Edit

kc3-lang/angle/samples/simple_instancing

Branch :

  • Show log

    Commit

  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • SimpleInstancing.cpp
  • //
    // 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 "common/vector_utils.h"
    #include "shader_utils.h"
    #include "texture_utils.h"
    
    #include <cstring>
    #include <iostream>
    #include <vector>
    
    using namespace angle;
    
    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 =
                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;
                })";
    
            const std::string fs =
                R"(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<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;
        return app.run();
    }