import glesv2
import egl
-import mnit_linux::sdl
+import sdl
import x11
if "NIT_TESTING".environ == "true" then exit(0)
var config = configs.first
# TODO android part
-# Opengles1Display_midway_init(recv, format);
+# Opengles1Display_midway_init(self, format);
var surface = egl_display.create_window_surface(config, x11_window_handle, [0])
assert surface.is_ok else print egl_display.error
assert gl.shader_compiler else print "Cannot compile shaders"
# gl program
-print gl.error.to_s
+print glGetError.to_s
var program = new GLProgram
-if not program.is_ok then
- print "Program is not ok: {gl.error.to_s}\nLog:"
- print program.info_log
+if not glIsProgram(program) then
+ print "Program is not ok: {glGetError.to_s}\nLog:"
+ print glGetProgramInfoLog(program)
abort
end
assert_no_gl_error
# vertex shader
var vertex_shader = new GLVertexShader
-assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl.error}"
-vertex_shader.source = """
+assert glIsShader(vertex_shader) else print "Vertex shader is not ok: {glGetError}"
+glShaderSource(vertex_shader, """
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
-""".to_cstring
-vertex_shader.compile
-assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
+""".to_cstring)
+glCompileShader vertex_shader
+assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {glGetShaderInfoLog(vertex_shader)} {glGetProgramInfoLog(program)}"
assert_no_gl_error
# fragment shader
var fragment_shader = new GLFragmentShader
-assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl.error}"
-fragment_shader.source = """
+assert glIsShader(fragment_shader) else print "Fragment shader is not ok: {glGetError}"
+glShaderSource(fragment_shader, """
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
-""".to_cstring
-fragment_shader.compile
-assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
+""".to_cstring)
+glCompileShader(fragment_shader)
+assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {glGetShaderInfoLog(fragment_shader)}"
assert_no_gl_error
-program.attach_shader vertex_shader
-program.attach_shader fragment_shader
+glAttachShader(program, vertex_shader)
+glAttachShader(program, fragment_shader)
program.bind_attrib_location(0, "vPosition")
-program.link
-assert program.is_linked else print "Linking failed: {program.info_log}"
+glLinkProgram program
+assert program.is_linked else print "Linking failed: {glGetProgramInfoLog(program)}"
assert_no_gl_error
# draw!
var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
var vertex_array = new VertexArray(0, 3, vertices)
vertex_array.attrib_pointer
-gl.clear_color(0.5, 0.0, 0.5, 1.0)
+glClearColor(0.5, 0.0, 0.5, 1.0)
for i in [0..10000[ do
printn "."
assert_no_gl_error
- gl.viewport(0, 0, width, height)
- gl.clear((new GLBuffer).color)
- program.use
+ glViewport(0, 0, width, height)
+ glClear gl_COLOR_BUFFER_BIT
+ glUseProgram program
vertex_array.enable
- vertex_array.draw_arrays_triangles
+ glDrawArrays(gl_TRIANGLES, 0, 3)
egl_display.swap_buffers(surface)
end
# delete
-program.delete
-vertex_shader.delete
-fragment_shader.delete
+glDeleteProgram program
+glDeleteShader vertex_shader
+glDeleteShader fragment_shader
#
## EGL
#
# close
egl_display.make_current(new EGLSurface.none, new EGLSurface.none, new EGLContext.none)
-egl_display.destroy_context(context)
-egl_display.destroy_surface(surface)
+egl_display.destroy_context context
+egl_display.destroy_surface surface
#
## SDL