vtk-m/examples/hello_world/LoadShaders.h
Kenneth Moreland a8169fbf61 Make sure all source files are declared in the examples
For header files, this only adds the file to IDE file lists, which is
convenient but not critical. However, the test did find a ligit error in
the hello_world example where the TBB build was actually using the
serial device adapter.
2016-06-02 10:24:21 -06:00

134 lines
4.0 KiB
C++

//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
// Copyright 2014 Sandia Corporation.
// Copyright 2014 UT-Battelle, LLC.
// Copyright 2014 Los Alamos National Security.
//
// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
// the U.S. Government retains certain rights in this software.
//
// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
// Laboratory (LANL), the U.S. Government retains certain rights in
// this software.
//============================================================================
#ifndef LOAD_SHADERS
#define LOAD_SHADERS
#if defined (__APPLE__)
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
namespace shaders
{
static std::string const& make_fragment_shader_code()
{
static std::string const data =
"#version 120\n"
"void main(void)"
"{"
" gl_FragColor = gl_Color;"
"}";
return data;
}
static std::string const& make_vertex_shader_code()
{
static std::string const data =
"#version 120\n"
"attribute vec3 posAttr;"
"uniform mat4 MVP;"
"void main()"
"{"
" vec4 pos = vec4( posAttr, 1.0 );"
" gl_FrontColor = gl_Color;"
" gl_Position = MVP * pos;"
"}";
return data;
}
}
inline GLuint LoadShaders()
{
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Get the Vertex Shader code
std::string VertexShaderCode = shaders::make_vertex_shader_code();
// Get the Fragment Shader code
std::string FragmentShaderCode = shaders::make_fragment_shader_code();
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
std::cout << "Compiling vertex shader" << std::endl;
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage( static_cast<std::size_t>(InfoLogLength) );
if(VertexShaderErrorMessage.size() > 0)
{
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::cout << &VertexShaderErrorMessage[0] << std::endl;
}
// Compile Fragment Shader
std::cout << "Compiling fragment shader" << std::endl;
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> FragmentShaderErrorMessage( static_cast<std::size_t>(InfoLogLength) );
if(FragmentShaderErrorMessage.size() > 0)
{
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
std::cout << &FragmentShaderErrorMessage[0] << std::endl;
}
// Link the program
std::cout << "Linking program" << std::endl;
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( static_cast<std::size_t>(InfoLogLength) );
if(ProgramErrorMessage.size() > 0)
{
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::cout << &ProgramErrorMessage[0] << std::endl;
}
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
#endif