| Index: third_party/gles_book_examples/Chapter_2/Hello_Triangle/Hello_Triangle.c
|
| ===================================================================
|
| --- third_party/gles_book_examples/Chapter_2/Hello_Triangle/Hello_Triangle.c (revision 35483)
|
| +++ third_party/gles_book_examples/Chapter_2/Hello_Triangle/Hello_Triangle.c (working copy)
|
| @@ -1,194 +1,109 @@
|
| -//
|
| -// Book: OpenGL(R) ES 2.0 Programming Guide
|
| -// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
|
| -// ISBN-10: 0321502795
|
| -// ISBN-13: 9780321502797
|
| -// Publisher: Addison-Wesley Professional
|
| -// URLs: http://safari.informit.com/9780321563835
|
| -// http://www.opengles-book.com
|
| -//
|
| -
|
| -// Hello_Triangle.c
|
| -//
|
| -// This is a simple example that draws a single triangle with
|
| -// a minimal vertex/fragment shader. The purpose of this
|
| -// example is to demonstrate the basic concepts of
|
| -// OpenGL ES 2.0 rendering.
|
| -#include <stdlib.h>
|
| -#include "esUtil.h"
|
| -
|
| -typedef struct
|
| -{
|
| - // Handle to a program object
|
| - GLuint programObject;
|
| -
|
| -} UserData;
|
| -
|
| -///
|
| -// Create a shader object, load the shader source, and
|
| -// compile the shader.
|
| -//
|
| -GLuint LoadShader ( GLenum type, const char *shaderSrc )
|
| -{
|
| - GLuint shader;
|
| - GLint compiled;
|
| -
|
| - // Create the shader object
|
| - shader = glCreateShader ( type );
|
| -
|
| - if ( shader == 0 )
|
| - return 0;
|
| -
|
| - // Load the shader source
|
| - glShaderSource ( shader, 1, &shaderSrc, NULL );
|
| -
|
| - // Compile the shader
|
| - glCompileShader ( shader );
|
| -
|
| - // Check the compile status
|
| - glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
|
| -
|
| - if ( !compiled )
|
| - {
|
| - GLint infoLen = 0;
|
| -
|
| - glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
|
| -
|
| - if ( infoLen > 1 )
|
| - {
|
| - char* infoLog = malloc (sizeof(char) * infoLen );
|
| -
|
| - glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
|
| - esLogMessage ( "Error compiling shader:\n%s\n", infoLog );
|
| -
|
| - free ( infoLog );
|
| - }
|
| -
|
| - glDeleteShader ( shader );
|
| - return 0;
|
| - }
|
| -
|
| - return shader;
|
| -
|
| -}
|
| -
|
| -///
|
| -// Initialize the shader and program object
|
| -//
|
| -int Init ( ESContext *esContext )
|
| -{
|
| - UserData *userData = esContext->userData;
|
| - GLbyte vShaderStr[] =
|
| - "attribute vec4 vPosition; \n"
|
| - "void main() \n"
|
| - "{ \n"
|
| - " gl_Position = vPosition; \n"
|
| - "} \n";
|
| -
|
| - GLbyte fShaderStr[] =
|
| - "precision mediump float;\n"\
|
| - "void main() \n"
|
| - "{ \n"
|
| - " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
|
| - "} \n";
|
| -
|
| - GLuint vertexShader;
|
| - GLuint fragmentShader;
|
| - GLuint programObject;
|
| - GLint linked;
|
| -
|
| - // Load the vertex/fragment shaders
|
| - vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
|
| - fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );
|
| -
|
| - // Create the program object
|
| - programObject = glCreateProgram ( );
|
| -
|
| - if ( programObject == 0 )
|
| - return 0;
|
| -
|
| - glAttachShader ( programObject, vertexShader );
|
| - glAttachShader ( programObject, fragmentShader );
|
| -
|
| - // Bind vPosition to attribute 0
|
| - glBindAttribLocation ( programObject, 0, "vPosition" );
|
| -
|
| - // Link the program
|
| - glLinkProgram ( programObject );
|
| -
|
| - // Check the link status
|
| - glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
|
| -
|
| - if ( !linked )
|
| - {
|
| - GLint infoLen = 0;
|
| -
|
| - glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
|
| -
|
| - if ( infoLen > 1 )
|
| - {
|
| - char* infoLog = malloc (sizeof(char) * infoLen );
|
| -
|
| - glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
|
| - esLogMessage ( "Error linking program:\n%s\n", infoLog );
|
| -
|
| - free ( infoLog );
|
| - }
|
| -
|
| - glDeleteProgram ( programObject );
|
| - return FALSE;
|
| - }
|
| -
|
| - // Store the program object
|
| - userData->programObject = programObject;
|
| -
|
| - glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
|
| - return TRUE;
|
| -}
|
| -
|
| -///
|
| -// Draw a triangle using the shader pair created in Init()
|
| -//
|
| -void Draw ( ESContext *esContext )
|
| -{
|
| - UserData *userData = esContext->userData;
