I am using instancing in my OpenGL-app and since only one drawcall are made I have to calculate a larger matrix that consists of smaller matrices and that larger matrix is sent to the shader where gl_InstanceID
can distinguish between successive matrices.
Its put on the bus with the following call
GLES30.glUniformMatrix4fv(mMVPMatrixHandleBall, nBalls, false, mMVPMatrixMajor, 0);
and in the shader the multiplication si made by
gl_Position = u_MVPMatrix[gl_InstanceID] * a_Position;
simple!
On the client-side the larger matrix is created by the following code:
private void setLargeMVPmatrix() {
int cnt = 0;
for (Iterator<Ball> shapeIterator = arrayListBalls.iterator(); shapeIterator.hasNext(); ) {
Ball ball = shapeIterator.next();
mModelMatrix = ball.getmModelMatrix();
//multipl.
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
//subst. in matrisdata i en större vektor dvs vi får en stor matris som innehhåller flera mindre matriser
for (int i = 0; i < CreateGLContext.MATRIX_SIZE; i++) {
mMVPMatrixMajor[i + CreateGLContext.MATRIX_SIZE * cnt] = mMVPMatrix[i];
}
cnt++;
}
}
If I have moving-objects on the screen, like bouncing balls, for instance 100 balls bouncing around it means I have to continously translate their positions each frame which in turn means I have to call this method every frame. And the consequence is that it becomes a real performance bottelneck. I know it by just commenting out the method just to see what happends - and a real performance boost but the balls doesnt not move any longer, of course.
So my question - Is there a soluition to this problem? If I use instancing, I have to send a large matrix according to above.
Edit:
I've even tried the following which I thought could at least partially solve my problem. In the drawMethod:
int cnt = 0;
for (Iterator <Ball> it = arrayListBalls.iterator(); it.hasNext();) {
Ball ball = it.next();
mModelMatrix = ball.getmModelMatrix();
//multipl.
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
GLES30.glUniformMatrix4fv( (mMVPMatrixHandleBall + cnt), 1, false, mMVPMatrix, 0);
cnt++;
}
Thanks in advance!!!