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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Feat] (MG_Test/Backend/DirectVulkan): test vao vbo ibo?
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@@ -10,7 +10,7 @@
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#include <vector>
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#include <cassert>
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#include <string>
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#include <chrono>
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#include <algorithm>
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#include <cmath>
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#include <vulkan/vulkan.h>
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@@ -39,6 +39,8 @@
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#include <objc/runtime.h>
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#endif
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#include <Includes.h>
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namespace MobileGL {
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void MG_Initialize();
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}
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@@ -148,72 +150,55 @@ int main() {
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std::cout << "Offscreen FBO status = 0x" << std::hex << offscreenFboStatus << std::dec << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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static constexpr GLint kWindowWidth = 800;
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static constexpr GLint kWindowHeight = 600;
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glViewport(0, 0, kWindowWidth, kWindowHeight);
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static constexpr int kMaxSegments = 192;
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static constexpr float kPi = 3.14159265358979323846f;
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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static constexpr GLfloat kQuadPositions[] = {
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// triangle 1
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-0.6f, -0.6f,
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0.6f, -0.6f,
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0.6f, 0.6f,
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// triangle 2
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0.6f, 0.6f,
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-0.6f, 0.6f,
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-0.6f, -0.6f
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};
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static constexpr GLfloat kQuadColors[] = {
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// triangle 1: RGB
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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// triangle 2: RGB
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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GLuint positionVbo = 0;
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glGenBuffers(1, &positionVbo);
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glBindBuffer(GL_ARRAY_BUFFER, positionVbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadPositions), kQuadPositions, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(2 * sizeof(GLfloat)), nullptr);
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GLuint shapeVbo = 0;
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glGenBuffers(1, &shapeVbo);
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glBindBuffer(GL_ARRAY_BUFFER, shapeVbo);
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glBufferData(
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GL_ARRAY_BUFFER,
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static_cast<GLsizeiptr>((kMaxSegments + 1) * 5 * sizeof(GLfloat)),
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nullptr,
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GL_DYNAMIC_DRAW
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);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)), nullptr);
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glEnableVertexAttribArray(0);
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GLuint colorVbo = 0;
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glGenBuffers(1, &colorVbo);
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glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadColors), kQuadColors, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(3 * sizeof(GLfloat)), nullptr);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)),
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reinterpret_cast<void*>(2 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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static constexpr GLushort kQuadIndices[] = {0, 1, 2, 3, 4, 5};
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GLuint ebo = 0;
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kQuadIndices), kQuadIndices, GL_STATIC_DRAW);
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GLuint shapeIbo = 0;
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glGenBuffers(1, &shapeIbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shapeIbo);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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static_cast<GLsizeiptr>(kMaxSegments * 3 * sizeof(GLushort)),
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nullptr,
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GL_DYNAMIC_DRAW
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);
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static constexpr const char* kVertexShaderSource = R"(#version 330 core
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static constexpr const char* kVertexShaderSource = R"(#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec3 aColor;
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out vec3 vColor;
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uniform float iTime;
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void main() {
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float wobble = 0.05 * sin(iTime);
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gl_Position = vec4(aPos.x, aPos.y + wobble, 0.0, 1.0);
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gl_Position = vec4(aPos, 0.0, 1.0);
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vColor = aColor;
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})";
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static constexpr const char* kFragmentShaderSource = R"(#version 330 core
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in vec3 vColor;
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layout(location = 0) out vec4 outColor;
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layout(std140, binding = 1) uniform ColorBlock {
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vec3 uColor;
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};
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uniform float iTime;
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void main() {
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float pulse = 0.5 + 0.5 * sin(iTime * 1.7);
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outColor = vec4(vColor * uColor * pulse, 1.0);
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outColor = vec4(vColor, 1.0);
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})";
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const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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@@ -241,31 +226,17 @@ void main() {
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glDeleteShader(vs);
