xref: /aosp_15_r20/external/angle/samples/simple_instancing/SimpleInstancing.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
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