Beispiel #1
0
static void
Init(void)
{
   if (!ShadersSupported())
      exit(1);

   vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
   fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
   program = LinkShaders(vertShader, fragShader);

   glUseProgram(program);

   SetUniformValues(program, Uniforms);
   PrintUniforms(Uniforms);

   uZoom = glGetUniformLocation(program, "Zoom");
   uXcenter = glGetUniformLocation(program, "Xcenter");
   uYcenter = glGetUniformLocation(program, "Ycenter");

   assert(glGetError() == 0);

   glClearColor(0.4f, 0.4f, 0.8f, 0.0f);

   printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));

   assert(glIsProgram(program));
   assert(glIsShader(fragShader));
   assert(glIsShader(vertShader));

   glColor3f(1, 0, 0);
}
Beispiel #2
0
static void
Init(void)
{
   if (!ShadersSupported())
      exit(1);

   vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
   fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
   program = LinkShaders(vertShader, fragShader);

   glUseProgram(program);

   SetUniformValues(program, Uniforms);
   PrintUniforms(Uniforms);

   assert(glGetError() == 0);

   glClearColor(0.4f, 0.4f, 0.8f, 0.0f);

   glEnable(GL_DEPTH_TEST);

   glColor3f(1, 0, 0);
}