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kc3-lang/angle/samples/gles2_book/Hello_Triangle/Hello_Triangle.c

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  • Author : alokp@chromium.org
    Date : 2010-04-07 19:57:20
    Hash : 0270ef14
    Message : Changed the default character set to be UNICODE, the same as chromium. Changes to fix compile errors and warnings. Review URL: http://codereview.appspot.com/816046 git-svn-id: https://angleproject.googlecode.com/svn/trunk@103 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • samples/gles2_book/Hello_Triangle/Hello_Triangle.c
  • //
    // Book:      OpenGL(R) ES 2.0 Programming Guide
    // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
    // ISBN-10:   0321502795
    // ISBN-13:   9780321502797
    // Publisher: Addison-Wesley Professional
    // URLs:      http://safari.informit.com/9780321563835
    //            http://www.opengles-book.com
    //
    
    // Hello_Triangle.c
    //
    //    This is a simple example that draws a single triangle with
    //    a minimal vertex/fragment shader.  The purpose of this 
    //    example is to demonstrate the basic concepts of 
    //    OpenGL ES 2.0 rendering.
    #include <stdlib.h>
    #include "esUtil.h"
    
    typedef struct
    {
       // Handle to a program object
       GLuint programObject;
    
    } UserData;
    
    ///
    // Create a shader object, load the shader source, and
    // compile the shader.
    //
    GLuint LoadShader ( GLenum type, const char *shaderSrc )
    {
       GLuint shader;
       GLint compiled;
       
       // Create the shader object
       shader = glCreateShader ( type );
    
       if ( shader == 0 )
       	return 0;
    
       // Load the shader source
       glShaderSource ( shader, 1, &shaderSrc, NULL );
       
       // Compile the shader
       glCompileShader ( shader );
    
       // Check the compile status
       glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
    
       if ( !compiled ) 
       {
          GLint infoLen = 0;
    
          glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
          
          if ( infoLen > 1 )
          {
             char* infoLog = malloc (sizeof(char) * infoLen );
    
             glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
             esLogMessage ( "Error compiling shader:\n%s\n", infoLog );            
             
             free ( infoLog );
          }
    
          glDeleteShader ( shader );
          return 0;
       }
    
       return shader;
    
    }
    
    ///
    // Initialize the shader and program object
    //
    int Init ( ESContext *esContext )
    {
       UserData *userData = esContext->userData;
       GLbyte vShaderStr[] =  
          "attribute vec4 vPosition;    \n"
          "void main()                  \n"
          "{                            \n"
          "   gl_Position = vPosition;  \n"
          "}                            \n";
       
       GLbyte fShaderStr[] =  
          "precision mediump float;\n"\
          "void main()                                  \n"
          "{                                            \n"
          "  gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
          "}                                            \n";
    
       GLuint vertexShader;
       GLuint fragmentShader;
       GLuint programObject;
       GLint linked;
    
       // Load the vertex/fragment shaders
       vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
       fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );
    
       // Create the program object
       programObject = glCreateProgram ( );
       
       if ( programObject == 0 )
          return 0;
    
       glAttachShader ( programObject, vertexShader );
       glAttachShader ( programObject, fragmentShader );
    
       // Bind vPosition to attribute 0   
       glBindAttribLocation ( programObject, 0, "vPosition" );
    
       // Link the program
       glLinkProgram ( programObject );
    
       // Check the link status
       glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
    
       if ( !linked ) 
       {
          GLint infoLen = 0;
    
          glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
          
          if ( infoLen > 1 )
          {
             char* infoLog = malloc (sizeof(char) * infoLen );
    
             glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
             esLogMessage ( "Error linking program:\n%s\n", infoLog );            
             
             free ( infoLog );
          }
    
          glDeleteProgram ( programObject );
          return FALSE;
       }
    
       // Store the program object
       userData->programObject = programObject;
    
       glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
       return TRUE;
    }
    
    ///
    // Draw a triangle using the shader pair created in Init()
    //
    void Draw ( ESContext *esContext )
    {
       UserData *userData = esContext->userData;
       GLfloat vVertices[] = {  0.0f,  0.5f, 0.0f, 
                               -0.5f, -0.5f, 0.0f,
                                0.5f, -0.5f, 0.0f };
          
       // Set the viewport
       glViewport ( 0, 0, esContext->width, esContext->height );
       
       // Clear the color buffer
       glClear ( GL_COLOR_BUFFER_BIT );
    
       // Use the program object
       glUseProgram ( userData->programObject );
    
       // Load the vertex data
       glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
       glEnableVertexAttribArray ( 0 );
    
       glDrawArrays ( GL_TRIANGLES, 0, 3 );
    
       eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
    }
    
    
    int main ( int argc, char *argv[] )
    {
       ESContext esContext;
       UserData  userData;
    
       esInitContext ( &esContext );
       esContext.userData = &userData;
    
       esCreateWindow ( &esContext, TEXT("Hello Triangle"), 320, 240, ES_WINDOW_RGB );
       
       if ( !Init ( &esContext ) )
          return 0;
    
       esRegisterDrawFunc ( &esContext, Draw );
       
       esMainLoop ( &esContext );
    }