/*
* Copyright (c) 2024 Ross Cunniff
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using namespace oadl;
#include "libglut.oah"
#include "libgl2.oah"
var vtxArray = {
-.5,-.5,0., .5,-.5,0., .5, .5,0.,
-.5,-.5,0., .5, .5,0., -.5, .5,0.
};
var colArray = {
1.,0.,0., 0.,1.,0., 0.,0.,1.,
1.,0.,0., 0.,0.,1., 1.,0.,1.
};
var vtxProg = {
"#version 120\n",
"attribute vec3 pos, col;",
"void main(void) {",
"gl_FrontColor = vec4(col.x, col.y, col.z, 1.0);",
"gl_Position = vec4(pos.x, pos.y, pos.z, 1.0);",
"}"
};
var fragProg = {
"#version 120\n",
"void main(void) {",
"gl_FragColor = gl_Color;",
"}"
};
var vtxShader, fragShader, OGL_prog;
proc dumpShaderLog(shader)
{
var i, len, str;
len = new PackInt(1);
gl2::GetShaderiv(shader, gl2::INFO_LOG_LENGTH, len);
len = len[0];
str = new String(len+1);
gl2::GetShaderInfoLog(shader, len, nil, str);
for (i = 0; i <= len; i++) {
if (str[i] == '\0') {
str = str[0:i-1];
break;
}
}
"Shader log:\n", str, "\n";
}
proc dumpProgramLog(prog)
{
var i, len, str;
len = new PackInt(1);
gl2::GetProgramiv(prog, gl2::INFO_LOG_LENGTH, len);
len = len[0];
str = new String(len+1);
gl2::GetProgramInfoLog(prog, len, nil, str);
for (i = 0; i <= len; i++) {
if (str[i] == '\0') {
str = str[0:i-1];
break;
}
}
"Program log:\n", str, "\n";
}
proc initVars()
{
var lens, i, n;
vtxArray = oadl::perm(vtxArray.pack());
colArray = oadl::perm(colArray.pack());
// Generate the shaders
vtxShader = gl2::CreateShader(gl2::VERTEX_SHADER);
fragShader = gl2::CreateShader(gl2::FRAGMENT_SHADER);
// Compile the vertex shader
n = vtxProg.length(); lens = new PackInt(n);
for (i = 0; i < n; i++) lens[i] = vtxProg[i].length();
gl2::ShaderSource(vtxShader, n, vtxProg, lens);
gl2::CompileShader(vtxShader);
dumpShaderLog(vtxShader);
// Compile the fragment shader
n = fragProg.length(); lens = new PackInt(n);
for (i = 0; i < n; i++) lens[i] = fragProg[i].length();
gl2::ShaderSource(fragShader, n, fragProg, lens);
gl2::CompileShader(fragShader);
dumpShaderLog(fragShader);
OGL_prog = gl2::CreateProgram();
gl2::AttachShader(OGL_prog, vtxShader);
gl2::AttachShader(OGL_prog, fragShader);
gl2::BindAttribLocation(OGL_prog, 0, "pos\0");
gl2::BindAttribLocation(OGL_prog, 1, "col\0");
gl2::LinkProgram(OGL_prog);
dumpProgramLog(OGL_prog);
}
proc winshape(w, h)
{
var x = 0, y = 0;
if (w < h) { y = (h - w) / 2; h = w; }
else { x = (w - h) / 2; w = h; }
gl2::Viewport(x, y, w, h);
}
proc display()
{
gl2::ClearColor(0.0,0.0,0.0,1.0);
gl2::Clear(gl2::COLOR_BUFFER_BIT|gl2::DEPTH_BUFFER_BIT);
gl2::UseProgram(OGL_prog);
gl2::VertexAttribPointer(0, 3, gl2::FLOAT, gl2::FALSE, 0, vtxArray);
gl2::VertexAttribPointer(1, 3, gl2::FLOAT, gl2::FALSE, 0, colArray);
gl2::EnableVertexAttribArray(0);
gl2::EnableVertexAttribArray(1);
gl2::DrawArrays(gl2::TRIANGLES, 0, 6);
glut::SwapBuffers();
}
proc main(args)
{
glut::Init(args);
glut::InitDisplayMode(glut::RGBA | glut::DOUBLE | glut::DEPTH);
if( !glut::Get(glut::DISPLAY_MODE_POSSIBLE) ) {
"Error setting display mode\n";
halt();
}
glut::CreateWindow("Demo\0");
glut::DisplayFunc(display);
glut::ReshapeFunc(winshape);
initVars();
glut::MainLoop();
}