[Mesa-dev] [PATCH 10/12] geom-outlining-150: Use a vbo.
Fabian Bieler
fabianbieler at fastmail.fm
Wed Feb 5 13:07:50 PST 2014
Use a vbo for vertex data instead of client-side arrays.
Also bind a vertex array object.
This is necessary for the switch to a core profile context.
Signed-off-by: Fabian Bieler <fabianbieler at fastmail.fm>
---
src/glsl/geom-outlining-150.c | 25 ++++++++++++++++++-------
1 file changed, 18 insertions(+), 7 deletions(-)
diff --git a/src/glsl/geom-outlining-150.c b/src/glsl/geom-outlining-150.c
index 5c2b3c9..0bc20f0 100644
--- a/src/glsl/geom-outlining-150.c
+++ b/src/glsl/geom-outlining-150.c
@@ -23,6 +23,7 @@
static GLint WinWidth = 500, WinHeight = 500;
static GLint Win = 0;
static GLuint VertShader, GeomShader, FragShader, Program;
+static GLuint vao, vbo;
static GLboolean Anim = GL_TRUE;
static int uViewportSize = -1, uModelViewProj = -1, uColor = -1;
@@ -112,11 +113,6 @@ mat_multiply(GLfloat product[16], const GLfloat a[16], const GLfloat b[16])
static void
Redisplay(void)
{
- static const GLfloat verts[3][2] = {
- { -1, -1 },
- { 1, -1 },
- { 0, 1 }
- };
GLfloat rot[4][4];
GLfloat trans[16], mvp[16];
@@ -131,8 +127,6 @@ Redisplay(void)
glUniformMatrix4fv(uModelViewProj, 1, GL_FALSE, (float *) mvp);
/* Draw */
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
@@ -217,6 +211,8 @@ CleanUp(void)
glDeleteShader(VertShader);
glDeleteShader(GeomShader);
glDeleteProgram(Program);
+ glDeleteVertexArrays(1, &vao);
+ glDeleteBuffers(1, &vbo);
glutDestroyWindow(Win);
}
@@ -304,6 +300,11 @@ Init(void)
" float m = min(d0, min(d1, d2)); \n"
" FragColor = Color * smoothstep(0.0, LINE_WIDTH, m); \n"
"} \n";
+ static const GLfloat verts[3][2] = {
+ { -1, -1 },
+ { 1, -1 },
+ { 0, 1 }
+ };
if (!ShadersSupported())
exit(1);
@@ -351,6 +352,16 @@ Init(void)
glUniform4fv(uColor, 1, Orange);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(0);
+
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
glEnable(GL_DEPTH_TEST);
--
1.8.3.2
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