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 35873) |
+++ third_party/gles_book_examples/Chapter_2/Hello_Triangle/Hello_Triangle.c (working copy) |
@@ -1,109 +0,0 @@ |
-// |
-// 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 "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[] = |
- "//precision mediump float; \n" |
- "void main() \n" |
- "{ \n" |
- " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" |
- "} \n"; |
- |
- 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; |
- } |
-} |