From: Brian Paul Date: Mon, 2 Feb 2009 23:50:45 +0000 (-0700) Subject: demos: update multitex.c GLSL demo to use vertex arrays or glVertex-mode X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=8e8b25c26a1ecb1b317b6e68a9a13a766d59150b;p=mesa.git demos: update multitex.c GLSL demo to use vertex arrays or glVertex-mode Press 'a' to toggle drawing mode. --- diff --git a/progs/glsl/multitex.c b/progs/glsl/multitex.c index 096d40f64d7..b4be463787a 100644 --- a/progs/glsl/multitex.c +++ b/progs/glsl/multitex.c @@ -47,9 +47,12 @@ static const char *TexFiles[2] = static GLuint Program; -static GLfloat Xrot = -90.0, Yrot = .0, Zrot = 0.0; +static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0; static GLfloat EyeDist = 10; static GLboolean Anim = GL_TRUE; +static GLboolean UseArrays = GL_TRUE; + +static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1; /* value[0] = tex unit */ @@ -60,32 +63,62 @@ static struct uniform_info Uniforms[] = { }; +static const GLfloat Tex0Coords[4][2] = { + { 0.0, 0.0 }, { 2.0, 0.0 }, { 2.0, 2.0 }, { 0.0, 2.0 } +}; + +static const GLfloat Tex1Coords[4][2] = { + { 0.0, 0.0 }, { 1.0, 0.0 }, { 1.0, 1.0 }, { 0.0, 1.0 } +}; + +static const GLfloat VertCoords[4][2] = { + { -3.0, -3.0 }, { 3.0, -3.0 }, { 3.0, 3.0 }, { -3.0, 3.0 } +}; + + static void -DrawPolygon(GLfloat size) +DrawPolygonArray(void) { - glPushMatrix(); - glRotatef(90, 1, 0, 0); - glNormal3f(0, 0, 1); - glBegin(GL_POLYGON); + if (VertCoord_attr >= 0) { + glVertexAttribPointer_func(VertCoord_attr, 2, GL_FLOAT, GL_FALSE, + 0, VertCoords); + glEnableVertexAttribArray_func(VertCoord_attr); + } + else { + glVertexPointer(2, GL_FLOAT, 0, VertCoords); + glEnable(GL_VERTEX_ARRAY); + } - glMultiTexCoord2f(GL_TEXTURE0, 0, 0); - glMultiTexCoord2f(GL_TEXTURE1, 0, 0); - glVertex2f(-size, -size); + glVertexAttribPointer_func(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE, + 0, Tex0Coords); + glEnableVertexAttribArray_func(TexCoord0_attr); - glMultiTexCoord2f(GL_TEXTURE0, 2, 0); - glMultiTexCoord2f(GL_TEXTURE1, 1, 0); - glVertex2f( size, -size); + glVertexAttribPointer_func(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE, + 0, Tex1Coords); + glEnableVertexAttribArray_func(TexCoord1_attr); - glMultiTexCoord2f(GL_TEXTURE0, 2, 2); - glMultiTexCoord2f(GL_TEXTURE1, 1, 1); - glVertex2f( size, size); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} - glMultiTexCoord2f(GL_TEXTURE0, 0, 2); - glMultiTexCoord2f(GL_TEXTURE1, 0, 1); - glVertex2f(-size, size); + +static void +DrawPolygonVert(void) +{ + GLuint i; + + glBegin(GL_TRIANGLE_FAN); + + for (i = 0; i < 4; i++) { + glVertexAttrib2fv_func(TexCoord0_attr, Tex0Coords[i]); + glVertexAttrib2fv_func(TexCoord1_attr, Tex1Coords[i]); + + if (VertCoord_attr >= 0) + glVertexAttrib2fv_func(VertCoord_attr, VertCoords[i]); + else + glVertex2fv(VertCoords[i]); + } glEnd(); - glPopMatrix(); } @@ -100,7 +133,10 @@ draw(void) glRotatef(Yrot, 0, 1, 0); glRotatef(Xrot, 1, 0, 0); - DrawPolygon(3.0); + if (UseArrays) + DrawPolygonArray(); + else + DrawPolygonVert(); glPopMatrix(); @@ -123,8 +159,11 @@ key(unsigned char k, int x, int y) (void) x; (void) y; switch (k) { - case ' ': case 'a': + UseArrays = !UseArrays; + printf("Arrays: %d\n", UseArrays); + break; + case ' ': Anim = !Anim; if (Anim) glutIdleFunc(idle); @@ -232,6 +271,13 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile, InitUniforms(program, uniforms); + TexCoord0_attr = glGetAttribLocation_func(program, "TexCoord0"); + TexCoord1_attr = glGetAttribLocation_func(program, "TexCoord1"); + VertCoord_attr = glGetAttribLocation_func(program, "VertCoord"); + printf("TexCoord0_attr = %d\n", TexCoord0_attr); + printf("TexCoord1_attr = %d\n", TexCoord1_attr); + printf("VertCoord_attr = %d\n", VertCoord_attr); + return program; } diff --git a/progs/glsl/multitex.vert b/progs/glsl/multitex.vert index 5518ca1ddd8..4fae3b73fb7 100644 --- a/progs/glsl/multitex.vert +++ b/progs/glsl/multitex.vert @@ -2,9 +2,13 @@ // Brian Paul +attribute vec4 TexCoord0, TexCoord1; +attribute vec4 VertCoord; + void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_TexCoord[1] = gl_MultiTexCoord1; - gl_Position = ftransform(); + gl_TexCoord[0] = TexCoord0; + gl_TexCoord[1] = TexCoord1; + // note: may use gl_Vertex or VertCoord here for testing: + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }