blob: 947861cbf64e576a61c9513cc046837effd02c07 [file] [log] [blame]
/******************************************************************************
@File OGLES2HelloAPI_Windows.cpp
@Title OpenGL ES 2.0 HelloAPI Tutorial
@Version
@Copyright Copyright (c) Imagination Technologies Limited.
@Platform
@Description Basic Tutorial that shows step-by-step how to initialize OpenGL ES
2.0, use it for drawing a triangle and terminate it.
******************************************************************************/
#include <stdio.h>
#include <windows.h>
#include <TCHAR.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
/******************************************************************************
Defines
******************************************************************************/
// Windows class name to register
#define WINDOW_CLASS _T("PVRShellClass")
// Width and height of the window
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
// Index to bind the attributes to vertex shaders
#define VERTEX_ARRAY 0
/******************************************************************************
Global variables
******************************************************************************/
// Variable set in the message handler to finish the demo
bool g_bDemoDone = false;
/*!****************************************************************************
@Function WndProc
@Input hWnd Handle to the window
@Input message Specifies the message
@Input wParam Additional message information
@Input lParam Additional message information
@Return LRESULT result code to OS
@Description Processes messages for the main window
******************************************************************************/
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
/*
Here we are handling 2 system messages: screen saving and monitor power.
They are especially relevent on mobile devices.
*/
case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE: // Screensaver trying to start ?
case SC_MONITORPOWER: // Monitor trying to enter powersave ?
return 0; // Prevent this from happening
}
break;
}
// Handles the close message when a user clicks the quit icon of the window
case WM_CLOSE:
g_bDemoDone = true;
PostQuitMessage(0);
return 1;
default:
break;
}
// Calls the default window procedure for messages we did not handle
return DefWindowProc(hWnd, message, wParam, lParam);
}
/*!****************************************************************************
@Function TestEGLError
@Input pszLocation location in the program where the error took
place. ie: function name
@Return bool true if no EGL error was detected
@Description Tests for an EGL error and prints it
******************************************************************************/
bool TestEGLError(HWND hWnd, const char* pszLocation)
{
/*
eglGetError returns the last error that has happened using egl,
not the status of the last called function. The user has to
check after every single egl call or at least once every frame.
*/
EGLint iErr = eglGetError();
if (iErr != EGL_SUCCESS)
{
TCHAR pszStr[256];
_stprintf(pszStr, _T("%s failed (%d).\n"), pszLocation, iErr);
MessageBox(hWnd, pszStr, _T("Error"), MB_OK|MB_ICONEXCLAMATION);
return false;
}
return true;
}
/*!****************************************************************************
@Function Cleanup
@Input eglDisplay Handle to the EGL display
@Input hWnd Handle to the window
@Input hDC Handle to the device context
@Return int result code to OS
@Description Clean up before program termination on error or normal exit
******************************************************************************/
int Cleanup(EGLDisplay eglDisplay, HWND hWnd, HDC hDC)
{
/*
eglTerminate takes care of destroying any context or surface created
with this display, so we don't need to call eglDestroySurface or
eglDestroyContext here.
*/
eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglTerminate(eglDisplay);
/*
Destroy the eglWindow.
This is platform specific and delegated to a separate function.
