rename glestest -> gles2test
[gltest.git] / glutil_gl2.cpp
1 /* gltest - small OpenGL tearing test program
2  * Copyright (C) 2012-2013 Ralf Jung <post@ralfj.de>
3  *
4  * This program is free software; you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation; either version 2 of the License, or
7  * (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software
16  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  */
18
19 #include <stdio.h>
20 #include <stdlib.h>
21 #include <string>
22 #include <sstream>
23
24 #include "glutil.h"
25
26 // extension functions we use
27 typedef GLuint (*GLCREATESHADERPROC) (GLenum type);
28 typedef void (*GLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
29 typedef void (*GLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
30 typedef void (*GLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
31 typedef void (*GLCOMPILESHADERPROC) (GLuint shader);
32 typedef GLuint (*GLCREATEPROGRAMPROC) (void);
33 typedef void (*GLATTACHSHADERPROC) (GLuint program, GLuint shader);
34 typedef void (*GLLINKPROGRAMPROC) (GLuint program);
35 typedef GLint (*GLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
36 typedef void (*GLUSEPROGRAMPROC) (GLuint program);
37 typedef void (*GLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
38 typedef void (*GLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
39 typedef void (*GLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
40 typedef void (*GLBINDBUFFERPROC) (GLenum target, GLuint buffer);
41 typedef void (*GLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
42 typedef void (*GLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
43
44 GLGETSHADERIVPROC p_glGetShaderiv = NULL;
45 GLGETSHADERINFOLOGPROC p_glGetShaderInfoLog = NULL;
46 GLCREATESHADERPROC p_glCreateShader = NULL;
47 GLSHADERSOURCEPROC p_glShaderSource = NULL;
48 GLCOMPILESHADERPROC p_glCompileShader = NULL;
49 GLCREATEPROGRAMPROC p_glCreateProgram = NULL;
50 GLATTACHSHADERPROC p_glAttachShader = NULL;
51 GLLINKPROGRAMPROC p_glLinkProgram = NULL;
52 GLGETATTRIBLOCATIONPROC p_glGetAttribLocation = NULL;
53 GLUSEPROGRAMPROC p_glUseProgram = NULL;
54 GLVERTEXATTRIBPOINTERPROC p_glVertexAttribPointer = NULL;
55 GLENABLEVERTEXATTRIBARRAYPROC p_glEnableVertexAttribArray = NULL;
56 GLGENBUFFERSPROC p_glGenBuffers = NULL;
57 GLBINDBUFFERPROC p_glBindBuffer = NULL;
58 GLBUFFERDATAPROC p_glBufferData = NULL;
59 GLDELETEBUFFERSPROC p_glDeleteBuffers = NULL;
60
61 // resolve function pointers
62 static T_proc resolveFunctionPointer(T_glGetProcAddress p_glGetProcAddress, const char *name)
63 {
64         T_proc proc = p_glGetProcAddress(name);
65         if (proc == NULL) {
66                 fprintf(stderr, "Error resolvung function %s\n", name);
67                 exit(1);
68         }
69         return proc;
70 }
71
72 void resolveFunctionPointers(T_glGetProcAddress p_glGetProcAddress)
73 {
74 #ifdef CON_GL1
75         // we need to check if we have GL 2.0 or greater
76         std::string version = (char*)glGetString(GL_VERSION);
77         std::stringstream ssv(version);
78         std::string major;
79         std::getline(ssv, major, '.');
80         std::stringstream ssm(major);
81         int majorVersion;
82         ssm >> majorVersion;
83         if (majorVersion < 2) {
84                 fprintf(stderr, "Need at least GL 2.0 to function properly, but detected version %d\n", majorVersion);
85                 exit(1);
86         }
87 #endif
88         
89         // now get the function pointers
90         p_glGetShaderiv = (GLGETSHADERIVPROC)resolveFunctionPointer(p_glGetProcAddress, "glGetShaderiv");
91         p_glGetShaderInfoLog = (GLGETSHADERINFOLOGPROC)resolveFunctionPointer(p_glGetProcAddress, "glGetShaderInfoLog");
92         p_glCreateShader = (GLCREATESHADERPROC)resolveFunctionPointer(p_glGetProcAddress, "glCreateShader");
93         p_glShaderSource = (GLSHADERSOURCEPROC)resolveFunctionPointer(p_glGetProcAddress, "glShaderSource");
94         p_glCompileShader = (GLCOMPILESHADERPROC)resolveFunctionPointer(p_glGetProcAddress, "glCompileShader");
95         p_glCreateProgram = (GLCREATEPROGRAMPROC)resolveFunctionPointer(p_glGetProcAddress, "glCreateProgram");
96         p_glAttachShader = (GLATTACHSHADERPROC)resolveFunctionPointer(p_glGetProcAddress, "glAttachShader");
97         p_glLinkProgram = (GLLINKPROGRAMPROC)resolveFunctionPointer(p_glGetProcAddress, "glLinkProgram");
98         p_glGetAttribLocation = (GLGETATTRIBLOCATIONPROC)resolveFunctionPointer(p_glGetProcAddress, "glGetAttribLocation");
99         p_glUseProgram = (GLUSEPROGRAMPROC)resolveFunctionPointer(p_glGetProcAddress, "glUseProgram");
100         p_glVertexAttribPointer = (GLVERTEXATTRIBPOINTERPROC)resolveFunctionPointer(p_glGetProcAddress, "glVertexAttribPointer");
101         p_glEnableVertexAttribArray = (GLENABLEVERTEXATTRIBARRAYPROC)resolveFunctionPointer(p_glGetProcAddress, "glEnableVertexAttribArray");
102         p_glGenBuffers = (GLGENBUFFERSPROC)resolveFunctionPointer(p_glGetProcAddress, "glGenBuffers");
