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authorManolo Gouy <Manolo>2015-10-27 08:40:56 +0000
committerManolo Gouy <Manolo>2015-10-27 08:40:56 +0000
commit7e025aac22338ae573174d67e0c03e085c16630f (patch)
treeceed51c15e935fc4a404bd4bb217f01aa55cdc79 /examples/OpenGL3test.cxx
parent43e4f8a6615892a5169f4e713a0d7a2a2e2d86e1 (diff)
Added support for OpenGL V3 and higher.
On the X11/MSWindows platforms, this requires external installation of the GLEW library. This fixes STR#3198 and STR#3257. Added two new examples programs. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@10876 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
Diffstat (limited to 'examples/OpenGL3test.cxx')
-rw-r--r--examples/OpenGL3test.cxx209
1 files changed, 209 insertions, 0 deletions
diff --git a/examples/OpenGL3test.cxx b/examples/OpenGL3test.cxx
new file mode 100644
index 000000000..0699d39cb
--- /dev/null
+++ b/examples/OpenGL3test.cxx
@@ -0,0 +1,209 @@
+#include <stdarg.h>
+#include <FL/Fl.H>
+#include <FL/x.H>
+#include <FL/Fl_Window.H>
+#include <FL/Fl_Gl_Window.H>
+#include <FL/Fl_Light_Button.H>
+#include <FL/Fl_Text_Display.H>
+#include <FL/Fl_Text_Buffer.H>
+#if defined(__APPLE__)
+# include <OpenGL/gl3.h> // defines OpenGL 3.0+ functions
+#else
+# if defined(WIN32)
+# define GLEW_STATIC 1
+# endif
+# include <GL/glew.h>
+#endif
+
+
+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;
+ }
+ void draw(void) {
+ if (gl_version_major < 3) return;
+ if (!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;
+ sprintf(vss_string, 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;
+ sprintf(fss_string, 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));
+ }
+ else if ((!valid())) {
+ glViewport(0, 0, pixel_w(), pixel_h());
+ }
+ glClearColor(0.08, 0.8, 0.8, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glUseProgram(shaderProgram);
+ GLfloat p[]={0,0};
+ glUniform2fv(positionUniform, 1, (const GLfloat *)&p);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ virtual int handle(int event) {
+ 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
+ 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\n");
+ }
+
+ 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\n");
+ return 1;
+ }
+ return Fl_Gl_Window::handle(event);
+ }
+ void reset(void) { shaderProgram = 0; }
+};
+
+
+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->mode(flags);
+ glwin->reset();
+}
+
+
+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->insert(line_buffer);
+ output->redraw();
+}
+
+
+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);
+ topwin->end();
+ topwin->resizable(win);
+ topwin->label("Click GL panel to reshape");
+ topwin->show(argc, argv);
+ Fl::run();
+}