1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // Based on Simple_Texture2D.c from
8*8975f5c5SAndroid Build Coastguard Worker // Book: OpenGL(R) ES 2.0 Programming Guide
9*8975f5c5SAndroid Build Coastguard Worker // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
10*8975f5c5SAndroid Build Coastguard Worker // ISBN-10: 0321502795
11*8975f5c5SAndroid Build Coastguard Worker // ISBN-13: 9780321502797
12*8975f5c5SAndroid Build Coastguard Worker // Publisher: Addison-Wesley Professional
13*8975f5c5SAndroid Build Coastguard Worker // URLs: http://safari.informit.com/9780321563835
14*8975f5c5SAndroid Build Coastguard Worker // http://www.opengles-book.com
15*8975f5c5SAndroid Build Coastguard Worker
16*8975f5c5SAndroid Build Coastguard Worker #include "SampleApplication.h"
17*8975f5c5SAndroid Build Coastguard Worker
18*8975f5c5SAndroid Build Coastguard Worker #include "common/vector_utils.h"
19*8975f5c5SAndroid Build Coastguard Worker #include "texture_utils.h"
20*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
21*8975f5c5SAndroid Build Coastguard Worker
22*8975f5c5SAndroid Build Coastguard Worker #include <cstring>
23*8975f5c5SAndroid Build Coastguard Worker #include <iostream>
24*8975f5c5SAndroid Build Coastguard Worker #include <vector>
25*8975f5c5SAndroid Build Coastguard Worker
26*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
27*8975f5c5SAndroid Build Coastguard Worker
28*8975f5c5SAndroid Build Coastguard Worker class SimpleInstancingSample : public SampleApplication
29*8975f5c5SAndroid Build Coastguard Worker {
30*8975f5c5SAndroid Build Coastguard Worker public:
SimpleInstancingSample(int argc,char ** argv)31*8975f5c5SAndroid Build Coastguard Worker SimpleInstancingSample(int argc, char **argv)
32*8975f5c5SAndroid Build Coastguard Worker : SampleApplication("SimpleInstancing", argc, argv)
33*8975f5c5SAndroid Build Coastguard Worker {}
34*8975f5c5SAndroid Build Coastguard Worker
initialize()35*8975f5c5SAndroid Build Coastguard Worker bool initialize() override
36*8975f5c5SAndroid Build Coastguard Worker {
37*8975f5c5SAndroid Build Coastguard Worker // init instancing functions
38*8975f5c5SAndroid Build Coastguard Worker char *extensionString = (char *)glGetString(GL_EXTENSIONS);
39*8975f5c5SAndroid Build Coastguard Worker if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
40*8975f5c5SAndroid Build Coastguard Worker {
41*8975f5c5SAndroid Build Coastguard Worker mVertexAttribDivisorANGLE =
42*8975f5c5SAndroid Build Coastguard Worker (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
43*8975f5c5SAndroid Build Coastguard Worker mDrawArraysInstancedANGLE =
44*8975f5c5SAndroid Build Coastguard Worker (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
45*8975f5c5SAndroid Build Coastguard Worker mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress(
46*8975f5c5SAndroid Build Coastguard Worker "glDrawElementsInstancedANGLE");
47*8975f5c5SAndroid Build Coastguard Worker }
48*8975f5c5SAndroid Build Coastguard Worker
49*8975f5c5SAndroid Build Coastguard Worker if (!mVertexAttribDivisorANGLE || !mDrawArraysInstancedANGLE ||
50*8975f5c5SAndroid Build Coastguard Worker !mDrawElementsInstancedANGLE)
51*8975f5c5SAndroid Build Coastguard Worker {
52*8975f5c5SAndroid Build Coastguard Worker std::cerr << "Unable to load GL_ANGLE_instanced_arrays entry points.";
53*8975f5c5SAndroid Build Coastguard Worker return false;
54*8975f5c5SAndroid Build Coastguard Worker }
55*8975f5c5SAndroid Build Coastguard Worker
56*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(attribute vec3 a_position;
57*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_texCoord;
58*8975f5c5SAndroid Build Coastguard Worker attribute vec3 a_instancePos;
59*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
60*8975f5c5SAndroid Build Coastguard Worker void main()
61*8975f5c5SAndroid Build Coastguard Worker {
62*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
63*8975f5c5SAndroid Build Coastguard Worker v_texCoord = a_texCoord;
64*8975f5c5SAndroid Build Coastguard Worker })";
65*8975f5c5SAndroid Build Coastguard Worker
66*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(precision mediump float;
67*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
68*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture;
69*8975f5c5SAndroid Build Coastguard Worker void main()
