Replaced ad-hoc extension loading with glad.

This commit is contained in:
Camilla Berglund
2014-01-12 01:59:06 +01:00
parent 0c21dd3924
commit 6e0015f022
5 changed files with 2990 additions and 122 deletions

View File

@@ -30,35 +30,8 @@
#include <stddef.h>
#include "getopt.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <GL/glext.h>
/* OpenGL function pointers */
static PFNGLGENBUFFERSPROC pglGenBuffers = NULL;
static PFNGLGENVERTEXARRAYSPROC pglGenVertexArrays = NULL;
static PFNGLDELETEVERTEXARRAYSPROC pglDeleteVertexArrays = NULL;
static PFNGLCREATESHADERPROC pglCreateShader = NULL;
static PFNGLSHADERSOURCEPROC pglShaderSource = NULL;
static PFNGLCOMPILESHADERPROC pglCompileShader = NULL;
static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL;
static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL;
static PFNGLDELETESHADERPROC pglDeleteShader = NULL;
static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
static PFNGLATTACHSHADERPROC pglAttachShader = NULL;
static PFNGLLINKPROGRAMPROC pglLinkProgram = NULL;
static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
static PFNGLDELETEPROGRAMPROC pglDeleteProgram = NULL;
static PFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation = NULL;
static PFNGLUNIFORMMATRIX4FVPROC pglUniformMatrix4fv = NULL;
static PFNGLGETATTRIBLOCATIONPROC pglGetAttribLocation = NULL;
static PFNGLBINDVERTEXARRAYPROC pglBindVertexArray = NULL;
static PFNGLBUFFERDATAPROC pglBufferData = NULL;
static PFNGLBINDBUFFERPROC pglBindBuffer = NULL;
static PFNGLBUFFERSUBDATAPROC pglBufferSubData = NULL;
static PFNGLENABLEVERTEXATTRIBARRAYPROC pglEnableVertexAttribArray = NULL;
static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer = NULL;
/* Map height updates */
#define MAX_CIRCLE_SIZE (5.0f)
@@ -75,49 +48,6 @@ static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer = NULL;
2 * (MAP_NUM_VERTICES - 1))
/* OpenGL function pointers */
#define RESOLVE_GL_FCN(type, var, name) \
if (status == GL_TRUE) \
{\
var = (type) glfwGetProcAddress((name));\
if ((var) == NULL)\
{\
status = GL_FALSE;\
}\
}
static GLboolean init_opengl(void)
{
GLboolean status = GL_TRUE;
RESOLVE_GL_FCN(PFNGLCREATESHADERPROC, pglCreateShader, "glCreateShader");
RESOLVE_GL_FCN(PFNGLSHADERSOURCEPROC, pglShaderSource, "glShaderSource");
RESOLVE_GL_FCN(PFNGLCOMPILESHADERPROC, pglCompileShader, "glCompileShader");
RESOLVE_GL_FCN(PFNGLGETSHADERIVPROC, pglGetShaderiv, "glGetShaderiv");
RESOLVE_GL_FCN(PFNGLGETSHADERINFOLOGPROC, pglGetShaderInfoLog, "glGetShaderInfoLog");
RESOLVE_GL_FCN(PFNGLDELETESHADERPROC, pglDeleteShader, "glDeleteShader");
RESOLVE_GL_FCN(PFNGLCREATEPROGRAMPROC, pglCreateProgram, "glCreateProgram");
RESOLVE_GL_FCN(PFNGLATTACHSHADERPROC, pglAttachShader, "glAttachShader");
RESOLVE_GL_FCN(PFNGLLINKPROGRAMPROC, pglLinkProgram, "glLinkProgram");
RESOLVE_GL_FCN(PFNGLUSEPROGRAMPROC, pglUseProgram, "glUseProgram");
RESOLVE_GL_FCN(PFNGLGETPROGRAMIVPROC, pglGetProgramiv, "glGetProgramiv");
RESOLVE_GL_FCN(PFNGLGETPROGRAMINFOLOGPROC, pglGetProgramInfoLog, "glGetProgramInfoLog");
RESOLVE_GL_FCN(PFNGLDELETEPROGRAMPROC, pglDeleteProgram, "glDeleteProgram");
RESOLVE_GL_FCN(PFNGLGETUNIFORMLOCATIONPROC, pglGetUniformLocation, "glGetUniformLocation");
RESOLVE_GL_FCN(PFNGLUNIFORMMATRIX4FVPROC, pglUniformMatrix4fv, "glUniformMatrix4fv");
RESOLVE_GL_FCN(PFNGLGETATTRIBLOCATIONPROC, pglGetAttribLocation, "glGetAttribLocation");
RESOLVE_GL_FCN(PFNGLGENVERTEXARRAYSPROC, pglGenVertexArrays, "glGenVertexArrays");
RESOLVE_GL_FCN(PFNGLDELETEVERTEXARRAYSPROC, pglDeleteVertexArrays, "glDeleteVertexArrays");
RESOLVE_GL_FCN(PFNGLBINDVERTEXARRAYPROC, pglBindVertexArray, "glBindVertexArray");
RESOLVE_GL_FCN(PFNGLGENBUFFERSPROC, pglGenBuffers, "glGenBuffers");
RESOLVE_GL_FCN(PFNGLBINDBUFFERPROC, pglBindBuffer, "glBindBuffer");
RESOLVE_GL_FCN(PFNGLBUFFERDATAPROC, pglBufferData, "glBufferData");
RESOLVE_GL_FCN(PFNGLBUFFERSUBDATAPROC, pglBufferSubData, "glBufferSubData");
RESOLVE_GL_FCN(PFNGLENABLEVERTEXATTRIBARRAYPROC, pglEnableVertexAttribArray, "glEnableVertexAttribArray");
RESOLVE_GL_FCN(PFNGLVERTEXATTRIBPOINTERPROC, pglVertexAttribPointer, "glVertexAttribPointer");
return status;
}
/**********************************************************************
* Default shader programs
*********************************************************************/
@@ -223,18 +153,18 @@ static GLuint make_shader(GLenum type, const char* shader_src)
GLsizei log_length;
char info_log[8192];
shader = pglCreateShader(type);
shader = glCreateShader(type);
if (shader != 0)
{
pglShaderSource(shader, 1, (const GLchar**)&shader_src, NULL);
pglCompileShader(shader);
pglGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
