/
opengles_demo.c
198 lines (163 loc) · 4.5 KB
/
opengles_demo.c
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//Original source code found at : book, iPhone 3D Programming 2010 by O'Reilly Media, Inc.
#if !defined(IOS) && !defined(ANDROID)
#error "Not supported platform!"
#else
#include <gles2.h>
#include <gles2ext.h>
#ifdef IOS
GLuint renderbuffer,framebuffer;
#endif
GLuint simpleProgram;
struct Vertex
{
float Position[2];
float Color[4];
};
const Vertex Vertices[6]=
{
{{-0.5,-0.866},{1,1,0.5f,1}},
{{0.5,-0.866},{1,1,0.5f,1}},
{{0,1},{1,1,0.5f,1}},
{{-0.5,-0.866},{0.5f,0.5f,0.5f,1}},
{{0.5,-0.866},{0.5f,0.5f,0.5f,1}},
{{0,-0.4f},{0.5f,0.5f,0.5f,1}},
};
const char *SimpleVertexShader=
"attribute vec4 Position;"
"attribute vec4 SourceColor;"
"varying vec4 DestinationColor;"
"uniform mat4 Projection;"
"uniform mat4 Modelview;"
"void main(void)"
"{"
" DestinationColor=SourceColor;"
" gl_Position=Projection*Modelview*Position;"
"}";
const char *SimpleFragmentShader=
"varying lowp vec4 DestinationColor;"
"void main(void)"
"{"
" gl_FragColor=DestinationColor;"
"}";
void ApplyOrtho(float maxX,float maxY) const
{
float a=1.0f/maxX;
float b=1.0f/maxY;
float ortho[16]=
{
a,0,0,0,
0,b,0,0,
0,0,-1,0,
0,0,0,1
};
GLint projectionUniform=glGetUniformLocation(simpleProgram,"Projection");
glUniformMatrix4fv(projectionUniform,1,0,&ortho[0]);
}
GLuint BuildShader(const char *source,GLenum shaderType) const
{
GLuint shaderHandle=glCreateShader(shaderType);
glShaderSource(shaderHandle,1,&source,0);
glCompileShader(shaderHandle);
GLint compileSuccess;
glGetShaderiv(shaderHandle,GL_COMPILE_STATUS,&compileSuccess);
if(compileSuccess==GL_FALSE)
{
GLchar messages[256];
glGetShaderInfoLog(shaderHandle,sizeof(messages),0,&messages[0]);
printf("compile glsl error : %s\n",messages);
}
return shaderHandle;
}
GLuint BuildProgram(const char *vShader,const char *fShader) const
{
GLuint vertexShader=BuildShader(vShader,GL_VERTEX_SHADER);
GLuint fragmentShader=BuildShader(fShader,GL_FRAGMENT_SHADER);
GLuint programHandle=glCreateProgram();
glAttachShader(programHandle,vertexShader);
glAttachShader(programHandle,fragmentShader);
glLinkProgram(programHandle);
GLint linkSuccess;
glGetProgramiv(programHandle,GL_LINK_STATUS,&linkSuccess);
if(linkSuccess==GL_FALSE)
{
GLchar messages[256];
glGetProgramInfoLog(programHandle,sizeof(messages),0,&messages[0]);
printf("compile glsl error : %s\n",messages);
}
return programHandle;
}
//OpenGLES2 handlers : init , final , update , render , touch-input
void on_GLES2_Init(int view_w,int view_h)
{
#ifdef IOS
glGenRenderbuffers(1,&renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER,renderbuffer);
glGenFramebuffers(1,&framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER,framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,renderbuffer);
#endif
simpleProgram=BuildProgram(SimpleVertexShader,SimpleFragmentShader);
glUseProgram(simpleProgram);
}
void on_GLES2_Final()
{
if(simpleProgram)
glDeleteProgram(simpleProgram);
simpleProgram=0;
}
void on_GLES2_Size(int view_w,int view_h)
{
glViewport(0,0,view_w,view_h);
ApplyOrtho(2,3);
}
void on_GLES2_Update(float timeStep_sec)
{
}
void on_GLES2_Render()
{
glClearColor(0.5f,0.5f,0.5f,1);
glClear(GL_COLOR_BUFFER_BIT);
float modelViewMatrix[16]=
{
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
};
GLint modelviewUniform=glGetUniformLocation(simpleProgram,"Modelview");
glUniformMatrix4fv(modelviewUniform,1,0,&modelViewMatrix[0]);
GLuint positionSlot=glGetAttribLocation(simpleProgram,"Position");
GLuint colorSlot=glGetAttribLocation(simpleProgram,"SourceColor");
glEnableVertexAttribArray(positionSlot);
glEnableVertexAttribArray(colorSlot);
GLsizei stride=sizeof(Vertex);
const GLvoid *pCoords=&Vertices[0].Position[0];
const GLvoid *pColors=&Vertices[0].Color[0];
glVertexAttribPointer(positionSlot,2,GL_FLOAT,GL_FALSE,stride,pCoords);
glVertexAttribPointer(colorSlot,4,GL_FLOAT,GL_FLOAT,stride,pColors);
GLsizei vertexCount=sizeof(Vertices)/sizeof(Vertex);
glDrawArrays(GL_TRIANGLES,0,vertexCount);
glDisableVertexAttribArray(positionSlot);
glDisableVertexAttribArray(colorSlot);
}
void on_GLES2_TouchBegin(float x,float y)
{
printf("on_GLES2_TouchBegin(x=%f,y=%f);\n",x,y);
}
void on_GLES2_TouchEnd(float x,float y)
{
printf("on_GLES2_TouchEnd(x=%f,y=%f);\n",x,y);
}
void on_GLES2_TouchMove(float prev_x,float prev_y,float x,float y)
{
printf("on_GLES2_TouchMove(prev_x=%f,prev_y=%f,x=%f,y=%f);\n",
prev_x,prev_y,x,y);
}
#ifdef IOS
void on_GLES2_DeviceRotate(int orientation)
{
printf("on_GLES2_DeviceRotate(orientation=%d);\n",orientation);
}
#endif
#endif