Exemple #1
0
void TestGame::engine_render() {
    buffer_clear();
    
    static float rot = 0;
    rot += PI / 120;
    if (rot > 4 * PI)
        rot -= 4 * PI;

    camera_.x = (float)sin(rot) * 2.5f;
    camera_.y = -0.3f;
    camera_.z = (float)cos(rot) * 2.5f;
    
    Matrix4 viewMatrix = matrix_look_at(camera_, Vector3(0, 0, 0), vector_up());
    Matrix4 projectionMatrix = matrix_perspective(0.1f, 
        ((float)ENGINE_WIDTH) / ENGINE_HEIGHT, 0.01f, 1.0f);
    
    for (int i = 0; i < meshes_count_; i++) {
        Matrix4 transform = meshes_[i].world * viewMatrix * projectionMatrix;

        for (int j = 0; j < meshes_[i].face_count; j++)
            draw_triangle(
                project(meshes_[i].vertices[meshes_[i].faces[j].a], transform),
                project(meshes_[i].vertices[meshes_[i].faces[j].b], transform),
                project(meshes_[i].vertices[meshes_[i].faces[j].c], transform),
                meshes_[i].texture);
    }
    
}
Exemple #2
0
// --------------------------------------------------------------------------------------------------------------------
void SimpleSolution::Render(const std::vector<Matrix>& _transforms)
{
    assert(_transforms.size() <= INT_MAX);
    int xformCount = (int)_transforms.size();

    // Program
    Vec3 dir = { -0.5f, -1, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 0, 1 };
    dir = normalize(dir);
    Vec3 eye = at - 5 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(mProgram);

    // Input Layout
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(RotationCubeProblem::Vertex), (void*)offsetof(RotationCubeProblem::Vertex, pos));
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(RotationCubeProblem::Vertex), (void*)offsetof(RotationCubeProblem::Vertex, normal));
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(RotationCubeProblem::Vertex), (void*)offsetof(RotationCubeProblem::Vertex, texcoord));
    glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(RotationCubeProblem::Vertex), (void*)offsetof(RotationCubeProblem::Vertex, color));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
    glEnableVertexAttribArray(3);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer1);
    char *dst = &mStorage[0];
    *(Matrix *)dst = view_proj;
    //BufferData(GL_UNIFORM_BUFFER, mStorage, GL_DYNAMIC_DRAW);
    glBufferData(GL_UNIFORM_BUFFER, sizeof(Matrix), &(view_proj.x.x), GL_DYNAMIC_DRAW);
    glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer0);
    static unsigned int batchIndex = 0;
    batchIndex = batchIndex % _transforms.size();
    *(Matrix *)dst = _transforms[1];
    BufferData(GL_UNIFORM_BUFFER, mStorage, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
    
    glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer0, 0, sizeof(Matrix));
    glBindBufferRange(GL_UNIFORM_BUFFER, 1, mUniformBuffer1, 0, sizeof(Matrix));
    glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, nullptr);
}
// --------------------------------------------------------------------------------------------------------------------
void TexturedQuadsGLNaive::Render(const std::vector<Matrix>& _transforms)
{
    // Program
    Vec3 dir = { 0, 0, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 1, 0 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(mProgram);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);
    // We will bind the texture we care about to unit 0, so let the program know now.
    glUniform1i(mUniformLocation.gTex, 0);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glFrontFace(GL_CCW);

    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    size_t xformCount = _transforms.size();
    assert(xformCount <= mObjectCount);

    // Code below assumes at least 1 texture.
    assert(mTextures.size() > 0);
    auto texIt = mTextures.begin();

    for (size_t u = 0; u < xformCount; ++u) {
        if (texIt == mTextures.end()) {
            texIt = mTextures.begin();
        }

        GLuint activeTex = *texIt;
        ++texIt;

        glActiveTexture(GL_TEXTURE0 + 0);
        glBindTexture(GL_TEXTURE_2D, activeTex);
        Matrix world = transpose(_transforms[u]);
        glUniformMatrix4fv(mUniformLocation.World, 1, GL_TRUE, &world.x.x);

        glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, nullptr);
    }
}
// --------------------------------------------------------------------------------------------------------------------
void TexturedQuadsGLTextureArrayUniform::Render(const std::vector<Matrix>& _transforms)
{
    // Program
    Vec3 dir = { 0, 0, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 1, 0 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(mProgram);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);
    glUniform1iv(mUniformLocation.TexContainer, mTexUnits.size(), mTexUnits.data());

    // Input Layout. First the IB
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);

