518 lines
13 KiB
C
518 lines
13 KiB
C
/*
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* Test GL_ARB_vertex_buffer_object
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* Also test GL_ARB_vertex_array_object if supported
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*
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* Brian Paul
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* 16 Sep 2003
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*/
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <GL/glew.h>
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#include <GL/glut.h>
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#define NUM_OBJECTS 10
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struct object
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{
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GLuint ArrayObjectID; /** GL_ARB_vertex_array_object */
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GLuint VertexBufferID;
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GLuint ColorBufferID;
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GLuint ElementsBufferID;
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GLuint NumVerts;
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GLuint VertexOffset;
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GLuint ColorOffset;
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GLuint VertexStride;
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GLuint ColorStride;
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GLuint NumElements;
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GLuint MaxElement;
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};
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static struct object Objects[NUM_OBJECTS];
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static GLuint NumObjects;
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static GLuint Win;
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static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
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static GLboolean Anim = GL_TRUE;
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static GLboolean Have_ARB_vertex_array_object = GL_FALSE;
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static void CheckError(int line)
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{
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GLenum err = glGetError();
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if (err) {
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printf("GL Error 0x%x at line %d\n", (int) err, line);
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}
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}
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static void DrawObject( const struct object *obj )
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{
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if (Have_ARB_vertex_array_object && obj->ArrayObjectID) {
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glBindVertexArray(obj->ArrayObjectID);
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if (obj->NumElements > 0) {
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/* indexed arrays */
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, obj->ElementsBufferID);
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glDrawRangeElements(GL_LINE_LOOP, 0, obj->MaxElement,
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obj->NumElements, GL_UNSIGNED_INT, NULL);
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}
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else {
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/* non-indexed arrays */
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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glDrawArrays(GL_LINE_LOOP, 0, obj->NumVerts);
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}
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glBindVertexArray(0);
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}
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else {
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/* no vertex array objects, must set vertex/color pointers per draw */
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
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glVertexPointer(3, GL_FLOAT, obj->VertexStride, (void *) obj->VertexOffset);
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glEnableClientState(GL_VERTEX_ARRAY);
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/* test push/pop attrib */
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/* XXX this leads to a segfault with NVIDIA's 53.36 driver */
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#if 0
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if (1)
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{
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glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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/*glVertexPointer(3, GL_FLOAT, 0, (void *) (obj->VertexOffset + 10000));*/
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 999999);
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glPopClientAttrib();
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}
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#endif
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->ColorBufferID);
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glColorPointer(3, GL_FLOAT, obj->ColorStride, (void *) obj->ColorOffset);
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glEnableClientState(GL_COLOR_ARRAY);
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if (obj->NumElements > 0) {
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/* indexed arrays */
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, obj->ElementsBufferID);
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glDrawElements(GL_LINE_LOOP, obj->NumElements, GL_UNSIGNED_INT, NULL);
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}
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else {
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/* non-indexed arrays */
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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glDrawArrays(GL_LINE_LOOP, 0, obj->NumVerts);
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}
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}
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}
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static void Idle( void )
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{
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Zrot = 0.05 * glutGet(GLUT_ELAPSED_TIME);
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glutPostRedisplay();
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}
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static void Display( void )
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{
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int i;
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glClear( GL_COLOR_BUFFER_BIT );
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for (i = 0; i < NumObjects; i++) {
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float x = 7.0 * ((float) i / (NumObjects-1) - 0.5);
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glPushMatrix();
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glTranslatef(x, 0, 0);
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glRotatef(Xrot, 1, 0, 0);
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glRotatef(Yrot, 0, 1, 0);
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glRotatef(Zrot, 0, 0, 1);
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DrawObject(Objects + i);
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glPopMatrix();
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}
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CheckError(__LINE__);
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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float ar = (float) width / (float) height;
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -ar, ar, -1.0, 1.0, 5.0, 25.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -15.0 );
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}
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static void FreeBuffers(void)
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{
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int i;
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for (i = 0; i < NUM_OBJECTS; i++) {
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glDeleteBuffersARB(1, &Objects[i].VertexBufferID);
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glDeleteBuffersARB(1, &Objects[i].ColorBufferID);
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glDeleteBuffersARB(1, &Objects[i].ElementsBufferID);
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}
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}
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static void Key( unsigned char key, int x, int y )
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{
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const GLfloat step = 3.0;
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(void) x;
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(void) y;
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switch (key) {
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case 'a':
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Anim = !Anim;
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if (Anim)
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glutIdleFunc(Idle);
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else
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glutIdleFunc(NULL);
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break;
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case 'z':
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Zrot -= step;
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break;
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case 'Z':
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Zrot += step;
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break;
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case 27:
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FreeBuffers();
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glutDestroyWindow(Win);
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int key, int x, int y )
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{
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const GLfloat step = 3.0;
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(void) x;
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(void) y;
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switch (key) {
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case GLUT_KEY_UP:
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Xrot -= step;
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break;
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case GLUT_KEY_DOWN:
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Xrot += step;
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break;
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case GLUT_KEY_LEFT:
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Yrot -= step;
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break;
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case GLUT_KEY_RIGHT:
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Yrot += step;
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break;
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}
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glutPostRedisplay();
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}
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/**
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* If GL_ARB_vertex_array_object is supported, create an array object
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* and set all the per-array state.
