axmol/tests/cpp-tests/proj.win8.1-universal/cpp-tests.Shared/HelloTriangleRenderer.cpp

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// Based on Hello_Triangle.c from
// Book: OpenGL(R) ES 2.0 Programming Guide
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10: 0321502795
// ISBN-13: 9780321502797
// Publisher: Addison-Wesley Professional
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
//
// This file is used by the template to render a basic scene using GL.
//
#include "pch.h"
#include "HelloTriangleRenderer.h"
// These are used by the shader compilation methods.
#include <vector>
#include <iostream>
#include <fstream>
using namespace Platform;
using namespace cpp_tests;
#define STRING(s) #s
GLuint CompileShader(GLenum type, const std::string &source)
{
GLuint shader = glCreateShader(type);
const char *sourceArray[1] = { source.c_str() };
glShaderSource(shader, 1, sourceArray, NULL);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == 0)
{
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<GLchar> infoLog(infoLogLength);
glGetShaderInfoLog(shader, (GLsizei)infoLog.size(), NULL, infoLog.data());
std::wstring errorMessage = std::wstring(L"Shader compilation failed: ");
errorMessage += std::wstring(infoLog.begin(), infoLog.end());
throw Exception::CreateException(E_FAIL, ref new Platform::String(errorMessage.c_str()));
}
return shader;
}
GLuint CompileProgram(const std::string &vsSource, const std::string &fsSource)
{
GLuint program = glCreateProgram();
if (program == 0)
{
throw Exception::CreateException(E_FAIL, L"Program creation failed");
}
GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
if (vs == 0 || fs == 0)
{
glDeleteShader(fs);
glDeleteShader(vs);
glDeleteProgram(program);
return 0;
}
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus == 0)
{
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<GLchar> infoLog(infoLogLength);
glGetProgramInfoLog(program, (GLsizei)infoLog.size(), NULL, infoLog.data());
std::wstring errorMessage = std::wstring(L"Program link failed: ");
errorMessage += std::wstring(infoLog.begin(), infoLog.end());
throw Exception::CreateException(E_FAIL, ref new Platform::String(errorMessage.c_str()));
}
return program;
}
HelloTriangleRenderer::HelloTriangleRenderer() :
mProgram(0)
{
// Vertex Shader source
const std::string vs = STRING
(
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
);
// Fragment Shader source
const std::string fs = STRING
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
);
// CompileProgram will throw if it fails, so we don't need to check for success.
mProgram = CompileProgram(vs, fs);
}
HelloTriangleRenderer::~HelloTriangleRenderer()
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
mProgram = 0;
}
}
// Draws a basic triangle
void HelloTriangleRenderer::Draw(GLsizei width, GLsizei height)
{
glViewport(0, 0, width, height);
GLfloat vertices[] =
{
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}