT(GetInstanceAmbient, SealEngine_GetInstanceAmbient), \
HLL_EXPORT(GetInstanceAlpha, SealEngine_GetInstanceAlpha), \