Index: third_party/gles_book_examples/Chapter_8/Simple_VertexShader/Simple_VertexShader.c |
=================================================================== |
--- third_party/gles_book_examples/Chapter_8/Simple_VertexShader/Simple_VertexShader.c (revision 35821) |
+++ third_party/gles_book_examples/Chapter_8/Simple_VertexShader/Simple_VertexShader.c (working copy) |
@@ -13,38 +13,16 @@ |
// This is a simple example that draws a rotating cube in perspective |
// using a vertex shader to transform the object |
// |
+ |
+#include "Simple_VertexShader.h" |
#include <stdlib.h> |
-#include "esUtil.h" |
-typedef struct |
-{ |
- // Handle to a program object |
- GLuint programObject; |
- |
- // Attribute locations |
- GLint positionLoc; |
- |
- // Uniform locations |
- GLint mvpLoc; |
- |
- // Vertex daata |
- GLfloat *vertices; |
- GLuint *indices; |
- int numIndices; |
- |
- // Rotation angle |
- GLfloat angle; |
- |
- // MVP matrix |
- ESMatrix mvpMatrix; |
-} UserData; |
- |
/// |
// Initialize the shader and program object |
// |
-int Init ( ESContext *esContext ) |
+int svsInit ( ESContext *esContext ) |
{ |
- UserData *userData = esContext->userData; |
+ SVSUserData *userData = esContext->userData; |
GLbyte vShaderStr[] = |
"uniform mat4 u_mvpMatrix; \n" |
"attribute vec4 a_position; \n" |
@@ -53,8 +31,9 @@ |
" gl_Position = u_mvpMatrix * a_position; \n" |
"} \n"; |
+ // TODO(alokp): Shaders containing "precision" do not compile. |
GLbyte fShaderStr[] = |
- "precision mediump float; \n" |
+ "//precision mediump float; \n" |
"void main() \n" |
"{ \n" |
" gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); \n" |
@@ -80,13 +59,12 @@ |
return TRUE; |
} |
- |
/// |
// Update MVP matrix based on time |
// |
-void Update ( ESContext *esContext, float deltaTime ) |
+void svsUpdate ( ESContext *esContext, float deltaTime ) |
{ |
- UserData *userData = (UserData*) esContext->userData; |
+ SVSUserData *userData = (SVSUserData*) esContext->userData; |
ESMatrix perspective; |
ESMatrix modelview; |
float aspect; |
@@ -120,9 +98,9 @@ |
/// |
// Draw a triangle using the shader pair created in Init() |
// |
-void Draw ( ESContext *esContext ) |
+void svsDraw ( ESContext *esContext ) |
{ |
- UserData *userData = esContext->userData; |
+ SVSUserData *userData = esContext->userData; |
// Set the viewport |
glViewport ( 0, 0, esContext->width, esContext->height ); |
@@ -147,15 +125,16 @@ |
// Draw the cube |
glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_INT, userData->indices ); |
- eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); |
+ // TODO(alokp): glFlush should not be necessary with SwapBuffers. |
+ glFlush(); |
} |
/// |
// Cleanup |
// |
-void ShutDown ( ESContext *esContext ) |
+void svsShutDown ( ESContext *esContext ) |
{ |
- UserData *userData = esContext->userData; |
+ SVSUserData *userData = esContext->userData; |
if ( userData->vertices != NULL ) |
{ |
@@ -170,25 +149,3 @@ |
// Delete program object |
glDeleteProgram ( userData->programObject ); |
} |
- |
- |
-int main ( int argc, char *argv[] ) |
-{ |
- ESContext esContext; |
- UserData userData; |
- |
- esInitContext ( &esContext ); |
- esContext.userData = &userData; |
- |
- esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB ); |
- |
- if ( !Init ( &esContext ) ) |
- return 0; |
- |
- esRegisterDrawFunc ( &esContext, Draw ); |
- esRegisterUpdateFunc ( &esContext, Update ); |
- |
- esMainLoop ( &esContext ); |
- |
- ShutDown ( &esContext ); |
-} |