/*
* smooth_opengl3.c, based on smooth.c, which is (c) by SGI, see below.
* This program demonstrates smooth shading in a way which is fully
- * OpenGL-3.0-compliant.
+ * OpenGL-3.1-compliant.
* A smooth shaded polygon is drawn in a 2-D projection.
*/
void checkError(const char *functionName)
{
GLenum error;
- while (( error = glGetError() ) != GL_NO_ERROR) {
+ while (( error = glGetError() ) != GL_NO_ERROR) {\r
fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName);
}
}
#endif
typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
-PFNGLGENBUFFERSPROC gl_GenBuffers;
-
typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
-PFNGLBINDBUFFERPROC gl_BindBuffer;
-
typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, ourGLsizeiptr size, const GLvoid *data, GLenum usage);
-PFNGLBUFFERDATAPROC gl_BufferData;
-
typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
-PFNGLCREATESHADERPROC gl_CreateShader;
-
typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
-PFNGLSHADERSOURCEPROC gl_ShaderSource;
-
typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
-PFNGLCOMPILESHADERPROC gl_CompileShader;
-
typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
-PFNGLCREATEPROGRAMPROC gl_CreateProgram;
-
typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
-PFNGLATTACHSHADERPROC gl_AttachShader;
-
typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
-PFNGLLINKPROGRAMPROC gl_LinkProgram;
-
typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
-PFNGLUSEPROGRAMPROC gl_UseProgram;
-
typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
-PFNGLGETSHADERIVPROC gl_GetShaderiv;
-
typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
-PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
-
typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
-PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
-
typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
-PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
-
typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
-PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
-
typedef void (APIENTRY *PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
-PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer;
-
typedef void (APIENTRY *PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
-PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray;
-
typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
-PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
-
typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+
+PFNGLGENBUFFERSPROC gl_GenBuffers;
+PFNGLBINDBUFFERPROC gl_BindBuffer;
+PFNGLBUFFERDATAPROC gl_BufferData;
+PFNGLCREATESHADERPROC gl_CreateShader;
+PFNGLSHADERSOURCEPROC gl_ShaderSource;
+PFNGLCOMPILESHADERPROC gl_CompileShader;
+PFNGLCREATEPROGRAMPROC gl_CreateProgram;
+PFNGLATTACHSHADERPROC gl_AttachShader;
+PFNGLLINKPROGRAMPROC gl_LinkProgram;
+PFNGLUSEPROGRAMPROC gl_UseProgram;
+PFNGLGETSHADERIVPROC gl_GetShaderiv;
+PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
+PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
+PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
+PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
+PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer;
+PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray;
+PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
void initExtensionEntries(void)
}
const ourGLchar *vertexShaderSource[] = {
- "#version 130\n",
+ "#version 140\n",
"uniform mat4 fg_ProjectionMatrix;\n",
"in vec4 fg_Color;\n",
"in vec4 fg_Vertex;\n",
- "void main(void)\n",
+ "smooth out vec4 fg_SmoothColor;\n",
+ "void main()\n",
"{\n",
- " gl_FrontColor = fg_Color;\n",
+ " fg_SmoothColor = fg_Color;\n",
" gl_Position = fg_ProjectionMatrix * fg_Vertex;\n",
"}\n"
};
const ourGLchar *fragmentShaderSource[] = {
- "#version 130\n",
+ "#version 140\n",
+ "smooth in vec4 fg_SmoothColor;\n",
"out vec4 fg_FragColor;\n",
"void main(void)\n",
"{\n",
- " fg_FragColor = gl_Color;\n",
+ " fg_FragColor = fg_SmoothColor;\n",
"}\n"
};
void initRendering(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
- glShadeModel (GL_SMOOTH);
checkError ("initRendering");
}
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
- /* add command line argument "classic" for a pre-3.0 context */
+ /* add command line argument "classic" for a pre-3.x context */
if ((argc != 2) || (strcmp (argv[1], "classic") != 0)) {
- glutInitContextVersion (3, 0);
+ glutInitContextVersion (3, 1);
glutInitContextFlags (GLUT_FORWARD_COMPATIBLE | GLUT_DEBUG);
}
glutInitWindowSize (500, 500);