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Mesh Instancing Support Added

With mesh instancing you can draw thousands of copies of a mesh in a single draw call (you can specify an arbitrary number of properties for your instances by attaching per instance data to your mesh to be instanced) without adversely affecting the frame rate. v0.41.8 of the SDK comes with a small demo app (example_Instancing) that demonstrates this feature in the engine and is accessible (along with code) from the editor’s samples browser shown on start up. Here’s a code snippet that illustrates the mesh instancing support:

    
    // ============================================
    // MESH INSTANCING - grid of boxes
    // ============================================

    // the base mesh we will instance
    auto box = static_cast<PrefabricatedMesh*>(firefly::SDK::GetInstance().CreateSceneItem(SceneItemType_BoxSceneItem));
    mainScene->InsertChildAtIndex(*box);

    // per instance transforms (i.e. position, rotation and scale)
    int WIDTH, HEIGHT, DEPTH;
    WIDTH = HEIGHT = DEPTH = 10;
    int INSTANCE_COUNT = WIDTH * HEIGHT * DEPTH;
    transforms = new glm::mat4[INSTANCE_COUNT];
    float meshWidth, meshHeight, meshDepth;
    meshWidth = meshHeight = meshDepth = 4.f;
    float xorig = -((WIDTH  * meshWidth)  / 2.f) + (meshWidth  / 2.f);
    float yorig = -((HEIGHT * meshHeight) / 2.f) + (meshHeight / 2.f);
    float zorig = -((DEPTH  * meshDepth)  / 2.f) + (meshDepth  / 2.f);
    int i = 0;
    for(int x = 0; x < WIDTH; x++)
    {
        float xpos = xorig + (x * meshWidth);
        for(int y = 0; y < HEIGHT; y++)
        {
            float ypos = yorig + (y * meshHeight);
            for(int z = 0; z < DEPTH; z++)
            {
                float zpos = zorig + (z * meshDepth);
                transforms[i++] = glm::translate(glm::mat4(1.f), glm::vec3(xpos, ypos, zpos));
            }
        }
    }

    // tell the mesh the instance count
    box->SetInstanceCount(INSTANCE_COUNT);

    // create an instance data buffer
    auto instanceData = (VertexBuffer*)SDK::GetInstance().CreateVertexBuffer();

    // pack the per-instance data into the data buffer
    instanceData->InitInstanceDataBuffer(INSTANCE_COUNT * sizeof(glm::mat4), &transforms[0]);

    // specify the data layout (instance data -> shader attribute location mappings)
    auto mesh = box->GetMesh();
    mesh->BindVAO();
        instanceData->BindDataBuffer();
        instanceData->SetDataArrayMapping({4, 4, VertexBuffer::DataType::Float, 0, sizeof(glm::mat4), (void*)0});
        instanceData->SetDataArrayMapping({5, 4, VertexBuffer::DataType::Float, 0, sizeof(glm::mat4), (void*)(1 * sizeof(glm::vec4))});
        instanceData->SetDataArrayMapping({6, 4, VertexBuffer::DataType::Float, 0, sizeof(glm::mat4), (void*)(2 * sizeof(glm::vec4))});
        instanceData->SetDataArrayMapping({7, 4, VertexBuffer::DataType::Float, 0, sizeof(glm::mat4), (void*)(3 * sizeof(glm::vec4))});
        instanceData->SetDataArrayDivisor({4, 1});
        instanceData->SetDataArrayDivisor({5, 1});
        instanceData->SetDataArrayDivisor({6, 1});
        instanceData->SetDataArrayDivisor({7, 1});
    mesh->UnbindVAO();

    // attach the per-instance data buffer to the mesh (it will take ownership of the buffer)
    // nb. only needed if you intend to save the instance data along with the mesh otherwise you can destroy it
    // as it's now managed by the VAO
    mesh->Attach(*instanceData);

