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authorBrian Paul <brianp@vmware.com>2009-02-02 16:50:45 -0700
committerBrian Paul <brianp@vmware.com>2009-02-02 16:51:45 -0700
commit8e8b25c26a1ecb1b317b6e68a9a13a766d59150b (patch)
treea55c0357bdeefe3692ea795457da5c75185b463f
parent4c5f3903280372a03044440a070661514369b595 (diff)
demos: update multitex.c GLSL demo to use vertex arrays or glVertex-mode
Press 'a' to toggle drawing mode.
-rw-r--r--progs/glsl/multitex.c88
-rw-r--r--progs/glsl/multitex.vert10
2 files changed, 74 insertions, 24 deletions
diff --git a/progs/glsl/multitex.c b/progs/glsl/multitex.c
index 096d40f64d..b4be463787 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 5518ca1ddd..4fae3b73fb 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;
}