Improve windows build.

Don't report error when `in_normal` is not used in the shader.
This commit is contained in:
Syoyo Fujita 2016-06-11 16:10:39 +09:00
parent 9a478238c7
commit 8317ffbe8a
3 changed files with 51 additions and 41 deletions

View File

@ -15,11 +15,16 @@ Simple OpenGL viewer for glTF geometry.
> premake4 gmake
$ make
### Windows(not tested)
### Windows(not tested well)
Edit glew and glfw path in `premake4.lua`, then
> premake5.exe vs2013
Open .sln in Visual Studio 2013
When running .exe, glew and glfw dll must exist in the working directory.
## TODO
* [x] Texture

View File

@ -360,6 +360,8 @@ void DrawMesh(tinygltf::Scene &scene, const tinygltf::Mesh &mesh) {
if ((it->first.compare("POSITION") == 0) ||
(it->first.compare("NORMAL") == 0) ||
(it->first.compare("TEXCOORD_0") == 0)) {
if (gGLProgramState.attribs[it->first] >= 0) {
glVertexAttribPointer(
gGLProgramState.attribs[it->first], count, accessor.componentType,
GL_FALSE, accessor.byteStride, BUFFER_OFFSET(accessor.byteOffset));
@ -368,6 +370,7 @@ void DrawMesh(tinygltf::Scene &scene, const tinygltf::Mesh &mesh) {
CheckErrors("enable vertex attrib array");
}
}
}
const tinygltf::Accessor &indexAccessor = scene.accessors[primitive.indices];
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
@ -403,12 +406,14 @@ void DrawMesh(tinygltf::Scene &scene, const tinygltf::Mesh &mesh) {
if ((it->first.compare("POSITION") == 0) ||
(it->first.compare("NORMAL") == 0) ||
(it->first.compare("TEXCOORD_0") == 0)) {
if (gGLProgramState.attribs[it->first] >= 0) {
glDisableVertexAttribArray(gGLProgramState.attribs[it->first]);
}
}
}
}
}
}
void DrawScene(tinygltf::Scene &scene) {
std::map<std::string, tinygltf::Mesh>::const_iterator it(scene.meshes.begin());
@ -497,7 +502,7 @@ int main(int argc, char **argv) {
glfwSetMouseButtonCallback(window, clickFunc);
glfwSetCursorPosCallback(window, motionFunc);
glewExperimental = true;
glewExperimental = true; // This may be only true for linux environment.
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW." << std::endl;
return -1;
@ -523,17 +528,12 @@ int main(int argc, char **argv) {
CheckErrors("link");
{
// At least `in_vertex` should be used in the shader.
GLint vtxLoc = glGetAttribLocation(progId, "in_vertex");
if (vtxLoc < 0) {
printf("vertex loc not found.\n");
exit(-1);
}
GLint tnLoc = glGetAttribLocation(progId, "in_normal");
if (tnLoc < 0) {
printf("normal loc not found.\n");
exit(-1);
}
}
glUseProgram(progId);

View File

@ -16,7 +16,12 @@ solution "glview"
links { "GL", "GLU", "m", "GLEW", "X11", "Xrandr", "Xinerama", "Xi", "Xxf86vm", "Xcursor", "dl" }
configuration { "windows" }
links { "glfw3", "gdi32", "winmm", "user32", "GLEW", "glu32","opengl32", "kernel32" }
-- Edit path to glew and GLFW3 fit to your environment.
includedirs { "../../../../local/glew-1.13.0/include/" }
includedirs { "../../../../local/glfw-3.2.bin.WIN32/include/" }
libdirs { "../../../../local/glew-1.13.0/lib/Release/Win32/" }
libdirs { "../../../../local/glfw-3.2.bin.WIN32/lib-vc2013/" }
links { "glfw3", "gdi32", "winmm", "user32", "glew32", "glu32","opengl32", "kernel32" }
defines { "_CRT_SECURE_NO_WARNINGS" }
configuration { "macosx" }