Commit 42c94f29 authored by Anakin's avatar Anakin
Browse files

instance was not the right thing for me,

now it's working
parent de76f718
......@@ -53,7 +53,6 @@ private:
//object data
GLuint gluiVertexArrayID = 0;
GLuint gluiVertexBufferID = 0;
GLuint gluiInstanceBufferID = 0;
//obj color
GLuint gluiTextureID = 0;
......
......@@ -3,10 +3,6 @@
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
layout(location = 2) in mat4 mvp;
//layout(location = 3) in mat4 mvp;
//layout(location = 4) in mat4 mvp;
//layout(location = 5) in mat4 mvp;
// Output
out vec2 UV;
......
......@@ -24,7 +24,6 @@ OpenGLController* OpenGLController::getInstance(int oglMajor, int oglMinor)
OpenGLController::~OpenGLController()
{
glDeleteBuffers(1, &gluiInstanceBufferID);
glDeleteBuffers(1, &gluiVertexBufferID);
glDeleteVertexArrays(1, &gluiVertexArrayID);
glDeleteProgram(gluiShaderPrgmID);
......@@ -83,7 +82,6 @@ void OpenGLController::processInit()
glBindVertexArray(gluiVertexArrayID);
glGenBuffers(1, &gluiVertexBufferID);
glGenBuffers(1, &gluiInstanceBufferID);
// open attribute position
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
......@@ -91,28 +89,10 @@ void OpenGLController::processInit()
glVertexAttribPointer(VERTEX_INDEX_UV, VERTEX_COMPONENTS_UV, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_UV);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, gluiInstanceBufferID);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GLfloat) * 0));
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GLfloat) * 4));
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GLfloat) * 8));
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GLfloat) * 12));
glBindBuffer(GL_ARRAY_BUFFER, 0);
// enable position, UV and mvp
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
// MPV only once per instance
glVertexAttribDivisor(2, 1);
glVertexAttribDivisor(3, 1);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
// get the painter ready
try
{
......@@ -271,21 +251,17 @@ void OpenGLController::updateScene()
int instanceOffset(0);
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
{
// give the MVPs to the shader
//glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][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());
glDrawArrays(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize);
instanceOffset += vModels[modelIndex]->meshSize;
}
glfwSwapBuffers(pWindow);
glfwPollEvents();
}
void OpenGLController::loadMsh(const char * path)
......@@ -350,26 +326,29 @@ void OpenGLController::loadMsh(const char * path)
////TODO: for all
std::vector<Vertex> tempBufferData;
for (unsigned int i = 0; i < vModels.front()->meshSize; i++)
for (auto& it : vModels)
{
Vertex tempVertex;
tempVertex.position[0] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3];
tempVertex.position[1] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 1];
tempVertex.position[2] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 2];
if (vModels.front()->uv == NULL)
{
tempVertex.uv[0] = 1.0;
tempVertex.uv[1] = 1.0;
}
else
for (unsigned int i = 0; i < it->meshSize; i++)
{
tempVertex.uv[0] = (GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2];
tempVertex.uv[1] = (GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2 + 1];
Vertex tempVertex;
tempVertex.position[0] = (GLfloat)it->vertex[it->mesh[i] * 3];
tempVertex.position[1] = (GLfloat)it->vertex[it->mesh[i] * 3 + 1];
tempVertex.position[2] = (GLfloat)it->vertex[it->mesh[i] * 3 + 2];
if (it->uv == NULL)
{
tempVertex.uv[0] = 1.0;
tempVertex.uv[1] = 1.0;
}
else
{
tempVertex.uv[0] = (GLfloat)it->uv[it->mesh[i] * 2];
tempVertex.uv[1] = (GLfloat)it->uv[it->mesh[i] * 2 + 1];
}
tempBufferData.push_back(tempVertex);
}
tempBufferData.push_back(tempVertex);
}
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
......@@ -381,24 +360,4 @@ void OpenGLController::loadMsh(const char * path)
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// set instance buffer data
std::vector<glm::mat4> tempMVPs;
for (int i = 0; i < vModels.size(); i++)
tempMVPs.push_back(getMVPMatrix(i));
glBindBuffer(GL_ARRAY_BUFFER, gluiInstanceBufferID);
glBufferData(
GL_ARRAY_BUFFER,
vModels.size() > MAX_MODEL_COUNT? MAX_MODEL_COUNT * sizeof(glm::mat4) : vModels.size() * sizeof(glm::mat4),
tempMVPs.data(),
GL_STREAM_DRAW
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//glBindBuffer(GL_UNIFORM_BUFFER, gluiInstanceBufferID);
//glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4) * vModels.size(), NULL, tempMVPs.data());
//glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
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