int
GLSLProgram::CompileShader( GLuint shader )
{
	glCompileShader( shader );
	GLint infoLogLen;
	GLint compileStatus;
	CheckGlErrors( "CompileShader:" );
	glGetShaderiv( shader, GL_COMPILE_STATUS, &compileStatus );

	if( compileStatus == 0 )
	{
		fprintf( stderr, "Failed to compile shader.\n" );
		glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &infoLogLen );
		if( infoLogLen > 0)
		{
			GLchar *infoLog = new GLchar[infoLogLen+1];
			glGetShaderInfoLog( shader, infoLogLen, NULL, infoLog);
			infoLog[infoLogLen] = '\0';
			FILE * file = fopen( "glsllog.txt", "w");
			fprintf( file, "\n%s\n", infoLog );
			fprintf( stderr, "\n%s\n", infoLog );
			fclose( file );
			delete [] infoLog;
		}
		glDeleteShader( shader );
		return 0;
	}

	CheckGlErrors("LoadShader:Compile 2");
	return 1;
};
//<<<<<<<<<<<<<<<<<<<<<<<< myDisplay >>>>>>>>>>>>>>>>>
void renderFBO(void)
{
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, texId[0]);
	glTexSubImage2D(GL_TEXTURE_2D,0, 0, 0, img.cols, img.rows, GL_RGB, GL_UNSIGNED_BYTE, img.data);
	CheckGlErrors("glTexSubImage2D");
	
#ifdef FBO
	glDrawBuffer(GL_COLOR_ATTACHMENT0);
#endif
	glClear(GL_COLOR_BUFFER_BIT);
	glBindTexture(GL_TEXTURE_2D, texId[0]);
	glEnable(GL_TEXTURE_2D);
	glBegin(GL_QUADS);
	glTexCoord2f(0, 0); 
	glVertex2f(-1, -1);
	glTexCoord2f(1, 0); 
	glVertex2f(1, -1);
	glTexCoord2f(1, 1); 
	glVertex2f(1, 1);
	glTexCoord2f(0, 1); 
	glVertex2f(-1, 1);
	glEnd();
	glDisable(GL_TEXTURE_2D);
	checkFramebufferStatus();
	CheckGlErrors("render");
#ifndef FBO
	glutSwapBuffers();
#endif
}
int
GLSLProgram::LoadShader( const char* fname, GLuint shader )
{
	FILE * in = fopen( fname, "rb" );
	if( in == NULL )
	{
		fprintf( stderr, "Cannot open shader file '%s'\n", fname );
		return 0;
	}

	fseek( in, 0, SEEK_END );
	int length = ftell( in );
	fseek( in, 0, SEEK_SET );		// rewind

	GLubyte * buf = new GLubyte[length+1];
	fread( buf, sizeof(GLubyte), length, in );
	buf[length] = '\0';
	fclose( in ) ;

	// Now, tell GL about the source!
	glShaderSource( shader, 1, (const char**)&buf, NULL );
	delete [] buf;
	CheckGlErrors( "LoadShader:ShaderSource" );
	return 1;
};
Exemple #4
0
void Graphics::StartRendering()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	Shader.begin();
	Shader.setProjection(ProjectionMatrix);
	Shader.setView(ViewMatrix);

	glEnableVertexAttribArray(0);		
	glBindBuffer(GL_ARRAY_BUFFER, SquareVBO);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0);

	glEnableVertexAttribArray(1);
	glBindBuffer(GL_ARRAY_BUFFER, SquareUV);	
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*) 0);
	CheckGlErrors();
	LastTexture = 0;
	CheckGlErrors();
}
int
GLSLProgram::LinkProgram()
{
	if( Gshader != 0 )
	{
		glProgramParameteriEXT( Program, GL_GEOMETRY_INPUT_TYPE_EXT,  InputTopology );
		glProgramParameteriEXT( Program, GL_GEOMETRY_OUTPUT_TYPE_EXT, OutputTopology );
		glProgramParameteriEXT( Program, GL_GEOMETRY_VERTICES_OUT_EXT, 1024 );
	}

	glLinkProgram( Program );
	CheckGlErrors("LoadShader:Link 1");

