http://learnopengl-cn.readthedocs.io/zh/latest/04%20Advanced%20OpenGL/10%20Instancing/
假如你有一个有许多模型的场景,而这些模型的顶点数据都一样,只是进行了不同的世界空间的变换。想象一下,有一个场景中充满了草叶:每根草都是几个三角形组成的。你可能需要绘制很多的草叶,最终一次渲染循环中就肯能有成千上万个草需要绘制了。因为每个草叶只是由几个三角形组成,绘制一个几乎是即刻完成,但是数量巨大以后,执行起来就很慢了。
如果我们能够将数据一次发送给GPU,就会更方便,然后告诉OpenGL使用一个绘制函数,将这些数据绘制为多个物体。这就是 实例化(Instancing)
main.cpp
#include <string>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <SOIL/SOIL.h>
#include <vector>
#include "Shader.h"
#pragma comment (lib, "opengl32.lib")
#pragma comment (lib, "glew32s.lib")
#pragma comment (lib, "glfw3.lib")
#pragma comment (lib, "glfw3dll.lib")
#pragma comment (lib, "glew32mxs.lib")
#pragma comment (lib, "assimp.lib")
#pragma comment(lib, "SOIL.lib")
GLuint screenWidth = 800, screenHeight = 600;
// ***********************************************************
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "OGL Instance", nullptr, nullptr);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, screenWidth, screenHeight);
glm::vec2 offsetArr[100]; // 偏移量
int nIndex = 0;
GLfloat dOffset = 0.1f;
glm::vec2 translation;
for ( int y = -10; y<10; y += 2 )
{
for (int x = -10; x<10; x += 2)
{
translation.x = (GLfloat)x / 10.0f + dOffset;
translation.y = (GLfloat)y / 10.0f + dOffset;
offsetArr[nIndex++] = translation;
}
}
// 将偏移量数据赋给insVBO
GLuint insVBO;
glGenBuffers(1, &insVBO);
glBindBuffer(GL_ARRAY_BUFFER, insVBO);
{
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * 100, &offsetArr[0], GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
// 绘制图形的点坐标2及颜色3
GLfloat quadVertices[] = {
-0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
-0.05f, -0.05f, 0.0f, 0.0f, 1.0f,
-0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
0.05f, 0.05f, 0.0f, 0.0f, 1.0f
};
GLuint quadVAO, quadVBO;
glGenVertexArrays(1, &quadVAO);
glBindVertexArray(quadVAO); // 将 quadVBO 与 insVBO 的数据都整合至quadVAO
{
glGenBuffers(1, &quadVBO); // quadVBO 数据处理
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
{
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*)0);
glEnableVertexAttribArray(0); // 位置 对应 layout (location = 0) in vec2 pos;
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*) (2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1); // 颜色 对应 layout (location = 1) in vec3 color;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, insVBO);
{
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(2); // 偏移量 对应 layout (location = 2) in vec2 offset;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribDivisor(2, 1); //告诉OpenGL什么时候去更新顶点属性的内容到下个元素
}
glBindVertexArray(0); // 解绑
Shader shader("./Shader/vertices", "./Shader/fragement");
glClearColor(0.1f, 0.2f, 0.23f, 1.0f);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
shader.useShaderPrograme();
glBindVertexArray(quadVAO);
{
//glDrawArrays(GL_TRIANGLES, 0, 6);
// 实例化方式绘制图形, 从0开始,用6个顶点绘制三角形,绘制100次
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100);
}
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
shader.h
//Shader.h
#pragma once
#ifndef TEXTURE_SHADER_H_
#define TEXTURE_SHADER_H_
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <gl/glew.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
class Shader
{
public:
Shader(const GLchar* vertexPath, const GLchar* fragmentPath);
~Shader();
public:
void useShaderPrograme();
GLuint getPrograme() {
return this->m_nProgram;
}
private:
GLuint m_nProgram;
};
Shader::Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
std::string vertexCode;
std::string fragmentCode;
std::ifstream vertexShaderF;
std::ifstream fragementShaderF;
vertexShaderF.exceptions(std::ifstream::badbit);
fragementShaderF.exceptions(std::ifstream::badbit);
try
{
vertexShaderF.open(vertexPath); // 打开文件
fragementShaderF.open(fragmentPath);
std::stringstream vertexShaderStream, fragementShaderStream;
vertexShaderStream << vertexShaderF.rdbuf(); // 读取文件至stringstream中
fragementShaderStream << fragementShaderF.rdbuf();
vertexShaderF.close();
fragementShaderF.close();
vertexCode = vertexShaderStream.str(); // 转换成string类型
fragmentCode = fragementShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ:" << std::endl;
}
const GLchar* pVertexCode = vertexCode.c_str(); // string 转 char*
const GLchar* pFragementCode = fragmentCode.c_str();
GLuint nVertexShader, nFragementShader;
GLint nRes = 0;
GLchar chLogInfo[512] = { '\0' };
// 创建顶点着色器
nVertexShader = glCreateShader(GL_VERTEX_SHADER);
// 将顶点着色程序的源代码字符数组绑定到顶点着色器对象
glShaderSource(nVertexShader, 1, &pVertexCode, nullptr);
glCompileShader(nVertexShader); // compile shader 编译着色器
// 获取编译结果
glGetShaderiv(nVertexShader, GL_COMPILE_STATUS, &nRes);
if (!nRes)
{
glGetShaderInfoLog(nVertexShader, 512, nullptr, chLogInfo);
std::cout << "ERROR::SHADEF::VERTEX::COMPILATION_FAILED:" << chLogInfo << std::endl;
}
// 创建片断着色器
nFragementShader = glCreateShader(GL_FRAGMENT_SHADER);
// 将片段着色程序的源代码字符数组绑定到片段着色器对象
glShaderSource(nFragementShader, 1, &pFragementCode, nullptr);
glCompileShader(nFragementShader);
glGetShaderiv(nFragementShader, GL_COMPILE_STATUS, &nRes);
if (!nRes)
{
glGetShaderInfoLog(nFragementShader, 512, nullptr, chLogInfo);
std::cout << "ERROR::SHADEF::FRAGEMENT::COMPILATION_FAILED:" << chLogInfo << std::endl;
}
this->m_nProgram = glCreateProgram(); // 创建GLSL程序
glAttachShader(this->m_nProgram, nVertexShader); // 绑定shader到program
glAttachShader(this->m_nProgram, nFragementShader);
// glLinkProgram操作产生最后的可执行程序,它包含最后可以在硬件上执行的硬件指令
glLinkProgram(this->m_nProgram); // 链接
glGetProgramiv(this->m_nProgram, GL_LINK_STATUS, &nRes);
if (!nRes)
{
glGetProgramInfoLog(this->m_nProgram, 512, nullptr, chLogInfo);
std::cout << "ERROR::SHADEF::FRAGEMENT::LINK_FAILED:" << chLogInfo << std::endl;
}
glDeleteShader(nVertexShader);
glDeleteShader(nFragementShader);
}
Shader::~Shader()
{
}
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
void Shader::useShaderPrograme()
{
glUseProgram(this->m_nProgram); // 使用porgram
}
#endif
GLSL Shader 部分
vertices
#version 330 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 offset;
out vec3 fragementColor;
void main()
{
// 位置加偏移量
gl_Position = vec4(pos + offset, 0.0f, 1.0f);
fragementColor = color;
}
fragement
#version 330 core
in vec3 fragementColor;
out vec4 color;
void main()
{
color = vec4(fragementColor, 1.0f);
}
OpenGL 实例化 初探
效果图: