1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
|
/*
* Test glMapBuffer() and glMapBufferRange()
*
* Fill a VBO with vertex data to draw several colored quads.
* On each redraw, update the geometry for just one rect in the VBO.
*
* Brian Paul
* 4 March 2009
*/
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glew.h>
#include <GL/glut.h>
static GLuint Win;
static const GLuint NumRects = 10;
static GLuint BufferID;
static GLboolean Anim = GL_TRUE;
static GLboolean UseBufferRange = GL_FALSE;
static const float RectData[] = {
/* vertex */ /* color */
0, -1, 0, 1, 0, 0,
1, 0, 0, 1, 1, 0,
0, 1, 0, 0, 1, 1,
-1, 0, 0, 1, 0, 1
};
/**
* The buffer contains vertex positions (float[3]) and colors (float[3])
* for 'NumRects' quads.
* This function updates/rotates one quad in the buffer.
*/
static void
UpdateRect(int r, float angle)
{
float *rect;
int i;
assert(r < NumRects);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
if (UseBufferRange) {
GLintptr offset = r * sizeof(RectData);
GLsizeiptr length = sizeof(RectData);
GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
float *buf = (float *) glMapBufferRange(GL_ARRAY_BUFFER_ARB,
offset, length, access);
rect = buf;
}
else {
/* map whole buffer */
float *buf = (float *)
glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
rect = buf + r * 24;
}
/* set rect verts/colors */
memcpy(rect, RectData, sizeof(RectData));
/* loop over four verts, updating vertices */
for (i = 0; i < 4; i++) {
float x = 0.2 * RectData[i*6+0];
float y = 0.2 * RectData[i*6+1];
float xpos = -2.5 + 0.5 * r;
float ypos = 0.0;
/* translate and rotate vert */
rect[i * 6 + 0] = xpos + x * cos(angle) + y * sin(angle);
rect[i * 6 + 1] = ypos + x * sin(angle) - y * cos(angle);
}
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
}
static void
LoadBuffer(void)
{
static int frame = 0;
float angle = glutGet(GLUT_ELAPSED_TIME) * 0.001;
UpdateRect(frame % NumRects, angle);
frame++;
}
static void
Draw(void)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
glVertexPointer(3, GL_FLOAT, 24, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(3, GL_FLOAT, 24, (void*) 12);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_QUADS, 0, NumRects * 4);
if (0)
glFinish();
}
static void
Display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
Draw();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-3.0, 3.0, -1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void
Idle(void)
{
LoadBuffer();
glutPostRedisplay();
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
if (key == 'a') {
Anim = !Anim;
glutIdleFunc(Anim ? Idle : NULL);
}
else if (key == 's') {
LoadBuffer();
}
else if (key == 27) {
glutDestroyWindow(Win);
exit(0);
}
glutPostRedisplay();
}
static void
Init(void)
{
GLuint BufferSize = NumRects * sizeof(RectData);
float *buf;
if (!glutExtensionSupported("GL_ARB_vertex_buffer_object")) {
printf("GL_ARB_vertex_buffer_object not found!\n");
exit(0);
}
UseBufferRange = glutExtensionSupported("GL_ARB_map_buffer_range");
printf("Use GL_ARB_map_buffer_range: %c\n", "NY"[UseBufferRange]);
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
/* initially load buffer with zeros */
buf = (float *) calloc(1, BufferSize);
glGenBuffersARB(1, &BufferID);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, BufferSize, buf, GL_DYNAMIC_DRAW_ARB);
free(buf);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(800, 200);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
glewInit();
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
glutIdleFunc(Anim ? Idle : NULL);
Init();
glutMainLoop();
return 0;
}
|