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204 lines
6.2 KiB
C++
204 lines
6.2 KiB
C++
//
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// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Based on Simple_Texture2D.c from
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// Book: OpenGL(R) ES 2.0 Programming Guide
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// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
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// ISBN-10: 0321502795
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// ISBN-13: 9780321502797
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// Publisher: Addison-Wesley Professional
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// URLs: http://safari.informit.com/9780321563835
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// http://www.opengles-book.com
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#include "SampleApplication.h"
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#include "Vector.h"
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#include "shader_utils.h"
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#include "texture_utils.h"
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#include <cstring>
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#include <iostream>
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#include <vector>
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class SimpleInstancingSample : public SampleApplication
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{
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public:
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SimpleInstancingSample()
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: SampleApplication("SimpleInstancing", 1280, 720)
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{
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}
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virtual bool initialize()
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{
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// init instancing functions
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char *extensionString = (char*)glGetString(GL_EXTENSIONS);
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if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
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{
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mVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
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mDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
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mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
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}
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if (!mVertexAttribDivisorANGLE || !mDrawArraysInstancedANGLE || !mDrawElementsInstancedANGLE)
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{
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std::cerr << "Unable to load GL_ANGLE_instanced_arrays entry points.";
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return false;
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}
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const std::string vs = SHADER_SOURCE
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(
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attribute vec3 a_position;
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attribute vec2 a_texCoord;
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attribute vec3 a_instancePos;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
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v_texCoord = a_texCoord;
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}
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);
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const std::string fs = SHADER_SOURCE
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(
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D s_texture;
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void main()
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{
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gl_FragColor = texture2D(s_texture, v_texCoord);
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}
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);
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mProgram = CompileProgram(vs, fs);
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if (!mProgram)
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{
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return false;
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}
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// Get the attribute locations
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mPositionLoc = glGetAttribLocation(mProgram, "a_position");
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mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
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mInstancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
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// Get the sampler location
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mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
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// Load the texture
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mTextureID = CreateSimpleTexture2D();
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// Initialize the vertex and index vectors
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const GLfloat quadRadius = 0.01f;
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mVertices.push_back(Vector3(-quadRadius, quadRadius, 0.0f));
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mVertices.push_back(Vector3(-quadRadius, -quadRadius, 0.0f));
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mVertices.push_back(Vector3( quadRadius, -quadRadius, 0.0f));
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mVertices.push_back(Vector3( quadRadius, quadRadius, 0.0f));
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mTexcoords.push_back(Vector2(0.0f, 0.0f));
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mTexcoords.push_back(Vector2(0.0f, 1.0f));
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mTexcoords.push_back(Vector2(1.0f, 1.0f));
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mTexcoords.push_back(Vector2(1.0f, 0.0f));
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mIndices.push_back(0);
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mIndices.push_back(1);
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mIndices.push_back(2);
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mIndices.push_back(0);
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mIndices.push_back(2);
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mIndices.push_back(3);
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// Tile thousands of quad instances
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for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
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{
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for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
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{
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mInstances.push_back(Vector3(x, y, 0.0f));
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}
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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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return true;
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}
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virtual void destroy()
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{
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glDeleteProgram(mProgram);
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glDeleteTextures(1, &mTextureID);
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}
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virtual void draw()
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{
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// Set the viewport
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glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
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// Clear the color buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// Use the program object
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glUseProgram(mProgram);
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// Load the vertex position
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glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mVertices.data());
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glEnableVertexAttribArray(mPositionLoc);
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// Load the texture coordinate
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glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mTexcoords.data());
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glEnableVertexAttribArray(mTexCoordLoc);
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// Load the instance position
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glVertexAttribPointer(mInstancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data());
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glEnableVertexAttribArray(mInstancePosLoc);
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// Enable instancing
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mVertexAttribDivisorANGLE(mInstancePosLoc, 1);
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// Bind the texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mTextureID);
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// Set the sampler texture unit to 0
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glUniform1i(mSamplerLoc, 0);
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// Do the instanced draw
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mDrawElementsInstancedANGLE(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()),
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GL_UNSIGNED_SHORT, mIndices.data(),
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static_cast<GLsizei>(mInstances.size()));
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}
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private:
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// Handle to a program object
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GLuint mProgram;
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// Attribute locations
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GLint mPositionLoc;
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GLint mTexCoordLoc;
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// Sampler location
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GLint mSamplerLoc;
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// Texture handle
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GLuint mTextureID;
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// Instance VBO
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GLint mInstancePosLoc;
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// Loaded entry points
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PFNGLVERTEXATTRIBDIVISORANGLEPROC mVertexAttribDivisorANGLE;
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PFNGLDRAWARRAYSINSTANCEDANGLEPROC mDrawArraysInstancedANGLE;
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PFNGLDRAWELEMENTSINSTANCEDANGLEPROC mDrawElementsInstancedANGLE;
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// Vertex data
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std::vector<Vector3> mVertices;
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std::vector<Vector2> mTexcoords;
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std::vector<Vector3> mInstances;
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std::vector<GLushort> mIndices;
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};
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int main(int argc, char **argv)
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{
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SimpleInstancingSample app;
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return app.run();
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}
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