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/*
* Copyright © 2009 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
// author: Ben Holmes
/*
* draws using a vertex program that ignores inputs and instead just
* writes a constant to gl_Position.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 400;
config.window_height = 300;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static GLint prog;
static GLint fs;
static GLint vs;
static GLfloat vertices[12] = {150.0, 125.0, 0.0,
150.0, 175.0, 0.0,
100.0, 125.0, 0.0,
100.0, 175.0, 0.0};
static const char *vertShaderText =
"void main()\n"
"{ \n"
" gl_Position = vec4(100, 50, 0, 0);\n"
"} \n";
static const char *fragShaderText =
"void main()\n"
"{ \n"
" gl_FragColor = vec4(0.0, 1.0, 1.0, 1.0);\n"
"} \n";
static void compileLinkProg(void);
void
piglit_init(int argc, char **argv)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 400, 0, 300, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glClearColor(0.2, 0.2, 0.2, 1.0);
piglit_require_gl_version(20);
compileLinkProg();
}
static void
compileLinkProg(void)
{
GLint stat;
vs = glCreateShader(GL_VERTEX_SHADER);
fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL);
glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &stat);
if (!stat) {
printf("error compiling vertex shader!\n");
exit(1);
}
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &stat);
if (!stat) {
printf("error compiling fragment shader!\n");
exit(1);
}
prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
glUseProgram(prog);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat),
vertices);
glEnableVertexAttribArray(0);
}
enum piglit_result
piglit_display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 4);
glPushMatrix();
glTranslatef(75.0, 0.0, 0.0);
glDrawArrays(GL_POINTS, 0, 4);
glPopMatrix();
glFinish();
piglit_present_results();
return PIGLIT_PASS;
}
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