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Added examples for Nit to samples.
Signed-off-by: Lucas Bajolet <r4pass@hotmail.com>
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samples/Nit/opengles2_hello_triangle.nit
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193
samples/Nit/opengles2_hello_triangle.nit
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# This file is part of NIT ( http://www.nitlanguage.org ).
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#
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# Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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# Basic example of OpenGL ES 2.0 usage from the book OpenGL ES 2.0 Programming Guide.
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#
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# Code reference:
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# https://code.google.com/p/opengles-book-samples/source/browse/trunk/LinuxX11/Chapter_2/Hello_Triangle/Hello_Triangle.c
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module opengles2_hello_triangle
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import glesv2
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import egl
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import mnit_linux # for sdl
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import x11
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if "NIT_TESTING".environ == "true" then exit(0)
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var window_width = 800
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var window_height = 600
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#
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## SDL
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#
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var sdl_display = new SDLDisplay(window_width, window_height)
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var sdl_wm_info = new SDLSystemWindowManagerInfo
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var x11_window_handle = sdl_wm_info.x11_window_handle
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#
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## X11
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#
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var x_display = x_open_default_display
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assert x_display != 0 else print "x11 fail"
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#
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## EGL
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#
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var egl_display = new EGLDisplay(x_display)
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assert egl_display.is_valid else print "EGL display is not valid"
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egl_display.initialize
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print "EGL version: {egl_display.version}"
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print "EGL vendor: {egl_display.vendor}"
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print "EGL extensions: {egl_display.extensions.join(", ")}"
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print "EGL client APIs: {egl_display.client_apis.join(", ")}"
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assert egl_display.is_valid else print egl_display.error
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var config_chooser = new EGLConfigChooser
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#config_chooser.surface_type_egl
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config_chooser.blue_size = 8
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config_chooser.green_size = 8
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config_chooser.red_size = 8
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#config_chooser.alpha_size = 8
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#config_chooser.depth_size = 8
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#config_chooser.stencil_size = 8
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#config_chooser.sample_buffers = 1
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config_chooser.close
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var configs = config_chooser.choose(egl_display)
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assert configs != null else print "choosing config failed: {egl_display.error}"
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assert not configs.is_empty else print "no EGL config"
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print "{configs.length} EGL configs available"
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for config in configs do
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var attribs = config.attribs(egl_display)
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print "* caveats: {attribs.caveat}"
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print " conformant to: {attribs.conformant}"
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print " size of RGBA: {attribs.red_size} {attribs.green_size} {attribs.blue_size} {attribs.alpha_size}"
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print " buffer, depth, stencil: {attribs.buffer_size} {attribs.depth_size} {attribs.stencil_size}"
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end
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var config = configs.first
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var format = config.attribs(egl_display).native_visual_id
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# TODO android part
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# Opengles1Display_midway_init(recv, format);
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var surface = egl_display.create_window_surface(config, x11_window_handle, [0])
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assert surface.is_ok else print egl_display.error
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var context = egl_display.create_context(config)
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assert context.is_ok else print egl_display.error
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var make_current_res = egl_display.make_current(surface, surface, context)
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assert make_current_res
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var width = surface.attribs(egl_display).width
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var height = surface.attribs(egl_display).height
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print "Width: {width}"
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print "Height: {height}"
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assert egl_bind_opengl_es_api else print "eglBingAPI failed: {egl_display.error}"
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#
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## GLESv2
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#
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print "Can compile shaders? {gl_shader_compiler}"
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assert_no_gl_error
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assert gl_shader_compiler else print "Cannot compile shaders"
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# gl program
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print gl_error.to_s
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var program = new GLProgram
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if not program.is_ok then
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print "Program is not ok: {gl_error.to_s}\nLog:"
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print program.info_log
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abort
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end
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assert_no_gl_error
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# vertex shader
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var vertex_shader = new GLVertexShader
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assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl_error}"
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vertex_shader.source = """
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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} """
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vertex_shader.compile
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assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
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assert_no_gl_error
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# fragment shader
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var fragment_shader = new GLFragmentShader
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assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl_error}"
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fragment_shader.source = """
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"""
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fragment_shader.compile
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assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
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assert_no_gl_error
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program.attach_shader vertex_shader
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program.attach_shader fragment_shader
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program.bind_attrib_location(0, "vPosition")
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program.link
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assert program.is_linked else print "Linking failed: {program.info_log}"
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assert_no_gl_error
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# draw!
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var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
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var vertex_array = new VertexArray(0, 3, vertices)
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vertex_array.attrib_pointer
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gl_clear_color(0.5, 0.0, 0.5, 1.0)
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for i in [0..10000[ do
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printn "."
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assert_no_gl_error
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gl_viewport(0, 0, width, height)
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gl_clear_color_buffer
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program.use
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vertex_array.enable
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vertex_array.draw_arrays_triangles
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egl_display.swap_buffers(surface)
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end
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# delete
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program.delete
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vertex_shader.delete
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fragment_shader.delete
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#
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## EGL
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#
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# close
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egl_display.make_current(new EGLSurface.none, new EGLSurface.none, new EGLContext.none)
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egl_display.destroy_context(context)
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egl_display.destroy_surface(surface)
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#
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## SDL
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#
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# close
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sdl_display.destroy
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