    // Then the VBs.
    glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TexturedQuadsProblem::Vertex), (void*)offsetof(TexturedQuadsProblem::Vertex, pos));
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedQuadsProblem::Vertex), (void*)offsetof(TexturedQuadsProblem::Vertex, tex));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glFrontFace(GL_CCW);

    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, mTransformBuffer);
    BufferData(GL_SHADER_STORAGE_BUFFER, _transforms, GL_DYNAMIC_DRAW);
    size_t xformCount = _transforms.size();
    assert(xformCount <= mObjectCount);

    for (size_t u = 0; u < xformCount; ++u) {
        glUniform1i(mUniformLocation.DrawID, u);

        glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0);
    }
}
// --------------------------------------------------------------------------------------------------------------------
void TexturedQuadsGLTextureArrayMultiDrawBuffer::Render(const std::vector<Matrix>& _transforms)
{
    // Program
    Vec3 dir = { 0, 0, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 1, 0 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(mProgram);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);
    glUniform1iv(mUniformLocation.TexContainer, mTexUnits.size(), mTexUnits.data());

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glFrontFace(GL_CCW);

    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, mTransformBuffer);
    BufferData(GL_SHADER_STORAGE_BUFFER, _transforms, GL_DYNAMIC_DRAW);
    size_t xformCount = _transforms.size();
    assert(xformCount <= mObjectCount);

    for (size_t u = 0; u < xformCount; ++u) {
        DrawElementsIndirectCommand *cmd = &m_commands[u];
        cmd->count = mIndexCount;
        cmd->instanceCount = 1;
        cmd->firstIndex = 0;
        cmd->baseVertex = 0;
        cmd->baseInstance = u;
    }

    glBindBuffer(GL_DRAW_INDIRECT_BUFFER, mCommandBuffer);
    glBufferData(GL_DRAW_INDIRECT_BUFFER, xformCount * sizeof(DrawElementsIndirectCommand), m_commands.data(), GL_DYNAMIC_DRAW);

    glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, nullptr, xformCount, 0);
}
// --------------------------------------------------------------------------------------------------------------------
void UntexturedObjectsGLTexCoord::Render(const std::vector<Matrix>& _transforms)
{
    // Program
    Vec3 dir = { -0.5f, -1, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 0, 1 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(m_prog);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);

    // Input Layout
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ib);
    glBindBuffer(GL_ARRAY_BUFFER, m_vb);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(UntexturedObjectsProblem::Vertex), (void*)offsetof(UntexturedObjectsProblem::Vertex, pos));
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(UntexturedObjectsProblem::Vertex), (void*)offsetof(UntexturedObjectsProblem::Vertex, color));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    for (auto it = _transforms.begin(); it != _transforms.end(); ++it) {
        const Matrix* m = &*it;
    
        glVertexAttrib4f(2, m->x.x, m->x.y, m->x.z, m->x.w);
        glVertexAttrib4f(3, m->y.x, m->y.y, m->y.z, m->y.w);
        glVertexAttrib4f(4, m->z.x, m->z.y, m->z.z, m->z.w);
        glVertexAttrib4f(5, m->w.x, m->w.y, m->w.z, m->w.w);

        glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, nullptr);
    }
}
Exemple #7
0
// --------------------------------------------------------------------------------------------------------------------
void UntexturedObjectsGLBufferStorage::Render(const std::vector<Matrix>& _transforms)
{
    const auto objCount = m_commands.size();
    const auto xformCount = _transforms.size();
    assert(objCount == xformCount);

    // Program
    Vec3 dir = { -0.5f, -1, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 0, 1 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(m_prog);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    for (size_t u = 0; u < objCount; ++u)
    {
        DrawElementsIndirectCommand *cmd = &m_commands[u];
        cmd->count = mIndexCount;
        cmd->instanceCount = 1;
        cmd->firstIndex = 0;
        cmd->baseVertex = 0;
        cmd->baseInstance = mUseShaderDrawParameters ? 0 : u;
    }

    memcpy(m_transform_ptr, &*_transforms.begin(), sizeof(Matrix) * xformCount);
    memcpy(m_cmd_ptr, &*m_commands.begin(), sizeof(DrawElementsIndirectCommand) * objCount);
    glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);

    glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, nullptr, objCount, 0);
}
// --------------------------------------------------------------------------------------------------------------------
void UntexturedObjectsGLBindless::Render(const std::vector<Matrix>& _transforms)
{
    // Program
    Vec3 dir = { -0.5f, -1, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 0, 1 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix viewProj = mProj * view;

    glUseProgram(m_prog);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &viewProj.x.x);

