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1 // | 1 // |
2 // Book: OpenGL(R) ES 2.0 Programming Guide | 2 // Book: OpenGL(R) ES 2.0 Programming Guide |
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
4 // ISBN-10: 0321502795 | 4 // ISBN-10: 0321502795 |
5 // ISBN-13: 9780321502797 | 5 // ISBN-13: 9780321502797 |
6 // Publisher: Addison-Wesley Professional | 6 // Publisher: Addison-Wesley Professional |
7 // URLs: http://safari.informit.com/9780321563835 | 7 // URLs: http://safari.informit.com/9780321563835 |
8 // http://www.opengles-book.com | 8 // http://www.opengles-book.com |
9 // | 9 // |
10 | 10 |
11 // Hello_Triangle.c | 11 // Hello_Triangle.c |
12 // | 12 // |
13 // This is a simple example that draws a single triangle with | 13 // This is a simple example that draws a single triangle with |
14 // a minimal vertex/fragment shader. The purpose of this | 14 // a minimal vertex/fragment shader. The purpose of this |
15 // example is to demonstrate the basic concepts of | 15 // example is to demonstrate the basic concepts of |
16 // OpenGL ES 2.0 rendering. | 16 // OpenGL ES 2.0 rendering. |
| 17 |
| 18 #include "Hello_Triangle.h" |
| 19 |
17 #include <stdlib.h> | 20 #include <stdlib.h> |
18 #include "esUtil.h" | |
19 | |
20 typedef struct | |
21 { | |
22 // Handle to a program object | |
23 GLuint programObject; | |
24 | |
25 } UserData; | |
26 | |
27 /// | |
28 // Create a shader object, load the shader source, and | |
29 // compile the shader. | |
30 // | |
31 GLuint LoadShader ( GLenum type, const char *shaderSrc ) | |
32 { | |
33 GLuint shader; | |
34 GLint compiled; | |
35 | |
36 // Create the shader object | |
37 shader = glCreateShader ( type ); | |
38 | |
39 if ( shader == 0 ) | |
40 return 0; | |
41 | |
42 // Load the shader source | |
43 glShaderSource ( shader, 1, &shaderSrc, NULL ); | |
44 | |
45 // Compile the shader | |
46 glCompileShader ( shader ); | |
47 | |
48 // Check the compile status | |
49 glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled ); | |
50 | |
51 if ( !compiled ) | |
52 { | |
53 GLint infoLen = 0; | |
54 | |
55 glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen ); | |
56 | |
57 if ( infoLen > 1 ) | |
58 { | |
59 char* infoLog = malloc (sizeof(char) * infoLen ); | |
60 | |
61 glGetShaderInfoLog ( shader, infoLen, NULL, infoLog ); | |
62 esLogMessage ( "Error compiling shader:\n%s\n", infoLog ); | |
63 | |
64 free ( infoLog ); | |
65 } | |
66 | |
67 glDeleteShader ( shader ); | |
68 return 0; | |
69 } | |
70 | |
71 return shader; | |
72 | |
73 } | |
74 | 21 |
75 /// | 22 /// |
76 // Initialize the shader and program object | 23 // Initialize the shader and program object |
77 // | 24 // |
78 int Init ( ESContext *esContext ) | 25 int htInit ( ESContext *esContext ) |
79 { | 26 { |
80 UserData *userData = esContext->userData; | 27 HTUserData *userData = esContext->userData; |
| 28 |
81 GLbyte vShaderStr[] = | 29 GLbyte vShaderStr[] = |
82 "attribute vec4 vPosition; \n" | 30 "attribute vec4 vPosition; \n" |
83 "void main() \n" | 31 "void main() \n" |
84 "{ \n" | 32 "{ \n" |
85 " gl_Position = vPosition; \n" | 33 " gl_Position = vPosition; \n" |
86 "} \n"; | 34 "} \n"; |
87 | 35 |
| 36 // TODO(alokp): Shaders containing "precision" do not compile. |
88 GLbyte fShaderStr[] = | 37 GLbyte fShaderStr[] = |
89 "precision mediump float;\n"\ | |
90 "void main() \n" | 38 "void main() \n" |
91 "{ \n" | 39 "{ \n" |
92 " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" | 40 " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" |
93 "} \n"; | 41 "} \n"; |
94 | 42 |
95 GLuint vertexShader; | 43 // TODO(alokp): Client-side vertex arrays do not work. |
96 GLuint fragmentShader; | 44 GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, |
97 GLuint programObject; | 45 -0.5f, -0.5f, 0.0f, |
98 GLint linked; | 46 0.5f, -0.5f, 0.0f }; |
99 | 47 |
100 // Load the vertex/fragment shaders | 48 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
101 vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr ); | 49 if ( userData->programObject == 0 ) return FALSE; |
102 fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr ); | |
103 | |
104 // Create the program object | |
105 programObject = glCreateProgram ( ); | |
106 | |
