Ever heard of Buffer Streaming
This commit is contained in:
64
src/main.c
64
src/main.c
@@ -17,13 +17,23 @@ int main(int argc, char *argv[]) {
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glfwSetKeyCallback(window, &key_pressed);
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glfwSetKeyCallback(window, &key_pressed);
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float vertices[] = {
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const float triangle[] = {
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//pos // ColorIndecies //Texture coordnites
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//pos // ColorIndecies //Texture coordnites
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-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f
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0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f
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};
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};
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const float square[] = {
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-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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};
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const unsigned int indices[] = {
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0, 1 ,2,
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0, 2, 3
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};
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// CreateShader
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// CreateShader
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char* vertex1 = "assets/shaders/vertex4.glsl\0";
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char* vertex1 = "assets/shaders/vertex4.glsl\0";
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@@ -32,15 +42,15 @@ int main(int argc, char *argv[]) {
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shader1 = createShader(vertex1, fragment1);
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shader1 = createShader(vertex1, fragment1);
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// Initialise VBO and VAO
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// Initialise VBO and VAO
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unsigned int VAO, VBO;
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unsigned int VAO, VBO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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//unsigned int EBO;
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glGenBuffers(1, &EBO);
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//glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(square), NULL, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
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glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
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@@ -48,28 +58,62 @@ int main(int argc, char *argv[]) {
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_DYNAMIC_DRAW);
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float *buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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memcpy(buffer, triangle, sizeof(triangle));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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// Create Texture
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// Create Texture
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unsigned int texture;
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unsigned int texture;
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texture = createTexture("assets/textures/wall.jpg");
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texture = createTexture("assets/textures/wall.jpg");
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unsigned int transformLoc = glGetUniformLocation(shader1, "transform");
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mat4x4 transform;
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mat4x4 transform;
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mat4x4_identity(transform);
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mat4x4_identity(transform);
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bool toogle=false;
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float prev_time=0, dt=0, timer=0, time=0;
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while(!glfwWindowShouldClose(window)) {
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while(!glfwWindowShouldClose(window)) {
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time = glfwGetTime();
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dt = time - prev_time;
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prev_time = time;
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glClearColor(0.6f, 0.0f, 0.8f, 0.0f);
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// printf("dt: %f \n",dt*1000);
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timer += dt;
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if(timer>= 1.5f){
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timer=0;
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buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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if (toogle){
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memcpy(buffer, triangle,sizeof(triangle));
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buffer[16]=0.5f;
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} else {
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memcpy(buffer, square, sizeof(square));
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buffer[16]=0.0f;
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}
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printf("%f ", buffer[16]);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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toogle = !toogle;
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}
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glClearColor(0.6f, 0.0f, 0.7f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shader1);
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glUseProgram(shader1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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mat4x4_translate(transform, pos[0], pos[1], pos[2]);
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mat4x4_translate(transform, pos[0], pos[1], pos[2]);
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unsigned int transformLoc = glGetUniformLocation(shader1, "transform");
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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if(toogle){
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glDrawArrays(GL_TRIANGLES, 0, 3);
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} else {
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glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0);
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}
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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