*/
// Release the device context
if (hDC) ReleaseDC(hWnd, hDC);
return 0;
}
/*!****************************************************************************
@Function WinMain
@Input hInstance Application instance from OS
@Input hPrevInstance Always NULL
@Input lpCmdLine command line from OS
@Input nCmdShow Specifies how the window is to be shown
@Return int result code to OS
@Description Main function of the program
******************************************************************************/
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, TCHAR *lpCmdLine, int nCmdShow)
{
// Windows variables
HWND hWnd = 0;
HDC hDC = 0;
// EGL variables
EGLDisplay eglDisplay = 0;
EGLConfig eglConfig = 0;
EGLSurface eglSurface = 0;
EGLContext eglContext = 0;
EGLNativeWindowType eglWindow = 0;
// Matrix used for projection model view (PMVMatrix)
float pfIdentity[] =
{
1.0f,0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,0.0f,
0.0f,0.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,1.0f
};
// Fragment and vertex shaders code
const char* pszFragShader = "\
void main (void)\
{\
gl_FragColor = vec4(1.0, 1.0, 0.66 ,1.0);\
}";
const char* pszVertShader = "\
attribute highp vec4 myVertex;\
uniform mediump mat4 myPMVMatrix;\
void main(void)\
{\
gl_Position = myPMVMatrix * myVertex;\
}";
/*
Step 0 - Create a EGLNativeWindowType that we can use for OpenGL ES output
*/
// Register the windows class
WNDCLASS sWC;
sWC.style = CS_HREDRAW | CS_VREDRAW;
sWC.lpfnWndProc = WndProc;
sWC.cbClsExtra = 0;
sWC.cbWndExtra = 0;
sWC.hInstance = hInstance;
sWC.hIcon = 0;
sWC.hCursor = 0;
sWC.lpszMenuName = 0;
sWC.hbrBackground = (HBRUSH) GetStockObject(WHITE_BRUSH);
sWC.lpszClassName = WINDOW_CLASS;
unsigned int nWidth = WINDOW_WIDTH;
unsigned int nHeight = WINDOW_HEIGHT;
ATOM registerClass = RegisterClass(&sWC);
if (!registerClass)
{
MessageBox(0, _T("Failed to register the window class"), _T("Error"), MB_OK | MB_ICONEXCLAMATION);
}
// Create the eglWindow
RECT sRect;
SetRect(&sRect, 0, 0, nWidth, nHeight);
AdjustWindowRectEx(&sRect, WS_CAPTION | WS_SYSMENU, false, 0);
hWnd = CreateWindow( WINDOW_CLASS, _T("HelloAPI"), WS_VISIBLE | WS_SYSMENU,
0, 0, nWidth, nHeight, NULL, NULL, hInstance, NULL);
eglWindow = hWnd;
// Get the associated device context
hDC = GetDC(hWnd);
if (!hDC)
{
MessageBox(0, _T("Failed to create the device context"), _T("Error"), MB_OK|MB_ICONEXCLAMATION);
return Cleanup(eglDisplay, hWnd, hDC);
}
/*
Step 1 - Get the default display.
EGL uses the concept of a "display" which in most environments
corresponds to a single physical screen. Since we usually want
to draw to the main screen or only have a single screen to begin
with, we let EGL pick the default display.
Querying other displays is platform specific.
*/
eglDisplay = eglGetDisplay(hDC);
if(eglDisplay == EGL_NO_DISPLAY)
eglDisplay = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY);
/*
Step 2 - Initialize EGL.
EGL has to be initialized with the display obtained in the
previous step. We cannot use other EGL functions except
eglGetDisplay and eglGetError before eglInitialize has been
called.
If we're not interested in the EGL version number we can just
pass NULL for the second and third parameters.
*/
EGLint iMajorVersion, iMinorVersion;
if (!eglInitialize(eglDisplay, &iMajorVersion, &iMinorVersion))
{
MessageBox(0, _T("eglInitialize() failed."), _T("Error"), MB_OK|MB_ICONEXCLAMATION);
return Cleanup(eglDisplay, hWnd, hDC);
}
/*
Step 3 - Make OpenGL ES the current API.
EGL provides ways to set up OpenGL ES and OpenVG contexts
(and possibly other graphics APIs in the future), so we need
to specify the "current API".
*/
eglBindAPI(EGL_OPENGL_ES_API);
if (!TestEGLError(hWnd, "eglBindAPI"))
{
return Cleanup(eglDisplay, hWnd, hDC);
}
/*
Step 4 - Specify the required configuration attributes.
An EGL "configuration" describes the pixel format and type of
surfaces that can be used for drawing.
For now we just want to use the default Windows surface,
i.e. it will be visible on screen. The list
has to contain key/value pairs, terminated with EGL_NONE.
*/
const EGLint pi32ConfigAttribs[] =
{
EGL_LEVEL, 0,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NATIVE_RENDERABLE, EGL_FALSE,
EGL_DEPTH_SIZE, EGL_DONT_CARE,
EGL_NONE
};
/*
Step 5 - Find a config that matches all requirements.
eglChooseConfig provides a list of all available configurations
that meet or exceed the requirements given as the second
argument. In most cases we just want the first config that meets
all criteria, so we can limit the number of configs returned to 1.
