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:

Code :

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:

Code :

#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:

Code :

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:

Code :

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:

Attachment 2567

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

What am i doing wrong ?

Thanks for help!