4.7 How to use OpenGL Shader Language feature of OpenGL 2 based on GLEW?
In SOL2.0.48 ,we have updated our OpenGL C++ classes to use GLEW in order to create a context-version-dependent context, and to use the features of OpenGL Shader Language.
Currently, the default major version and the minor version for OpenGLRenderContex class are 3 and 1 respectively.
You can also specify those versions in the the file 'oglprofile.ogl' file in the following way.
// ContextVersion
// oglversion.ogl
majorVersion = 3
minorVersion = 0
OpenGLObject
OpenGLProgram
OpenGLRenderContext
OpenGLVertexAttribute
OpenGLShader
OpenGLFragmentShader
OpenGLVertexShader
The following is a very simple sample program to use OpenGLProram, OpenGLFragmentShader, and OpenGLVertexShader, and OpenGLVertexAttribute classes to draw a multicolored triangle.
In this program, the sources for FragmentShader and VertexShader are defined in the files of "fragmentShader.glsl" and "vertexShader.glsl" respectively.
/*
* MultiColoredTriangleShader.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#include <sol/opengl/OpenGLMainView.h>
#include <sol/opengl/OpenGLView.h>
#include <sol/opengl/OpenGLGC.h>
#include <sol/opengl/OpenGLArrayBuffer.h>
#include <sol/opengl/OpenGLVertex3.h>
#include <sol/opengl/OpenGLClientState.h>
#include <sol/opengl2/OpenGLVertexShader.h>
#include <sol/opengl2/OpenGLFragmentShader.h>
#include <sol/opengl2/OpenGLProgram.h>
#include <sol/opengl2/OpenGLVertexAttribute.h>
#include <sol/opengl2/OpenGLUniform.h>
#include "Resource.h"
namespace SOL {
class MainView :public OpenGLMainView {
private:
//Inner class starts.
class SimpleView: public OpenGLView {
private:
SmartPtr<OpenGLGC> gc;
SmartPtr<OpenGLProgram> program;
public:
virtual void display()
{
if (gc && program) {
gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc -> loadIdentity();
gc -> clearColor(1.0f, 1.0f, 1.0f, 1.0f);
try {
program -> use();
OpenGLClientState clientState(GL_VERTEX_ARRAY);
struct Coord2Color3 {
GLfloat coord[2];
GLfloat color[3];
};
Coord2Color3 triangles[] = {
{{ 0.0, 0.5}, { 1.0, 1.0, 0.0}},
{{-0.5, -0.5}, { 0.0, 0.0, 1.0}},
{{ 0.5, -0.5}, { 1.0, 0.0, 0.0}},
};
OpenGLArrayBuffer buffer;
buffer.bind();
buffer.data(sizeof(triangles), triangles, GL_STATIC_DRAW);
OpenGLVertexAttribute coord(program->getAttributeLocation("coord2d"));
OpenGLVertexAttribute vcolor(program->getAttributeLocation("v_color"));
coord.setPointer(2, GL_FLOAT, GL_FALSE, sizeof(Coord2Color3), 0);
vcolor.setPointer(3, GL_FLOAT, GL_FALSE, sizeof(Coord2Color3), (GLvoid*) (2 * sizeof(GLfloat)) );
gc -> drawArrays(GL_TRIANGLES, 0, CountOf(triangles));
buffer.unbind();
} catch (Exception& ex) {
caught(ex);
}
}
}
virtual void resize(int w, int h)
{
if (w == 0 || h == 0) {
return;
}
if (gc) {
gc -> matrixMode(GL_PROJECTION);
gc -> loadIdentity();
gc -> perspective(16.0, (double)w / (double)h, 0.5, 40.0);
gc -> matrixMode(GL_MODELVIEW);
}
}
virtual void initialize()
{
gc = new OpenGLGC();
gc -> matrixMode(GL_PROJECTION);
gc -> loadIdentity();
gc -> enable( GL_DEPTH_TEST );
gc -> frustum(1 , -1 , -1 , 1 , 1 , 10);
try {
OpenGLVertexShader vertexShader("vertexShader.glsl");
OpenGLFragmentShader fragmentShader("fragmentShader.glsl");
program = new OpenGLProgram();
program -> attachShader(vertexShader);
program -> attachShader(fragmentShader);
program -> link();
program -> detachShader(vertexShader);
program -> detachShader(fragmentShader);
} catch (Exception& ex) {
caught(ex);
}
}
public:
SimpleView(View* parent, const char* name, Args& args)
:OpenGLView(parent, name, args)
{
}
~SimpleView()
{
}
};
//Inner class ends.
private:
SmartPtr<SimpleView> view;
long size(Event& event)
{
int w, h;
event.getSize(w, h);
if (view) {
view -> reshape(10, 10, w-20, h-20);
view -> postResizeRequest(w-20, h-20);
}
return 1L;
}
public:
MainView(Application& applet, const char* name, Args& args)
:OpenGLMainView(applet, name, args)
{
Args ar;
view = new SimpleView(this, "", ar);
}
~MainView()
{
}
};
}
//
void Main(int argc, char** argv)
{
try {
const char* name = appName(argv[0]);
Application applet(name, argc, argv);
Args args;
args.set(XmNwidth, 480);
args.set(XmNheight, 400);
MainView view(applet, name, args);
view.realize();
applet.run();
} catch (Exception& ex) {
caught(ex);
}
}
//fragmentShader.glsl
varying vec3 f_color;
void main(void) {
gl_FragColor = vec4(f_color.x, f_color.y, f_color.z, 1.0);
}
//vertexShader.glsl
attribute vec2 coord2d;
attribute vec3 v_color;
varying vec3 f_color;
void main(void) {
gl_Position = vec4(coord2d, 0.0, 1.0);
f_color = v_color;<
}
Last modified: 8 Dec 2016
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