Merge remote-tracking branch 'alexis/cpp'
[nit.git] / examples / opengles2_hello_triangle.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
4 #
5 # Licensed under the Apache License, Version 2.0 (the "License");
6 # you may not use this file except in compliance with the License.
7 # You may obtain a copy of the License at
8 #
9 # http://www.apache.org/licenses/LICENSE-2.0
10 #
11 # Unless required by applicable law or agreed to in writing, software
12 # distributed under the License is distributed on an "AS IS" BASIS,
13 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 # See the License for the specific language governing permissions and
15 # limitations under the License.
16
17 # Basic example of OpenGL ES 2.0 usage from the book OpenGL ES 2.0 Programming Guide.
18 #
19 # Code reference:
20 # https://code.google.com/p/opengles-book-samples/source/browse/trunk/LinuxX11/Chapter_2/Hello_Triangle/Hello_Triangle.c
21 module opengles2_hello_triangle
22
23 import glesv2
24 import egl
25 import mnit_linux # for sdl
26 import x11
27
28 if "NIT_TESTING".environ == "true" then exit(0)
29
30 var window_width = 800
31 var window_height = 600
32
33 #
34 ## SDL
35 #
36 var sdl_display = new SDLDisplay(window_width, window_height)
37 var sdl_wm_info = new SDLSystemWindowManagerInfo
38 var x11_window_handle = sdl_wm_info.x11_window_handle
39
40 #
41 ## X11
42 #
43 var x_display = x_open_default_display
44 assert x_display != 0 else print "x11 fail"
45
46 #
47 ## EGL
48 #
49 var egl_display = new EGLDisplay(x_display)
50 assert egl_display.is_valid else print "EGL display is not valid"
51 egl_display.initialize
52
53 print "EGL version: {egl_display.version}"
54 print "EGL vendor: {egl_display.vendor}"
55 print "EGL extensions: {egl_display.extensions.join(", ")}"
56 print "EGL client APIs: {egl_display.client_apis.join(", ")}"
57
58 assert egl_display.is_valid else print egl_display.error
59
60 var config_chooser = new EGLConfigChooser
61 #config_chooser.surface_type_egl
62 config_chooser.blue_size = 8
63 config_chooser.green_size = 8
64 config_chooser.red_size = 8
65 #config_chooser.alpha_size = 8
66 #config_chooser.depth_size = 8
67 #config_chooser.stencil_size = 8
68 #config_chooser.sample_buffers = 1
69 config_chooser.close
70
71 var configs = config_chooser.choose(egl_display)
72 assert configs != null else print "choosing config failed: {egl_display.error}"
73 assert not configs.is_empty else print "no EGL config"
74
75 var config = configs.first
76
77 var format = config.attribs(egl_display).native_visual_id
78
79 # TODO android part
80 # Opengles1Display_midway_init(recv, format);
81
82 var surface = egl_display.create_window_surface(config, x11_window_handle, [0])
83 assert surface.is_ok else print egl_display.error
84
85 var context = egl_display.create_context(config)
86 assert context.is_ok else print egl_display.error
87
88 var make_current_res = egl_display.make_current(surface, surface, context)
89 assert make_current_res
90
91 var width = surface.attribs(egl_display).width
92 var height = surface.attribs(egl_display).height
93 print "Width: {width}"
94 print "Height: {height}"
95
96 assert egl_bind_opengl_es_api else print "eglBingAPI failed: {egl_display.error}"
97
98 #
99 ## GLESv2
100 #
101
102 print "Can compile shaders? {gl_shader_compiler}"
103 assert_no_gl_error
104
105 assert gl_shader_compiler else print "Cannot compile shaders"
106
107 # gl program
108 print gl_error.to_s
109 var program = new GLProgram
110 if not program.is_ok then
111 print "Program is not ok: {gl_error.to_s}\nLog:"
112 print program.info_log
113 abort
114 end
115 assert_no_gl_error
116
117 # vertex shader
118 var vertex_shader = new GLVertexShader
119 assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl_error}"
120 vertex_shader.source = """
121 attribute vec4 vPosition;
122 void main()
123 {
124 gl_Position = vPosition;
125 } """
126 vertex_shader.compile
127 assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
128 assert_no_gl_error
129
130 # fragment shader
131 var fragment_shader = new GLFragmentShader
132 assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl_error}"
133 fragment_shader.source = """
134 precision mediump float;
135 void main()
136 {
137 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
138 }
139 """
140 fragment_shader.compile
141 assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
142 assert_no_gl_error
143
144 program.attach_shader vertex_shader
145 program.attach_shader fragment_shader
146 program.bind_attrib_location(0, "vPosition")
147 program.link
148 assert program.is_linked else print "Linking failed: {program.info_log}"
149 assert_no_gl_error
150
151 # draw!
152 var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
153 var vertex_array = new VertexArray(0, 3, vertices)
154 vertex_array.attrib_pointer
155 gl_clear_color(0.5, 0.0, 0.5, 1.0)
156 for i in [0..10000[ do
157 printn "."
158 assert_no_gl_error
159 gl_viewport(0, 0, width, height)
160 gl_clear_color_buffer
161 program.use
162 vertex_array.enable
163 vertex_array.draw_arrays_triangles
164 egl_display.swap_buffers(surface)
165 end
166
167 # delete
168 program.delete
169 vertex_shader.delete
170 fragment_shader.delete
171
172 #
173 ## EGL
174 #
175 # close
176 egl_display.make_current(new EGLSurface.none, new EGLSurface.none, new EGLContext.none)
177 egl_display.destroy_context(context)
178 egl_display.destroy_surface(surface)
179
180 #
181 ## SDL
182 #
183 # close
184 sdl_display.destroy