// // Tiny OpenGL v3 demo program for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2022 by Bill Spitzak and others. // // This library is free software. Distribution and use rights are outlined in // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // // https://www.fltk.org/COPYING.php // // Please see the following page on how to report bugs and issues: // // https://www.fltk.org/bugs.php // #include #include #include #include #include #include #include #include #if defined(__APPLE__) # include // defines OpenGL 3.0+ functions #else # if defined(_WIN32) # define GLEW_STATIC 1 # endif # include #endif #include // for gl_texture_reset() void add_output(const char *format, ...); class SimpleGL3Window : public Fl_Gl_Window { GLuint shaderProgram; GLuint vertexArrayObject; GLuint vertexBuffer; GLint positionUniform; GLint colourAttribute; GLint positionAttribute; int gl_version_major; public: SimpleGL3Window(int x, int y, int w, int h) : Fl_Gl_Window(x, y, w, h) { mode(FL_RGB8 | FL_DOUBLE | FL_OPENGL3); shaderProgram = 0; gl_version_major = 0; } void draw(void) FL_OVERRIDE { if (gl_version_major >= 3 && !shaderProgram) { GLuint vs; GLuint fs; int Mslv, mslv; // major and minor version numbers of the shading language sscanf((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), "%d.%d", &Mslv, &mslv); add_output("Shading Language Version=%d.%d\n",Mslv, mslv); const char *vss_format="#version %d%d\n\ uniform vec2 p;\ in vec4 position;\ in vec4 colour;\ out vec4 colourV;\ void main (void)\ {\ colourV = colour;\ gl_Position = vec4(p, 0.0, 0.0) + position;\ }"; char vss_string[300]; const char *vss = vss_string; snprintf(vss_string, 300, vss_format, Mslv, mslv); const char *fss_format="#version %d%d\n\ in vec4 colourV;\ out vec4 fragColour;\ void main(void)\ {\ fragColour = colourV;\ }"; char fss_string[200]; const char *fss = fss_string; snprintf(fss_string, 200, fss_format, Mslv, mslv); GLint err; GLchar CLOG[1000]; GLsizei length; vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vss, NULL); glCompileShader(vs); glGetShaderiv(vs, GL_COMPILE_STATUS, &err); if (err != GL_TRUE) { glGetShaderInfoLog(vs, sizeof(CLOG), &length, CLOG); add_output("vs ShaderInfoLog=%s\n",CLOG); } fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fss, NULL); glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &err); if (err != GL_TRUE) { glGetShaderInfoLog(fs, sizeof(CLOG), &length, CLOG); add_output("fs ShaderInfoLog=%s\n",CLOG); } // Attach the shaders shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vs); glAttachShader(shaderProgram, fs); glBindFragDataLocation(shaderProgram, 0, "fragColour"); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &err); if (err != GL_TRUE) { glGetProgramInfoLog(shaderProgram, sizeof(CLOG), &length, CLOG); add_output("link log=%s\n", CLOG); } // Get pointers to uniforms and attributes positionUniform = glGetUniformLocation(shaderProgram, "p"); colourAttribute = glGetAttribLocation(shaderProgram, "colour"); positionAttribute = glGetAttribLocation(shaderProgram, "position"); glDeleteShader(vs); glDeleteShader(fs); // Upload vertices (1st four values in a row) and colours (following four values) GLfloat vertexData[]= { -0.5,-0.5,0.0,1.0, 1.0,0.0,0.0,1.0, -0.5, 0.5,0.0,1.0, 0.0,1.0,0.0,1.0, 0.5, 0.5,0.0,1.0, 0.0,0.0,1.0,1.0, 0.5,-0.5,0.0,1.0, 1.0,1.0,1.0,1.0}; glGenVertexArrays(1, &vertexArrayObject); glBindVertexArray(vertexArrayObject); glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, 4*8*sizeof(GLfloat), vertexData, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)positionAttribute); glEnableVertexAttribArray((GLuint)colourAttribute ); glVertexAttribPointer((GLuint)positionAttribute, 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), 0); glVertexAttribPointer((GLuint)colourAttribute , 