#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#include <GL/gl.h>
+#include <GL/glew.h>
#include <GL/glut.h>
-#include <GL/glext.h>
-#include "extfuncs.h"
/** Use GL_RECTANGLE texture (with projective texcoords)? */
glPushMatrix();
CheckError(__LINE__);
- glUseProgram_func(program);
+ glUseProgram(program);
CheckError(__LINE__);
glBegin(GL_POLYGON);
glPopMatrix();
- glUseProgram_func(0);
+ glUseProgram(0);
glWindowPos2iARB(80, 20);
PrintString("white black white black");
static void
CleanUp(void)
{
- glDeleteShader_func(fragShader);
- glDeleteShader_func(vertShader);
- glDeleteProgram_func(program);
+ glDeleteShader(fragShader);
+ glDeleteShader(vertShader);
+ glDeleteProgram(program);
glutDestroyWindow(win);
}
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
- glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
- glCompileShader_func(shader);
- glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
+ glShaderSource(shader, 1, (const GLchar **) &text, NULL);
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
- glGetShaderInfoLog_func(shader, 1000, &len, log);
+ glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
exit(1);
}
CheckLink(GLuint prog)
{
GLint stat;
- glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
+ glGetProgramiv(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
- glGetProgramInfoLog_func(prog, 1000, &len, log);
+ glGetProgramInfoLog(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
}
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
- GetExtensionFuncs();
-
- fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
+ fragShader = glCreateShader(GL_FRAGMENT_SHADER);
if (FragProgFile)
ReadShader(fragShader, FragProgFile);
else
LoadAndCompileShader(fragShader, fragShaderText);
- vertShader = glCreateShader_func(GL_VERTEX_SHADER);
+ vertShader = glCreateShader(GL_VERTEX_SHADER);
if (VertProgFile)
ReadShader(vertShader, VertProgFile);
else
LoadAndCompileShader(vertShader, vertShaderText);
- program = glCreateProgram_func();
- glAttachShader_func(program, fragShader);
- glAttachShader_func(program, vertShader);
- glLinkProgram_func(program);
+ program = glCreateProgram();
+ glAttachShader(program, fragShader);
+ glAttachShader(program, vertShader);
+ glLinkProgram(program);
CheckLink(program);
- glUseProgram_func(program);
+ glUseProgram(program);
- uTexture2D = glGetUniformLocation_func(program, "shadowTex2D");
- uTextureRect = glGetUniformLocation_func(program, "shadowTexRect");
+ uTexture2D = glGetUniformLocation(program, "shadowTex2D");
+ uTextureRect = glGetUniformLocation(program, "shadowTexRect");
printf("uTexture2D %d uTextureRect %d\n", uTexture2D, uTextureRect);
if (uTexture2D >= 0) {
- glUniform1i_func(uTexture2D, 0); /* use texture unit 0 */
+ glUniform1i(uTexture2D, 0); /* use texture unit 0 */
}
if (uTextureRect >= 0) {
- glUniform1i_func(uTextureRect, 1); /* use texture unit 0 */
+ glUniform1i(uTextureRect, 1); /* use texture unit 0 */
}
CheckError(__LINE__);
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 300);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Redisplay);