#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <GL/glew.h>
#include "GL/glut.h"
#include "readtex.h"
-#include "extfuncs.h"
#include "shaderutil.h"
static const char *Demo = "texdemo1";
static struct uniform_info ReflectUniforms[] = {
- { "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
- { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
+ { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
+ { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS
};
static struct uniform_info SimpleUniforms[] = {
- { "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
- { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
+ { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
+ { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS
};
/* sphere w/ reflection map */
glPushMatrix();
glTranslatef(0, 1, 0);
- glUseProgram_func(Program1);
+ glUseProgram(Program1);
/* setup texture matrix */
glActiveTexture(GL_TEXTURE0);
glPopMatrix();
/* ground */
- glUseProgram_func(Program2);
+ glUseProgram(Program2);
glTranslatef(0, -1.0, 0);
DrawGround(5);
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
program = LinkShaders(vertShader, fragShader);
- glUseProgram_func(program);
+ glUseProgram(program);
- InitUniforms(program, uniforms);
+ SetUniformValues(program, uniforms);
+ PrintUniforms(uniforms);
return program;
}
static void
Init(GLboolean useImageFiles)
{
- const char *version = (const char *) glGetString(GL_VERSION);
-
- if (version[0] != '2' || version[1] != '.') {
- printf("Warning: this program expects OpenGL 2.0\n");
- /*exit(1);*/
+ if (!ShadersSupported()) {
+ exit(1);
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
- GetExtensionFuncs();
-
InitTextures(useImageFiles);
InitPrograms();
glutInitWindowSize(500, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
win = glutCreateWindow(Demo);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);