30 if(mesh.vertex_count() == 0)
34 mesh.bounds(pmin, pmax);
35 m_camera.lookat(pmin -
Vector(40, 40, 40), pmax +
Vector(40, 40, 40));
37 m_vertex_count= mesh.vertex_count();
40 glGenVertexArrays(1, &m_vao);
41 glBindVertexArray(m_vao);
44 glGenBuffers(1, &m_buffer);
45 glBindBuffer(GL_ARRAY_BUFFER, m_buffer);
47 size_t size= mesh.vertex_buffer_size() + mesh.normal_buffer_size();
48 glBufferData(GL_ARRAY_BUFFER, size,
nullptr, GL_STATIC_DRAW);
52 size= mesh.vertex_buffer_size();
53 glBufferSubData(GL_ARRAY_BUFFER, offset, size, mesh.vertex_buffer());
55 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (
const GLvoid *) offset);
56 glEnableVertexAttribArray(0);
59 offset= offset + size;
60 size= mesh.normal_buffer_size();
61 glBufferSubData(GL_ARRAY_BUFFER, offset, size, mesh.normal_buffer());
63 glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (
const GLvoid *) offset);
64 glEnableVertexAttribArray(2);
70 std::vector<vec3> positions;
71 for(
int i= 0; i < 50; i++)
73 float x= rand() % 11 - 5;
74 float y= rand() % 11 - 5;
75 float z= rand() % 11 - 5;
77 positions.push_back(
vec3(x *4, y *4, z *4));
80 m_instance_count= (int) positions.size();
83 glGenBuffers(1, &m_instance_buffer);
84 glBindBuffer(GL_ARRAY_BUFFER, m_instance_buffer);
85 glBufferData(GL_ARRAY_BUFFER,
sizeof(
vec3) * positions.size(), &positions.front().x, GL_STATIC_DRAW);
89 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
90 glVertexAttribDivisor(1, 1);
91 glEnableVertexAttribArray(1);
96 glBindBuffer(GL_ARRAY_BUFFER, 0);
99 m_program=
read_program(
"gkit2_tutos/instance_buffer.glsl");
104 glClearColor(0.2f, 0.2f, 0.2f, 1.f);
107 glDepthFunc(GL_LESS);
108 glEnable(GL_DEPTH_TEST);
132 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
136 unsigned int mb= SDL_GetRelativeMouseState(&mx, &my);
137 if(mb & SDL_BUTTON(1))
138 m_camera.rotation(mx, my);
139 else if(mb & SDL_BUTTON(3))
141 else if(mb & SDL_BUTTON(2))
144 glBindVertexArray(m_vao);
145 glUseProgram(m_program);
153 program_uniform(m_program,
"mvpMatrix", mvp);
154 program_uniform(m_program,
"normalMatrix", mv.
normal());
156 glDrawArraysInstanced(GL_TRIANGLES, 0, m_vertex_count, m_instance_count);