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Example: Instanced rendering
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einarf committed Jan 12, 2020
1 parent b2add02 commit de6b5c0
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60 changes: 60 additions & 0 deletions examples/geometry_cube_instanced.py
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"""
Renders 100 x 100 cubes using instancing.
We are using the moderngl-window specific VAO wrapper.
Each cube is animated in the vertex shader offset by gl_InstanceID
"""
from pathlib import Path

import numpy
from pyrr import Matrix44
import moderngl
import moderngl_window
from moderngl_window import geometry
from base import CameraWindow


class CubeSimpleInstanced(CameraWindow):
"""Renders cubes using instancing"""
title = "Plain Cube"
resource_dir = (Path(__file__).parent / 'resources').resolve()
aspect_ratio = None

def __init__(self, **kwargs):
super().__init__(**kwargs)
self.wnd.mouse_exclusivity = True
self.camera.projection.update(near=1, far=1000)
self.cube = geometry.cube(size=(2, 2, 2))
self.prog = self.load_program('programs/cube_simple_instanced.glsl')
self.prog['m_proj'].write(self.camera.projection.matrix)
self.prog['m_model'].write(Matrix44.identity(dtype='f4'))

# Generate per instance data represeting a grid of cubes
N = 100
self.instances = N * N

def gen_data(x_res, z_res, spacing=2.5):
"""Generates a grid of N * N poistions and random colors on the xz plane"""
for y in range(z_res):
for x in range(x_res):
yield -N * spacing / 2 + spacing * x
yield 0
yield -N * spacing / 2 + spacing * y
yield numpy.random.uniform(0, 1)
yield numpy.random.uniform(0, 1)
yield numpy.random.uniform(0, 1)

self.instance_data = self.ctx.buffer(numpy.fromiter(gen_data(N, N), 'f4', count=self.instances * 6))
self.cube.buffer(self.instance_data, '3f 3f/i', ['in_offset', 'in_color'])

def render(self, time: float, frametime: float):
self.ctx.enable_only(moderngl.CULL_FACE | moderngl.DEPTH_TEST)

self.prog['m_camera'].write(self.camera.matrix)
self.prog['time'].value = time

self.cube.render(self.prog, instances=self.instances)


if __name__ == '__main__':
moderngl_window.run_window_config(CubeSimpleInstanced)
44 changes: 44 additions & 0 deletions examples/resources/programs/cube_simple_instanced.glsl
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#version 330

#if defined VERTEX_SHADER

// Model geometry
in vec3 in_position;
in vec3 in_normal;

// Per instance data
in vec3 in_offset;
in vec3 in_color;

uniform mat4 m_model;
uniform mat4 m_camera;
uniform mat4 m_proj;
uniform float time;

out vec3 pos;
out vec3 normal;
out vec3 color;

void main() {
mat4 m_view = m_camera * m_model;
vec4 p = m_view * vec4(in_position + in_offset + vec3(0.0, sin(gl_InstanceID + time) * 2.0, 0.0), 1.0);
gl_Position = m_proj * p;
mat3 m_normal = inverse(transpose(mat3(m_view)));
normal = m_normal * normalize(in_normal);
pos = p.xyz;
color = in_color;
}

#elif defined FRAGMENT_SHADER

out vec4 fragColor;

in vec3 pos;
in vec3 normal;
in vec3 color;

void main() {
float l = dot(normalize(-pos), normalize(normal));
fragColor = vec4(color * (0.25 + abs(l) * 0.75), 1.0);
}
#endif

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