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*/
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static void
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CreateVertexArrayObject(struct object *obj)
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{
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glGenVertexArrays(1, &obj->ArrayObjectID);
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glBindVertexArray(obj->ArrayObjectID);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
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glVertexPointer(3, GL_FLOAT, obj->VertexStride, (void *) obj->VertexOffset);
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glEnableClientState(GL_VERTEX_ARRAY);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->ColorBufferID);
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glColorPointer(3, GL_FLOAT, obj->ColorStride, (void *) obj->ColorOffset);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindVertexArray(0);
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}
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/*
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* Non-interleaved position/color data.
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*/
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static void MakeObject1(struct object *obj)
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{
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GLfloat *v, *c;
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void *p;
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int i;
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GLubyte buffer[500];
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for (i = 0; i < 500; i++)
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buffer[i] = i & 0xff;
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obj->VertexBufferID = 0;
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glGenBuffersARB(1, &obj->VertexBufferID);
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obj->ColorBufferID = obj->VertexBufferID;
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assert(obj->VertexBufferID != 0);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, 500, buffer, GL_STATIC_DRAW_ARB);
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for (i = 0; i < 500; i++)
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buffer[i] = 0;
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glGetBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 500, buffer);
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for (i = 0; i < 500; i++)
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assert(buffer[i] == (i & 0xff));
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glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAPPED_ARB, &i);
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assert(!i);
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glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_USAGE_ARB, &i);
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v = (GLfloat *) glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
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/* do some sanity tests */
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glGetBufferPointervARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAP_POINTER_ARB, &p);
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assert(p == v);
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glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &i);
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assert(i == 500);
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glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_USAGE_ARB, &i);
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assert(i == GL_STATIC_DRAW_ARB);
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glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_ACCESS_ARB, &i);
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assert(i == GL_WRITE_ONLY_ARB);
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glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAPPED_ARB, &i);
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assert(i);
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/* Make rectangle */
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v[0] = -1; v[1] = -1; v[2] = 0;
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v[3] = 1; v[4] = -1; v[5] = 0;
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v[6] = 1; v[7] = 1; v[8] = 0;
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v[9] = -1; v[10] = 1; v[11] = 0;
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c = v + 12;
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c[0] = 1; c[1] = 0; c[2] = 0;
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c[3] = 1; c[4] = 0; c[5] = 0;
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c[6] = 1; c[7] = 0; c[8] = 1;
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c[9] = 1; c[10] = 0; c[11] = 1;
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obj->NumVerts = 4;
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obj->VertexOffset = 0;
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obj->ColorOffset = 3 * sizeof(GLfloat) * obj->NumVerts;
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obj->VertexStride = 0;
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obj->ColorStride = 0;
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obj->NumElements = 0;
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obj->MaxElement = 0;
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glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
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glGetBufferPointervARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAP_POINTER_ARB, &p);
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assert(!p);
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glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAPPED_ARB, &i);
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assert(!i);
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if (Have_ARB_vertex_array_object) {
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CreateVertexArrayObject(obj);
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}
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}
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/*
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* Interleaved position/color data.
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*/
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static void MakeObject2(struct object *obj)
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{
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GLfloat *v;
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int start = 40; /* bytes, to test non-zero array offsets */
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glGenBuffersARB(1, &obj->VertexBufferID);
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obj->ColorBufferID = obj->VertexBufferID;
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, 1000, NULL, GL_STATIC_DRAW_ARB);
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v = (GLfloat *) glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
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v += start / sizeof(GLfloat);
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/* Make triangle: interleaved colors, then positions */
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/* R G B X Y Z */
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v[0] = 0; v[1] = 1; v[2] = 0; v[3] = -1; v[4] = -1; v[5] = 0;
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v[6] = 0; v[7] = 1; v[8] = 0; v[9] = 1; v[10] = -1; v[11] = 0;
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v[12] = 1; v[13] = 1; v[14] = 0; v[15] = 0; v[16] = 1; v[17] = 0;
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obj->NumVerts = 3;
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obj->VertexOffset = start + 3 * sizeof(GLfloat);
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obj->ColorOffset = start;
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obj->VertexStride = 6 * sizeof(GLfloat);
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obj->ColorStride = 6 * sizeof(GLfloat);
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obj->NumElements = 0;
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obj->MaxElement = 0;
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glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
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if (Have_ARB_vertex_array_object) {
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CreateVertexArrayObject(obj);
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}
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}
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/*
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* Use an index buffer and glDrawElements().
