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/***************************************************************************
Vertex Array test. Tests wheater vertex arrays are faster or not.
As you can see by looking at the FPS, this is the reason why I am not using
vertex arrays. Mesa sucks dealing with vertex arrays. Windows may handle
them better but that's a diffrent story.
***************************************************************************/
#include <iostream>
#include "Private.h"
#include "Engine.h"
#include "Camera.h"
#include "Keyboard.h"
#include "OpenGLVisitor.h"
#if EM_USE_SDL
#include <GL/gl.h>
#else
#warning This is a sdl specific test.
#endif
#define VSIZE 8
#define PSIZE 6
Vertex3D vbuf[] = {
{ 1.0f, 1.0f, -1.0f},
{ -1.0f, 1.0f, -1.0f},
{ 1.0f, -1.0f, -1.0f},
{ -1.0f, -1.0f, -1.0f},
{ 1.0f, 1.0f, 1.0f},
{ -1.0f, 1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f},
{ -1.0f, -1.0f, 1.0f},
};
unsigned int ibuf[][4] = {
{ 0, 1, 3, 2},
{ 4, 0, 2, 6},
{ 5, 4, 6, 7},
{ 1, 5, 7, 3},
{ 0, 4, 5, 1},
{ 2, 3, 7, 6}
};
Color cbuf[] = {
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f }
};
/** Main */
int main(int argc, char *argv[]) {
cerr << "Vertex array test, press space then esc to quit." << endl;
#if EM_USE_SDL
// Create the engine.
Engine* engine = new Engine(argc, argv);
engine->setLightning(0.7f, 0.1f);
// Add a camera. Move a bit.
Camera* camera = new Camera();
Group* groupCamera = new Group();
engine->add(groupCamera);
groupCamera->setCamera(camera);
groupCamera->setTranslation(0, 0, 3);
engine->setEngineCamera(groupCamera);
cerr << "vertex arrays" << endl;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vbuf);
glColorPointer(4, GL_FLOAT, 0, cbuf);
while (!Keyboard::isKeyDown(SDLK_SPACE)) {
//engine->clearScreen();
engine->render();
Keyboard::poll();
glLoadIdentity();
glTranslatef(-6.0f, -6.0f, -26.0f);
for (int a=0; a<5; ++a) {
for (int b=0; b<5; ++b) {
for (int c=0; c<5; ++c) {
for (int d=0; d<PSIZE; ++d) {
glDrawElements(GL_POLYGON, 4, GL_UNSIGNED_INT, ibuf[d]);
}
glTranslatef(3.0f, 0.0f, 0.0f);
}
glTranslatef(-15.0f, 3.0f, 0.0f);
}
glTranslatef(0.0f, -15.0f, 3.0f);
}
engine->swap();
}
// polys == 5*5*5*6 =
cerr << "fps " << Engine::getFps() << " polys 750 " << endl;
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
cerr << "separate calls" << endl;
while (!Keyboard::isKeyDown(SDLK_ESCAPE)) {
//engine->clearScreen();
engine->render();
Keyboard::poll();
glLoadIdentity();
glTranslatef(-6.0f, -6.0f, -26.0f);
for (int a=0; a<5; ++a) {
for (int b=0; b<5; ++b) {
for (int c=0; c<5; ++c) {
for (int d=0; d<PSIZE; ++d) {
glBegin(GL_POLYGON);
for (int e=0; e<4; ++e) {
glColor4f(cbuf[ibuf[d][e]].r, cbuf[ibuf[d][e]].g,
cbuf[ibuf[d][e]].b, cbuf[ibuf[d][e]].a);
glVertex3f(vbuf[ibuf[d][e]].x, vbuf[ibuf[d][e]].y, vbuf[ibuf[d][e]].z);
}
glEnd();
}
glTranslatef(3.0f, 0.0f, 0.0f);
}
glTranslatef(-15.0f, 3.0f, 0.0f);
}
glTranslatef(0.0f, -15.0f, 3.0f);
}
engine->swap();
}
// polys == 5*5*5*6 = 750
cerr << "fps " << Engine::getFps() << " polys 750 " << endl;
delete(engine);
#endif
return 0;
}
#if EM_USE_ALLEGRO
END_OF_MAIN();
#endif
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