// // Copyright (c) 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 "Vector.h" #include "shader_utils.h" #include "texture_utils.h" #include #include #include class SimpleInstancingSample : public SampleApplication { public: SimpleInstancingSample() : SampleApplication("SimpleInstancing", 1280, 720) { } virtual bool initialize() { // 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; } const std::string vs = SHADER_SOURCE ( 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; } ); const std::string fs = SHADER_SOURCE ( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { gl_FragColor = texture2D(s_texture, v_texCoord); } ); mProgram = CompileProgram(vs, fs); 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; } virtual void destroy() { glDeleteProgram(mProgram); glDeleteTextures(1, &mTextureID); } virtual void draw() { // 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(mIndices.size()), GL_UNSIGNED_SHORT, mIndices.data(), static_cast(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 mVertices; std::vector mTexcoords; std::vector mInstances; std::vector mIndices; }; int main(int argc, char **argv) { SimpleInstancingSample app; return app.run(); }