    // Input Layout
    glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
    glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);

    glVertexAttribFormatNV(0, 3, GL_FLOAT, GL_FALSE, sizeof(UntexturedObjectsProblem::Vertex));
    glVertexAttribFormatNV(1, 3, GL_FLOAT, GL_FALSE, sizeof(UntexturedObjectsProblem::Vertex));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);


    for (size_t u = 0; u < _transforms.size(); ++u)
    {
        glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, m_ib_addrs[u], m_ib_sizes[u]);
        glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, m_vbo_addrs[u] + offsetof(UntexturedObjectsProblem::Vertex, pos), m_vbo_sizes[u] - offsetof(UntexturedObjectsProblem::Vertex, pos));
        glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 1, m_vbo_addrs[u] + offsetof(UntexturedObjectsProblem::Vertex, color), m_vbo_sizes[u] - offsetof(UntexturedObjectsProblem::Vertex, color));

        glUniformMatrix4fv(mUniformLocation.World, 1, GL_FALSE, &_transforms[u].x.x);
        glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, nullptr);
    }
}
Exemple #9
0
// --------------------------------------------------------------------------------------------------------------------
void UntexturedObjectsGLMultiDraw::Render(const std::vector<Matrix>& _transforms)
{
    size_t count = _transforms.size();
    assert(count <= m_commands.size());

    // Program
    Vec3 dir = { -0.5f, -1, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 0, 1 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(m_prog);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    for (size_t u = 0; u < count; ++u)
    {
        DrawElementsIndirectCommand *cmd = &m_commands[u];
        cmd->count = mIndexCount;
        cmd->instanceCount = 1;
        cmd->firstIndex = 0;
        cmd->baseVertex = 0;
        cmd->baseInstance = mUseShaderDrawParameters ? 0 : u;
    }

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_transform_buffer);
    glBufferData(GL_SHADER_STORAGE_BUFFER, _transforms.size() * sizeof(Matrix), &*_transforms.begin(), GL_DYNAMIC_DRAW);

    glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, &*m_commands.begin(), count, 0);
}
Exemple #10
0
// --------------------------------------------------------------------------------------------------------------------
void UntexturedObjectsGLDrawLoop::Render(const std::vector<Matrix>& _transforms)
{
    size_t count = _transforms.size();
    assert(count <= mObjectCount);

    // Program
    Vec3 dir = { -0.5f, -1, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 0, 1 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(m_prog);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_transform_buffer);
    glBufferData(GL_SHADER_STORAGE_BUFFER, _transforms.size() * sizeof(Matrix), &*_transforms.begin(), GL_DYNAMIC_DRAW);

    for (size_t u = 0; u < count; ++u) {
        glDrawElementsInstancedBaseInstance(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, nullptr, 1, u);
    }
}
// --------------------------------------------------------------------------------------------------------------------
void TexturedQuadsGLNaiveUniform::Render(const std::vector<Matrix>& _transforms)
{
    // Program
    Vec3 dir = { 0, 0, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 1, 0 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(mProgram);
    glUniformMatrix4fv(mUniformLocation.ViewProjection, 1, GL_TRUE, &view_proj.x.x);
    // We will bind the texture we care about to unit 0, so let the program know now.
    glUniform1i(mUniformLocation.gTex, 0);

    // Input Layout. First the IB
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);

    // Then the VBs.
    glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TexturedQuadsProblem::Vertex), (void*)offsetof(TexturedQuadsProblem::Vertex, pos));
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedQuadsProblem::Vertex), (void*)offsetof(TexturedQuadsProblem::Vertex, tex));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glFrontFace(GL_CCW);

    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, mTransformBuffer);
    BufferData(GL_SHADER_STORAGE_BUFFER, _transforms, GL_DYNAMIC_DRAW);
    size_t xformCount = _transforms.size();
    assert(xformCount <= mObjectCount);

    // Code below assumes at least 1 texture.
    assert(mTextures.size() > 0);
    auto texIt = mTextures.begin();

    for (size_t u = 0; u < xformCount; ++u) {
        // Update the Draw ID (since we cannot use multi_draw here
        glUniform1i(mUniformLocation.DrawID, u);

        if (texIt == mTextures.end()) {
            texIt = mTextures.begin();
        }

        GLuint activeTex = *texIt;
        ++texIt;

        glActiveTexture(GL_TEXTURE0 + 0);
        glBindTexture(GL_TEXTURE_2D, activeTex);

        glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0);
    }
}
// --------------------------------------------------------------------------------------------------------------------
void TexturedQuadsGLBindlessMultiDraw::Render(const std::vector<Matrix>& _transforms)
{
    // Program
    Vec3 dir = { 0, 0, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 1, 0 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(mProgram);
    glUniformMatrix4fv(0, 1, GL_TRUE, &view_proj.x.x);

    // Input Layout. First the IB
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);

