#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"
#include "shaderutil.h"
RotateVerts(Zrot, 3, TriVerts, v);
ComputeBounds(3, v, &xmin, &ymin, &xmax, &ymax);
- glUniform2fv_func(uv0, 1, v[0]);
- glUniform2fv_func(uv1, 1, v[1]);
- glUniform2fv_func(uv2, 1, v[2]);
+ glUniform2fv(uv0, 1, v[0]);
+ glUniform2fv(uv1, 1, v[1]);
+ glUniform2fv(uv2, 1, v[2]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static void
CleanUp(void)
{
- glDeleteShader_func(fragShader);
- glDeleteShader_func(vertShader);
- glDeleteProgram_func(program);
+ glDeleteShader(fragShader);
+ glDeleteShader(vertShader);
+ glDeleteProgram(program);
glutDestroyWindow(win);
}
"\n"
"void main() {\n"
" vec2 p = gl_FragCoord.xy; \n"
- " if (crs(v1 - v0, p - v0) >= 0 && \n"
- " crs(v2 - v1, p - v1) >= 0 && \n"
- " crs(v0 - v2, p - v2) >= 0) \n"
+ " if (crs(v1 - v0, p - v0) >= 0.0 && \n"
+ " crs(v2 - v1, p - v1) >= 0.0 && \n"
+ " crs(v0 - v2, p - v2) >= 0.0) \n"
" gl_FragColor = vec4(1.0); \n"
" else \n"
" gl_FragColor = vec4(0.5); \n"
if (!ShadersSupported())
exit(1);
- GetExtensionFuncs();
-
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
program = LinkShaders(vertShader, fragShader);
- glUseProgram_func(program);
+ glUseProgram(program);
- uv0 = glGetUniformLocation_func(program, "v0");
- uv1 = glGetUniformLocation_func(program, "v1");
- uv2 = glGetUniformLocation_func(program, "v2");
+ uv0 = glGetUniformLocation(program, "v0");
+ uv1 = glGetUniformLocation(program, "v1");
+ uv2 = glGetUniformLocation(program, "v2");
printf("Uniforms: %d %d %d\n", uv0, uv1, uv2);
/*assert(glGetError() == 0);*/
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
- assert(glIsProgram_func(program));
- assert(glIsShader_func(fragShader));
- assert(glIsShader_func(vertShader));
+ assert(glIsProgram(program));
+ assert(glIsShader(fragShader));
+ assert(glIsShader(vertShader));
glColor3f(1, 0, 0);
}
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Redisplay);