Commits

Jason McKesson  committed c5e7f34

Renaming test dir.

  • Participants
  • Parent commits 7748c22

Comments (0)

Files changed (5)

 *.pdb
 test/obj
 docs/*.wiki
+obj/*
+*.exe
+*.ilk

File GenTests.lua

 
 local tests =
 {
-	[[lua $<dir>LoadGen.lua -spec=gl -version=3.3 -profile=core -style=pointer_cpp -stdext=extfiles/gl_ubiquitous.txt $<dir>test/pointer_cpp/test]],
+	[[lua $<dir>LoadGen.lua -spec=gl -version=3.3 -profile=core -style=pointer_cpp -stdext=extfiles/gl_ubiquitous.txt $<dir>test/ptr_cpp/test]],
 }
 
 local platTests =
 {
 	wgl =
 	{
-		[[lua $<dir>LoadGen.lua -spec=wgl -style=pointer_cpp -stdext=extfiles/wgl_common.txt $<dir>test/pointer_cpp/test]],
+		[[lua $<dir>LoadGen.lua -spec=wgl -style=pointer_cpp -stdext=extfiles/wgl_common.txt $<dir>test/ptr_cpp/test]],
 	},
 	
 	glX =

File test/pointer_cpp/test.cpp

-#include <string>
-#include <exception>
-#include <stdexcept>
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "gl_test.hpp"
-#include "wgl_test.hpp"
-#include <GL/freeglut.h>
-
-GLuint positionBufferObject;
-GLuint program;
-GLuint vao;
-
-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);
-
-	gl::CompileShader(shader);
-
-	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();
-
-	HDC hdc = wglGetCurrentDC();
-	wgl::exts::LoadTest load = wgl::sys::LoadFunctions(hdc);
-	if(!load)
-		printf("WGL: %i\n", load.GetNumMissing());
-	else
-		printf("WGL Loaded!\n");
-
-	glutDisplayFunc(display); 
-	glutReshapeFunc(reshape);
-	glutKeyboardFunc(keyboard);
-	glutMainLoop();
-	return 0;
-}

File test/premake4.lua

 	configurations {"Debug", "Release"}
 	defines {"_CRT_SECURE_NO_WARNINGS", "_SCL_SECURE_NO_WARNINGS"}
 
-local testDirs = {"pointer_cpp"}
+local testDirs = {"ptr_cpp"}
 
 local oldDir = os.getcwd()
 for _, testDir in ipairs(testDirs) do

File test/ptr_cpp/test.cpp

+#include <string>
+#include <exception>
+#include <stdexcept>
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "gl_test.hpp"
+#include "wgl_test.hpp"
+#include <GL/freeglut.h>
+
+GLuint positionBufferObject;
+GLuint program;
+GLuint vao;
+
+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);
+
+	gl::CompileShader(shader);
+
+	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();
+
+	HDC hdc = wglGetCurrentDC();
+	wgl::exts::LoadTest load = wgl::sys::LoadFunctions(hdc);
+	if(!load)
+		printf("WGL: %i\n", load.GetNumMissing());
+	else
+		printf("WGL Loaded!\n");
+
+	glutDisplayFunc(display); 
+	glutReshapeFunc(reshape);
+	glutKeyboardFunc(keyboard);
+	glutMainLoop();
+	return 0;
+}