103         p_glBindBuffer = (GLBINDBUFFERPROC)resolveFunctionPointer(p_glGetProcAddress, "glBindBuffer");
104         p_glBufferData = (GLBUFFERDATAPROC)resolveFunctionPointer(p_glGetProcAddress, "glBufferData");
105         p_glDeleteBuffers = (GLDELETEBUFFERSPROC)resolveFunctionPointer(p_glGetProcAddress, "glDeleteBuffers");
106 }
107
108 // shaders
109 static const char *vertex_shader_source =
110 "#version 100 \n\
111 attribute vec2 position; \n\
112 attribute vec3 color; \n\
113 varying vec3 frag_color; \n\
114 void main() \n\
115 { \n\
116         frag_color = color; \n\
117         gl_Position = vec4(position * vec2(2) - vec2(1), 0.0, 1.0); \n\
118 }";
119 static const char *fragment_shader_source =
120 "#version 100 \n\
121 varying vec3 frag_color; \n\
122 void main(void) \n\
123 { \n\
124         gl_FragColor = vec4(frag_color, 1.0); \n\
125 }";
126
127
128 // OpenGL IDs (yeah, this is a bad hack... do we care?)
129 static GLuint program;
130 static struct {
131         GLint position;
132         GLint color;
133 } attributes;
134
135 // some local hlper functions
136 static void show_info_log(GLuint object)
137 {
138         GLint log_length;
139         p_glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
140         char *log = new char[log_length];
141         p_glGetShaderInfoLog(object, log_length, NULL, log);
142         fprintf(stderr, "%s", log);
143         delete[] log;
144 }
145
146 static GLuint compile_shader(GLenum shader_type, const char *source)
147 {
148         GLuint shader = p_glCreateShader(shader_type);
149         p_glShaderSource(shader, 1, &source, NULL);
150         p_glCompileShader(shader);
151         GLint shader_ok;
152         p_glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
153         if (!shader_ok) {
154                 fprintf(stderr, "Failed to compile shader\n");
155                 show_info_log(shader);
156                 exit(1);
157         }
158         return shader;
159 }
160
161 static GLuint createArrayBuffer(GLsizeiptr size, GLfloat *data)
162 {
163         GLuint buffer;
164         p_glGenBuffers(1, &buffer);
165         p_glBindBuffer(GL_ARRAY_BUFFER, buffer);
166         p_glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
167         return buffer;
168 }
169
170 // initialisation
171 void initialise2dProjection()
172 {
173         GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_source);
174         GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
175         program = p_glCreateProgram();
176         p_glAttachShader(program, vertex_shader);
177         p_glAttachShader(program, fragment_shader);
178         p_glLinkProgram(program);
179         attributes.position = p_glGetAttribLocation(program, "position");
180         attributes.color = p_glGetAttribLocation(program, "color");
181 }
182
183 // draw a quad
184 void drawQuad(GLfloat red, GLfloat green, GLfloat blue, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
185 {
186         p_glUseProgram(program);
187         
188         // send vertex data to card with given attribute
189         GLfloat vertex_buffer_data[] = {
190                 x1, y1,
191                 x2, y1,
192                 x2, y2,
193                 x1, y2,
194         };
195         GLuint vertex_buffer = createArrayBuffer(sizeof(vertex_buffer_data), vertex_buffer_data);
196         p_glVertexAttribPointer(
197                 attributes.position,              /* attribute */
198                 2,                                /* size */
199                 GL_FLOAT,                         /* type */
200                 GL_FALSE,                         /* normalized? */
201                 0,                                /* stride */
202                 (void*)0                          /* array buffer offset */
203         );
204         p_glEnableVertexAttribArray(attributes.position);
205         
206         // same with color data
207         GLfloat color_buffer_data[] = {
208                 red, green, blue,
209                 red, green, blue,
210                 red, green, blue,
211                 red, green, blue,
212         };
213         GLuint color_buffer = createArrayBuffer(sizeof(color_buffer_data), color_buffer_data);
214         p_glVertexAttribPointer(
215                 attributes.color,              /* attribute */
216                 3,                             /* size */
217                 GL_FLOAT,                      /* type */
218                 GL_FALSE,                      /* normalized? */
219                 0,                             /* stride */
220                 (void*)0                       /* array buffer offset */
221         );
222         p_glEnableVertexAttribArray(attributes.color);
223         
224         // draw
225         glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
226         
227         // cleanup
228         p_glDeleteBuffers(1, &vertex_buffer);
229         p_glDeleteBuffers(1, &color_buffer);
230 }