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Unified Diff: third_party/gles_book_examples/Chapter_2/Hello_Triangle/Hello_Triangle.c

Issue 525019: Revert 35500 - Added an application framework for demos. Ported hellotriangle... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 12 months ago
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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 35503)
+++ third_party/gles_book_examples/Chapter_2/Hello_Triangle/Hello_Triangle.c (working copy)
@@ -1,109 +1,194 @@
-//
-// 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;
- }
-}
+//
+// 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 );
+}

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