    // Shader (that supports a per-instance mat4 shader input (attribute) at location 4)
    // nb. vertex_position and vertex_texcoord0 are engine built-in attributes (see shader reference)
    // nb. ProjectionMatrix and ViewMatrix are engine built-in uniforms
    SimpleShader* shader = static_cast<SimpleShader*>(SDK::GetInstance().CreateSceneItem(SceneItemType_SimpleShader));
    shader->SetVertexShader("#version 330 core\n"
                            "layout (location = 0) in vec3 vertex_position;\n"
                            "layout (location = 2) in vec2 vertex_texcoord0;\n"
                            "layout (location = 4) in mat4 instance_matrix;\n"
                            "out vec2 TexCoords;\n"
                            "uniform mat4 ProjectionMatrix;\n"
                            "uniform mat4 ViewMatrix;\n"
                            "void main()\n"
                            "{\n"
                            "    TexCoords = vertex_texcoord0;\n"
                            "    gl_Position = ProjectionMatrix * ViewMatrix * instance_matrix * vec4(vertex_position, 1.0f);\n"
                            "}");
    shader->SetFragmentShader("#version 330 core\n"
                              "out vec4 FragColor;\n"
                              "in vec2 TexCoords;\n"
                              "uniform sampler2D sampler;\n"
                              "void main()\n"
                              "{\n"
                              "    FragColor = texture(sampler, TexCoords);\n"
                              "}");
    shader->Compile();
    shader->Link();
    shader->Bind();
    shader->SetPropertyValueByName("sampler", TextureManager::GetInstance().TextureWithName(GetFireflyDir() + "default_texture.png"));
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Navigation meshes, crowds, agents and obstacles

The key components are; TiledNavMeshComponent, NavMeshCrowdComponent, NavMeshObstacle and NavMeshAgent. As can be seen from the video in the editor you can now import models then generate navigable areas for agents to move around. Within the editor you can then wire up input devices to scripts that then perform ray -> mesh intersection to move your agents. The entire scene (models, nav mesh, agents, scripts and input handling) can then be saved to file or published as a code project from within the editor. A typical script (that is saved into the scene file) is included below. You would typically trigger this script in response to an event (i.e. an input device event – by adding a Mouse input device to the scene and wiring up its onMouseButtonDown event to the script’s execute method or in response to an object entering a collision volume. (see the collision volume support in the video log).

require('fireflyscript')
require('ext_NavigationScript')

-- find the agent, nav mesh and crowd
scene            = sdk:GetScene()
agent            = scene:Find('Agent')
navMesh          = scene:Find('NavMesh')
agentComponent   = ext_NavigationScript.GetComponent_Navigation_NavMeshAgentComponent(agent)
crowdComponent   = ext_NavigationScript.GetComponent_Navigation_NavMeshCrowdComponent(navMesh)
navMeshComponent = ext_NavigationScript.GetComponent_Navigation_TiledNavMeshComponent(navMesh)

-- unproject the current mouse pos at both near / far clip planes
mousePos     = sdk:GetMousePosition()
pickRayNear  = fireflyscript.vec3()
pickRayFar   = fireflyscript.vec3()
sdk:UnprojectNearFar(mousePos:GetX(), mousePos:GetY(), pickRayNear, pickRayFar)

-- obtain navigation mesh transform
navMesh      = fireflyscript.CastSceneItemToPickableSceneItem(navMesh)
worldToLocal = navMesh:GetWorldMatrixInverse()
localToWorld = navMesh:GetWorldMatrix()

-- test pick ray against nav mesh geometry
geom                   = navMeshComponent:GetMesh()
localPickRayNear       = worldToLocal * fireflyscript.vec4(pickRayNear, 1)
localPickRayFar        = worldToLocal * fireflyscript.vec4(pickRayFar, 1)
localIntersectionPoint = fireflyscript.vec3()
geom:LineTest(fireflyscript.vec3(localPickRayNear), fireflyscript.vec3(localPickRayFar), localIntersectionPoint)

-- move the agent(s)
crowdComponent:SetTargetPoint(fireflyscript.vec3(localToWorld * fireflyscript.vec4(localIntersectionPoint,1)))
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Cross compiling C/C++ libraries for Android (updated)

There are a few forms a C/C++ library that you want to cross compile to Android might come in.

For instance:

  • An Autotools project
  • A CMake project

To get started let’s make a standalone Android toolchain (a toolchain being compilers, libraries and headers for cross compiling our source code to a specific target architecture and platform ABI) . Continue reading Cross compiling C/C++ libraries for Android (updated)