Commits

Jason McKesson committed b9cc4ee

Testing code for the loader. Uses the SDK, which you must provide.

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Files changed (2)

test/premake4.lua

+
+dofile "glsdk/links.lua"
+
+solution "loadtest"
+	configurations {"Debug", "Release"}
+	defines {"_CRT_SECURE_NO_WARNINGS", "_SCL_SECURE_NO_WARNINGS"}
+
+	
+project("loadtest")
+	kind "ConsoleApp"
+	language "c++"
+	objdir("obj")
+	files {"*.cpp"}
+	files {"*.c"}
+	files {"*.hpp"}
+	files {"*.h"}
+
+	UseLibs {"freeglut"}
+	
+	configuration "windows"
+		defines "WIN32"
+		links {"glu32", "opengl32", "gdi32", "winmm", "user32"}
+		
+	configuration "linux"
+		links {"GL", "GLU", "Xrandr"}
+		
+	configuration "Debug"
+		targetsuffix "D"
+		defines "_DEBUG"
+		flags "Symbols"
+
+	configuration "Release"
+		defines "NDEBUG"
+		flags {"OptimizeSpeed", "NoFramePointer", "ExtraWarnings", "NoEditAndContinue"};
+#include <string>
+#include <exception>
+#include <stdexcept>
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "gl_load.h"
+#include "wgl_load.h"
+#include <GL/freeglut.h>
+
+GLuint positionBufferObject;
+GLuint program;
+GLuint vao;
+
+GLuint BuildShader(GLenum eShaderType, const std::string &shaderText)
+{
+	GLuint shader = glCreateShader(eShaderType);
+	const char *strFileData = shaderText.c_str();
+	glShaderSource(shader, 1, &strFileData, NULL);
+
+	glCompileShader(shader);
+
+	GLint status;
+	glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+	if (status == GL_FALSE)
+	{
+		GLint infoLogLength;
+		glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
+
+		GLchar *strInfoLog = new GLchar[infoLogLength + 1];
+		glGetShaderInfoLog(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()
+{
+	glGenVertexArrays(1, &vao);
+	glBindVertexArray(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,
+	};
+
+	glGenBuffers(1, &positionBufferObject);
+	glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW);
+	glBindBuffer(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 = glCreateProgram();
+	glAttachShader(program, vertShader);
+	glAttachShader(program, fragShader);	
+	glLinkProgram(program);
+
+	GLint status;
+	glGetProgramiv (program, GL_LINK_STATUS, &status);
+	if (status == GL_FALSE)
+	{
+		GLint infoLogLength;
+		glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
+
+		GLchar *strInfoLog = new GLchar[infoLogLength + 1];
+		glGetProgramInfoLog(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()
+{
+	glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	glUseProgram(program);
+
+	glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
+	glEnableVertexAttribArray(0);
+	glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
+
+	glDrawArrays(GL_TRIANGLES, 0, 3);
+
+	glDisableVertexAttribArray(0);
+	glUseProgram(0);
+
+	glutSwapBuffers();
+}
+
+//Called whenever the window is resized. The new window size is given, in pixels.
+//This is an opportunity to call glViewport or glScissor to keep up with the change in size.
+void reshape (int w, int h)
+{
+	glViewport(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);
+
+	ogl_LoadFunctions();
+
+	init();
+
+	glutDisplayFunc(display); 
+	glutReshapeFunc(reshape);
+	glutKeyboardFunc(keyboard);
+	glutMainLoop();
+	return 0;
+}
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