*/
EGLint iConfigs;
if (!eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1, &iConfigs) || (iConfigs != 1))
{
MessageBox(0, _T("eglChooseConfig() failed."), _T("Error"), MB_OK|MB_ICONEXCLAMATION);
return Cleanup(eglDisplay, hWnd, hDC);
}
/*
Step 6 - Create a surface to draw to.
Use the config picked in the previous step and the native window
handle when available to create a window surface. A window surface
is one that will be visible on screen inside the native display (or
fullscreen if there is no windowing system).
Pixmaps and pbuffers are surfaces which only exist in off-screen
memory.
*/
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, eglWindow, NULL);
if(eglSurface == EGL_NO_SURFACE)
{
eglGetError(); // Clear error
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, NULL, NULL);
}
if (!TestEGLError(hWnd, "eglCreateWindowSurface"))
{
return Cleanup(eglDisplay, hWnd, hDC);
}
/*
Step 7 - Create a context.
EGL has to create a context for OpenGL ES. Our OpenGL ES resources
like textures will only be valid inside this context
(or shared contexts)
*/
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, ai32ContextAttribs);
if (!TestEGLError(hWnd, "eglCreateContext"))
{
return Cleanup(eglDisplay, hWnd, hDC);
}
/*
Step 8 - Bind the context to the current thread and use our
window surface for drawing and reading.
Contexts are bound to a thread. This means you don't have to
worry about other threads and processes interfering with your
OpenGL ES application.
We need to specify a surface that will be the target of all
subsequent drawing operations, and one that will be the source
of read operations. They can be the same surface.
*/
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
if (!TestEGLError(hWnd, "eglMakeCurrent"))
{
return Cleanup(eglDisplay, hWnd, hDC);
}
/*
Step 9 - Draw something with OpenGL ES.
At this point everything is initialized and we're ready to use
OpenGL ES to draw something on the screen.
*/
GLuint uiFragShader, uiVertShader; /* Used to hold the fragment and vertex shader handles */
GLuint uiProgramObject; /* Used to hold the program handle (made out of the two previous shaders */
// Create the fragment shader object
uiFragShader = glCreateShader(GL_FRAGMENT_SHADER);
// Load the source code into it
glShaderSource(uiFragShader, 1, (const char**)&pszFragShader, NULL);
// Compile the source code
glCompileShader(uiFragShader);
// Check if compilation succeeded
GLint bShaderCompiled;
glGetShaderiv(uiFragShader, GL_COMPILE_STATUS, &bShaderCompiled);
if (!bShaderCompiled)
{
// An error happened, first retrieve the length of the log message
int i32InfoLogLength, i32CharsWritten;
glGetShaderiv(uiFragShader, GL_INFO_LOG_LENGTH, &i32InfoLogLength);
// Allocate enough space for the message and retrieve it
char* pszInfoLog = new char[i32InfoLogLength];
glGetShaderInfoLog(uiFragShader, i32InfoLogLength, &i32CharsWritten, pszInfoLog);
// Displays the error in a dialog box
MessageBox(hWnd, i32InfoLogLength ? pszInfoLog : _T(""), _T("Failed to compile fragment shader"), MB_OK|MB_ICONEXCLAMATION);
delete[] pszInfoLog;
return Cleanup(eglDisplay, hWnd, hDC);
}
// Loads the vertex shader in the same way
uiVertShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(uiVertShader, 1, (const char**)&pszVertShader, NULL);
glCompileShader(uiVertShader);
glGetShaderiv(uiVertShader, GL_COMPILE_STATUS, &bShaderCompiled);
if (!bShaderCompiled)
{
int i32InfoLogLength, i32CharsWritten;
glGetShaderiv(uiVertShader, GL_INFO_LOG_LENGTH, &i32InfoLogLength);
char* pszInfoLog = new char[i32InfoLogLength];
glGetShaderInfoLog(uiVertShader, i32InfoLogLength, &i32CharsWritten, pszInfoLog);
MessageBox(hWnd, i32InfoLogLength ? pszInfoLog : _T(""), _T("Failed to compile vertex shader"), MB_OK|MB_ICONEXCLAMATION);
delete[] pszInfoLog;
return Cleanup(eglDisplay, hWnd, hDC);
}
// Create the shader program
uiProgramObject = glCreateProgram();
// Attach the fragment and vertex shaders to it
glAttachShader(uiProgramObject, uiFragShader);
glAttachShader(uiProgramObject, uiVertShader);
// Bind the custom vertex attribute "myVertex" to location VERTEX_ARRAY
glBindAttribLocation(uiProgramObject, VERTEX_ARRAY, "myVertex");
// Link the program
glLinkProgram(uiProgramObject);
// Check if linking succeeded in the same way we checked for compilation success
GLint bLinked;
glGetProgramiv(uiProgramObject, GL_LINK_STATUS, &bLinked);
if (!bLinked)
{
int i32InfoLogLength, i32CharsWritten;
glGetProgramiv(uiProgramObject, GL_INFO_LOG_LENGTH, &i32InfoLogLength);
char* pszInfoLog = new char[i32InfoLogLength];
glGetProgramInfoLog(uiProgramObject, i32InfoLogLength, &i32CharsWritten, pszInfoLog);
MessageBox(hWnd, i32InfoLogLength ? pszInfoLog : _T(""), _T("Failed to link program"), MB_OK|MB_ICONEXCLAMATION);
delete[] pszInfoLog;
return Cleanup(eglDisplay, hWnd, hDC);
}
// Actually use the created program
glUseProgram(uiProgramObject);
// Sets the clear color.
