Example #1
0
static void destroy_shader_program(shader_asset* shader) {
	Assert(shader->program_id != 0);
	glDeleteProgram(shader->program_id);
	CHECK_GL_ERROR();
	destroy_shader(shader->vertex_shader_id);
	destroy_shader(shader->fragment_shader_id);
	shader->program_id = 0;
}
int main(int argc, char const *argv[])
{
	GLFWwindow* window;

	glfwSetErrorCallback(error_callback);

	if(!glfwInit())
		return EXIT_FAILURE;

#if defined(__APPLE_CC__)
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#else
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
#endif
	window = glfwCreateWindow(800, 800, "cg-lab", NULL, NULL);
	if(!window)
	{
		glfwTerminate();
		exit(EXIT_FAILURE);
	}
	glfwMakeContextCurrent(window);

#if defined(_MSC_VER)
	glewExperimental = true;
	if (glewInit() != GL_NO_ERROR)
	{
		glfwTerminate();
		exit(EXIT_FAILURE);
	}
#endif

	glfwSetKeyCallback(window, key_callback);

	initialize_shader(); check(__LINE__);
	initialize_vao(); check(__LINE__);
	initialize_texture(); check(__LINE__);

	while(!glfwWindowShouldClose(window))
	{
		draw(window); check(__LINE__);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	destroy_vao(); check(__LINE__);
	destroy_shader(); check(__LINE__);
	destroy_texture(); check(__LINE__);

	glfwDestroyWindow(window);

	glfwTerminate();
	return EXIT_SUCCESS;
}
Example #3
0
File: main.c Project: vlad9486/e4d
int finalize() {

    /*bind_texture(texture, -1);
    destroy_imagebuffer(image);
    destroy_texture(texture);*/

    cleanup_tetrahedrons();
    destroy_shader(shader);

    return 0;
}
Example #4
0
void
destroy_OGL() {
	destroy_shader(fragShader);
	destroy_shader(vertexShader);
	destroy_program(program);
	clear_attribute(vertPosAttrib);
	clear_attribute(texCoordAttrib);
	clear_uniform(colorUni);
	clear_uniform(diffuseSamplerUni);
	
	destroy_texture(whiteTexture);

	free(whiteTexture);

	free(program);

	free(fragShader);
	free(vertexShader);

	free(vertPosAttrib);
	free(texCoordAttrib);
	free(colorUni);
	free(diffuseSamplerUni);
}