	GLchar* infoLog;
	GLint infoLogLen;
	GLint linkStatus;
	glGetProgramiv( this->Program, GL_LINK_STATUS, &linkStatus );
	CheckGlErrors("LoadShader:Link 2");

	if( linkStatus == 0 )
	{
		glGetProgramiv( this->Program, GL_INFO_LOG_LENGTH, &infoLogLen );
		fprintf( stderr, "Failed to link program -- Info Log Length = %d\n", infoLogLen );
		if( infoLogLen > 0 )
		{
			infoLog = new GLchar[infoLogLen+1];
			glGetProgramInfoLog( this->Program, infoLogLen, NULL, infoLog );
			infoLog[infoLogLen] = '\0';
			fprintf( stderr, "Info Log:\n%s\n", infoLog );
			delete [] infoLog;

		}
		glDeleteProgram( Program );
		glDeleteShader( Vshader );
		glDeleteShader( Gshader );
		glDeleteShader( Fshader );
		return 0;
	}

	return 1;
};
Exemple #6
0
void Graphics::Render(IRenderable &renderable)
{
	Shader.setModel(renderable.getTransformation());
	CheckGlErrors();
	GLuint texture = renderable.getTexture();
	CheckGlErrors();
	if(LastTexture != texture)
	{
		glActiveTexture(GL_TEXTURE0);
		CheckGlErrors();
		glBindTexture(GL_TEXTURE_2D, texture);
		CheckGlErrors();
		Shader.setTexture(0);
		CheckGlErrors();
		LastTexture = texture;
	}

	glDrawArrays(GL_TRIANGLES, 0, 6);		
	CheckGlErrors();
}
void
GLSLProgram::Create( char *vfile, char *gfile, char *ffile )
{
	CanDoFragmentShader = IsExtensionSupported( "GL_ARB_fragment_shader" );
	CanDoGeometryShader = IsExtensionSupported( "GL_EXT_geometry_shader4" );
	CanDoVertexShader   = IsExtensionSupported( "GL_ARB_vertex_shader" );

	InputTopology  = GL_TRIANGLES;
	OutputTopology = GL_TRIANGLE_STRIP;

	Vshader = Gshader = Fshader = 0;
	Program = 0;
	AttributeLocs.clear();
	UniformLocs.clear();
	Verbose = false;

	this->Program = glCreateProgram();
	CheckGlErrors( "glCreateProgram" );

	if( vfile != NULL  &&  vfile[0] != '\0' )
	{
		if( ! CanDoVertexShader )
		{
			fprintf( stderr, "Warning: this system cannot handle vertex shaders\n" );
		}
		this->Vshader = LoadVertexShader( vfile );
		int status = CompileShader( this->Vshader );
		if( status != 0 )
		{
			if( this->Verbose )
				fprintf( stderr, "Shader '%s' compiled.\n", vfile );
			AttachShader( this->Vshader );
		}
		else
		{
			fprintf( stderr, "Shader '%s' did not compile.\n", vfile );
		}
	}

	if( gfile != NULL  &&  gfile[0] != '\0' )
	{
		if( ! CanDoGeometryShader )
		{
			fprintf( stderr, "Warning: this system cannot handle geometry shaders\n" );
		}
		this->Gshader = LoadGeometryShader( gfile );
		int status = CompileShader( this->Gshader );
		if( status != 0 )
		{
			if( this->Verbose )
				fprintf( stderr, "Shader '%s' compiled.\n", gfile );
			AttachShader( Gshader );
		}
		else
		{
			fprintf( stderr, "Shader '%s' did not compile.\n", gfile );
		}
	}

	if( ffile != NULL  &&  ffile[0] != '\0' )
	{
		if( ! CanDoFragmentShader )
		{
			fprintf( stderr, "Warning: this system cannot handle fragment shaders\n" );
		}
		this->Fshader = LoadFragmentShader( ffile );
		int status = CompileShader( this->Fshader );
		if( status != 0 )
		{
			if( this->Verbose )
				fprintf( stderr, "Shader '%s' compiled.\n", ffile );
			AttachShader( Fshader );
		}
		else
		{
			fprintf( stderr, "Shader '%s' did not compile.\n", ffile );
		}
	}

