| // | |
| // 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(); | |
| } |