// Initialize the shader and program object static int init_shaders(GLData *gld) { Evas_GL_API *gl = gld->glapi; GLbyte vShaderStr[] = "attribute vec4 vPosition; \n" "void main() \n" "{ \n" " gl_Position = vPosition; \n" "} \n"; GLbyte fShaderStr[] = "#ifdef GL_ES \n" "precision mediump float; \n" "#endif \n" "void main() \n" "{ \n" " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" "} \n"; GLint linked; // Load the vertex/fragment shaders gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr); gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr); // Create the program object gld->program = gl->glCreateProgram( ); if (0 == gld->program) return 0; gl->glAttachShader(gld->program, gld->vtx_shader); gl->glAttachShader(gld->program, gld->fgmt_shader); gl->glBindAttribLocation(gld->program, 0, "vPosition"); gl->glLinkProgram(gld->program); gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked); if (!linked) { GLint info_len = 0; gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len); if (1 < info_len) { char* info_log = malloc(sizeof(char) * info_len); gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log); _printf("Error linking program:\n%s\n", info_log); free(info_log); g_assert(FALSE); } gl->glDeleteProgram(gld->program); return 0; } return 1; }
static void gears_init(GLData *gld) { Evas_GL_API *gl = gld->glapi; const char *p; char msg[512]; gl->glEnable(GL_CULL_FACE); gl->glEnable(GL_DEPTH_TEST); p = vertex_shader; gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER); gl->glShaderSource(gld->vtx_shader, 1, &p, NULL); gl->glCompileShader(gld->vtx_shader); gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg); printf("vertex shader info: %s\n", msg); p = fragment_shader; gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER); gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL); gl->glCompileShader(gld->fgmt_shader); gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg); printf("fragment shader info: %s\n", msg); gld->program = gl->glCreateProgram(); gl->glAttachShader(gld->program, gld->vtx_shader); gl->glAttachShader(gld->program, gld->fgmt_shader); gl->glBindAttribLocation(gld->program, 0, "position"); gl->glBindAttribLocation(gld->program, 1, "normal"); gl->glLinkProgram(gld->program); gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg); printf("info: %s\n", msg); gl->glUseProgram(gld->program); gld->proj_location = gl->glGetUniformLocation(gld->program, "proj"); gld->light_location = gl->glGetUniformLocation(gld->program, "light"); gld->color_location = gl->glGetUniformLocation(gld->program, "color"); /* make the gears */ gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7); gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7); gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7); }