188 lines
4.5 KiB
C++

#include <string>
#include <exception>
#include <stdexcept>
#include <stdio.h>
#include <stdlib.h>
#include "gl_test.h"
#ifdef _WIN32
#include "wgl_test.h"
#else
#include "glx_test.h"
#endif
#include <GL/freeglut.h>
GLuint positionBufferObject;
GLuint program;
GLuint vao;
GLuint BuildShader(GLenum eShaderType, const std::string &shaderText)
{
GLuint shader = glCreateShader(eShaderType);
const char *strFileData = shaderText.c_str();
glShaderSource(shader, 1, &strFileData, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *strInfoLog = new GLchar[infoLogLength + 1];
glGetShaderInfoLog(shader, infoLogLength, NULL, strInfoLog);
const char *strShaderType = NULL;
switch(eShaderType)
{
case GL_VERTEX_SHADER: strShaderType = "vertex"; break;
// case GL_GEOMETRY_SHADER: strShaderType = "geometry"; break;
case GL_FRAGMENT_SHADER: strShaderType = "fragment"; break;
}
fprintf(stderr, "Compile failure in %s shader:\n%s\n", strShaderType, strInfoLog);
delete[] strInfoLog;
throw std::runtime_error("Compile failure in shader.");
}
return shader;
}
void init()
{
const float vertexPositions[] = {
0.75f, 0.75f, 0.0f, 1.0f,
0.75f, -0.75f, 0.0f, 1.0f,
-0.75f, -0.75f, 0.0f, 1.0f,
};
glGenBuffers(1, &positionBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const std::string vertexShader(
"#version 330\n"
"layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n"
);
const std::string fragmentShader(
"#version 330\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" outputColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n"
"}\n"
);
GLuint vertShader = BuildShader(GL_VERTEX_SHADER, vertexShader);
GLuint fragShader = BuildShader(GL_FRAGMENT_SHADER, fragmentShader);
program = glCreateProgram();
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
glLinkProgram(program);
GLint status;
glGetProgramiv (program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *strInfoLog = new GLchar[infoLogLength + 1];
glGetProgramInfoLog(program, infoLogLength, NULL, strInfoLog);
fprintf(stderr, "Linker failure: %s\n", strInfoLog);
delete[] strInfoLog;
throw std::runtime_error("Shader could not be linked.");
}
}
//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
void display()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glUseProgram(0);
glutSwapBuffers();
}
//Called whenever the window is resized. The new window size is given, in pixels.
//This is an opportunity to call glViewport or GL_Scissor to keep up with the change in size.
void reshape (int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
}
//Called whenever a key on the keyboard was pressed.
//The key is given by the ''key'' parameter, which is in ASCII.
//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to
//exit the program.
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
glutLeaveMainLoop();
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
int width = 500;
int height = 500;
unsigned int displayMode = GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH | GLUT_STENCIL;
glutInitDisplayMode(displayMode);
glutInitContextVersion (2, 1);
glutInitWindowSize (width, height);
glutInitWindowPosition (300, 200);
glutCreateWindow (argv[0]);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION);
ogl_CheckExtensions();
#ifdef _WIN32
wgl_CheckExtensions(wglGetCurrentDC());
#endif
if(ogl_ext_EXT_texture_compression_s3tc)
printf("Yay!\n");
else
printf("Fooey.\n");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}