void piglit_init(int argc, char **argv) { tex = make_depth_texture(); prog = make_shader_program(); vao = make_vao(); }
void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_post_depth_coverage"); prog1 = make_shader_program1(); prog2 = make_shader_program2(); vao = make_vao(); ssbo = make_ssbo(); }
VAO make_grid(unsigned span) { if(!(span%2)) ++span; VAO vao = make_vao(); unsigned vertex_count = 3*2*2*span; float start_coord = -(span-1.0f) / 2.0f; float vertices[vertex_count]; int line_index = 0; for(unsigned i=0; i<vertex_count; ) { vertices[i++] = start_coord + line_index; vertices[i++] = 0.0f; vertices[i++] = start_coord; vertices[i++] = start_coord + line_index; vertices[i++] = 0.0f; vertices[i++] = -start_coord; vertices[i++] = start_coord; vertices[i++] = 0.0f; vertices[i++] = start_coord + line_index; vertices[i++] = -start_coord; vertices[i++] = 0.0f; vertices[i++] = start_coord + line_index; ++line_index; } unsigned vbo = make_vbo(vertices, sizeof(vertices)); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); vao.count = sizeof(vertices) / sizeof(float) / 3; vao.mode = GL_LINES; return vao; }