Commit ed66d77b authored by Anakin's avatar Anakin
Browse files

still trying to draw instanced

parent 8a36fe10
...@@ -94,7 +94,7 @@ private: ...@@ -94,7 +94,7 @@ private:
void startGLEW(); void startGLEW();
void setCallbackFunctions(); void setCallbackFunctions();
glm::mat4 getMVPMatrix(); glm::mat4 getMVPMatrix(unsigned int index);
//////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////
......
...@@ -12,12 +12,12 @@ layout(location = 2) in mat4 mvp; ...@@ -12,12 +12,12 @@ layout(location = 2) in mat4 mvp;
out vec2 UV; out vec2 UV;
// Values that stay constant for the whole mesh. // Values that stay constant for the whole mesh.
//uniform mat4 MVP; uniform mat4 MVP;
void main(){ void main(){
// Output position of the vertex, in clip space : MVP * position // 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; UV = vertexUV;
......
...@@ -188,7 +188,7 @@ void OpenGLController::setCallbackFunctions() ...@@ -188,7 +188,7 @@ void OpenGLController::setCallbackFunctions()
glfwSetKeyCallback(pWindow, keyPress); glfwSetKeyCallback(pWindow, keyPress);
} }
glm::mat4 OpenGLController::getMVPMatrix() glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
{ {
// Projection // Projection
glm::mat4 m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView); glm::mat4 m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
...@@ -202,7 +202,7 @@ glm::mat4 OpenGLController::getMVPMatrix() ...@@ -202,7 +202,7 @@ glm::mat4 OpenGLController::getMVPMatrix()
// Model // Model
//TODO for all //TODO for all
glm::mat4 m4x4Model = vModels.front()->m4x4Translation; glm::mat4 m4x4Model = vModels[index]->m4x4Translation;
// User controlled rotation // User controlled rotation
glm::mat4 m4x4ModelRot = glm::mat4(1.0f); glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
...@@ -266,23 +266,28 @@ void OpenGLController::updateScene() ...@@ -266,23 +266,28 @@ void OpenGLController::updateScene()
// use shader prgm // use shader prgm
glUseProgram(gluiShaderPrgmID); 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 // bind texture in texture unit 0
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gluiTextureID); glBindTexture(GL_TEXTURE_2D, gluiTextureID);
// tell sampler to use texture unit 0 // tell sampler to use texture unit 0
glUniform1i(gluiSamplerID, 0); glUniform1i(gluiSamplerID, 0);
//draw objects hardcoded only 1 instance for testing int instanceOffset(0);
glDrawArraysInstanced(GL_TRIANGLES, 0, vModels.front()->meshSize, 1);
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); glfwSwapBuffers(pWindow);
glfwPollEvents(); glfwPollEvents();
......
...@@ -38,7 +38,7 @@ int main(int argc, char** argv) ...@@ -38,7 +38,7 @@ int main(int argc, char** argv)
openGL: openGL:
scene->loadMsh("..\\Release\\Msh\\cubeTrans.msh"); scene->loadMsh("..\\Release\\Msh\\houseWOnull.msh");
do { do {
scene->updateScene(); scene->updateScene();
......
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