|
| - GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
|
| - -0.5f, -0.5f, 0.0f,
|
| - 0.5f, -0.5f, 0.0f };
|
| -
|
| - // Set the viewport
|
| - glViewport ( 0, 0, esContext->width, esContext->height );
|
| -
|
| - // Clear the color buffer
|
| - glClear ( GL_COLOR_BUFFER_BIT );
|
| -
|
| - // Use the program object
|
| - glUseProgram ( userData->programObject );
|
| -
|
| - // Load the vertex data
|
| - glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
|
| - glEnableVertexAttribArray ( 0 );
|
| -
|
| - glDrawArrays ( GL_TRIANGLES, 0, 3 );
|
| -
|
| - eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
|
| -}
|
| -
|
| -
|
| -int main ( int argc, char *argv[] )
|
| -{
|
| - ESContext esContext;
|
| - UserData userData;
|
| -
|
| - esInitContext ( &esContext );
|
| - esContext.userData = &userData;
|
| -
|
| - esCreateWindow ( &esContext, "Hello Triangle", 320, 240, ES_WINDOW_RGB );
|
| -
|
| - if ( !Init ( &esContext ) )
|
| - return 0;
|
| -
|
| - esRegisterDrawFunc ( &esContext, Draw );
|
| -
|
| - esMainLoop ( &esContext );
|
| -}
|
| +//
|
| +// Book: OpenGL(R) ES 2.0 Programming Guide
|
| +// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
|
| +// ISBN-10: 0321502795
|
| +// ISBN-13: 9780321502797
|
| +// Publisher: Addison-Wesley Professional
|
| +// URLs: http://safari.informit.com/9780321563835
|
| +// http://www.opengles-book.com
|
| +//
|
| +
|
| +// Hello_Triangle.c
|
| +//
|
| +// This is a simple example that draws a single triangle with
|
| +// a minimal vertex/fragment shader. The purpose of this
|
| +// example is to demonstrate the basic concepts of
|
| +// OpenGL ES 2.0 rendering.
|
| +
|
| +#include "Hello_Triangle.h"
|
| +
|
| +#include <stdlib.h>
|
| +
|
| +///
|
| +// Initialize the shader and program object
|
| +//
|
| +int htInit ( ESContext *esContext )
|
| +{
|
| + HTUserData *userData = esContext->userData;
|
| +
|
| + GLbyte vShaderStr[] =
|
| + "attribute vec4 vPosition; \n"
|
| + "void main() \n"
|
| + "{ \n"
|
| + " gl_Position = vPosition; \n"
|
| + "} \n";
|
| +
|
| + // TODO(alokp): Shaders containing "precision" do not compile.
|
| + GLbyte fShaderStr[] =
|
| + "void main() \n"
|
| + "{ \n"
|
| + " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
|
| + "} \n";
|
| +
|
| + // TODO(alokp): Client-side vertex arrays do not work.
|
| + GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
|
| + -0.5f, -0.5f, 0.0f,
|
| + 0.5f, -0.5f, 0.0f };
|
| +
|
| + userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
|
| + if ( userData->programObject == 0 ) return FALSE;
|
| +
|
| + // Bind vPosition to attribute 0
|
| + glBindAttribLocation ( userData->programObject, 0, "vPosition" );
|
| +
|
| + glGenBuffers(1, &userData->vbo);
|
| + glBindBuffer(GL_ARRAY_BUFFER, userData->vbo);
|
| + glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), NULL, GL_STATIC_DRAW);
|
| + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vVertices), vVertices);
|
| +
|
| + glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
|
| + return TRUE;
|
| +}
|
| +
|
| +///
|
| +// Draw a triangle using the shader pair created in Init()
|
| +//
|
| +void htDraw ( ESContext *esContext )
|
| +{
|
| + HTUserData *userData = esContext->userData;
|
| +
|
| + // Set the viewport
|
| + glViewport ( 0, 0, esContext->width, esContext->height );
|
| +
|
| + // Clear the color buffer
|
| + glClear ( GL_COLOR_BUFFER_BIT );
|
| +
|
| + // Use the program object
|
| + glUseProgram ( userData->programObject );
|
| +
|
| + // Load the vertex data
|
| + glBindBuffer(GL_ARRAY_BUFFER, userData->vbo);
|
| + glEnableVertexAttribArray(0);
|
| + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
| +
|
| + glDrawArrays ( GL_TRIANGLES, 0, 3 );
|
| +
|
| + // Nothing is drawn or application crashes without glFlush.
|
| + // TODO(alokp): glFlush should not be necessary with SwapBuffers().
|
| + glFlush();
|
| +}
|
| +
|
| +///
|
| +// Cleanup
|
| +//
|
| +void htShutDown ( ESContext *esContext )
|
| +{
|
| + HTUserData *userData = esContext->userData;
|
| +
|
| + // Delete program object
|
| + if (userData->programObject != 0)
|
| + {
|
| + glDeleteProgram ( userData->programObject );
|
| + userData->programObject = 0;
|
| + }
|
| + if (userData->vbo != 0)
|
| + {
|
| + glDeleteBuffers(1, &userData->vbo);
|
| + userData->vbo = 0;
|
| + }
|
| +}
|
|
|