glShaderSource(shader, 1, (const GLchar**)&shader_src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
if (shader_ok != GL_TRUE)
{
fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" );
pglGetShaderInfoLog(shader, 8192, &log_length,info_log);
glGetShaderInfoLog(shader, 8192, &log_length,info_log);
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
pglDeleteShader(shader);
glDeleteShader(shader);
shader = 0;
}
}
@@ -259,23 +189,23 @@ static GLuint make_shader_program(const char* vertex_shader_src, const char* fra
if (fragment_shader != 0u)
{
/* make the program that connect the two shader and link it */
program = pglCreateProgram();
program = glCreateProgram();
if (program != 0u)
{
/* attach both shader and link */
pglAttachShader(program, vertex_shader);
pglAttachShader(program, fragment_shader);
pglLinkProgram(program);
pglGetProgramiv(program, GL_LINK_STATUS, &program_ok);
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
if (program_ok != GL_TRUE)
{
fprintf(stderr, "ERROR, failed to link shader program\n");
pglGetProgramInfoLog(program, 8192, &log_length, info_log);
glGetProgramInfoLog(program, 8192, &log_length, info_log);
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
pglDeleteProgram(program);
pglDeleteShader(fragment_shader);
pglDeleteShader(vertex_shader);
glDeleteProgram(program);
glDeleteShader(fragment_shader);
glDeleteShader(vertex_shader);
program = 0u;
}
}
@@ -283,7 +213,7 @@ static GLuint make_shader_program(const char* vertex_shader_src, const char* fra
else
{
fprintf(stderr, "ERROR: Unable to load fragment shader\n");
pglDeleteShader(vertex_shader);
glDeleteShader(vertex_shader);
}
}
else
@@ -439,38 +369,38 @@ static void make_mesh(GLuint program)
{
GLuint attrloc;
pglGenVertexArrays(1, &mesh);
pglGenBuffers(4, mesh_vbo);
pglBindVertexArray(mesh);
glGenVertexArrays(1, &mesh);
glGenBuffers(4, mesh_vbo);
glBindVertexArray(mesh);
/* Prepare the data for drawing through a buffer inidices */
pglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]);
pglBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW);
/* Prepare the attributes for rendering */
attrloc = pglGetAttribLocation(program, "x");
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
pglEnableVertexAttribArray(attrloc);
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = glGetAttribLocation(program, "x");
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = pglGetAttribLocation(program, "z");
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
pglEnableVertexAttribArray(attrloc);
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = glGetAttribLocation(program, "z");
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = pglGetAttribLocation(program, "y");
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
pglEnableVertexAttribArray(attrloc);
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = glGetAttribLocation(program, "y");
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
}
/* Update VBO vertices from source data
*/
static void update_mesh(void)
{
pglBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
}
/**********************************************************************
@@ -588,15 +518,8 @@ int main(int argc, char** argv)
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
if (GL_TRUE != init_opengl())
{
fprintf(stderr, "ERROR: unable to resolve OpenGL function pointers\n");
free(vertex_shader_src);
free(fragment_shader_src);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwTerminate();
exit(EXIT_FAILURE);
}
/* Prepare opengl resources for rendering */
shader_program = make_shader_program(vertex_shader_src , fragment_shader_src);
free(vertex_shader_src);
@@ -611,9 +534,9 @@ int main(int argc, char** argv)
exit(EXIT_FAILURE);
}
pglUseProgram(shader_program);
uloc_project = pglGetUniformLocation(shader_program, "project");
uloc_modelview = pglGetUniformLocation(shader_program, "modelview");
glUseProgram(shader_program);
uloc_project = glGetUniformLocation(shader_program, "project");
uloc_modelview = glGetUniformLocation(shader_program, "modelview");
/* Compute the projection matrix */
f = 1.0f / tanf(view_angle / 2.0f);
@@ -622,13 +545,13 @@ int main(int argc, char** argv)
projection_matrix[10] = (z_far + z_near)/ (z_near - z_far);
projection_matrix[11] = -1.0f;
projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far);
pglUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix);
glUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix);
/* Set the camera position */
modelview_matrix[12] = -5.0f;
modelview_matrix[13] = -5.0f;
modelview_matrix[14] = -20.0f;
pglUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix);
glUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix);
/* Create mesh data */
init_map();