107 if ( programObject == 0 ) | |
108 return 0; | |
109 | |
110 glAttachShader ( programObject, vertexShader ); | |
111 glAttachShader ( programObject, fragmentShader ); | |
112 | 50 |
113 // Bind vPosition to attribute 0 | 51 // Bind vPosition to attribute 0 |
114 glBindAttribLocation ( programObject, 0, "vPosition" ); | 52 glBindAttribLocation ( userData->programObject, 0, "vPosition" ); |
115 | 53 |
116 // Link the program | 54 glGenBuffers ( 1, &userData->vbo ); |
117 glLinkProgram ( programObject ); | 55 glBindBuffer ( GL_ARRAY_BUFFER, userData->vbo ); |
118 | 56 glBufferData ( GL_ARRAY_BUFFER, sizeof(vVertices), NULL, GL_STATIC_DRAW ); |
119 // Check the link status | 57 glBufferSubData ( GL_ARRAY_BUFFER, 0, sizeof(vVertices), vVertices ); |
120 glGetProgramiv ( programObject, GL_LINK_STATUS, &linked ); | |
121 | |
122 if ( !linked ) | |
123 { | |
124 GLint infoLen = 0; | |
125 | |
126 glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen ); | |
127 | |
128 if ( infoLen > 1 ) | |
129 { | |
130 char* infoLog = malloc (sizeof(char) * infoLen ); | |
131 | |
132 glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog ); | |
133 esLogMessage ( "Error linking program:\n%s\n", infoLog ); | |
134 | |
135 free ( infoLog ); | |
136 } | |
137 | |
138 glDeleteProgram ( programObject ); | |
139 return FALSE; | |
140 } | |
141 | |
142 // Store the program object | |
143 userData->programObject = programObject; | |
144 | 58 |
145 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | 59 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
146 return TRUE; | 60 return TRUE; |
147 } | 61 } |
148 | 62 |
149 /// | 63 /// |
150 // Draw a triangle using the shader pair created in Init() | 64 // Draw a triangle using the shader pair created in Init() |
151 // | 65 // |
152 void Draw ( ESContext *esContext ) | 66 void htDraw ( ESContext *esContext ) |
153 { | 67 { |
154 UserData *userData = esContext->userData; | 68 HTUserData *userData = esContext->userData; |
155 GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, | 69 |
156 -0.5f, -0.5f, 0.0f, | |
157 0.5f, -0.5f, 0.0f }; | |
158 | |
159 // Set the viewport | 70 // Set the viewport |
160 glViewport ( 0, 0, esContext->width, esContext->height ); | 71 glViewport ( 0, 0, esContext->width, esContext->height ); |
161 | 72 |
162 // Clear the color buffer | 73 // Clear the color buffer |
163 glClear ( GL_COLOR_BUFFER_BIT ); | 74 glClear ( GL_COLOR_BUFFER_BIT ); |
164 | 75 |
165 // Use the program object | 76 // Use the program object |
166 glUseProgram ( userData->programObject ); | 77 glUseProgram ( userData->programObject ); |
167 | 78 |
168 // Load the vertex data | 79 // Load the vertex data |
169 glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices ); | 80 glBindBuffer ( GL_ARRAY_BUFFER, userData->vbo ); |
170 glEnableVertexAttribArray ( 0 ); | 81 glEnableVertexAttribArray ( 0 ); |
| 82 glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, 0 ); |
171 | 83 |
172 glDrawArrays ( GL_TRIANGLES, 0, 3 ); | 84 glDrawArrays ( GL_TRIANGLES, 0, 3 ); |
173 | 85 |
174 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | 86 // Nothing is drawn or application crashes without glFlush. |
| 87 // TODO(alokp): glFlush should not be necessary with SwapBuffers(). |
| 88 glFlush(); |
175 } | 89 } |
176 | 90 |
| 91 /// |
| 92 // Cleanup |
| 93 // |
| 94 void htShutDown ( ESContext *esContext ) |
| 95 { |
| 96 HTUserData *userData = esContext->userData; |
177 | 97 |
178 int main ( int argc, char *argv[] ) | 98 // Delete program object |
179 { | 99 if ( userData->programObject != 0 ) |
180 ESContext esContext; | 100 { |
181 UserData userData; | 101 glDeleteProgram ( userData->programObject ); |
182 | 102 userData->programObject = 0; |
183 esInitContext ( &esContext ); | 103 } |
184 esContext.userData = &userData; | 104 if ( userData->vbo != 0 ) |
185 | 105 { |
186 esCreateWindow ( &esContext, "Hello Triangle", 320, 240, ES_WINDOW_RGB ); | 106 glDeleteBuffers ( 1, &userData->vbo ); |
187 | 107 userData->vbo = 0; |
188 if ( !Init ( &esContext ) ) | 108 } |
189 return 0; | |
190 | |
191 esRegisterDrawFunc ( &esContext, Draw ); | |
192 | |
193 esMainLoop ( &esContext ); | |
194 } | 109 } |
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