/* Test fragment shader */ #include #include #include #include #include #include "glad/gl.h" #include "glut_wrap.h" static GLuint fragShader; static GLuint vertShader; static GLuint program; static GLint win = 0; static GLfloat xpos = 0, ypos = 0; static void Redisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(xpos, ypos, 0); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex2f(-0.9, -0.9); glColor3f(0, 1, 0); glVertex2f( 0.9, -0.9); glColor3f(0, 0, 1); glVertex2f( 0, 0.9); glEnd(); glPopMatrix(); glutSwapBuffers(); } static void Reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1, 1, -1, 1, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void CleanUp(void) { glDeleteShader(fragShader); glDeleteShader(vertShader); glDeleteProgram(program); glutDestroyWindow(win); } static void Key(unsigned char key, int x, int y) { (void) x; (void) y; switch(key) { case 27: CleanUp(); exit(0); break; } glutPostRedisplay(); } static void SpecialKey(int key, int x, int y) { const GLfloat step = 0.1; (void) x; (void) y; switch(key) { case GLUT_KEY_UP: ypos += step; break; case GLUT_KEY_DOWN: ypos -= step; break; case GLUT_KEY_LEFT: xpos -= step; break; case GLUT_KEY_RIGHT: xpos += step; break; } glutPostRedisplay(); } static void LoadAndCompileShader(GLuint shader, const char *text) { GLint stat; glShaderSource(shader, 1, (const GLchar **) &text, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &stat); if (!stat) { GLchar log[1000]; GLsizei len; glGetShaderInfoLog(shader, 1000, &len, log); fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log); exit(1); } } static void CheckLink(GLuint prog) { GLint stat; glGetProgramiv(prog, GL_LINK_STATUS, &stat); if (!stat) { GLchar log[1000]; GLsizei len; glGetProgramInfoLog(prog, 1000, &len, log); fprintf(stderr, "Linker error:\n%s\n", log); } } static void Init(void) { /* fragment color is a function of fragment position: */ static const char *fragShaderText = "void main() {\n" " gl_FragColor = gl_FragCoord * vec4(0.005); \n" " //gl_FragColor = gl_Color; \n" " //gl_FragColor = vec4(1, 0, 0.5, 0); \n" "}\n"; #if 0 static const char *vertShaderText = "varying vec3 normal;\n" "void main() {\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " normal = gl_NormalMatrix * gl_Normal;\n" "}\n"; #endif if (!GLAD_GL_VERSION_2_0) { printf("This program requires OpenGL 2.x\n"); exit(1); } fragShader = glCreateShader(GL_FRAGMENT_SHADER); LoadAndCompileShader(fragShader, fragShaderText); #if 0 vertShader = glCreateShader(GL_VERTEX_SHADER); LoadAndCompileShader(vertShader, vertShaderText); #endif program = glCreateProgram(); glAttachShader(program, fragShader); #if 0 glAttachShader(program, vertShader); #endif glLinkProgram(program); CheckLink(program); glUseProgram(program); assert(glGetError() == 0); glClearColor(0.3f, 0.3f, 0.3f, 0.0f); printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowPosition( 0, 0); glutInitWindowSize(200, 200); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); gladLoaderLoadGL(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Redisplay); Init(); glutMainLoop(); gladLoaderUnloadGL(); return 0; }