still trying to draw instanced

This commit is contained in:
Anakin 2016-11-07 12:06:55 +01:00
parent 8a36fe10b1
commit ed66d77b69
4 changed files with 22 additions and 17 deletions

View File

@ -94,7 +94,7 @@ private:
void startGLEW();
void setCallbackFunctions();
glm::mat4 getMVPMatrix();
glm::mat4 getMVPMatrix(unsigned int index);
////////////////////////////////////////////////////////////////////////////////////////////

View File

@ -12,12 +12,12 @@ layout(location = 2) in mat4 mvp;
out vec2 UV;
// Values that stay constant for the whole mesh.
//uniform mat4 MVP;
uniform mat4 MVP;
void main(){
// Output position of the vertex, in clip space : MVP * position
gl_Position = mvp * vec4(vertexPosition_modelspace, 1);
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
UV = vertexUV;

View File

@ -188,7 +188,7 @@ void OpenGLController::setCallbackFunctions()
glfwSetKeyCallback(pWindow, keyPress);
}
glm::mat4 OpenGLController::getMVPMatrix()
glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
{
// Projection
glm::mat4 m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
@ -202,7 +202,7 @@ glm::mat4 OpenGLController::getMVPMatrix()
// Model
//TODO for all
glm::mat4 m4x4Model = vModels.front()->m4x4Translation;
glm::mat4 m4x4Model = vModels[index]->m4x4Translation;
// User controlled rotation
glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
@ -266,23 +266,28 @@ void OpenGLController::updateScene()
// use shader prgm
glUseProgram(gluiShaderPrgmID);
// fill vector with MVPs of all Models (only 1 for testing)
std::vector<glm::mat4> mvpMatrices;
mvpMatrices.push_back(getMVPMatrix());
// give the MVPs to the shader
glBindBuffer(GL_UNIFORM_BUFFER, gluiInstanceBufferID);
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4) * mvpMatrices.size(), NULL, mvpMatrices.data());
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// bind texture in texture unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
// tell sampler to use texture unit 0
glUniform1i(gluiSamplerID, 0);
//draw objects hardcoded only 1 instance for testing
glDrawArraysInstanced(GL_TRIANGLES, 0, vModels.front()->meshSize, 1);
int instanceOffset(0);
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
{
// give the MVPs to the shader
glBindBuffer(GL_UNIFORM_BUFFER, gluiInstanceBufferID);
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), NULL, &getMVPMatrix(0));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
//glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
//draw objects hardcoded only 1 instance for testing
glDrawArraysInstanced(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize, vModels.size());
instanceOffset += vModels[modelIndex]->meshSize;
}
glfwSwapBuffers(pWindow);
glfwPollEvents();

View File

@ -38,7 +38,7 @@ int main(int argc, char** argv)
openGL:
scene->loadMsh("..\\Release\\Msh\\cubeTrans.msh");
scene->loadMsh("..\\Release\\Msh\\houseWOnull.msh");
do {
scene->updateScene();