#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <GL/glew.h>
#include "GL/glut.h"
#include "readtex.h"
-#include "extfuncs.h"
#include "shaderutil.h"
static const char *Demo = "multitex";
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_TRUE;
static GLboolean UseArrays = GL_TRUE;
+static GLboolean UseVBO = GL_TRUE;
+static GLuint VBO = 0;
static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1;
};
+
+static void
+SetupVertexBuffer(void)
+{
+ glGenBuffersARB(1, &VBO);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
+
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(VertCoords) +
+ sizeof(Tex0Coords) +
+ sizeof(Tex1Coords),
+ NULL,
+ GL_STATIC_DRAW_ARB);
+
+ /* non-interleaved vertex arrays */
+
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
+ 0, /* offset */
+ sizeof(VertCoords), /* size */
+ VertCoords); /* data */
+
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(VertCoords), /* offset */
+ sizeof(Tex0Coords), /* size */
+ Tex0Coords); /* data */
+
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(VertCoords) +
+ sizeof(Tex0Coords), /* offset */
+ sizeof(Tex1Coords), /* size */
+ Tex1Coords); /* data */
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+}
+
+
static void
DrawPolygonArray(void)
{
+ void *vertPtr, *tex0Ptr, *tex1Ptr;
+
+ if (UseVBO) {
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
+ vertPtr = (void *) 0;
+ tex0Ptr = (void *) sizeof(VertCoords);
+ tex1Ptr = (void *) (sizeof(VertCoords) + sizeof(Tex0Coords));
+ }
+ else {
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ vertPtr = VertCoords;
+ tex0Ptr = Tex0Coords;
+ tex1Ptr = Tex1Coords;
+ }
+
if (VertCoord_attr >= 0) {
- glVertexAttribPointer_func(VertCoord_attr, 2, GL_FLOAT, GL_FALSE,
+ glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE,
0, VertCoords);
- glEnableVertexAttribArray_func(VertCoord_attr);
+ glEnableVertexAttribArray(VertCoord_attr);
}
else {
- glVertexPointer(2, GL_FLOAT, 0, VertCoords);
- glEnable(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, vertPtr);
+ glEnableClientState(GL_VERTEX_ARRAY);
}
- glVertexAttribPointer_func(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE,
+ glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE,
0, Tex0Coords);
- glEnableVertexAttribArray_func(TexCoord0_attr);
+ glEnableVertexAttribArray(TexCoord0_attr);
- glVertexAttribPointer_func(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE,
+ glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE,
0, Tex1Coords);
- glEnableVertexAttribArray_func(TexCoord1_attr);
+ glEnableVertexAttribArray(TexCoord1_attr);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
glBegin(GL_TRIANGLE_FAN);
for (i = 0; i < 4; i++) {
- glVertexAttrib2fv_func(TexCoord0_attr, Tex0Coords[i]);
- glVertexAttrib2fv_func(TexCoord1_attr, Tex1Coords[i]);
+ glVertexAttrib2fv(TexCoord0_attr, Tex0Coords[i]);
+ glVertexAttrib2fv(TexCoord1_attr, Tex1Coords[i]);
if (VertCoord_attr >= 0)
- glVertexAttrib2fv_func(VertCoord_attr, VertCoords[i]);
+ glVertexAttrib2fv(VertCoord_attr, VertCoords[i]);
else
glVertex2fv(VertCoords[i]);
}
UseArrays = !UseArrays;
printf("Arrays: %d\n", UseArrays);
break;
+ case 'v':
+ UseVBO = !UseVBO;
+ printf("Use VBO: %d\n", UseVBO);
+ break;
case ' ':
Anim = !Anim;
if (Anim)
assert(vertShader);
program = LinkShaders(vertShader, fragShader);
- glUseProgram_func(program);
+ glUseProgram(program);
InitUniforms(program, uniforms);
- TexCoord0_attr = glGetAttribLocation_func(program, "TexCoord0");
- TexCoord1_attr = glGetAttribLocation_func(program, "TexCoord1");
- VertCoord_attr = glGetAttribLocation_func(program, "VertCoord");
+ VertCoord_attr = glGetAttribLocation(program, "VertCoord");
+ if (VertCoord_attr > 0) {
+ /* We want the VertCoord attrib to have position zero so that
+ * the call to glVertexAttrib(0, xyz) triggers vertex processing.
+ * Otherwise, if TexCoord0 or TexCoord1 gets position 0 we'd have
+ * to set that attribute last (which is a PITA to manage).
+ */
+ glBindAttribLocation(program, 0, "VertCoord");
+ /* re-link */
+ glLinkProgram(program);
+ /* VertCoord_attr should be zero now */
+ VertCoord_attr = glGetAttribLocation(program, "VertCoord");
+ assert(VertCoord_attr == 0);
+ }
+
+ TexCoord0_attr = glGetAttribLocation(program, "TexCoord0");
+ TexCoord1_attr = glGetAttribLocation(program, "TexCoord1");
+
printf("TexCoord0_attr = %d\n", TexCoord0_attr);
printf("TexCoord1_attr = %d\n", TexCoord1_attr);
printf("VertCoord_attr = %d\n", VertCoord_attr);
/*exit(1);*/
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- GetExtensionFuncs();
+ printf("Usage:\n");
+ printf(" a - toggle arrays vs. immediate mode rendering\n");
+ printf(" v - toggle VBO usage for array rendering\n");
+ printf(" z/Z - change viewing distance\n");
+ printf(" SPACE - toggle animation\n");
+ printf(" Esc - exit\n");
InitTextures();
InitPrograms();
+ SetupVertexBuffer();
+
glEnable(GL_DEPTH_TEST);
glClearColor(.6, .6, .9, 0);
glutInitWindowSize(500, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow(Demo);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);