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (char*)0+4*sizeof(GLfloat)); glUseProgram(shaderProgram); } else if ((!valid())) { glViewport(0, 0, pixel_w(), pixel_h()); } glClearColor(0.08, 0.8, 0.8, 1.0); glClear(GL_COLOR_BUFFER_BIT); if (shaderProgram) { GLfloat p[]={0,0}; glUniform2fv(positionUniform, 1, (const GLfloat *)&p); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } Fl_Gl_Window::draw(); // Draw FLTK child widgets. } int handle(int event) FL_OVERRIDE { static int first = 1; if (first && event == FL_SHOW && shown()) { first = 0; make_current(); #ifndef __APPLE__ GLenum err = glewInit(); // defines pters to functions of OpenGL V 1.2 and above # ifdef FLTK_USE_WAYLAND // glewInit returns GLEW_ERROR_NO_GLX_DISPLAY with Wayland // see https://github.com/nigels-com/glew/issues/273 if (fl_wl_display() && err == GLEW_ERROR_NO_GLX_DISPLAY) err = GLEW_OK; # endif if (err) Fl::warning("glewInit() failed returning %u", err); else add_output("Using GLEW %s\n", glewGetString(GLEW_VERSION)); #endif const uchar *glv = glGetString(GL_VERSION); add_output("GL_VERSION=%s\n", glv); sscanf((const char *)glv, "%d", &gl_version_major); if (gl_version_major < 3) { add_output("\nThis platform does not support OpenGL V3 :\n" "FLTK widgets will appear but the programmed " "rendering pipeline will not run.\n"); mode(mode() & ~FL_OPENGL3); } redraw(); } int retval = Fl_Gl_Window::handle(event); if (retval) return retval; if (event == FL_PUSH && gl_version_major >= 3) { static float factor = 1.1; GLfloat data[4]; glGetBufferSubData(GL_ARRAY_BUFFER, 0, 4*sizeof(GLfloat), data); if (data[0] < -0.88 || data[0] > -0.5) factor = 1/factor; data[0] *= factor; glBufferSubData(GL_ARRAY_BUFFER, 0, 4*sizeof(GLfloat), data); glGetBufferSubData(GL_ARRAY_BUFFER, 24*sizeof(GLfloat), 4*sizeof(GLfloat), data); data[0] *= factor; glBufferSubData(GL_ARRAY_BUFFER, 24*sizeof(GLfloat), 4*sizeof(GLfloat), data); redraw(); add_output("push Fl_Gl_Window::pixels_per_unit()=%.1f\n", pixels_per_unit()); return 1; } return retval; } void reset(void) { shaderProgram = 0; gl_texture_reset(); } }; void toggle_double(Fl_Widget *wid, void *data) { static bool doublebuff = true; doublebuff = !doublebuff; SimpleGL3Window *glwin = (SimpleGL3Window*)data; int flags = glwin->mode(); if (doublebuff) flags |= FL_DOUBLE; else flags &= ~FL_DOUBLE; glwin->reset(); glwin->hide(); glwin->mode(flags); glwin->show(); } Fl_Text_Display *output; // shared between output_win() and add_output() void output_win(SimpleGL3Window *gl) { output = new Fl_Text_Display(300,0,500, 280); Fl_Light_Button *lb = new Fl_Light_Button(300, 280, 500, 20, "Double-Buffered"); lb->callback(toggle_double); lb->user_data(gl); lb->value(1); output->buffer(new Fl_Text_Buffer()); } void add_output(const char *format, ...) { va_list args; char line_buffer[10000]; va_start(args, format); vsnprintf(line_buffer, sizeof(line_buffer)-1, format, args); va_end(args); output->buffer()->append(line_buffer); output->scroll(10000, 0); output->redraw(); } void button_cb(Fl_Widget *widget, void *) { add_output("run %s callback\n", widget->label()); } void add_widgets(Fl_Gl_Window *g) { Fl::set_color(FL_FREE_COLOR, 255, 255, 255, 140); // partially transparent white g->begin(); // Create here widgets to go above the GL3 scene Fl_Button* b = new Fl_Button( 0, 0, 60, 30, "button"); b->color(FL_FREE_COLOR); b->box(FL_DOWN_BOX ); b->callback(button_cb, NULL); Fl_Button* b2 = new Fl_Button( 0, 170, 60, 30, "button2"); b2->color(FL_FREE_COLOR); b2->box(FL_BORDER_BOX ); b2->callback(button_cb, NULL); g->end(); } int main(int argc, char **argv) { Fl::use_high_res_GL(1); Fl_Window *topwin = new Fl_Window(800, 300); SimpleGL3Window *win = new SimpleGL3Window(0, 0, 300, 300); win->end(); output_win(win); add_widgets(win); topwin->end(); topwin->resizable(win); topwin->label("Click GL panel to reshape"); topwin->show(argc, argv); Fl::run(); }