	LinkProgram();
};
bool
GLSLProgram::CreateHelper(char *file0, ...)
{
	GLsizei n = 0;
	GLchar *buf;
	Valid = true;

	IncludeGstap = false;
	Cshader = Vshader = TCshader = TEshader = Gshader = Fshader = 0;
	Program = 0;
	AttributeLocs.clear();
	UniformLocs.clear();

	if (Program == 0)
	{
		Program = glCreateProgram();
		CheckGlErrors("glCreateProgram");
	}

	va_list args;
	va_start(args, file0);

	// This is a little dicey
	// There is no way, using var args, to know how many arguments were passed
	// I am depending on the caller passing in a NULL as the final argument.
	// If they don't, bad things will happen.

	char *file = file0;
	int type;
	while (file != NULL)
	{
		int maxBinaryTypes = sizeof(BinaryTypes) / sizeof(struct GLbinarytype);
		type = -1;
		char *extension = GetExtension(file);
		// fprintf( stderr, "File = '%s', extension = '%s'\n", file, extension );

		for (int i = 0; i < maxBinaryTypes; i++)
		{
			if (strcmp(extension, BinaryTypes[i].extension) == 0)
			{
				// fprintf( stderr, "Legal extension = '%s'\n", extension );
				LoadProgramBinary(file, BinaryTypes[i].format);
				break;
			}
		}

		int maxShaderTypes = sizeof(ShaderTypes) / sizeof(struct GLshadertype);
		for (int i = 0; i < maxShaderTypes; i++)
		{
			if (strcmp(extension, ShaderTypes[i].extension) == 0)
			{
				// fprintf( stderr, "Legal extension = '%s'\n", extension );
				type = i;
				break;
			}
		}

		if (type < 0)
		{
			fprintf(stderr, "Unknown filename extension: '%s'\n", extension);
			fprintf(stderr, "Legal Extensions are: ");
			for (int i = 0; i < maxBinaryTypes; i++)
			{
				if (i != 0)	fprintf(stderr, " , ");
				fprintf(stderr, "%s", BinaryTypes[i].extension);
			}
			fprintf(stderr, "\n");
			for (int i = 0; i < maxShaderTypes; i++)
			{
				if (i != 0)	fprintf(stderr, " , ");
				fprintf(stderr, "%s", ShaderTypes[i].extension);
			}
			fprintf(stderr, "\n");
			Valid = false;
			goto cont;
		}

		GLuint shader;
		switch (ShaderTypes[type].name)
		{
		case GL_COMPUTE_SHADER:
			if (!CanDoComputeShaders)
			{
				fprintf(stderr, "Warning: this system cannot handle compute shaders\n");
				Valid = false;
				goto cont;
			}
			shader = glCreateShader(GL_COMPUTE_SHADER);
			break;

		case GL_VERTEX_SHADER:
			if (!CanDoVertexShaders)
			{
				fprintf(stderr, "Warning: this system cannot handle vertex shaders\n");
				Valid = false;
				goto cont;
			}
			shader = glCreateShader(GL_VERTEX_SHADER);
			break;

		case GL_TESS_CONTROL_SHADER:
			if (!CanDoTessControlShaders)
			{
				fprintf(stderr, "Warning: this system cannot handle tessellation control shaders\n");
				Valid = false;
				goto cont;
			}
			shader = glCreateShader(GL_TESS_CONTROL_SHADER);
			break;

		case GL_TESS_EVALUATION_SHADER:
			if (!CanDoTessEvaluationShaders)
			{
				fprintf(stderr, "Warning: this system cannot handle tessellation evaluation shaders\n");
				Valid = false;
				goto cont;
			}
			shader = glCreateShader(GL_TESS_EVALUATION_SHADER);
			break;

