File: OpenGL3-glut-test.cxx

package info (click to toggle)
fltk1.3 1.3.11-2
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 25,224 kB
  • sloc: cpp: 105,017; ansic: 91,383; sh: 6,825; makefile: 1,948; perl: 24; xml: 7
file content (218 lines) | stat: -rw-r--r-- 5,973 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
//
// Tiny OpenGL v3 + glut demo program for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2021 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file.  If this
// file is missing or damaged, see the license at:
//
//     https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
//     https://www.fltk.org/bugs.php
//

#include <stdio.h>
#if defined(__APPLE__)
#  define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED 1
#  include <OpenGL/gl3.h> // defines OpenGL 3.0+ functions
#else
#  if defined(_WIN32)
#    define GLEW_STATIC 1
#  endif
#  include <GL/glew.h>
#endif
#include <FL/glut.H>


// Globals
// Real programs don't use globals :-D
// Data would normally be read from files
GLfloat vertices[] = {  -1.0f,0.0f,0.0f,
  0.0f,1.0f,0.0f,
  0.0f,0.0f,0.0f };
GLfloat colours[] = {   1.0f, 0.0f, 0.0f,
  0.0f, 1.0f, 0.0f,
  0.0f, 0.0f, 1.0f };
GLfloat vertices2[] = { 0.0f,0.0f,0.0f,
  0.0f,-1.0f,0.0f,
  1.0f,0.0f,0.0f };

// two vertex array objects, one for each object drawn
unsigned int vertexArrayObjID[2];
// three vertex buffer objects in this example
unsigned int vertexBufferObjID[3];


void printShaderInfoLog(GLint shader)
{
  int infoLogLen = 0;
  GLchar *infoLog;

  glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
  if (infoLogLen > 0)
  {
    infoLog = new GLchar[infoLogLen];
    // error check for fail to allocate memory omitted
    glGetShaderInfoLog(shader,infoLogLen, NULL, infoLog);
    fprintf(stderr, "InfoLog:\n%s\n", infoLog);
    delete [] infoLog;
  }
}


void init(void)
{
  // Would load objects from file here - but using globals in this example

  // Allocate Vertex Array Objects
  glGenVertexArrays(2, &vertexArrayObjID[0]);
  // Setup first Vertex Array Object
  glBindVertexArray(vertexArrayObjID[0]);
  glGenBuffers(2, vertexBufferObjID);

  // VBO for vertex data
  glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]);
  glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
  glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
  glEnableVertexAttribArray(0);

  // VBO for colour data
  glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]);
  glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), colours, GL_STATIC_DRAW);
  glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0);
  glEnableVertexAttribArray(1);

  // Setup second Vertex Array Object
  glBindVertexArray(vertexArrayObjID[1]);
  glGenBuffers(1, &vertexBufferObjID[2]);

  // VBO for vertex data
  glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[2]);
  glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices2, GL_STATIC_DRAW);
  glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
  glEnableVertexAttribArray(0);

  glBindVertexArray(0);
}


void initShaders(void)
{
  GLuint p, f, v;
  glClearColor (1.0, 1.0, 1.0, 0.0);

  v = glCreateShader(GL_VERTEX_SHADER);
  f = glCreateShader(GL_FRAGMENT_SHADER);

#ifdef __APPLE__
#define SHADING_LANG_VERS "140"
#else
#define SHADING_LANG_VERS "130"
#endif
  // load shaders
  const char *vv = "#version " SHADING_LANG_VERS "\n\
  in  vec3 in_Position;\
  in  vec3 in_Color;\
  out vec3 ex_Color;\
  void main(void)\
  {\
    ex_Color = in_Color;\
    gl_Position = vec4(in_Position, 1.0);\
  }";

  const char *ff = "#version " SHADING_LANG_VERS "\n\
  precision highp float;\
  in  vec3 ex_Color;\
  out vec4 out_Color;\
  void main(void)\
  {\
    out_Color = vec4(ex_Color,1.0);\
  }";

  glShaderSource(v, 1, &vv,NULL);
  glShaderSource(f, 1, &ff,NULL);

  GLint compiled;

  glCompileShader(v);
  glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);
  if (!compiled)
  {
    fprintf(stderr, "Vertex shader not compiled.\n");
    printShaderInfoLog(v);
  }

  glCompileShader(f);
  glGetShaderiv(f, GL_COMPILE_STATUS, &compiled);
  if (!compiled)
  {
    fprintf(stderr, "Fragment shader not compiled.\n");
    printShaderInfoLog(f);
  }

  p = glCreateProgram();

  glAttachShader(p,v);
  glAttachShader(p,f);
  glBindAttribLocation(p,0, "in_Position");
  glBindAttribLocation(p,1, "in_Color");

  glLinkProgram(p);
  glGetProgramiv(p, GL_LINK_STATUS, &compiled);
  if (compiled != GL_TRUE) {
    GLchar *infoLog; GLint length;
    glGetProgramiv(p, GL_INFO_LOG_LENGTH, &length);
    infoLog = new GLchar[length];
    glGetProgramInfoLog(p, length, NULL, infoLog);
    fprintf(stderr, "Link log=%s\n", infoLog);
    delete[] infoLog;
  }
  glUseProgram(p);
}


void display(void)
{
  // clear the screen
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glBindVertexArray(vertexArrayObjID[0]);       // First VAO
  glDrawArrays(GL_TRIANGLES, 0, 3);     // draw first object

  glBindVertexArray(vertexArrayObjID[1]);               // select second VAO
  glVertexAttrib3f((GLuint)1, 1.0, 0.0, 0.0); // set constant color attribute
  glDrawArrays(GL_TRIANGLES, 0, 3);     // draw second object
 }

const int fullscreen = 0; // TEST (set to 1 to enable fullscreen mode)

int main (int argc, char* argv[])
{
  Fl::use_high_res_GL(true);
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | FL_OPENGL3);
  glutInitWindowSize(400, 400);
  glutCreateWindow("Triangle Test");
#ifndef __APPLE__
  GLenum err = glewInit(); // defines pters to functions of OpenGL V 1.2 and above
  if (err) Fl::error("glewInit() failed returning %u", err);
  fprintf(stderr, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
#endif
  int gl_version_major;
  const char *glv = (const char*)glGetString(GL_VERSION);
  fprintf(stderr, "OpenGL version %s supported\n", glv);
  sscanf(glv, "%d", &gl_version_major);
  if (gl_version_major < 3) {
    fprintf(stderr, "\nThis platform does not support OpenGL V3\n\n");
    exit(1);
  }
  initShaders();
  init();
  glutDisplayFunc(display);
  if (fullscreen) Fl::first_window()->fullscreen();
  glutMainLoop();
  return 0;
}