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Yann ALET

Instancing : Different textures for instances

5 posts in this topic

Hi there,
 
I am using instancing to draw a very large amount of cubes in a voxel world (yes another one ... ^_^). So far, all cubes used the same texture, but now i want to use different ones when i build the world.
All my textures are in a unique atlas sent to the GPU i sample from in the pixel shader.
So my question is this, performace wise, what is the best approach to display instanced cubes with different textures ?
With my limited experience, i see only two ways :
1- Instead of calling DrawIndexInstanced once for my 2 million cubes, i call it multiple times for each types of cubes (cubes with different textures).
2- I still call it once, but add a in the instance data the index of the texture in the atas, and to the UV lookup directly in the shader.
3- ?
 
I am tempted to go with option 2, but i fear doing the texture lookup so often is going to hurt performances real bad in the end.
 
Any suggestions ?
 
Thanks :-)
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Well they all have access to the full atlas which contains all possible textures for a cube, but i still need set UV coordinates for each vertex of my cube.

I'll make things easier (because i am terrible at explaining things) by submitting my atlas and my code.

 

Here is the old atlas i was using :

 

QSk9xWA.png

 

And i initialized vertices of my unique cube type like such :

float oneQuarter = (float)1/3;
float twoQuarter = (float)2/3;
Vertex::Basic32 vertices[] =
	{
		{ XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(twoQuarter, 1) },     // 0 - front face  - bottom left
		{ XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(1, 1) },            // 1 - left face   - bottom right
		{ XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(0, 0) },            // 2 - bottom face - top left -> clone

		{ XMFLOAT3(-0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(twoQuarter, 0) },     // 3 - front face  - top left
		{ XMFLOAT3(-0.5f, +0.5f, -0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(1, 0) },            // 4 - left face   - top right
		{ XMFLOAT3(-0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(oneQuarter, 1) },     // 5 - top face    - bottom left

		{ XMFLOAT3(+0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(1, 0) },            // 6 - front face  - top right
		{ XMFLOAT3(+0.5f, +0.5f, -0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(twoQuarter, 0) },     // 7 - right face  - top left
		{ XMFLOAT3(+0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(twoQuarter, 1) },     // 8 - top face    - bottom right

		{ XMFLOAT3(+0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(1, 1) },			  // 9 - front face  - bottom right
		{ XMFLOAT3(+0.5f, -0.5f, -0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(twoQuarter, 1) },    // 10 - right face  - bottom left
		{ XMFLOAT3(+0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(oneQuarter, 0) },    // 11 - bottom face - top right

		{ XMFLOAT3(-0.5f, -0.5f, +0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(twoQuarter, 1) },    // 12 - left face   - bottom left
		{ XMFLOAT3(-0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(1, 1) },           // 13 - back face   - bottom right
		{ XMFLOAT3(-0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(0, 1) },           // 14 - bottom face - bottom left

		{ XMFLOAT3(-0.5f, +0.5f, +0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(twoQuarter, 0) },    // 15 - left face   - top left
		{ XMFLOAT3(-0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(oneQuarter, 0) },    // 16 - top face    - top left  -> clone
		{ XMFLOAT3(-0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(1, 0) },			  // 17 - back face   - top right

		{ XMFLOAT3(+0.5f, +0.5f, +0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(1, 0) },           // 18 - right face  - top right
		{ XMFLOAT3(+0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(twoQuarter, 0) },    // 19 - top face    - top right -> clone
		{ XMFLOAT3(+0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(twoQuarter, 0) },    // 20 - back face   - top left 

		{ XMFLOAT3(+0.5f, -0.5f, +0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(1, 1) },           // 21 - right face  - bottom right
		{ XMFLOAT3(+0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(oneQuarter, 1) },    // 22 - bottom face - bottom right
		{ XMFLOAT3(+0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(twoQuarter, 1) },    // 23 - back face   - bottom left
	};	

Now, i have added a new texture to my atlas :

 

R8WnCgJ.png

 

So, i changed the above code to calculate UV based on texture index in the atlas (maybe that's not the right approach, i don't know :s).