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glDeleteShader(fs);
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const GLint iTimeLocation = glGetUniformLocation(program, "iTime");
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if (iTimeLocation < 0) {
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std::cerr << "Failed to get uniform location for iTime" << std::endl;
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return 1;
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}
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const GLuint colorBlockIndex = glGetUniformBlockIndex(program, "ColorBlock");
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if (colorBlockIndex == GL_INVALID_INDEX) {
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std::cerr << "Failed to get uniform block index for ColorBlock" << std::endl;
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return 1;
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}
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glUniformBlockBinding(program, colorBlockIndex, 1);
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GLuint colorUbo = 0;
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glGenBuffers(1, &colorUbo);
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glBindBuffer(GL_UNIFORM_BUFFER, colorUbo);
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alignas(16) GLfloat uboColorData[4] = {1.0f, 0.6f, 0.2f, 0.0f};
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glBufferData(GL_UNIFORM_BUFFER, sizeof(uboColorData), uboColorData, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, colorUbo);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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std::vector<GLfloat> dynamicVertices(static_cast<size_t>((kMaxSegments + 1) * 5));
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std::vector<GLushort> dynamicIndices(static_cast<size_t>(kMaxSegments * 3));
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int i = 0;
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while(!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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GLint framebufferWidth = kWindowWidth;
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GLint framebufferHeight = kWindowHeight;
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glfwGetFramebufferSize(window, &framebufferWidth, &framebufferHeight);
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glViewport(0, 0, framebufferWidth, framebufferHeight);
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const bool useOffscreenPath = ((i / 100) % 2) == 0;
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if (useOffscreenPath) {
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glBindFramebuffer(GL_FRAMEBUFFER, offscreenFbo);
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@@ -274,17 +245,55 @@ void main() {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, offscreenFbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBlitFramebuffer(0, 0, 256, 256, 0, 0, 800, 600, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, 256, 256, 0, 0, framebufferWidth, framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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} else {
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const int segmentCount = std::min(kMaxSegments, 3 + (i / 100));
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const float radius = 0.75f;
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const float rotation = static_cast<float>(i) * 0.01f;
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const size_t vertexFloatCount = static_cast<size_t>((segmentCount + 1) * 5);
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const size_t indexCount = static_cast<size_t>(segmentCount * 3);
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dynamicVertices[0] = 0.0f;
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dynamicVertices[1] = 0.0f;
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dynamicVertices[2] = 0.95f;
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dynamicVertices[3] = 0.95f;
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dynamicVertices[4] = 0.95f;
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for (int v = 0; v < segmentCount; ++v) {
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const float theta = rotation + (2.0f * kPi * static_cast<float>(v) / static_cast<float>(segmentCount));
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const float x = radius * std::cos(theta);
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const float y = radius * std::sin(theta);
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const size_t base = static_cast<size_t>((v + 1) * 5);
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dynamicVertices[base + 0] = x;
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dynamicVertices[base + 1] = y;
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dynamicVertices[base + 2] = 0.5f + 0.5f * std::cos(theta);
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dynamicVertices[base + 3] = 0.5f + 0.5f * std::sin(theta);
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dynamicVertices[base + 4] = 0.9f;
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const size_t ib = static_cast<size_t>(v * 3);
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dynamicIndices[ib + 0] = 0;
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dynamicIndices[ib + 1] = static_cast<GLushort>(v + 1);
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dynamicIndices[ib + 2] = static_cast<GLushort>((v + 1) % segmentCount + 1);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClearColor(0.05f, 0.08f, 0.12f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, shapeVbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(vertexFloatCount * sizeof(GLfloat)), dynamicVertices.data());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shapeIbo);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(indexCount * sizeof(GLushort)), dynamicIndices.data());
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount), GL_UNSIGNED_SHORT, nullptr);
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}
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if (i % 100 == 0) {
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std::cout << "frame=" << i
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<< " path=" << (useOffscreenPath ? "offscreen-clear+blit" : "default-clear")
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<< " path=" << (useOffscreenPath ? "offscreen-clear+blit" : "dynamic-vbo-vao-ibo-archimedes")
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<< std::endl;
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}
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eglSwapBuffers(display, surface);
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@@ -292,10 +301,8 @@ void main() {
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}
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glDeleteProgram(program);
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glDeleteBuffers(1, &colorUbo);
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glDeleteBuffers(1, &positionVbo);
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glDeleteBuffers(1, &colorVbo);
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glDeleteBuffers(1, &ebo);
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glDeleteBuffers(1, &shapeVbo);
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glDeleteBuffers(1, &shapeIbo);
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glDeleteVertexArrays(1, &vao);
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glDeleteFramebuffers(1, &offscreenFbo);
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glDeleteTextures(1, &offscreenTex);
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