therealcain

12-06-2017, 09:02 AM

hello guys,

I'm trying to create a game that has tons of cubes ( around millions or even more ), so i have read about instancing and i have done what the tutorial said.

but when i add 100,000 cubes to the scene i have insane lags ( can't move the mouse or exit ).

here is my source:

Cube:

void Cube::Add(std::vector<glm::vec3> position)

{

glGenVertexArrays(1, &instanceVBO);

glBindVertexArray(instanceVBO);

glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * position.size(), &position[0], GL_STATIC_DRAW);

glBindBuffer(GL_ARRAY_BUFFER, 0);

glGenVertexArrays(1, &VAO);

glGenBuffers(1, &VBO);

glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);

glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STREAM_DRAW);

glActiveTexture(GL_TEXTURE0);

glBindTexture(GL_TEXTURE_2D, Texture);

glUniform1i(TextureID, 0);

glEnableVertexAttribArray(0);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

glEnableVertexAttribArray(1);

glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);

glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);

glEnableVertexAttribArray(2);

glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);

glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)2);

glBindBuffer(GL_ARRAY_BUFFER, 0);

glVertexAttribDivisor(2, 1);

size = position.size();

}

void Cube::Draw(GLuint& programID)

{

// Use Shaders

glUseProgram(programID);

// Bind Texture to Cube

glBindVertexArray(VAO);

glDrawArraysInstanced(GL_TRIANGLES, 0, vertices.size(), size);

glBindVertexArray(0);

}

Cube Vertex Shaer:

#version 330 core

layout (location = 0) in vec3 position;

layout (location = 1) in vec2 vertexUV;

layout (location = 2) in vec3 offset;

out vec2 UV;

uniform mat4 MVP;

void main()

{

gl_Position = MVP * vec4(position + offset, 1);

UV = vertexUV;

}

Camera Update:

void Camera::Update(glm::vec3 const& scale,

glm::vec3 const& position)

{

Camera::computeMatricesFromInputs();

glm::mat4 Model = glm::mat4();

Model = glm::scale(Model, scale);

Model = glm::translate(Model, position);

glm::mat4 mvp = ProjectionMatrix * ViewMatrix * Model;

glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp[0][0]);

}

Main:

int main()

{

Functions funcs;

Window window(WIDTH, HEIGHT, "Minecraft Mechanics");

// Creating Shader

GLuint programID = funcs.LoadShaders("src/shaders/cube.vert", "src/shaders/cube.frag");

// Creating Cube

Cube cube(programID);

std::vector<glm::vec3> pos;

int cx = 0, cz = 0;

for(unsigned int x = 0; x < 100; x++)

{

pos.push_back(glm::vec3(cx, 0, cz));

for(unsigned int z = 0; z < 100; z++)

{

pos.push_back(glm::vec3(cx, 0, cz));

cz += CUBEDIST;

}

cx += CUBEDIST;

cz = 0;

}

cube.Add(pos);

pos.clear();

Camera camera(glm::vec3(0, 10, 0), 90.f, 0.001f);

camera.Setup(*window.getWindow(), programID);

glClearColor(0.53f, 0.81f, 0.98f, 1.0f);

double lastTime = glfwGetTime();

int nbFrames = 0;

while(window.Running())

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// ----- FPS ------ //

double currentTime = glfwGetTime();

nbFrames++;

if ( currentTime - lastTime >= 1.0 )

{

printf("%f ms/frame\n", 1000.0/double(nbFrames));

nbFrames = 0;

lastTime += 1.0;

}

// Cube

for(unsigned int i = 0; i < cube.getSize(); i++)

{

cube.Draw(programID);

camera.Update(cube.getScale(), pos[i]);

}

window.SwapBuffers();

}

glDeleteProgram(programID);

return 0;

}

And i have added what the profiler said:

2567

For couple of days I've been trying to fix this.

What am i doing wrong ?

Thanks for help!

I'm trying to create a game that has tons of cubes ( around millions or even more ), so i have read about instancing and i have done what the tutorial said.

but when i add 100,000 cubes to the scene i have insane lags ( can't move the mouse or exit ).

here is my source:

Cube:

void Cube::Add(std::vector<glm::vec3> position)

{

glGenVertexArrays(1, &instanceVBO);

glBindVertexArray(instanceVBO);

glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * position.size(), &position[0], GL_STATIC_DRAW);

glBindBuffer(GL_ARRAY_BUFFER, 0);

glGenVertexArrays(1, &VAO);

glGenBuffers(1, &VBO);

glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);

glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STREAM_DRAW);

glActiveTexture(GL_TEXTURE0);

glBindTexture(GL_TEXTURE_2D, Texture);

glUniform1i(TextureID, 0);

glEnableVertexAttribArray(0);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

glEnableVertexAttribArray(1);

glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);

glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);

glEnableVertexAttribArray(2);

glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);

glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)2);

glBindBuffer(GL_ARRAY_BUFFER, 0);

glVertexAttribDivisor(2, 1);

size = position.size();

}

void Cube::Draw(GLuint& programID)

{

// Use Shaders

glUseProgram(programID);

// Bind Texture to Cube

glBindVertexArray(VAO);

glDrawArraysInstanced(GL_TRIANGLES, 0, vertices.size(), size);

glBindVertexArray(0);

}

Cube Vertex Shaer:

#version 330 core

layout (location = 0) in vec3 position;

layout (location = 1) in vec2 vertexUV;

layout (location = 2) in vec3 offset;

out vec2 UV;

uniform mat4 MVP;

void main()

{

gl_Position = MVP * vec4(position + offset, 1);

UV = vertexUV;

}

Camera Update:

void Camera::Update(glm::vec3 const& scale,

glm::vec3 const& position)

{

Camera::computeMatricesFromInputs();

glm::mat4 Model = glm::mat4();

Model = glm::scale(Model, scale);

Model = glm::translate(Model, position);

glm::mat4 mvp = ProjectionMatrix * ViewMatrix * Model;

glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp[0][0]);

}

Main:

int main()

{

Functions funcs;

Window window(WIDTH, HEIGHT, "Minecraft Mechanics");

// Creating Shader

GLuint programID = funcs.LoadShaders("src/shaders/cube.vert", "src/shaders/cube.frag");

// Creating Cube

Cube cube(programID);

std::vector<glm::vec3> pos;

int cx = 0, cz = 0;

for(unsigned int x = 0; x < 100; x++)

{

pos.push_back(glm::vec3(cx, 0, cz));

for(unsigned int z = 0; z < 100; z++)

{

pos.push_back(glm::vec3(cx, 0, cz));

cz += CUBEDIST;

}

cx += CUBEDIST;

cz = 0;

}

cube.Add(pos);

pos.clear();

Camera camera(glm::vec3(0, 10, 0), 90.f, 0.001f);

camera.Setup(*window.getWindow(), programID);

glClearColor(0.53f, 0.81f, 0.98f, 1.0f);

double lastTime = glfwGetTime();

int nbFrames = 0;

while(window.Running())

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// ----- FPS ------ //

double currentTime = glfwGetTime();

nbFrames++;

if ( currentTime - lastTime >= 1.0 )

{

printf("%f ms/frame\n", 1000.0/double(nbFrames));

nbFrames = 0;

lastTime += 1.0;

}

// Cube

for(unsigned int i = 0; i < cube.getSize(); i++)

{

cube.Draw(programID);

camera.Update(cube.getScale(), pos[i]);

}

window.SwapBuffers();

}

glDeleteProgram(programID);

return 0;

}

And i have added what the profiler said:

2567

For couple of days I've been trying to fix this.

What am i doing wrong ?

Thanks for help!