mirror of
https://gitlab.kitware.com/vtk/vtk-m
synced 2024-09-19 18:45:43 +00:00
4f8f76f3f7
There were a couple of files checked into the git repository with DOS line endings. Most git implementations really expect there to be Unix line endings and should do the appropriate conversions as necessary. This commit should change the line endings to the appropriate Unix endings.
134 lines
4.0 KiB
C++
Executable File
134 lines
4.0 KiB
C++
Executable File
//============================================================================
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// Copyright (c) Kitware, Inc.
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// All rights reserved.
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// See LICENSE.txt for details.
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// This software is distributed WITHOUT ANY WARRANTY; without even
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// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the above copyright notice for more information.
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//
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// Copyright 2014 Sandia Corporation.
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// Copyright 2014 UT-Battelle, LLC.
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// Copyright 2014 Los Alamos National Security.
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//
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// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
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// the U.S. Government retains certain rights in this software.
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//
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// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
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// Laboratory (LANL), the U.S. Government retains certain rights in
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// this software.
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//============================================================================
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#ifndef LOAD_SHADERS
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#define LOAD_SHADERS
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#if defined (__APPLE__)
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# include <GLUT/glut.h>
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#else
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# include <GL/glut.h>
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#endif
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namespace shaders
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{
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static std::string const& make_fragment_shader_code()
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{
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static std::string const data =
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"#version 120\n"
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"void main(void)"
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"{"
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" gl_FragColor = gl_Color;"
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"}";
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return data;
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}
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static std::string const& make_vertex_shader_code()
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{
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static std::string const data =
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"#version 120\n"
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"attribute vec3 posAttr;"
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"uniform mat4 MVP;"
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"void main()"
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"{"
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" vec4 pos = vec4( posAttr, 1.0 );"
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" gl_FrontColor = gl_Color;"
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" gl_Position = MVP * pos;"
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"}";
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return data;
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}
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}
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inline GLuint LoadShaders()
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{
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Get the Vertex Shader code
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std::string VertexShaderCode = shaders::make_vertex_shader_code();
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// Get the Fragment Shader code
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std::string FragmentShaderCode = shaders::make_fragment_shader_code();
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Compile Vertex Shader
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std::cout << "Compiling vertex shader" << std::endl;
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
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glCompileShader(VertexShaderID);
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// Check Vertex Shader
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glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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std::vector<char> VertexShaderErrorMessage( static_cast<std::size_t>(InfoLogLength) );
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if(VertexShaderErrorMessage.size() > 0)
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{
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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std::cout << &VertexShaderErrorMessage[0] << std::endl;
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}
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// Compile Fragment Shader
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std::cout << "Compiling fragment shader" << std::endl;
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
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glCompileShader(FragmentShaderID);
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// Check Fragment Shader
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glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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std::vector<char> FragmentShaderErrorMessage( static_cast<std::size_t>(InfoLogLength) );
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if(FragmentShaderErrorMessage.size() > 0)
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{
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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std::cout << &FragmentShaderErrorMessage[0] << std::endl;
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}
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// Link the program
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std::cout << "Linking program" << std::endl;
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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std::vector<char> ProgramErrorMessage( static_cast<std::size_t>(InfoLogLength) );
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if(ProgramErrorMessage.size() > 0)
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{
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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std::cout << &ProgramErrorMessage[0] << std::endl;
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}
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glDeleteShader(VertexShaderID);
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glDeleteShader(FragmentShaderID);
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return ProgramID;
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}
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#endif
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