Source

gltut / Test / test.cpp

#include <string>
#include <vector>
#include <iostream>
#include <sstream>
#include <glloader/gl_3_2_comp.h>
#include <GL/freeglut.h>
#include "../framework/framework.h"


GLuint CreateShader(GLenum eShaderType, const std::string &strShaderFile)
{
	GLuint shader = glCreateShader(eShaderType);
	const char *strFileData = strShaderFile.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;
	}

	return shader;
}

GLuint CreateProgram(const std::vector<GLuint> &shaderList)
{
	GLuint program = glCreateProgram();

	for(size_t iLoop = 0; iLoop < shaderList.size(); iLoop++)
		glAttachShader(program, shaderList[iLoop]);

	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;
	}

	return program;
}

GLuint theProgram;

const std::string strVertexShader(
								  "#version 330\n"
								  "layout(location = 0) in vec4 position;\n"
								  "void main()\n"
								  "{\n"
								  "   gl_Position = position;\n"
								  "}\n"
								  );

const std::string strFragmentShader(
									"#version 330\n"
									"out vec4 outputColor;\n"
									"void main()\n"
									"{\n"
									"   outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n"
									"}\n"
									);

void InitializeProgram()
{
	std::vector<GLuint> shaderList;

	shaderList.push_back(CreateShader(GL_VERTEX_SHADER, strVertexShader));
	shaderList.push_back(CreateShader(GL_FRAGMENT_SHADER, strFragmentShader));

	theProgram = CreateProgram(shaderList);
}

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,
};

GLuint positionBufferObject;
GLuint vao;


void InitializeVertexBuffer()
{
	glGenBuffers(1, &positionBufferObject);

	glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

const char *g_strTestFloats = " \n-10.0 10.0 23.4\n4.32 -4 -5 ";
Framework::Mesh *g_theMesh = NULL;

//Called after the window and OpenGL are initialized. Called exactly once, before the main loop.
void init()
{
	try
	{
		g_theMesh = new Framework::Mesh("mesh.xml");
	}
	catch(std::exception &except)
	{
		g_theMesh = NULL;
		printf(except.what());
	}

	InitializeProgram();
	InitializeVertexBuffer();

	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);
}

//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(0.0f, 0.0f, 0.0f, 0.0f);
	glClear(GL_COLOR_BUFFER_BIT);

	glUseProgram(theProgram);

	if(g_theMesh)
		g_theMesh->Render();
/*
	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:
		delete g_theMesh;
		glutLeaveMainLoop();
		break;
	}
}
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