// The colours are passed per channel (red,green,blue,alpha) as float values from 0.0 to 1.0
glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
// Enable culling
glEnable(GL_CULL_FACE);
// We're going to draw a triangle to the screen so create a vertex buffer object for our triangle
GLuint ui32Vbo; // Vertex buffer object handle
// Interleaved vertex data
GLfloat afVertices[] = { -0.4f,-0.4f,0.0f, // Position
0.4f ,-0.4f,0.0f,
0.0f ,0.4f ,0.0f};
// Generate the vertex buffer object (VBO)
glGenBuffers(1, &ui32Vbo);
// Bind the VBO so we can fill it with data
glBindBuffer(GL_ARRAY_BUFFER, ui32Vbo);
// Set the buffer's data
unsigned int uiSize = 3 * (sizeof(GLfloat) * 3); // Calc afVertices size (3 vertices * stride (3 GLfloats per vertex))
glBufferData(GL_ARRAY_BUFFER, uiSize, afVertices, GL_STATIC_DRAW);
// Draws a triangle for 800 frames
for(int i = 0; i < 800; ++i)
{
// Check if the message handler finished the demo
if (g_bDemoDone) break;
/*
Clears the color buffer.
glClear() can also be used to clear the depth or stencil buffer
(GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT)
*/
glClear(GL_COLOR_BUFFER_BIT);
/*
Bind the projection model view matrix (PMVMatrix) to
the associated uniform variable in the shader
*/
// First gets the location of that variable in the shader using its name
int i32Location = glGetUniformLocation(uiProgramObject, "myPMVMatrix");
// Then passes the matrix to that variable
glUniformMatrix4fv( i32Location, 1, GL_FALSE, pfIdentity);
/*
Enable the custom vertex attribute at index VERTEX_ARRAY.
We previously binded that index to the variable in our shader "vec4 MyVertex;"
*/
glEnableVertexAttribArray(VERTEX_ARRAY);
// Sets the vertex data to this attribute index
glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0);
/*
Draws a non-indexed triangle array from the pointers previously given.
This function allows the use of other primitive types : triangle strips, lines, ...
For indexed geometry, use the function glDrawElements() with an index list.
*/
glDrawArrays(GL_TRIANGLES, 0, 3);
/*
Swap Buffers.
Brings to the native display the current render surface.
*/
eglSwapBuffers(eglDisplay, eglSurface);
if (!TestEGLError(hWnd, "eglSwapBuffers"))
{
return Cleanup(eglDisplay, hWnd, hDC);
}
// Managing the window messages
MSG msg;
PeekMessage(&msg, hWnd, NULL, NULL, PM_REMOVE);
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// Frees the OpenGL handles for the program and the 2 shaders
glDeleteProgram(uiProgramObject);
glDeleteShader(uiFragShader);
glDeleteShader(uiVertShader);
// Delete the VBO as it is no longer needed
glDeleteBuffers(1, &ui32Vbo);
/*
Step 10 - Terminate OpenGL ES and destroy the window (if present).
*/
return Cleanup(eglDisplay, hWnd, hDC);
}
/******************************************************************************
End of file (OGLES2HelloAPI_Windows.cpp)
******************************************************************************/