b0e0e0912c
The new procedure essentially resizes the window, as done on the X11+EWMH and Windows platforms. This improves in particular the possibility to turn an Fl_Gl_Window fullscreen on and off. MacOS ≥ 10.10 is required because the procedure isn't stable (random crashes during fast switches) with 10.9. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.4@13045 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
225 lines
5.8 KiB
C++
225 lines
5.8 KiB
C++
//
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// "$Id$"
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//
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// Tiny OpenGL v3 + glut demo program for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2015 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// http://www.fltk.org/COPYING.php
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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//
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#include <stdio.h>
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#if defined(__APPLE__)
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# define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED 1
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# include <OpenGL/gl3.h> // defines OpenGL 3.0+ functions
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#else
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# if defined(_WIN32)
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# define GLEW_STATIC 1
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# endif
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# include <GL/glew.h>
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#endif
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#include <FL/glut.H>
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// Globals
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// Real programs don't use globals :-D
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// Data would normally be read from files
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GLfloat vertices[] = { -1.0f,0.0f,0.0f,
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0.0f,1.0f,0.0f,
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0.0f,0.0f,0.0f };
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GLfloat colours[] = { 1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f };
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GLfloat vertices2[] = { 0.0f,0.0f,0.0f,
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0.0f,-1.0f,0.0f,
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1.0f,0.0f,0.0f };
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// two vertex array objects, one for each object drawn
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unsigned int vertexArrayObjID[2];
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// three vertex buffer objects in this example
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unsigned int vertexBufferObjID[3];
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void printShaderInfoLog(GLint shader)
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{
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int infoLogLen = 0;
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GLchar *infoLog;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
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if (infoLogLen > 0)
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{
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infoLog = new GLchar[infoLogLen];
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// error check for fail to allocate memory omitted
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glGetShaderInfoLog(shader,infoLogLen, NULL, infoLog);
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fprintf(stderr, "InfoLog:\n%s\n", infoLog);
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delete [] infoLog;
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}
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}
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void init(void)
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{
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// Would load objects from file here - but using globals in this example
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// Allocate Vertex Array Objects
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glGenVertexArrays(2, &vertexArrayObjID[0]);
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// Setup first Vertex Array Object
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glBindVertexArray(vertexArrayObjID[0]);
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glGenBuffers(2, vertexBufferObjID);
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// VBO for vertex data
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glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]);
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glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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// VBO for colour data
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glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]);
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glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), colours, GL_STATIC_DRAW);
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glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(1);
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// Setup second Vertex Array Object
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glBindVertexArray(vertexArrayObjID[1]);
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glGenBuffers(1, &vertexBufferObjID[2]);
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// VBO for vertex data
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glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[2]);
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glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices2, GL_STATIC_DRAW);
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glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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}
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void initShaders(void)
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{
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GLuint p, f, v;
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glClearColor (1.0, 1.0, 1.0, 0.0);
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v = glCreateShader(GL_VERTEX_SHADER);
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f = glCreateShader(GL_FRAGMENT_SHADER);
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#ifdef __APPLE__
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#define SHADING_LANG_VERS "140"
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#else
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#define SHADING_LANG_VERS "130"
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#endif
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// load shaders
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const char *vv = "#version "SHADING_LANG_VERS"\n\
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in vec3 in_Position;\
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in vec3 in_Color;\
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out vec3 ex_Color;\
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void main(void)\
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{\
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ex_Color = in_Color;\
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gl_Position = vec4(in_Position, 1.0);\
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}";
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const char *ff = "#version "SHADING_LANG_VERS"\n\
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precision highp float;\
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in vec3 ex_Color;\
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out vec4 out_Color;\
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void main(void)\
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{\
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out_Color = vec4(ex_Color,1.0);\
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}";
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glShaderSource(v, 1, &vv,NULL);
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glShaderSource(f, 1, &ff,NULL);
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GLint compiled;
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glCompileShader(v);
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glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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fprintf(stderr, "Vertex shader not compiled.\n");
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printShaderInfoLog(v);
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}
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glCompileShader(f);
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glGetShaderiv(f, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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fprintf(stderr, "Fragment shader not compiled.\n");
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printShaderInfoLog(f);
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}
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p = glCreateProgram();
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glAttachShader(p,v);
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glAttachShader(p,f);
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glBindAttribLocation(p,0, "in_Position");
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glBindAttribLocation(p,1, "in_Color");
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glLinkProgram(p);
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glGetProgramiv(p, GL_LINK_STATUS, &compiled);
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if (compiled != GL_TRUE) {
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GLchar *infoLog; GLint length;
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glGetProgramiv(p, GL_INFO_LOG_LENGTH, &length);
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infoLog = new GLchar[length];
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glGetProgramInfoLog(p, length, NULL, infoLog);
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fprintf(stderr, "Link log=%s\n", infoLog);
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delete[] infoLog;
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}
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glUseProgram(p);
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}
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void display(void)
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{
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// clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindVertexArray(vertexArrayObjID[0]); // First VAO
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glDrawArrays(GL_TRIANGLES, 0, 3); // draw first object
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glBindVertexArray(vertexArrayObjID[1]); // select second VAO
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glVertexAttrib3f((GLuint)1, 1.0, 0.0, 0.0); // set constant color attribute
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glDrawArrays(GL_TRIANGLES, 0, 3); // draw second object
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}
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int fullscreen = 0;
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int main (int argc, char* argv[])
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{
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Fl::use_high_res_GL(true);
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | FL_OPENGL3);
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glutInitWindowSize(400, 400);
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glutCreateWindow("Triangle Test");
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#ifndef __APPLE__
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GLenum err = glewInit(); // defines pters to functions of OpenGL V 1.2 and above
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if (err) Fl::error("glewInit() failed returning %u", err);
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fprintf(stderr, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
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#endif
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int gl_version_major;
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const char *glv = (const char*)glGetString(GL_VERSION);
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fprintf(stderr, "OpenGL version %s supported\n", glv);
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sscanf(glv, "%d", &gl_version_major);
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if (gl_version_major < 3) {
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fprintf(stderr, "\nThis platform does not support OpenGL V3\n\n");
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exit(1);
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}
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initShaders();
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init();
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glutDisplayFunc(display);
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if (fullscreen) Fl::first_window()->fullscreen();
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glutMainLoop();
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return 0;
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}
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//
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// End of "$Id$".
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//
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