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Added gl-410-buffer-uniform-array sample
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Groovounet committed Sep 21, 2015
1 parent 351f6bb commit 1b9c5e3
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24 changes: 24 additions & 0 deletions data/gl-410/buffer-uniform-array.frag
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#version 410 core
#define FRAG_COLOR 0
#define MATERIAL 0

precision highp float;
precision highp int;
layout(std140, column_major) uniform;

uniform material
{
vec4 Diffuse[2];
} Material;

in block
{
flat int Instance;
} In;

layout(location = FRAG_COLOR, index = 0) out vec4 Color;

void main()
{
Color = Material.Diffuse[In.Instance];
}
34 changes: 34 additions & 0 deletions data/gl-410/buffer-uniform-array.vert
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#version 410 core

#define POSITION 0
#define DRAW_ID 5
#define TRANSFORM0 1
#define TRANSFORM1 2

precision highp float;
precision highp int;
layout(std140, column_major) uniform;

uniform transform
{
mat4 MVP;
} Transform[2];

out gl_PerVertex
{
vec4 gl_Position;
};

out block
{
flat int Instance;
} Out;

layout(location = POSITION) in vec2 Position;
layout(location = DRAW_ID) in int Instance;

void main()
{
Out.Instance = Instance;
gl_Position = Transform[Instance].MVP * vec4(Position, 0.0, 1.0);
}
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Binary file modified data/templates/nvidia/gl-400-buffer-uniform-array.png
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1 change: 1 addition & 0 deletions readme.md
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Expand Up @@ -65,6 +65,7 @@ OpenGL Samples Pack 4.5.2.0: 2015-09-21
--------------------------------------------------------------------------------
- Added gl-320-fbo-blend-points sample
- Added gl-400-buffer-uniform-array sample
- Added gl-410-buffer-uniform-array sample
- Added gl-430-texture-fetch-dependent sample
- Many updated samples
- Updated template images for current drivers
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2 changes: 2 additions & 0 deletions tests/CMakeLists.txt
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Expand Up @@ -268,6 +268,8 @@ glCreateSampleGTC(transform-feedback-stream)
# OpenGL 4.1 samples
set(GL_VERSION_GTC 410)

set(GL_SHADER_GTC buffer-uniform-array.vert buffer-uniform-array.frag)
glCreateSampleGTC(buffer-uniform-array)
set(GL_SHADER_GTC )
glCreateSampleGTC(caps)
set(GL_SHADER_GTC viewport.vert viewport.geom viewport.frag layer.vert layer.geom layer.frag)
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256 changes: 256 additions & 0 deletions tests/gl-410-buffer-uniform-array.cpp
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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Samples Pack (ogl-samples.g-truc.net)
///
/// Copyright (c) 2004 - 2014 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////

#include "test.hpp"

namespace
{
char const * VERT_SHADER_SOURCE("gl-410/buffer-uniform-array.vert");
char const * FRAG_SHADER_SOURCE("gl-410/buffer-uniform-array.frag");

GLsizei const VertexCount(4);
GLsizeiptr const PositionSize = VertexCount * sizeof(glm::vec2);
glm::vec2 const PositionData[VertexCount] =
{
glm::vec2(-1.0f,-1.0f) * 0.8f,
glm::vec2( 1.0f,-1.0f) * 0.8f,
glm::vec2( 1.0f, 1.0f) * 0.8f,
glm::vec2(-1.0f, 1.0f) * 0.8f
};

GLsizei const ElementCount(6);
GLsizeiptr const ElementSize = ElementCount * sizeof(GLushort);
GLushort const ElementData[ElementCount] =
{
0, 1, 2,
2, 3, 0
};

namespace buffer
{
enum type
{
VERTEX,
INSTANCE,
ELEMENT,
TRANSFORM,
MATERIAL,
MAX
};
}//namespace buffer
}//namespace

class instance : public test
{
public:
instance(int argc, char* argv[]) :
test(argc, argv, "gl-410-buffer-uniform-array", test::CORE, 4, 1),
VertexArrayName(0),
ProgramName(0)
{}

private:
std::array<GLuint, buffer::MAX> BufferName;
GLuint ProgramName;
GLuint VertexArrayName;
GLint UniformBufferAlignment;
GLint UniformInstance;

bool initProgram()
{
bool Validated = true;

compiler Compiler;

if(Validated)
{
compiler Compiler;
GLuint VertShaderName = Compiler.create(GL_VERTEX_SHADER, getDataDirectory() + VERT_SHADER_SOURCE, "--version 410 --profile core");
GLuint FragShaderName = Compiler.create(GL_FRAGMENT_SHADER, getDataDirectory() + FRAG_SHADER_SOURCE, "--version 410 --profile core");

ProgramName = glCreateProgram();
glAttachShader(ProgramName, VertShaderName);
glAttachShader(ProgramName, FragShaderName);
glLinkProgram(ProgramName);

Validated = Validated && Compiler.check();
Validated = Validated && Compiler.checkProgram(ProgramName);
}

if(Validated)
{
this->UniformInstance = glGetUniformLocation(ProgramName, "Instance");