70*8975f5c5SAndroid Build Coastguard Worker {
71*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2D(s_texture, v_texCoord);
72*8975f5c5SAndroid Build Coastguard Worker })";
73*8975f5c5SAndroid Build Coastguard Worker
74*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgram(kVS, kFS);
75*8975f5c5SAndroid Build Coastguard Worker if (!mProgram)
76*8975f5c5SAndroid Build Coastguard Worker {
77*8975f5c5SAndroid Build Coastguard Worker return false;
78*8975f5c5SAndroid Build Coastguard Worker }
79*8975f5c5SAndroid Build Coastguard Worker
80*8975f5c5SAndroid Build Coastguard Worker // Get the attribute locations
81*8975f5c5SAndroid Build Coastguard Worker mPositionLoc = glGetAttribLocation(mProgram, "a_position");
82*8975f5c5SAndroid Build Coastguard Worker mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
83*8975f5c5SAndroid Build Coastguard Worker mInstancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
84*8975f5c5SAndroid Build Coastguard Worker
85*8975f5c5SAndroid Build Coastguard Worker // Get the sampler location
86*8975f5c5SAndroid Build Coastguard Worker mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
87*8975f5c5SAndroid Build Coastguard Worker
88*8975f5c5SAndroid Build Coastguard Worker // Load the texture
89*8975f5c5SAndroid Build Coastguard Worker mTextureID = CreateSimpleTexture2D();
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker // Initialize the vertex and index vectors
92*8975f5c5SAndroid Build Coastguard Worker const GLfloat quadRadius = 0.01f;
93*8975f5c5SAndroid Build Coastguard Worker
94*8975f5c5SAndroid Build Coastguard Worker mVertices.push_back(Vector3(-quadRadius, quadRadius, 0.0f));
95*8975f5c5SAndroid Build Coastguard Worker mVertices.push_back(Vector3(-quadRadius, -quadRadius, 0.0f));
96*8975f5c5SAndroid Build Coastguard Worker mVertices.push_back(Vector3(quadRadius, -quadRadius, 0.0f));
97*8975f5c5SAndroid Build Coastguard Worker mVertices.push_back(Vector3(quadRadius, quadRadius, 0.0f));
98*8975f5c5SAndroid Build Coastguard Worker
99*8975f5c5SAndroid Build Coastguard Worker mTexcoords.push_back(Vector2(0.0f, 0.0f));
100*8975f5c5SAndroid Build Coastguard Worker mTexcoords.push_back(Vector2(0.0f, 1.0f));
101*8975f5c5SAndroid Build Coastguard Worker mTexcoords.push_back(Vector2(1.0f, 1.0f));
102*8975f5c5SAndroid Build Coastguard Worker mTexcoords.push_back(Vector2(1.0f, 0.0f));
103*8975f5c5SAndroid Build Coastguard Worker
104*8975f5c5SAndroid Build Coastguard Worker mIndices.push_back(0);
105*8975f5c5SAndroid Build Coastguard Worker mIndices.push_back(1);
106*8975f5c5SAndroid Build Coastguard Worker mIndices.push_back(2);
107*8975f5c5SAndroid Build Coastguard Worker mIndices.push_back(0);
108*8975f5c5SAndroid Build Coastguard Worker mIndices.push_back(2);
109*8975f5c5SAndroid Build Coastguard Worker mIndices.push_back(3);
110*8975f5c5SAndroid Build Coastguard Worker
111*8975f5c5SAndroid Build Coastguard Worker // Tile thousands of quad instances
112*8975f5c5SAndroid Build Coastguard Worker for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
113*8975f5c5SAndroid Build Coastguard Worker {
114*8975f5c5SAndroid Build Coastguard Worker for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker mInstances.push_back(Vector3(x, y, 0.0f));
117*8975f5c5SAndroid Build Coastguard Worker }
118*8975f5c5SAndroid Build Coastguard Worker }
119*8975f5c5SAndroid Build Coastguard Worker
120*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
121*8975f5c5SAndroid Build Coastguard Worker
122*8975f5c5SAndroid Build Coastguard Worker return true;
123*8975f5c5SAndroid Build Coastguard Worker }
124*8975f5c5SAndroid Build Coastguard Worker
destroy()125*8975f5c5SAndroid Build Coastguard Worker void destroy() override
126*8975f5c5SAndroid Build Coastguard Worker {
127*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mProgram);
128*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &mTextureID);
129*8975f5c5SAndroid Build Coastguard Worker }
130*8975f5c5SAndroid Build Coastguard Worker
draw()131*8975f5c5SAndroid Build Coastguard Worker void draw() override
132*8975f5c5SAndroid Build Coastguard Worker {
133*8975f5c5SAndroid Build Coastguard Worker // Set the viewport
134*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker // Clear the color buffer
137*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
138*8975f5c5SAndroid Build Coastguard Worker
139*8975f5c5SAndroid Build Coastguard Worker // Use the program object
140*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
141*8975f5c5SAndroid Build Coastguard Worker
142*8975f5c5SAndroid Build Coastguard Worker // Load the vertex position
143*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mVertices.data());
144*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mPositionLoc);
145*8975f5c5SAndroid Build Coastguard Worker
146*8975f5c5SAndroid Build Coastguard Worker // Load the texture coordinate
147*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mTexcoords.data());
148*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mTexCoordLoc);
149*8975f5c5SAndroid Build Coastguard Worker
150*8975f5c5SAndroid Build Coastguard Worker // Load the instance position
151*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mInstancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data());
152*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mInstancePosLoc);
153*8975f5c5SAndroid Build Coastguard Worker
154*8975f5c5SAndroid Build Coastguard Worker // Enable instancing
155*8975f5c5SAndroid Build Coastguard Worker mVertexAttribDivisorANGLE(mInstancePosLoc, 1);
156*8975f5c5SAndroid Build Coastguard Worker
157*8975f5c5SAndroid Build Coastguard Worker // Bind the texture
158*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
159*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextureID);
160*8975f5c5SAndroid Build Coastguard Worker
161*8975f5c5SAndroid Build Coastguard Worker // Set the sampler texture unit to 0
162*8975f5c5SAndroid Build Coastguard Worker glUniform1i(mSamplerLoc, 0);
163*8975f5c5SAndroid Build Coastguard Worker
164*8975f5c5SAndroid Build Coastguard Worker // Do the instanced draw
165*8975f5c5SAndroid Build Coastguard Worker mDrawElementsInstancedANGLE(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()),
166*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_SHORT, mIndices.data(),
167*8975f5c5SAndroid Build Coastguard Worker static_cast<GLsizei>(mInstances.size()));
168*8975f5c5SAndroid Build Coastguard Worker }
169*8975f5c5SAndroid Build Coastguard Worker
170*8975f5c5SAndroid Build Coastguard Worker private:
171*8975f5c5SAndroid Build Coastguard Worker // Handle to a program object
172*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
173*8975f5c5SAndroid Build Coastguard Worker
174*8975f5c5SAndroid Build Coastguard Worker // Attribute locations
175*8975f5c5SAndroid Build Coastguard Worker GLint mPositionLoc;
176*8975f5c5SAndroid Build Coastguard Worker GLint mTexCoordLoc;
177*8975f5c5SAndroid Build Coastguard Worker
178*8975f5c5SAndroid Build Coastguard Worker // Sampler location
179*8975f5c5SAndroid Build Coastguard Worker GLint mSamplerLoc;
180*8975f5c5SAndroid Build Coastguard Worker
181*8975f5c5SAndroid Build Coastguard Worker // Texture handle
182*8975f5c5SAndroid Build Coastguard Worker GLuint mTextureID;
183*8975f5c5SAndroid Build Coastguard Worker
184*8975f5c5SAndroid Build Coastguard Worker // Instance VBO
185*8975f5c5SAndroid Build Coastguard Worker GLint mInstancePosLoc;
186*8975f5c5SAndroid Build Coastguard Worker
187*8975f5c5SAndroid Build Coastguard Worker // Loaded entry points
188*8975f5c5SAndroid Build Coastguard Worker PFNGLVERTEXATTRIBDIVISORANGLEPROC mVertexAttribDivisorANGLE;
189*8975f5c5SAndroid Build Coastguard Worker PFNGLDRAWARRAYSINSTANCEDANGLEPROC mDrawArraysInstancedANGLE;
190*8975f5c5SAndroid Build Coastguard Worker PFNGLDRAWELEMENTSINSTANCEDANGLEPROC mDrawElementsInstancedANGLE;
191*8975f5c5SAndroid Build Coastguard Worker
192*8975f5c5SAndroid Build Coastguard Worker // Vertex data
193*8975f5c5SAndroid Build Coastguard Worker std::vector<Vector3> mVertices;
194*8975f5c5SAndroid Build Coastguard Worker std::vector<Vector2> mTexcoords;
195*8975f5c5SAndroid Build Coastguard Worker std::vector<Vector3> mInstances;
196*8975f5c5SAndroid Build Coastguard Worker std::vector<GLushort> mIndices;
197*8975f5c5SAndroid Build Coastguard Worker };
198*8975f5c5SAndroid Build Coastguard Worker
main(int argc,char ** argv)199*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
200*8975f5c5SAndroid Build Coastguard Worker {
201*8975f5c5SAndroid Build Coastguard Worker SimpleInstancingSample app(argc, argv);
202*8975f5c5SAndroid Build Coastguard Worker return app.run();
203*8975f5c5SAndroid Build Coastguard Worker }
204