added glad generator and a glad runtime

This commit is contained in:
Hartmut Seichter 2017-06-29 07:15:32 +02:00
parent 2017f6195e
commit ac18a84a9c
62 changed files with 32373 additions and 10 deletions

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#include <iostream>
// THIS IS OPTIONAL AND NOT REQUIRED, ONLY USE THIS IF YOU DON'T WANT GLAD TO INCLUDE windows.h
// GLAD will include windows.h for APIENTRY if it was not previously defined.
// Make sure you have the correct definition for APIENTRY for platforms which define _WIN32 but don't use __stdcall
#ifdef _WIN32
#define APIENTRY __stdcall
#endif
// GLAD
#include <glad/glad.h>
#include <glad/glad_glx.h>
// confirm that GLAD didn't include windows.h
#ifdef _WINDOWS_
#error windows.h was included!
#endif
// GLFW
#include <GLFW/glfw3.h>
// This example is taken from http://learnopengl.com/
// http://learnopengl.com/code_viewer.php?code=getting-started/hellowindow2
// The code originally used GLEW, I replaced it with Glad
// Compile:
// g++ example/c++/hellowindow2.cpp -Ibuild/include build/src/glad.c -lglfw -ldl
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// The MAIN function, from here we start the application and run the game loop
int main()
{
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress))
{
std::cout << "Failed to initialize OpenGL context" << std::endl;
return -1;
}
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Terminates GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
std::cout << key << std::endl;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}

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#include <stdio.h>
#include <stdlib.h>
#include <glad/glad.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
// This file is a modified version of gl3w's test.c
// https://github.com/skaslev/gl3w/blob/master/src/test.c
// Compile:
// gcc example/c/simple.c -Ibuild/include build/src/glad.c -lglut -ldl
static int width = 600, height = 600;
static void display(void)
{
glClearColor(1.0f, 0.2f, 0.7f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSwapBuffers();
glutPostRedisplay();
}
static void reshape(int w, int h)
{
width = w > 1 ? w : 1;
height = h > 1 ? h : 1;
glViewport(0, 0, width, height);
glClearDepth(1.0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
}
#ifdef GLAD_DEBUG
void pre_gl_call(const char *name, void *funcptr, int len_args, ...) {
printf("Calling: %s (%d arguments)\n", name, len_args);
}
#endif
int main(int argc, char **argv)
{
if(gladLoadGL()) {
// you need an OpenGL context before loading glad
printf("I did load GL with no context!\n");
exit(-1);
}
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(width, height);
glutCreateWindow("cookie");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
if(!gladLoadGL()) {
printf("Something went wrong!\n");
exit(-1);
}
#ifdef GLAD_DEBUG
// before every opengl call call pre_gl_call
glad_set_pre_callback(pre_gl_call);
// don't use the callback for glClear
// (glClear could be replaced with your own function)
glad_debug_glClear = glad_glClear;
#endif
// gladLoadGLLoader(&glutGetProcAddress);
printf("OpenGL %d.%d\n", GLVersion.major, GLVersion.minor);
if (GLVersion.major < 2) {
printf("Your system doesn't support OpenGL >= 2!\n");
return -1;
}
printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION),
glGetString(GL_SHADING_LANGUAGE_VERSION));
glutMainLoop();
return 0;
}