		case GL_GEOMETRY_SHADER:
			if (!CanDoGeometryShaders)
			{
				fprintf(stderr, "Warning: this system cannot handle geometry shaders\n");
				Valid = false;
				goto cont;
			}
			//glProgramParameteriEXT( Program, GL_GEOMETRY_INPUT_TYPE_EXT,  InputTopology );
			//glProgramParameteriEXT( Program, GL_GEOMETRY_OUTPUT_TYPE_EXT, OutputTopology );
			//glProgramParameteriEXT( Program, GL_GEOMETRY_VERTICES_OUT_EXT, 1024 );
			shader = glCreateShader(GL_GEOMETRY_SHADER);
			break;

		case GL_FRAGMENT_SHADER:
			if (!CanDoFragmentShaders)
			{
				fprintf(stderr, "Warning: this system cannot handle fragment shaders\n");
				Valid = false;
				goto cont;
			}
			shader = glCreateShader(GL_FRAGMENT_SHADER);
			break;
		}


		// read the shader source into a buffer:

		FILE * in;
		int length;
		FILE * logfile;

		in = fopen(file, "rb");
		if (in == NULL)
		{
			fprintf(stderr, "Cannot open shader file '%s'\n", file);
			Valid = false;
			goto cont;
		}

		fseek(in, 0, SEEK_END);
		length = ftell(in);
		fseek(in, 0, SEEK_SET);		// rewind

		buf = new GLchar[length + 1];
		fread(buf, sizeof(GLchar), length, in);
		buf[length] = '\0';
		fclose(in);

		GLchar *strings[2];
		int n = 0;

		if (IncludeGstap)
		{
			strings[n] = Gstap;
			n++;
		}

		strings[n] = buf;
		n++;

		// Tell GL about the source:

		glShaderSource(shader, n, (const GLchar **)strings, NULL);
		delete[] buf;
		CheckGlErrors("Shader Source");

		// compile:

		glCompileShader(shader);
		GLint infoLogLen;
		GLint compileStatus;
		CheckGlErrors("CompileShader:");
		glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);

		if (compileStatus == 0)
		{
			fprintf(stderr, "Shader '%s' did not compile.\n", file);
			glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
			if (infoLogLen > 0)
			{
				GLchar *infoLog = new GLchar[infoLogLen + 1];
				glGetShaderInfoLog(shader, infoLogLen, NULL, infoLog);
				infoLog[infoLogLen] = '\0';
				logfile = fopen("glsllog.txt", "w");
				if (logfile != NULL)
				{
					fprintf(logfile, "\n%s\n", infoLog);
					fclose(logfile);
				}
				fprintf(stderr, "\n%s\n", infoLog);
				delete[] infoLog;
			}
			glDeleteShader(shader);
			Valid = false;
			goto cont;
		}
		else
		{
			if (Verbose)
				fprintf(stderr, "Shader '%s' compiled.\n", file);

			glAttachShader(this->Program, shader);
		}



	cont:
		// go to the next file:

		file = va_arg(args, char *);
	}

	va_end(args);

	// link the entire shader program:

	glLinkProgram(Program);
	CheckGlErrors("Link Shader 1");

	GLchar* infoLog;
	GLint infoLogLen;
	GLint linkStatus;
	glGetProgramiv(this->Program, GL_LINK_STATUS, &linkStatus);
	CheckGlErrors("Link Shader 2");

	if (linkStatus == 0)
	{
		glGetProgramiv(this->Program, GL_INFO_LOG_LENGTH, &infoLogLen);
		fprintf(stderr, "Failed to link program -- Info Log Length = %d\n", infoLogLen);
		if (infoLogLen > 0)
		{
			infoLog = new GLchar[infoLogLen + 1];
			glGetProgramInfoLog(this->Program, infoLogLen, NULL, infoLog);
			infoLog[infoLogLen] = '\0';
			fprintf(stderr, "Info Log:\n%s\n", infoLog);
			delete[] infoLog;

		}
		glDeleteProgram(Program);
		Valid = false;
	}
	else
	{
		if (Verbose)
			fprintf(stderr, "Shader Program linked.\n");
		// validate the program:

