| // |
| // Copyright 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Based on Simple_Texture2D.c from |
| // Book: OpenGL(R) ES 2.0 Programming Guide |
| // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
| // ISBN-10: 0321502795 |
| // ISBN-13: 9780321502797 |
| // Publisher: Addison-Wesley Professional |
| // URLs: http://safari.informit.com/9780321563835 |
| // http://www.opengles-book.com |
| |
| #include "SampleApplication.h" |
| |
| #include "common/vector_utils.h" |
| #include "texture_utils.h" |
| #include "util/shader_utils.h" |
| |
| #include <cstring> |
| #include <iostream> |
| #include <vector> |
| |
| using namespace angle; |
| |
| class SimpleInstancingSample : public SampleApplication |
| { |
| public: |
| SimpleInstancingSample(int argc, char **argv) |
| : SampleApplication("SimpleInstancing", argc, argv) |
| {} |
| |
| bool initialize() override |
| { |
| // init instancing functions |
| char *extensionString = (char *)glGetString(GL_EXTENSIONS); |
| if (strstr(extensionString, "GL_ANGLE_instanced_arrays")) |
| { |
| mVertexAttribDivisorANGLE = |
| (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE"); |
| mDrawArraysInstancedANGLE = |
| (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE"); |
| mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress( |
| "glDrawElementsInstancedANGLE"); |
| } |
| |
| if (!mVertexAttribDivisorANGLE || !mDrawArraysInstancedANGLE || |
| !mDrawElementsInstancedANGLE) |
| { |
| std::cerr << "Unable to load GL_ANGLE_instanced_arrays entry points."; |
| return false; |
| } |
| |
| constexpr char kVS[] = R"(attribute vec3 a_position; |
| attribute vec2 a_texCoord; |
| attribute vec3 a_instancePos; |
| varying vec2 v_texCoord; |
| void main() |
| { |
| gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0); |
| v_texCoord = a_texCoord; |
| })"; |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| void main() |
| { |
| gl_FragColor = texture2D(s_texture, v_texCoord); |
| })"; |
| |
| mProgram = CompileProgram(kVS, kFS); |
| if (!mProgram) |
| { |
| return false; |
| } |
| |
| // Get the attribute locations |
| mPositionLoc = glGetAttribLocation(mProgram, "a_position"); |
| mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord"); |
| mInstancePosLoc = glGetAttribLocation(mProgram, "a_instancePos"); |
| |
| // Get the sampler location |
| mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); |
| |
| // Load the texture |
| mTextureID = CreateSimpleTexture2D(); |
| |
| // Initialize the vertex and index vectors |
| const GLfloat quadRadius = 0.01f; |
| |
| mVertices.push_back(Vector3(-quadRadius, quadRadius, 0.0f)); |
| mVertices.push_back(Vector3(-quadRadius, -quadRadius, 0.0f)); |
| mVertices.push_back(Vector3(quadRadius, -quadRadius, 0.0f)); |
| mVertices.push_back(Vector3(quadRadius, quadRadius, 0.0f)); |
| |
| mTexcoords.push_back(Vector2(0.0f, 0.0f)); |
| mTexcoords.push_back(Vector2(0.0f, 1.0f)); |
| mTexcoords.push_back(Vector2(1.0f, 1.0f)); |
| mTexcoords.push_back(Vector2(1.0f, 0.0f)); |
| |
| mIndices.push_back(0); |
| mIndices.push_back(1); |
| mIndices.push_back(2); |
| mIndices.push_back(0); |
| mIndices.push_back(2); |
| mIndices.push_back(3); |
| |
| // Tile thousands of quad instances |
| for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3) |
| { |
| for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3) |
| { |
| mInstances.push_back(Vector3(x, y, 0.0f)); |
| } |
| } |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| return true; |
| } |
| |
| void destroy() override |
| { |
| glDeleteProgram(mProgram); |
| glDeleteTextures(1, &mTextureID); |
| } |
| |
| void draw() override |
| { |
| // Set the viewport |
| glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); |
| |
| // Clear the color buffer |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Use the program object |
| glUseProgram(mProgram); |
| |
| // Load the vertex position |
| glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mVertices.data()); |
| glEnableVertexAttribArray(mPositionLoc); |
| |
| // Load the texture coordinate |
| glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mTexcoords.data()); |
| glEnableVertexAttribArray(mTexCoordLoc); |
| |
| // Load the instance position |
| glVertexAttribPointer(mInstancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data()); |
| glEnableVertexAttribArray(mInstancePosLoc); |
| |
| // Enable instancing |
| mVertexAttribDivisorANGLE(mInstancePosLoc, 1); |
| |
| // Bind the texture |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTextureID); |
| |
| // Set the sampler texture unit to 0 |
| glUniform1i(mSamplerLoc, 0); |
| |
| // Do the instanced draw |
| mDrawElementsInstancedANGLE(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()), |
| GL_UNSIGNED_SHORT, mIndices.data(), |
| static_cast<GLsizei>(mInstances.size())); |
| } |
| |
| private: |
| // Handle to a program object |
| GLuint mProgram; |
| |
| // Attribute locations |
| GLint mPositionLoc; |
| GLint mTexCoordLoc; |
| |
| // Sampler location |
| GLint mSamplerLoc; |
| |
| // Texture handle |
| GLuint mTextureID; |
| |
| // Instance VBO |
| GLint mInstancePosLoc; |
| |
| // Loaded entry points |
| PFNGLVERTEXATTRIBDIVISORANGLEPROC mVertexAttribDivisorANGLE; |
| PFNGLDRAWARRAYSINSTANCEDANGLEPROC mDrawArraysInstancedANGLE; |
| PFNGLDRAWELEMENTSINSTANCEDANGLEPROC mDrawElementsInstancedANGLE; |
| |
| // Vertex data |
| std::vector<Vector3> mVertices; |
| std::vector<Vector2> mTexcoords; |
| std::vector<Vector3> mInstances; |
| std::vector<GLushort> mIndices; |
| }; |
| |
| int main(int argc, char **argv) |
| { |
| SimpleInstancingSample app(argc, argv); |
| return app.run(); |
| } |