gremedy
map_buffer
tri
+tri_glsl
varray
set (targets
tri
+ tri_glsl
gremedy
varray
map_buffer
static GLboolean doubleBuffer = GL_TRUE;
static int win;
+
static void parseArgs(int argc, char** argv)
{
int i;
}
}
-static void Init(void)
-{
- glClearColor(0.3, 0.1, 0.3, 1.0);
-}
-static void Reshape(int width, int height)
+static void
+Init(void)
{
+ glClearColor(0.3f, 0.1f, 0.3f, 1.0f);
+}
- glViewport(0, 0, (GLint)width, (GLint)height);
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
-static void Draw(void)
+
+static void
+Draw(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
- glColor3f(.8,0,0);
+ glColor3f(.8, 0, 0);
glVertex3f(-0.9, -0.9, -30.0);
- glColor3f(0,.9,0);
+ glColor3f(0, .9, 0);
glVertex3f( 0.9, -0.9, -30.0);
- glColor3f(0,0,.7);
+ glColor3f(0, 0, .7);
glVertex3f( 0.0, 0.9, -30.0);
glEnd();
exit(0);
}
-int main(int argc, char **argv)
+
+int
+main(int argc, char **argv)
{
GLenum type;
--- /dev/null
+/* Test fragment shader
+ *
+ * Brian Pau
+ */
+
+#ifdef _WIN32
+#include <windows.h>
+#endif
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+
+#include <GL/glew.h>
+#ifdef __APPLE__
+# include <GLUT/glut.h>
+#else
+# include <GL/glut.h>
+#endif
+
+
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+static GLint win = 0;
+static GLfloat xpos = 0, ypos = 0;
+
+
+static void
+LoadAndCompileShader(GLuint shader, const char *text)
+{
+ const GLint length = -1;
+ GLint stat;
+
+ glShaderSource(shader, 1, (const GLchar **) &text, &length);
+
+ glCompileShader(shader);
+
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetShaderInfoLog(shader, 1000, &len, log);
+ fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
+ exit(1);
+ }
+}
+
+
+static void
+CheckLink(GLuint prog)
+{
+ GLint stat;
+ glGetProgramiv(prog, GL_LINK_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetProgramInfoLog(prog, 1000, &len, log);
+ fprintf(stderr, "Linker error:\n%s\n", log);
+ }
+}
+
+
+static void
+Init(void)
+{
+ static const char *fragShaderText =
+ "void main() {\n"
+ " gl_FragColor = gl_Color; \n"
+ "}\n";
+ static const char *vertShaderText =
+ "void main() {\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " gl_FrontColor = gl_Color;\n"
+ "}\n";
+
+ if (!GLEW_VERSION_2_0) {
+ printf("This program requires OpenGL 2.x\n");
+ exit(1);
+ }
+
+ fragShader = glCreateShader(GL_FRAGMENT_SHADER);
+ LoadAndCompileShader(fragShader, fragShaderText);
+
+ vertShader = glCreateShader(GL_VERTEX_SHADER);
+ LoadAndCompileShader(vertShader, vertShaderText);
+
+ program = glCreateProgram();
+ glAttachShader(program, fragShader);
+ glAttachShader(program, vertShader);
+ glLinkProgram(program);
+ CheckLink(program);
+ glUseProgram(program);
+
+ assert(glGetError() == 0);
+
+ glClearColor(0.3f, 0.1f, 0.3f, 1.0f);
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+
+static void
+Draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glBegin(GL_TRIANGLES);
+ glColor3f(.8, 0, 0);
+ glVertex3f(-0.9, -0.9, -30.0);
+ glColor3f(0, .9, 0);
+ glVertex3f( 0.9, -0.9, -30.0);
+ glColor3f(0, 0, .7);
+ glVertex3f( 0.0, 0.9, -30.0);
+ glEnd();
+
+ glFlush();
+
+ glutSwapBuffers();
+
+ glDeleteShader(fragShader);
+ glDeleteShader(vertShader);
+ glDeleteProgram(program);
+ glutDestroyWindow(win);
+
+ exit(0);
+}
+
+
+int
+main(int argc, char **argv)
+{
+ glutInit(&argc, argv);
+ glutInitWindowSize(250, 250);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
+ win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutDisplayFunc(Draw);
+ Init();
+ glutMainLoop();
+ return 0;
+}
--- /dev/null
+glCreateShader(type = GL_FRAGMENT_SHADER) = 1
+glShaderSource(shader = 1, count = 1, string = &"void main() {
+ gl_FragColor = gl_Color;
+}
+", length = &-1)
+glCompileShader(shader = 1)
+glGetShaderiv(shader = 1, pname = GL_COMPILE_STATUS, params = &1)
+glCreateShader(type = GL_VERTEX_SHADER) = 2
+glShaderSource(shader = 2, count = 1, string = &"void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_FrontColor = gl_Color;
+}
+", length = &-1)
+glCompileShader(shader = 2)
+glGetShaderiv(shader = 2, pname = GL_COMPILE_STATUS, params = &1)
+glCreateProgram() = 3
+glAttachShader(program = 3, shader = 1)
+glAttachShader(program = 3, shader = 2)
+glLinkProgram(program = 3)
+glGetProgramiv(program = 3, pname = GL_LINK_STATUS, params = &1)
+glUseProgram(program = 3)
+glClearColor(red = 0.3, green = 0.1, blue = 0.3, alpha = 1)
+glViewport(x = 0, y = 0, width = 250, height = 250)
+glMatrixMode(mode = GL_PROJECTION)
+glLoadIdentity()
+glOrtho(left = -1, right = 1, bottom = -1, top = 1, zNear = -0.5, zFar = 1000)
+glMatrixMode(mode = GL_MODELVIEW)
+glClear(mask = GL_COLOR_BUFFER_BIT)
+glBegin(mode = GL_TRIANGLES)
+glColor3f(red = 0.8, green = 0, blue = 0)
+glVertex3f(x = -0.9, y = -0.9, z = -30)
+glColor3f(red = 0, green = 0.9, blue = 0)
+glVertex3f(x = 0.9, y = -0.9, z = -30)
+glColor3f(red = 0, green = 0, blue = 0.7)
+glVertex3f(x = 0, y = 0.9, z = -30)
+glEnd()
+<flush> glFlush()
+
+glDeleteShader(shader = 1)
+glDeleteShader(shader = 2)
+glDeleteProgram(program = 3)