		GLint status;
		glValidateProgram(Program);
		glGetProgramiv(Program, GL_VALIDATE_STATUS, &status);
		if (status == GL_FALSE)
		{
			fprintf(stderr, "Program is invalid.\n");
			Valid = false;
		}
		else
		{
			if (Verbose)
				fprintf(stderr, "Shader Program validated.\n");
		}
	}

	return Valid;
}
Exemple #9
0
Graphics::Graphics(int w, int h)
{
	if(!glfwInit())
	{
		cerr << "Error initializing glfw" << endl;
	}
	
	glfwWindowHint(GLFW_SAMPLES, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL



	main_window = glfwCreateWindow(w, h, "PEW PEW", NULL, NULL);
	glfwMakeContextCurrent(main_window);

	glewExperimental = true;
	GLenum glew_error = glewInit();
	glGetError();
	
	if (GLEW_OK != glew_error)
	{
		/* Problem: glewInit failed, something is seriously wrong. */
		fprintf(stderr, "Error: %s\n", glewGetErrorString(glew_error));
	}	
	cout << "Vendor: " << glGetString(GL_VENDOR) << endl;
	CheckGlErrors();
	cout << "Renderer: " << glGetString(GL_RENDERER) << endl;
	CheckGlErrors();
	cout << "OpenGL version: " << glGetString(GL_VERSION) << endl;
	CheckGlErrors();
	cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl;	
	CheckGlErrors();

	if( glew_error != GLEW_OK )
	{
		cerr << "Error initializing GLEW: " << glewGetErrorString(glew_error) << endl;
		exit(1);
	}

	if( !GLEW_VERSION_3_3 )
	{
		cerr << "Error: GL3.3 is required" << endl;
		exit(1);
	}

	CheckGlErrors();
	glDisable(GL_DEPTH_TEST);
	CheckGlErrors();
	glEnable(GL_MULTISAMPLE);
	CheckGlErrors();
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	CheckGlErrors();
	glEnable(GL_BLEND);
	
	CheckGlErrors();
	ProjectionMatrix = glm::ortho((float) 0, (float) w, (float) 0, (float) h, (float) 0.01, (float) 100);

	ViewMatrix = glm::lookAt(
		glm::vec3(0, 0, 3), // Camera location
		glm::vec3(0, 0, 0), // Camera is directed to screen center
		glm::vec3(0, 1, 0)  // Head is up
		);
	
	CheckGlErrors();
	Shader.init();
	InitializeRectangle();
	
	CheckGlErrors();
	//StartRendering();
	
	CheckGlErrors();
	//glClearColor(0.8f, 0.8f, 0.8f, 1.0);
	
	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	CheckGlErrors();
	spriteRenderer = new SpriteRenderer();
	Flip();
	CheckGlErrors();
}
Exemple #10
0
void Graphics::Flip()
{	
		
	glDisableVertexAttribArray(0);
	CheckGlErrors();
	glDisableVertexAttribArray(1);
	CheckGlErrors();
	Shader.end();
	
	spriteRenderer->Flip(ProjectionMatrix, ViewMatrix);

	glfwSwapBuffers(main_window);

	CheckGlErrors();
	glfwPollEvents();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	CheckGlErrors();
	Shader.begin();
	Shader.setProjection(ProjectionMatrix);
	Shader.setView(ViewMatrix);

	CheckGlErrors();
	glEnableVertexAttribArray(0);		
	CheckGlErrors();
	glBindBuffer(GL_ARRAY_BUFFER, SquareVBO);
	CheckGlErrors();
	glVertexAttribPointer(
		0, //index
		3, //size
		GL_FLOAT, //type
		GL_FALSE, //normalized
		0, //stride
		(void*) 0); // pointer
	CheckGlErrors();
	glEnableVertexAttribArray(1);
	CheckGlErrors();
	glBindBuffer(GL_ARRAY_BUFFER, SquareUV);
	CheckGlErrors();
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*) 0);
	CheckGlErrors();
	LastTexture = 0;
}
//<<<<<<<<<<<<<<<<<<<<<<< myInit >>>>>>>>>>>>>>>>>>>>
 void myInit(void)
 {
	img = cv::imread("1.png");
	if(img.empty()) {
		printf("Error imread.\n");
		return ;
	}
	//cv::cvtColor(img, img, CV_BGR2RGB);
	
	glGenTextures(2, texId);
	CheckGlErrors("check glGenTextures");
	glBindTexture(GL_TEXTURE_2D, texId[0]);
	CheckGlErrors("check glBindTextures");
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.cols, img.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
	CheckGlErrors("check glTexImage2D");