GLint UniformMaterial = glGetUniformBlockIndex(ProgramName, "material");
GLint UniformTransform0 = glGetUniformBlockIndex(ProgramName, "transform[0]");
GLint UniformTransform1 = glGetUniformBlockIndex(ProgramName, "transform[1]");

glUniformBlockBinding(ProgramName, UniformMaterial, semantic::uniform::MATERIAL);
glUniformBlockBinding(ProgramName, UniformTransform0, semantic::uniform::TRANSFORM0);
glUniformBlockBinding(ProgramName, UniformTransform1, semantic::uniform::TRANSFORM1);
}

return Validated;
}

bool initVertexArray()
{
glGenVertexArrays(1, &VertexArrayName);
glBindVertexArray(VertexArrayName);
glBindBuffer(GL_ARRAY_BUFFER, BufferName[buffer::VERTEX]);
glVertexAttribPointer(semantic::attr::POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(semantic::attr::POSITION);

glBindBuffer(GL_ARRAY_BUFFER, BufferName[buffer::INSTANCE]);
glVertexAttribIPointer(semantic::attr::DRAW_ID, 1, GL_INT, 0, 0);
glVertexAttribDivisor(semantic::attr::DRAW_ID, 1);
glEnableVertexAttribArray(semantic::attr::DRAW_ID);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferName[buffer::ELEMENT]);
glBindVertexArray(0);

return true;
}

bool initBuffer()
{
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &this->UniformBufferAlignment);

glGenBuffers(buffer::MAX, &BufferName[0]);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferName[buffer::ELEMENT]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ElementSize, ElementData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

glBindBuffer(GL_ARRAY_BUFFER, BufferName[buffer::VERTEX]);
glBufferData(GL_ARRAY_BUFFER, PositionSize, PositionData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

int const Instance[] = {0, 1};
glBindBuffer(GL_ARRAY_BUFFER, BufferName[buffer::INSTANCE]);
glBufferData(GL_ARRAY_BUFFER, sizeof(Instance), Instance, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

std::size_t UniformBufferSize = std::max<std::size_t>(this->UniformBufferAlignment, sizeof(glm::mat4)) * 2;

{
glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
glBufferData(GL_UNIFORM_BUFFER, UniformBufferSize, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

{
glm::vec4 const Diffuse[2] =
{
glm::vec4(1.0f, 0.5f, 0.0f, 1.0f),
glm::vec4(0.0f, 0.5f, 1.0f, 1.0f)
};

glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::MATERIAL]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Diffuse), &Diffuse[0][0], GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

return true;
}

bool begin()
{
bool Validated = true;

if(Validated)
Validated = initProgram();
if(Validated)
Validated = initBuffer();
if(Validated)
Validated = initVertexArray();

glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;

return Validated;
}

bool end()
{
glDeleteVertexArrays(1, &VertexArrayName);
glDeleteBuffers(buffer::MAX, &BufferName[0]);
glDeleteProgram(ProgramName);

return true;
}

bool render()
{
glm::vec2 WindowSize(this->getWindowSize());

std::size_t UniformBufferOffset = std::max<std::size_t>(this->UniformBufferAlignment, sizeof(glm::mat4));
std::size_t UniformBufferRange = UniformBufferOffset * 2;

{
glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
glm::byte* Pointer = (glm::byte*)glMapBufferRange(GL_UNIFORM_BUFFER, 0, UniformBufferRange, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

glm::mat4 const Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
glm::mat4 const Model0 = glm::translate(glm::mat4(1.0f), glm::vec3( 1, 0, 0));
glm::mat4 const Model1 = glm::translate(glm::mat4(1.0f), glm::vec3(-1, 0, 0));

*reinterpret_cast<glm::mat4*>(Pointer + UniformBufferOffset * 0) = Projection * this->view() * Model0;
*reinterpret_cast<glm::mat4*>(Pointer + UniformBufferOffset * 1) = Projection * this->view() * Model1;

// Make sure the uniform buffer is uploaded
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

glViewport(0, 0, static_cast<GLsizei>(WindowSize.x), static_cast<GLsizei>(WindowSize.y));
glClearBufferfv(GL_COLOR, 0, &glm::vec4(1.0f)[0]);

glUseProgram(ProgramName);

// Attach the buffer to UBO binding point semantic::uniform::MATERIAL
glBindBufferBase(GL_UNIFORM_BUFFER, semantic::uniform::MATERIAL, BufferName[buffer::MATERIAL]);
glBindVertexArray(VertexArrayName);

// Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0
glBindBufferRange(GL_UNIFORM_BUFFER, semantic::uniform::TRANSFORM0, BufferName[buffer::TRANSFORM], 0, sizeof(glm::mat4));
glBindBufferRange(GL_UNIFORM_BUFFER, semantic::uniform::TRANSFORM1, BufferName[buffer::TRANSFORM], UniformBufferOffset, sizeof(glm::mat4));

glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, ElementCount, GL_UNSIGNED_SHORT, nullptr, 1, 0, 0);
glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, ElementCount, GL_UNSIGNED_SHORT, nullptr, 1, 0, 1);

return true;
}
};

int main(int argc, char* argv[])
{
int Error(0);

instance Test(argc, argv);
Error += Test();

return Error;
}

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