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| package rosick.mckesson.I.tut01;
import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.opengl.GL15.*; import static org.lwjgl.opengl.GL20.*; import static org.lwjgl.opengl.GL30.*; import static org.lwjgl.opengl.GL32.*;
import java.nio.FloatBuffer; import java.util.ArrayList;
import org.lwjgl.BufferUtils;
import rosick.LWJGLWindow;
public class HelloTriangle01 extends LWJGLWindow { public static void main(String[] args) { new HelloTriangle01().start(); }
private final float vertexPositions[] = { 0.75f, 0.75f, 0.0f, 1.0f, 0.75f, -0.75f, 0.0f, 1.0f, -0.75f, -0.75f, 0.0f, 1.0f };
private final String strVertexShader = "#version 330 \n" + "\n" + "layout(location = 0) in vec4 position;\n" + "void main()\n" + "{\n" + " gl_Position = position;\n" + "}";
private final String strFragmentShader = "#version 330\n" + "\n" + "out vec4 outputCol;\n" + "void main()\n" + "{\n" + " outputCol = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n" + "}"; private int theProgram; private int positionBufferObject; private int vao;
private void initializeProgram() { ArrayList<Integer> shaderList = new ArrayList<>(); shaderList.add(createShader(GL_VERTEX_SHADER, strVertexShader)); shaderList.add(createShader(GL_FRAGMENT_SHADER, strFragmentShader));
theProgram = createProgram(shaderList); for (Integer shader : shaderList) { glDeleteShader(shader); } } private void initializeVertexBuffer() { FloatBuffer vertexPositionsBuffer = BufferUtils.createFloatBuffer(vertexPositions.length); vertexPositionsBuffer.put(vertexPositions); vertexPositionsBuffer.flip(); positionBufferObject = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); glBufferData(GL_ARRAY_BUFFER, vertexPositionsBuffer, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); }
@Override protected void init() { initializeProgram(); initializeVertexBuffer();
vao = glGenVertexArrays(); glBindVertexArray(vao); } @Override protected void display() { glClearColor(0f, 0f, 0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(theProgram);
glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0); glUseProgram(0); } private int createShader(int eShaderType, String strShaderFile) { int shader = glCreateShader(eShaderType); glShaderSource(shader, strShaderFile);
glCompileShader(shader);
int status = glGetShader(shader, GL_COMPILE_STATUS); if (status == 0) { int infoLogLength = glGetShader(shader, GL_INFO_LOG_LENGTH);
String strInfoLog = glGetShaderInfoLog(shader, infoLogLength);
String strShaderType = null; switch (eShaderType) { case GL_VERTEX_SHADER: strShaderType = "vertex"; break; case GL_GEOMETRY_SHADER: strShaderType = "geometry"; break; case GL_FRAGMENT_SHADER: strShaderType = "fragment"; break; }
System.err.printf("Compile failure in %s shader:\n%s\n", strShaderType, strInfoLog); } return shader; } private int createProgram(ArrayList<Integer> shaderList) { int program = glCreateProgram();
for (Integer shader : shaderList) { glAttachShader(program, shader); }
glLinkProgram(program); int status = glGetProgram(program, GL_LINK_STATUS); if (status == 0) { int infoLogLength = glGetProgram(program, GL_INFO_LOG_LENGTH);
String strInfoLog = null; strInfoLog = glGetProgramInfoLog(program, infoLogLength); System.err.printf("Linker failure: %s\n", strInfoLog); } for (Integer shader : shaderList) { glDetachShader(program, shader); }
return program; } } |