#ifdef FBO
	img1 = cv::Mat(screenHeight, screenWidth, CV_8UC3);
	if(img1.empty()) {
		printf("Error create img1.\n");
		return ;
	}
	glBindTexture(GL_TEXTURE_2D, texId[1]);
	CheckGlErrors("check glBindTextures");
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.cols, img1.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
	
	glGenFramebuffers(1, &fb);
	glBindFramebuffer(GL_FRAMEBUFFER, fb);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
		GL_TEXTURE_2D, texId[1], 0);
#endif

	GLint nModelViewMatrixCount = 0;
	GLint nProjectionMatrixCount = 0;

	glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &nModelViewMatrixCount);// 32
	glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, &nProjectionMatrixCount); // 4
	printf("before, modelview matrix count %d, projection matrix count %d\n", nModelViewMatrixCount, nProjectionMatrixCount);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0.0, 1, 0.0, 1.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glViewport(0, 0, screenWidth, screenHeight);
	//glRotatef(90, 0, 0, -1);
	glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &nModelViewMatrixCount);// 32
	glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, &nProjectionMatrixCount); // 4
	printf("after, modelview matrix count %d, projection matrix count %d\n", nModelViewMatrixCount, nProjectionMatrixCount);
	float mv_matrix[16];
	float projection_matrix[16];
	glGetFloatv(GL_MODELVIEW_MATRIX, mv_matrix);
	glGetFloatv(GL_PROJECTION_MATRIX, projection_matrix);
	printf("model view matrix\n");
	for(int i=0;i<16;++i) printf("%f ", mv_matrix[i]);
	printf("\n");
	printf("projection matrix\n");
	for(int i=0;i<16;++i) printf("%f ", projection_matrix[i]);
	printf("\n");
	CheckGlErrors("myInit()");

}
void main(int argc, char ** argv)
{
	int argc_ = 1;
	char *argv_[1] = {(char *)"something"};
	//glutInit(&argc_, argv_);          // initialize the toolkit
	//GLuint glutwindow = glutCreateWindow("something"); // open the screen window
	if(!glfwInit()) {
		printf("glfwinit fail");
		return ;
	}
	CheckGlErrors("glfwInit");
	GLFWwindow *glfwwindow = glfwCreateWindow(screenWidth, screenHeight, "example", NULL, NULL);
	CheckGlErrors("glfwCreateWindow");
	if(glfwwindow == NULL) {
		printf("glfwCreateWindow fail");
		glfwTerminate();
		return ;
	}
	glfwHideWindow(glfwwindow);
	CheckGlErrors("glfwHideWindow");
	glfwMakeContextCurrent(glfwwindow);
	CheckGlErrors("glfwMakeContextCurrent");
	
#ifndef FBO
	glutDisplayFunc(renderFBO);     // register the redraw function
#endif
	GLenum err = glewInit();
	if(GLEW_OK != err) {
		printf("glewInit Error: %s\n", glewGetErrorString(err));
		getchar();
		return ;
	}
	myInit(); 
	glslProcess();
#ifdef FBO
	for(int i=1;i<3;++i) {
		char filename[30];
		sprintf(filename, "%d.png", i+1);
		img = cv::imread(filename);
		if(img.empty())
			return ;
		//cv::cvtColor(img, img, CV_BGR2RGB);
		renderFBO();
		readBack();
		//cv::cvtColor(img1, img1, CV_BGR2RGB);
		printf("output img, width is %d, height is %d, %d\n", img1.cols, img1.rows, img1.channels());
		
		sprintf(filename, "D:\\%d.bmp", 20+i);
		cv::imwrite(filename, img1);
	}
	//getchar();
#else
	glutMainLoop(); 		     // go into a perpetual loop
#endif
	glDeleteFramebuffers(1, &fb);
	glDeleteTextures(2, texId);
	//glutDestroyWindow(glutwindow);
	glfwTerminate();

	getchar();
}