    // Then the VBs.
    glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TexturedQuadsProblem::Vertex), (void*)offsetof(TexturedQuadsProblem::Vertex, pos));
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedQuadsProblem::Vertex), (void*)offsetof(TexturedQuadsProblem::Vertex, tex));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glFrontFace(GL_CCW);

    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    for (auto it = mTexHandles.begin(); it != mTexHandles.end(); ++it) {
        glMakeTextureHandleResidentARB(*it);
    }

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, mTransformBuffer);
    BufferData(GL_SHADER_STORAGE_BUFFER, _transforms, GL_DYNAMIC_DRAW);
    size_t xformCount = _transforms.size();
    assert(xformCount <= mObjectCount);

    for (size_t u = 0; u < xformCount; ++u) {
        DrawElementsIndirectCommand *cmd = &mCommands[u];
        cmd->count = mIndexCount;
        cmd->instanceCount = 1;
        cmd->firstIndex = 0;
        cmd->baseVertex = 0;
        cmd->baseInstance = 0;
    }

    glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, &*mCommands.begin(), xformCount, 0);

    for (auto it = mTexHandles.begin(); it != mTexHandles.end(); ++it) {
        glMakeTextureHandleNonResidentARB(*it);
    }
}
Exemple #13
0
// --------------------------------------------------------------------------------------------------------------------
void UntexturedObjectsGLBindlessIndirect::Render(const std::vector<Matrix>& _transforms)
{
    const auto xformCount = _transforms.size();
    const auto objCount = m_commands.size();
    assert(xformCount == objCount);

    // Program
    Vec3 dir = { -0.5f, -1, 1 };
    Vec3 at = { 0, 0, 0 };
    Vec3 up = { 0, 0, 1 };
    dir = normalize(dir);
    Vec3 eye = at - 250 * dir;
    Matrix view = matrix_look_at(eye, at, up);
    Matrix view_proj = mProj * view;

    glUseProgram(m_prog);
    glUniformMatrix4fv(0, 1, GL_TRUE, &view_proj.x.x);

    // Input Layout
    glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
    glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glVertexAttribFormatNV(0, 3, GL_FLOAT, GL_FALSE, sizeof(UntexturedObjectsProblem::Vertex));
    glVertexAttribFormatNV(1, 3, GL_FLOAT, GL_FALSE, sizeof(UntexturedObjectsProblem::Vertex));

    // Rasterizer State
    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);
    glDisable(GL_SCISSOR_TEST);

    // Blend State
    glDisable(GL_BLEND);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

    // Depth Stencil State
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    size_t i = 0;
    for (auto it = m_commands.begin(); it != m_commands.end(); ++it) {
        Command *cmd = &*it;

        cmd->Draw.count = mIndexCount;
        cmd->Draw.instanceCount = 1;
        cmd->Draw.firstIndex = 0;
        cmd->Draw.baseVertex = 0;
        cmd->Draw.baseInstance = 0;
        cmd->reserved = 0;
        cmd->indexBuffer.index = 0;
        cmd->indexBuffer.reserved = 0;
        cmd->indexBuffer.address = m_ib_addrs[i];
        cmd->indexBuffer.length = m_ib_sizes[i];
        cmd->vertexBuffers[0].index = 0;
        cmd->vertexBuffers[0].reserved = 0;
        cmd->vertexBuffers[0].address = m_vbo_addrs[i] + offsetof(UntexturedObjectsProblem::Vertex, pos);
        cmd->vertexBuffers[0].length = m_vbo_sizes[i] - offsetof(UntexturedObjectsProblem::Vertex, pos);
        cmd->vertexBuffers[1].index = 1;
        cmd->vertexBuffers[1].reserved = 0;
        cmd->vertexBuffers[1].address = m_vbo_addrs[i] + offsetof(UntexturedObjectsProblem::Vertex, color);
        cmd->vertexBuffers[1].length = m_vbo_sizes[i] - offsetof(UntexturedObjectsProblem::Vertex, color);

        ++i;
    }

    memcpy(m_transform_ptr, &*_transforms.begin(), sizeof(Matrix) * xformCount);

    memcpy(m_cmd_ptr, &*m_commands.begin(), sizeof(Command) * objCount);

    glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);

    // resolveQueries();

    // glBeginQuery(GL_TIME_ELAPSED, m_queries[m_currentQueryIssue]);
    glMultiDrawElementsIndirectBindlessNV(GL_TRIANGLES, GL_UNSIGNED_SHORT, nullptr, objCount, 0, 2);
    // glEndQuery(GL_TIME_ELAPSED);

    // m_currentQueryIssue = (m_currentQueryIssue + 1) % kQueryCount;
}