Commit 8dd592bf by Geoff Lang

Port the SimpleInstancing sample to the new sample framework.

Add a Vector2 type for storing texcoords and improve the sample by having it draw several thousand instances instead of two. BUG=angle:521 Change-Id: I87996a90000a83bc66d091c7537ea411080d7e9f Reviewed-on: https://chromium-review.googlesource.com/188723Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 8b4f8f84
...@@ -169,6 +169,10 @@ ...@@ -169,6 +169,10 @@
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......
...@@ -17,6 +17,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "All", "All.vcxproj", "{D048 ...@@ -17,6 +17,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "All", "All.vcxproj", "{D048
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{37E1BB43-65DC-A25A-042E-30B88E6C75A2} = {37E1BB43-65DC-A25A-042E-30B88E6C75A2} {37E1BB43-65DC-A25A-042E-30B88E6C75A2} = {37E1BB43-65DC-A25A-042E-30B88E6C75A2}
{8C20B90A-FBCB-B63F-435A-3299A1C38B2C} = {8C20B90A-FBCB-B63F-435A-3299A1C38B2C} {8C20B90A-FBCB-B63F-435A-3299A1C38B2C} = {8C20B90A-FBCB-B63F-435A-3299A1C38B2C}
{130A534E-6BA3-DB9C-B0D2-5ACE5CCB2632} = {130A534E-6BA3-DB9C-B0D2-5ACE5CCB2632}
{0BD6333E-E82C-7665-C386-CDA40096413D} = {0BD6333E-E82C-7665-C386-CDA40096413D} {0BD6333E-E82C-7665-C386-CDA40096413D} = {0BD6333E-E82C-7665-C386-CDA40096413D}
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{459E5678-892C-4EF9-6ED8-0D9E5272B4FF} = {459E5678-892C-4EF9-6ED8-0D9E5272B4FF} {459E5678-892C-4EF9-6ED8-0D9E5272B4FF} = {459E5678-892C-4EF9-6ED8-0D9E5272B4FF}
...@@ -106,6 +107,13 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sample_util", "..\samples\s ...@@ -106,6 +107,13 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sample_util", "..\samples\s
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ProjectSection(ProjectDependencies) = postProject ProjectSection(ProjectDependencies) = postProject
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...@@ -153,6 +161,10 @@ Global ...@@ -153,6 +161,10 @@ Global
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......
...@@ -121,11 +121,13 @@ ...@@ -121,11 +121,13 @@
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......
...@@ -19,6 +19,9 @@ ...@@ -19,6 +19,9 @@
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...@@ -64,6 +67,9 @@ ...@@ -64,6 +67,9 @@
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......
...@@ -81,6 +81,13 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sample_util", "sample_util. ...@@ -81,6 +81,13 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sample_util", "sample_util.
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...@@ -128,6 +135,10 @@ Global ...@@ -128,6 +135,10 @@ Global
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......
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//
// Modified from Simple_Texture2D found in:
// 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
//
// Simple_Instancing.c
//
// This is a simple example that draws two quads with a 2D
// texture image. The purpose of this example is to demonstrate
// the basics of ANGLE instancing in GLESv2.
//
#include <stdlib.h>
#include "esUtil.h"
#include <GLES2/gl2ext.h>
PFNGLVERTEXATTRIBDIVISORANGLEPROC glVertexAttribDivisorANGLE;
PFNGLDRAWARRAYSINSTANCEDANGLEPROC glDrawArraysInstancedANGLE;
PFNGLDRAWELEMENTSINSTANCEDANGLEPROC glDrawElementsInstancedANGLE;
typedef struct
{
// Handle to a program object
GLuint programObject;
// Attribute locations
GLint positionLoc;
GLint texCoordLoc;
// Sampler location
GLint samplerLoc;
// Texture handle
GLuint textureId;
// Instance VBO
GLint instancePosLoc;
} UserData;
///
// Create a simple 2x2 texture image with four different colors
//
GLuint CreateSimpleTexture2D( )
{
// Texture object handle
GLuint textureId;
// 2x2 Image, 3 bytes per pixel (R, G, B)
GLubyte pixels[4 * 3] =
{
255, 0, 0, // Red
0, 255, 0, // Green
0, 0, 255, // Blue
255, 255, 0 // Yellow
};
// Use tightly packed data
glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
// Generate a texture object
glGenTextures ( 1, &textureId );
// Bind the texture object
glBindTexture ( GL_TEXTURE_2D, textureId );
// Load the texture
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
// Set the filtering mode
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
return textureId;
}
///
// Initialize the shader and program object
//
int Init ( ESContext *esContext )
{
// init instancing functions
char *extensionString = (char*) glGetString(GL_EXTENSIONS);
UserData *userData = esContext->userData;
GLbyte vShaderStr[] =
"attribute vec3 a_position; \n"
"attribute vec2 a_texCoord; \n"
"attribute vec3 a_instancePos;\n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0); \n"
" v_texCoord = a_texCoord; \n"
"} \n";
GLbyte fShaderStr[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
{
glVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
glDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
glDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
}
// Load the shaders and get a linked program object
userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
// Get the attribute locations
userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
userData->instancePosLoc = glGetAttribLocation ( userData->programObject, "a_instancePos" );
// Get the sampler location
userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
// Load the texture
userData->textureId = CreateSimpleTexture2D ();
glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
return TRUE;
}
///
// Draw a triangle using the shader pair created in Init()
//
void Draw ( ESContext *esContext )
{
UserData *userData = (UserData*) esContext->userData;
GLfloat vVertices[] = { -0.2f, 0.2f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.2f, -0.2f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.2f, -0.2f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.2f, 0.2f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
GLfloat instanceVerts [] = { -0.3f, -0.3f, 0.0f, 0.3f, 0.3f, 0.0f };
// Set the viewport
glViewport ( 0, 0, esContext->width, esContext->height );
// Clear the color buffer
glClear ( GL_COLOR_BUFFER_BIT );
// Use the program object
glUseProgram ( userData->programObject );
// Load the vertex position
glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), vVertices );
// Load the texture coordinate
glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
// Load the instance position
glVertexAttribPointer ( userData->instancePosLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), instanceVerts );
glEnableVertexAttribArray ( userData->positionLoc );
glEnableVertexAttribArray ( userData->texCoordLoc );
glEnableVertexAttribArray ( userData->instancePosLoc );
// Enable instancing
glVertexAttribDivisorANGLE( userData->instancePosLoc, 1 );
// Bind the texture
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, userData->textureId );
// Set the sampler texture unit to 0
glUniform1i ( userData->samplerLoc, 0 );
glDrawElementsInstancedANGLE ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices, 2 );
eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
}
///
// Cleanup
//
void ShutDown ( ESContext *esContext )
{
UserData *userData = (UserData*) esContext->userData;
// Delete texture object
glDeleteTextures ( 1, &userData->textureId );
// Delete program object
glDeleteProgram ( userData->programObject );
}
int main ( int argc, char *argv[] )
{
ESContext esContext;
UserData userData;
esInitContext ( &esContext );
esContext.userData = &userData;
esCreateWindow ( &esContext, TEXT("Simple Instancing"), 320, 240, ES_WINDOW_RGB );
if ( !Init ( &esContext ) )
return 0;
esRegisterDrawFunc ( &esContext, Draw );
esMainLoop ( &esContext );
ShutDown ( &esContext );
}
...@@ -8,6 +8,43 @@ ...@@ -8,6 +8,43 @@
#include <math.h> #include <math.h>
Vector2::Vector2()
: x(0.0),
y(0.0)
{
}
Vector2::Vector2(float x, float y)
: x(x),
y(y)
{
}
float Vector2::length(const Vector2 &vec)
{
float lenSquared = lengthSquared(vec);
return (lenSquared != 0.0f) ? sqrt(lenSquared) : 0.0f;
}
float Vector2::lengthSquared(const Vector2 &vec)
{
return vec.x * vec.x +
vec.y * vec.y;
}
Vector2 Vector2::normalize(const Vector2 &vec)
{
Vector2 ret(0.0f, 0.0f);
float len = length(vec);
if (len != 0.0f)
{
float invLen = 1.0f / len;
ret.x = vec.x * invLen;
ret.y = vec.y * invLen;
}
return ret;
}
Vector3::Vector3() Vector3::Vector3()
: x(0.0), : x(0.0),
y(0.0), y(0.0),
......
...@@ -7,6 +7,26 @@ ...@@ -7,6 +7,26 @@
#ifndef SAMPLE_UTIL_VECTOR_H #ifndef SAMPLE_UTIL_VECTOR_H
#define SAMPLE_UTIL_VECTOR_H #define SAMPLE_UTIL_VECTOR_H
struct Vector2
{
union
{
struct
{
float x, y;
};
float data[2];
};
Vector2();
Vector2(float x, float y);
static float length(const Vector2 &vec);
static float lengthSquared(const Vector2 &vec);
static Vector2 normalize(const Vector2 &vec);
};
struct Vector3 struct Vector3
{ {
union union
......
//
// 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.
//
#include "texture_utils.h"
GLuint CreateSimpleTexture2D()
{
// Use tightly packed data
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Generate a texture object
GLuint texture;
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
// Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
const size_t width = 2;
const size_t height = 2;
GLubyte pixels[width * height * 3] =
{
255, 0, 0, // Red
0, 255, 0, // Green
0, 0, 255, // Blue
255, 255, 0, // Yellow
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
// Set the filtering mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return texture;
}
//
// 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.
//
#ifndef SAMPLE_UTIL_TEXTURE_UTILS_H
#define SAMPLE_UTIL_TEXTURE_UTILS_H
#include <GLES2/gl2.h>
GLuint CreateSimpleTexture2D();
#endif // SAMPLE_UTIL_TEXTURE_UTILS_H
//
// 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 <iostream>
#include <vector>
class SimpleInstancingSample : public SampleApplication
{
public:
SimpleInstancingSample::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, mIndices.size(), GL_UNSIGNED_SHORT, mIndices.data(), 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();
}
...@@ -142,6 +142,13 @@ ...@@ -142,6 +142,13 @@
}, },
{ {
'target_name': 'simple_instancing',
'type': 'executable',
'dependencies': [ 'sample_util' ],
'sources': [ '<!@(python <(angle_path)/enumerate_files.py angle/simple_instancing -types *.cpp *.h)' ],
},
{
'target_name': 'simple_texture_2d', 'target_name': 'simple_texture_2d',
'type': 'executable', 'type': 'executable',
'dependencies': [ 'es_util' ], 'dependencies': [ 'es_util' ],
......
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