Commits

Jason McKesson  committed 2bed9ac

New branch.

  • Participants
  • Parent commits cc243e2
  • Branches 1.1

Comments (0)

Files changed (1)

File test/func_cpp/test.cpp

-#include <string>
-#include <exception>
-#include <stdexcept>
-#include <stdio.h>
-#include <stdlib.h>
 
+
+#include <iostream>
 #include "gl_test.hpp"
-#ifdef _WIN32
-#include "wgl_test.hpp"
-#else
-#include "glx_test.hpp"
-#endif
 #include <GL/freeglut.h>
 
-GLuint positionBufferObject;
-GLuint program;
-GLuint vao;
+int main(int argc, char* argv[])
+{
+	// FreeGLUT stuff init stuff
+	glutInit(&argc, argv);
+	glutInitContextVersion(3, 1);
+	glutInitContextProfile(GLUT_CORE_PROFILE);
 
-GLuint BuildShader(GLenum eShaderType, const std::string &shaderText)
-{
-	GLuint shader = gl::CreateShader(eShaderType);
-	const char *strFileData = shaderText.c_str();
-	gl::ShaderSource(shader, 1, &strFileData, NULL);
+	// this works but shouldn't
+	bool load = gl::sys::LoadFunctions();
+	std::cout << "Loaded: " << (load ? "True" : "False") << std::endl;
+	gl::GetString(gl::VERSION); // no crash at glGetString
 
-	gl::CompileShader(shader);
+	// works as intended
+	int winID = glutCreateWindow("Engine2 Test");
+	load = gl::sys::LoadFunctions();  
+	std::cout << gl::GetString(gl::VERSION) << std::endl;
+	glutDestroyWindow(winID);
 
-	GLint status;
-	gl::GetShaderiv(shader, gl::COMPILE_STATUS, &status);
-	if (status == gl::FALSE_)
-	{
-		GLint infoLogLength;
-		gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &infoLogLength);
-
-		GLchar *strInfoLog = new GLchar[infoLogLength + 1];
-		gl::GetShaderInfoLog(shader, infoLogLength, NULL, strInfoLog);
-
-		const char *strShaderType = NULL;
-		switch(eShaderType)
-		{
-		case gl::VERTEX_SHADER: strShaderType = "vertex"; break;
-//		case gl::GEOMETRY_SHADER: strShaderType = "geometry"; break;
-		case gl::FRAGMENT_SHADER: strShaderType = "fragment"; break;
-		}
-
-		fprintf(stderr, "Compile failure in %s shader:\n%s\n", strShaderType, strInfoLog);
-		delete[] strInfoLog;
-
-		throw std::runtime_error("Compile failure in shader.");
-	}
-
-	return shader;
-}
-
-
-void init()
-{
-	gl::GenVertexArrays(1, &vao);
-	gl::BindVertexArray(vao);
-
-	const float vertexPositions[] = {
-		0.75f, 0.75f, 0.0f, 1.0f,
-		0.75f, -0.75f, 0.0f, 1.0f,
-		-0.75f, -0.75f, 0.0f, 1.0f,
-	};
-
-	gl::GenBuffers(1, &positionBufferObject);
-	gl::BindBuffer(gl::ARRAY_BUFFER, positionBufferObject);
-	gl::BufferData(gl::ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, gl::STATIC_DRAW);
-	gl::BindBuffer(gl::ARRAY_BUFFER, 0);
-
-	const std::string vertexShader(
-		"#version 330\n"
-		"layout(location = 0) in vec4 position;\n"
-		"void main()\n"
-		"{\n"
-		"   gl_Position = position;\n"
-		"}\n"
-		);
-
-	const std::string fragmentShader(
-		"#version 330\n"
-		"out vec4 outputColor;\n"
-		"void main()\n"
-		"{\n"
-		"   outputColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n"
-		"}\n"
-		);
-
-	GLuint vertShader = BuildShader(gl::VERTEX_SHADER, vertexShader);
-	GLuint fragShader = BuildShader(gl::FRAGMENT_SHADER, fragmentShader);
-
-	program = gl::CreateProgram();
-	gl::AttachShader(program, vertShader);
-	gl::AttachShader(program, fragShader);	
-	gl::LinkProgram(program);
-
-	GLint status;
-	gl::GetProgramiv (program, gl::LINK_STATUS, &status);
-	if (status == gl::FALSE_)
-	{
-		GLint infoLogLength;
-		gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &infoLogLength);
-
-		GLchar *strInfoLog = new GLchar[infoLogLength + 1];
-		gl::GetProgramInfoLog(program, infoLogLength, NULL, strInfoLog);
-		fprintf(stderr, "Linker failure: %s\n", strInfoLog);
-		delete[] strInfoLog;
-
-		throw std::runtime_error("Shader could not be linked.");
-	}
-}
-
-//Called to update the display.
-//You should call glutSwapBuffers after all of your rendering to display what you rendered.
-//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
-void display()
-{
-	gl::ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
-	gl::Clear(gl::COLOR_BUFFER_BIT);
-
-	gl::UseProgram(program);
-
-	gl::BindBuffer(gl::ARRAY_BUFFER, positionBufferObject);
-	gl::EnableVertexAttribArray(0);
-	gl::VertexAttribPointer(0, 4, gl::FLOAT, gl::FALSE_, 0, 0);
-
-	gl::DrawArrays(gl::TRIANGLES, 0, 3);
-
-	gl::DisableVertexAttribArray(0);
-	gl::UseProgram(0);
-
-	glutSwapBuffers();
-}
-
-//Called whenever the window is resized. The new window size is given, in pixels.
-//This is an opportunity to call gl::Viewport or gl::Scissor to keep up with the change in size.
-void reshape (int w, int h)
-{
-	gl::Viewport(0, 0, (GLsizei) w, (GLsizei) h);
-}
-
-//Called whenever a key on the keyboard was pressed.
-//The key is given by the ''key'' parameter, which is in ASCII.
-//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to 
-//exit the program.
-void keyboard(unsigned char key, int x, int y)
-{
-	switch (key)
-	{
-	case 27:
-		glutLeaveMainLoop();
-		break;
-	}
-}
-
-
-int main(int argc, char** argv)
-{
-	glutInit(&argc, argv);
-
-	int width = 500;
-	int height = 500;
-	unsigned int displayMode = GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH | GLUT_STENCIL;
-
-	glutInitDisplayMode(displayMode);
-	glutInitContextVersion (3, 3);
-	glutInitContextProfile(GLUT_CORE_PROFILE);
-	glutInitWindowSize (width, height); 
-	glutInitWindowPosition (300, 200);
-	glutCreateWindow (argv[0]);
-
-	glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION);
-
-	gl::exts::LoadTest didLoad = gl::sys::LoadFunctions();
-	if(!didLoad)
-		printf("OpenGL: %i\n", didLoad.GetNumMissing());
-	else
-		printf("OpenGL Loaded!\n");
-
-	init();
-
-#ifdef _WIN32
-	HDC hdc = wglGetCurrentDC();
-	wgl::exts::LoadTest load = wgl::sys::LoadFunctions(hdc);
-	if(!load)
-		printf("WGL: %i\n", load.GetNumMissing());
-	else
-		printf("WGL Loaded!\n");
-#else
-#endif
-
-	glutDisplayFunc(display); 
-	glutReshapeFunc(reshape);
-	glutKeyboardFunc(keyboard);
-	glutMainLoop();
 	return 0;
 }