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*/
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static void MakeObject3(struct object *obj)
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{
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GLfloat vertexData[1000];
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GLfloat *v, *c;
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GLuint *i;
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int bytes;
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/* Make rectangle */
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v = vertexData;
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v[0] = -1; v[1] = -0.5; v[2] = 0;
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v[3] = 1; v[4] = -0.5; v[5] = 0;
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v[6] = 1; v[7] = 0.5; v[8] = 0;
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v[9] = -1; v[10] = 0.5; v[11] = 0;
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c = vertexData + 12;
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c[0] = 0; c[1] = 0; c[2] = 1;
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c[3] = 0; c[4] = 0; c[5] = 1;
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c[6] = 0; c[7] = 1; c[8] = 1;
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c[9] = 0; c[10] = 1; c[11] = 1;
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obj->NumVerts = 4;
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obj->VertexOffset = 0;
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obj->ColorOffset = 3 * sizeof(GLfloat) * obj->NumVerts;
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obj->VertexStride = 0;
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obj->ColorStride = 0;
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bytes = obj->NumVerts * (3 + 3) * sizeof(GLfloat);
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/* Don't use glMap/UnmapBuffer for this object */
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glGenBuffersARB(1, &obj->VertexBufferID);
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obj->ColorBufferID = obj->VertexBufferID;
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, bytes, vertexData, GL_STATIC_DRAW_ARB);
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/* Setup a buffer of indices to test the ELEMENTS path */
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glGenBuffersARB(1, &obj->ElementsBufferID);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, obj->ElementsBufferID);
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glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 100, NULL, GL_STATIC_DRAW_ARB);
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i = (GLuint *) glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
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i[0] = 0;
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i[1] = 1;
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i[2] = 2;
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i[3] = 3;
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glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
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obj->NumElements = 4;
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obj->MaxElement = 3;
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if (Have_ARB_vertex_array_object) {
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CreateVertexArrayObject(obj);
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}
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}
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/*
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* Vertex and color data in different buffers.
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*/
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static void MakeObject4(struct object *obj)
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{
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static const GLfloat vertexData[] = {
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0, -1, 0,
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0.5, 0, 0,
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0, 1, 0,
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-0.5, 0, 0
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};
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static const GLfloat colorData[] = {
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1, 1, 1,
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1, 1, 0,
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.5, .5, 0,
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1, 1, 0
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};
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obj->VertexOffset = 0;
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obj->VertexStride = 0;
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obj->ColorOffset = 0;
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obj->ColorStride = 0;
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obj->NumVerts = 4;
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glGenBuffersARB(1, &obj->VertexBufferID);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertexData), vertexData,
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GL_STATIC_DRAW_ARB);
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glGenBuffersARB(1, &obj->ColorBufferID);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->ColorBufferID);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(colorData), colorData,
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GL_STATIC_DRAW_ARB);
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/* Setup a buffer of indices to test the ELEMENTS path */
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obj->ElementsBufferID = 0;
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obj->NumElements = 0;
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obj->MaxElement = 0;
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if (Have_ARB_vertex_array_object) {
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CreateVertexArrayObject(obj);
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}
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}
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static void Init( void )
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{
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if (!glutExtensionSupported("GL_ARB_vertex_buffer_object")) {
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printf("GL_ARB_vertex_buffer_object not found!\n");
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exit(0);
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}
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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Have_ARB_vertex_array_object =
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glutExtensionSupported("GL_ARB_vertex_array_object");
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printf("Using GL_ARB_vertex_array_object: %s\n",
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(Have_ARB_vertex_array_object ? "yes" : "no"));
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/* Test buffer object deletion */
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if (1) {
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static GLubyte data[1000];
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GLuint id = 999;
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, id);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, 1000, data, GL_STATIC_DRAW_ARB);
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glVertexPointer(3, GL_FLOAT, 0, (void *) 0);
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glDeleteBuffersARB(1, &id);
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assert(!glIsBufferARB(id));
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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glVertexPointer(3, GL_FLOAT, 0, (void *) 0);
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assert(!glIsBufferARB(id));
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}
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memset(Objects, 0, sizeof(Objects));
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MakeObject1(Objects + 0);
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MakeObject2(Objects + 1);
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MakeObject3(Objects + 2);
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MakeObject4(Objects + 3);
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NumObjects = 4;
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}
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int main( int argc, char *argv[] )
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{
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( 600, 300 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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Win = glutCreateWindow(argv[0]);
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glewInit();
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
|
|
glutDisplayFunc( Display );
|
|
if (Anim)
|
|
glutIdleFunc(Idle);
|
|
Init();
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|