vtk-m/examples/hello_world/LoadShaders.h
Robert Maynard c75facf940 Add a HelloWorld example that uses opengl interop.
Based on the work of Tyson Neuroth and Huu Tan Nguyen at the VTK-m code
sprint.

Shows how to invoke a simple worklet to generate coordinates and colors,
and than use opengl interop to display it to the screen.
2015-09-04 09:38:07 -04:00

133 lines
4.1 KiB
C++
Executable File

//============================================================================
// 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