void GeometryBuilder::MakeCube(Geometry& box, int bottomTextureIndex, int topTextureIndex, int sideTextureIndex)
{
	int numberOfTextures = 4;
	float textureWidth = 1.0f / numberOfTextures;

	Vertex::Basic32 vertices[] =
	{
		{ XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(textureWidth * sideTextureIndex, 1) },     // 0 - front face  - bottom left
		{ XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 1) },            // 1 - left face   - bottom right
		{ XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(textureWidth * (bottomTextureIndex), 0) },            // 2 - bottom face - top left -> clone

		{ XMFLOAT3(-0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(textureWidth * sideTextureIndex, 0) },     // 3 - front face  - top left
		{ XMFLOAT3(-0.5f, +0.5f, -0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 0) },            // 4 - left face   - top right
		{ XMFLOAT3(-0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(textureWidth * (topTextureIndex), 1) },     // 5 - top face    - bottom left

		{ XMFLOAT3(+0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 0) },            // 6 - front face  - top right
		{ XMFLOAT3(+0.5f, +0.5f, -0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex), 0) },     // 7 - right face  - top left
		{ XMFLOAT3(+0.5f, +0.5f, -0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(textureWidth * (topTextureIndex + 1), 1) },     // 8 - top face    - bottom right

		{ XMFLOAT3(+0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 1) },			  // 9 - front face  - bottom right
		{ XMFLOAT3(+0.5f, -0.5f, -0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex), 1) },    // 10 - right face  - bottom left
		{ XMFLOAT3(+0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(textureWidth * (bottomTextureIndex + 1), 0) },    // 11 - bottom face - top right

		{ XMFLOAT3(-0.5f, -0.5f, +0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex), 1) },    // 12 - left face   - bottom left
		{ XMFLOAT3(-0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 1) },           // 13 - back face   - bottom right
		{ XMFLOAT3(-0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(textureWidth * (bottomTextureIndex), 1) },           // 14 - bottom face - bottom left

		{ XMFLOAT3(-0.5f, +0.5f, +0.5f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex), 0) },    // 15 - left face   - top left
		{ XMFLOAT3(-0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(textureWidth * (topTextureIndex), 0) },    // 16 - top face    - top left  -> clone
		{ XMFLOAT3(-0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 0) },			  // 17 - back face   - top right

		{ XMFLOAT3(+0.5f, +0.5f, +0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 0) },           // 18 - right face  - top right
		{ XMFLOAT3(+0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, +1.0f, 0.0f), XMFLOAT2(textureWidth * (topTextureIndex + 1), 0) },    // 19 - top face    - top right -> clone
		{ XMFLOAT3(+0.5f, +0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(textureWidth * (sideTextureIndex), 0) },    // 20 - back face   - top left 

		{ XMFLOAT3(+0.5f, -0.5f, +0.5f), XMFLOAT3(+1.0f, 0.0f, 0.0f), XMFLOAT2(textureWidth * (sideTextureIndex + 1), 1) },           // 21 - right face  - bottom right
		{ XMFLOAT3(+0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(textureWidth * (bottomTextureIndex + 1), 1) },    // 22 - bottom face - bottom right
		{ XMFLOAT3(+0.5f, -0.5f, +0.5f), XMFLOAT3(0.0f, 0.0f, +1.0f), XMFLOAT2(textureWidth * (sideTextureIndex), 1) },    // 23 - back face   - bottom left
	};

// other stuff...	
}

This works, but forces me to call MakeCube for each type of cubes, and call DrawIndexedInstanced for each one of those.

Edited by Yann ALET
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Hi eppo !

Actually i implemented you 1st approach yesterday night and it works fine (but with artefects on edges as you mentionned).

A friend just told me 5 minutes ago about texture arrays which is EXACTLY what i need as you also suggested, so i'll implement that tonight, thank you so much !

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- If all cells in the texture are of equal size you can load them into a texture array and pass an array-index as instance data.

 

+2 for that one!

 

 

oh, wait!  it won't do it!.....   ohmy.png

Edited by Norman Barrows
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