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Created January 16, 2018 09:56
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Basic example of using primitive restart
/*
---------------------------------------------------------------
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www.roxlu.com
www.twitter.com/roxlu
---------------------------------------------------------------
PRIMITIVE RESTART
==================
This is a quick experiment that shows how to use primitive restart. Primitive
restart allows you to flag an index of a element buffer as "special". Every
time GL reads this value from the index buffer it will start a new primitive.
This is nice, because this allows you to use one array-buffer and one
element-buffer to draw separate GL_LINE_STRIPS or GL_TRIANGLE_STRIPS for
example. You can even use glDrawArrays() and "restart" every N-th draw vertex
(not showing here).
*/
#include <dlfcn.h>
#include <stdlib.h>
#include <stdio.h>
#include <sstream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <vector>
void button_callback(GLFWwindow* win, int bt, int action, int mods);
void cursor_callback(GLFWwindow* win, double x, double y);
void key_callback(GLFWwindow* win, int key, int scancode, int action, int mods);
void char_callback(GLFWwindow* win, unsigned int key);
void error_callback(int err, const char* desc);
void resize_callback(GLFWwindow* window, int width, int height);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
/* -------------------------------------------- */
int win_w = 1280;
int win_h = 720;
struct vertex {
float x;
float y;
};
/* -------------------------------------------- */
int main() {
glfwSetErrorCallback(error_callback);
if(!glfwInit()) {
printf("Error: cannot setup glfw.\n");
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GL_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* win = NULL;
int w = win_w;
int h = win_h;
win = glfwCreateWindow(w, h, "Primitive restart v1.0", NULL, NULL);
if(!win) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetFramebufferSizeCallback(win, resize_callback);
glfwSetKeyCallback(win, key_callback);
glfwSetCharCallback(win, char_callback);
glfwSetCursorPosCallback(win, cursor_callback);
glfwSetMouseButtonCallback(win, button_callback);
glfwSetScrollCallback(win, scroll_callback);
glfwMakeContextCurrent(win);
glfwSwapInterval(1);
if (!gladLoadGL()) {
printf("Cannot load GL.\n");
exit(1);
}
// ----------------------------------------------------------------
// THIS IS WHERE YOU START CALLING OPENGL FUNCTIONS, NOT EARLIER!!
// ----------------------------------------------------------------
/* Fill our vertex and index buffers. 0xFFFF is our primitive restart value. */
int num_particles = 3;
int num_points = 40;
std::vector<int> indices;
std::vector<vertex> vertices;
for (int i = 0; i < num_particles; ++i) {
for (int j = 0; j < num_points; ++j) {
indices.push_back(vertices.size());
vertices.push_back(vertex{100 + i * 10.0f, 100 + j * 5.0f});
}
indices.push_back(0xFFFF);
}
GLuint rib_vbo = 0;
glGenBuffers(1, &rib_vbo);
glBindBuffer(GL_ARRAY_BUFFER, rib_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex) * vertices.size(), &vertices[0].x, GL_STATIC_DRAW);
GLuint rib_ebo = 0;
glGenBuffers(1, &rib_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rib_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
/* Create the VAO that we use when drawing. */
GLuint rib_vao = 0;
glGenVertexArrays(1, &rib_vao);
glBindVertexArray(rib_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rib_ebo);
glBindBuffer(GL_ARRAY_BUFFER, rib_vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(vertex), (void*)0);
/* ==================================================== */
/* DRAW SHADER */
/* ==================================================== */
const char* dvss = ""
"#version 330\n"
"uniform mat4 u_pm;\n"
"layout (location = 0) in vec2 a_pos;\n"
"void main() {\n"
" gl_Position = u_pm * vec4(a_pos, 0.0, 1.0);\n"
"}";
GLuint draw_vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(draw_vs, 1, (const char**)&dvss, NULL);
glCompileShader(draw_vs);
const char* dfss = ""
"#version 330\n"
"uniform vec3 u_color;\n"
"layout (location = 0) out vec4 fragcolor;\n"
"void main() {\n"
" fragcolor = vec4(u_color, 1.0);\n"
"}";
GLuint draw_fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(draw_fs, 1, (const char**)&dfss, NULL);
glCompileShader(draw_fs);
GLuint draw_prog = glCreateProgram();
glAttachShader(draw_prog, draw_vs);
glAttachShader(draw_prog, draw_fs);
glLinkProgram(draw_prog);
float pm[16] = { 0.0f };
pm[0] = 2.0 / win_w;
pm[5] = 2.0f / -win_h;
pm[10] = -1.0f;
pm[12] = -1.0;
pm[13] = 1.0f;
pm[15] = 1.0f;
GLint u_pm = glGetUniformLocation(draw_prog, "u_pm");
GLint u_color = glGetUniformLocation(draw_prog, "u_color");
glUseProgram(draw_prog);
glUniformMatrix4fv(u_pm, 1, GL_FALSE, pm);
glUniform3f(u_color, 1.0f, 1.0f, 1.0f);
/* ==================================================== */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
while(!glfwWindowShouldClose(win)) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, w, h);
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/*
This is where we enable primitive restart; Note that we have one draw call
but we're drawing multiple separate GL_LINE_STRIPs.
*/
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(0xFFFF);
glUseProgram(draw_prog);
glBindVertexArray(rib_vao);
glDrawElements(GL_LINE_STRIP, indices.size(), GL_UNSIGNED_INT, (GLvoid*)0);
glfwSwapBuffers(win);
glfwPollEvents();
}
glfwTerminate();
return EXIT_SUCCESS;
}
void char_callback(GLFWwindow* win, unsigned int key) {
}
void key_callback(GLFWwindow* win, int key, int scancode, int action, int mods) {
if (GLFW_RELEASE == action) {
return;
}
switch(key) {
case GLFW_KEY_SPACE: {
break;
}
case GLFW_KEY_ESCAPE: {
glfwSetWindowShouldClose(win, GL_TRUE);
break;
}
};
}
void resize_callback(GLFWwindow* window, int width, int height) {
}
void cursor_callback(GLFWwindow* win, double x, double y) {
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
}
void button_callback(GLFWwindow* win, int bt, int action, int mods) {
double mx = 0.0;
double my = 0.0;
glfwGetCursorPos(win, &mx, &my);
if (GLFW_PRESS == action) {
}
else if (GLFW_RELEASE == action) {
}
}
void error_callback(int err, const char* desc) {
printf("GLFW error: %s (%d)\n", desc, err);
}
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