Use GLSL shaders (still 1.20, though). Dump GL info.
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@777 7f0cb862-5218-0410-a997-914c9d46530a
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@ -45,6 +45,7 @@
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#include <GL/freeglut.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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/* report GL errors, if any, to stderr */
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void checkError(const char *functionName)
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@ -55,8 +56,28 @@ void checkError(const char *functionName)
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}
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}
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/* extension types and entries, avoiding a dependency on additional libraries
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like GLEW or the GL/glext.h header */
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/* extension #defines, types and entries, avoiding a dependency on additional
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libraries like GLEW or the GL/glext.h header */
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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#ifndef GL_SHADING_LANGUAGE_VERSION
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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#endif
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#ifndef GL_COMPILE_STATUS
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#define GL_COMPILE_STATUS 0x8B81
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#endif
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#ifndef GL_LINK_STATUS
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#define GL_LINK_STATUS 0x8B82
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#endif
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#ifndef GL_INFO_LOG_LENGTH
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#define GL_INFO_LOG_LENGTH 0x8B84
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#endif
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typedef void (*PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
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PFNGLGENBUFFERSPROC gl_GenBuffers;
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@ -67,11 +88,58 @@ typedef void (*PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size,
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const GLvoid *data, GLenum usage);
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PFNGLBUFFERDATAPROC gl_BufferData;
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typedef GLuint (*PFNGLCREATESHADERPROC) (GLenum type);
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PFNGLCREATESHADERPROC gl_CreateShader;
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typedef void (*PFNGLSHADERSOURCEPROC)
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(GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
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PFNGLSHADERSOURCEPROC gl_ShaderSource;
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typedef void (*PFNGLCOMPILESHADERPROC) (GLuint shader);
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PFNGLCOMPILESHADERPROC gl_CompileShader;
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typedef GLuint (*PFNGLCREATEPROGRAMPROC) (void);
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PFNGLCREATEPROGRAMPROC gl_CreateProgram;
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typedef void (*PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
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PFNGLATTACHSHADERPROC gl_AttachShader;
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typedef void (*PFNGLLINKPROGRAMPROC) (GLuint program);
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PFNGLLINKPROGRAMPROC gl_LinkProgram;
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typedef void (*PFNGLUSEPROGRAMPROC) (GLuint program);
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PFNGLUSEPROGRAMPROC gl_UseProgram;
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typedef void (*PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
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PFNGLGETSHADERIVPROC gl_GetShaderiv;
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typedef void (*PFNGLGETSHADERINFOLOGPROC)
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(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
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typedef void (*PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
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PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
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typedef void (*PFNGLGETPROGRAMINFOLOGPROC)
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(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
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void initExtensionEntries(void)
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{
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gl_GenBuffers = (PFNGLGENBUFFERSPROC) glutGetProcAddress ("glGenBuffers");
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gl_BindBuffer = (PFNGLBINDBUFFERPROC) glutGetProcAddress ("glBindBuffer");
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gl_BufferData = (PFNGLBUFFERDATAPROC) glutGetProcAddress ("glBufferData");
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gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
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gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
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gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
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gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
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gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader");
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gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram");
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gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram");
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gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv");
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gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog");
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gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv");
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gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog");
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}
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/* vertex array data for a colored 2D triangle, consisting of RGB color values
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@ -108,6 +176,91 @@ void initBuffer(void)
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checkError ("initBuffer");
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}
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const GLchar *vertexShaderSource[] = {
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"#version 120\n",
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"void main(void)\n",
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"{\n",
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" gl_FrontColor = gl_Color;\n",
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" gl_Position = ftransform();\n",
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"}\n"
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};
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const GLchar *fragmentShaderSource[] = {
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"#version 120\n",
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"void main(void)\n",
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"{\n",
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" gl_FragColor = gl_Color;\n",
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"}\n"
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};
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void compileAndCheck(GLuint shader)
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{
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GLint status;
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gl_CompileShader (shader);
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gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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GLchar *infoLog;
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gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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infoLog = (GLchar*) malloc (infoLogLength);
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gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
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fprintf (stderr, "compile log: %s\n", infoLog);
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free (infoLog);
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}
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}
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GLuint compileShaderSource(GLenum type, GLsizei count, const GLchar **string)
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{
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GLuint shader = gl_CreateShader (type);
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gl_ShaderSource (shader, count, string, NULL);
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compileAndCheck (shader);
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return shader;
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}
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void linkAndCheck(GLuint program)
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{
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GLint status;
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gl_LinkProgram (program);
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gl_GetProgramiv (program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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GLchar *infoLog;
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gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength);
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infoLog = (GLchar*) malloc (infoLogLength);
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gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog);
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fprintf (stderr, "link log: %s\n", infoLog);
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free (infoLog);
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}
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}
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GLuint createProgram(GLuint vertexShader, GLuint fragmentShader)
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{
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GLuint program = gl_CreateProgram ();
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if (vertexShader != 0) {
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gl_AttachShader (program, vertexShader);
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}
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if (fragmentShader != 0) {
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gl_AttachShader (program, fragmentShader);
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}
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linkAndCheck (program);
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return program;
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}
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void initShader(void)
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{
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const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(GLchar*);
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GLuint vertexShader =
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compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource);
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const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(GLchar*);
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GLuint fragmentShader =
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compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource);
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GLuint program = createProgram (vertexShader, fragmentShader);
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gl_UseProgram (program);
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checkError ("initShader");
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}
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void initRendering(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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@ -119,9 +272,19 @@ void init(void)
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{
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initExtensionEntries ();
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initBuffer ();
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initShader ();
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initRendering ();
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}
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void dumpInfo(void)
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{
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printf ("Vendor: %s\n", glGetString (GL_VENDOR));
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printf ("Renderer: %s\n", glGetString (GL_RENDERER));
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printf ("Version: %s\n", glGetString (GL_VERSION));
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printf ("GLSL: %s\n", glGetString (GL_SHADING_LANGUAGE_VERSION));
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checkError ("dumpInfo");
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}
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const GLvoid *bufferObjectPtr (GLsizei index)
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{
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return (const GLvoid *) (((char *) NULL) + index);
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@ -210,6 +373,7 @@ int main(int argc, char** argv)
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glutInitWindowSize (500, 500);
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glutInitWindowPosition (100, 100);
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glutCreateWindow (argv[0]);
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dumpInfo ();
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init ();
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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