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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"\ | 38 "//precision mediump float; \n" |
| 90 "void main() \n" | 39 "void main() \n" |
| 91 "{ \n" | 40 "{ \n" |
| 92 " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" | 41 " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" |
| 93 "} \n"; | 42 "} \n"; |
| 94 | 43 |
| 95 GLuint vertexShader; | 44 GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, |
| 96 GLuint fragmentShader; | 45 -0.5f, -0.5f, 0.0f, |
| 97 GLuint programObject; | 46 0.5f, -0.5f, 0.0f }; |
| 98 GLint linked; | |
| 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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