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authorBrian <[email protected]>2008-04-09 22:28:23 -0600
committerBrian <[email protected]>2008-04-09 22:30:42 -0600
commit2dca3373ae6207d2deb375148f4dce1817cfd5b7 (patch)
treecac9680283f396afaf16712d9355d40f0dd51e75 /progs/glsl/points.c
parent90caba3d766406db32e51387f830ce55836f0709 (diff)
Replace duplicated code with new shaderutil.c functions
Diffstat (limited to 'progs/glsl/points.c')
-rw-r--r--progs/glsl/points.c55
1 files changed, 5 insertions, 50 deletions
diff --git a/progs/glsl/points.c b/progs/glsl/points.c
index 85115de504a..392dc4db853 100644
--- a/progs/glsl/points.c
+++ b/progs/glsl/points.c
@@ -14,6 +14,7 @@
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
+#include "shaderutil.h"
static GLuint FragShader;
@@ -182,40 +183,6 @@ SpecialKey(int key, int x, int y)
static void
-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);
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetShaderInfoLog_func(shader, 1000, &len, log);
- fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
- exit(1);
- }
-}
-
-
-static void
-CheckLink(GLuint prog)
-{
- GLint stat;
- glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetProgramInfoLog_func(prog, 1000, &len, log);
- fprintf(stderr, "Linker error:\n%s\n", log);
- }
-}
-
-
-static void
Init(void)
{
/* Fragment shader: compute distance of fragment from center of point
@@ -254,28 +221,16 @@ Init(void)
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_FrontColor = gl_Color; \n"
"}\n";
- const char *version;
- version = (const char *) glGetString(GL_VERSION);
- if (version[0] != '2' || version[1] != '.') {
- printf("This program requires OpenGL 2.x, found %s\n", version);
+ if (!ShadersSupported())
exit(1);
- }
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
GetExtensionFuncs();
- FragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
- LoadAndCompileShader(FragShader, fragShaderText);
-
- VertShader = glCreateShader_func(GL_VERTEX_SHADER);
- LoadAndCompileShader(VertShader, vertShaderText);
+ VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+ FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+ Program = LinkShaders(VertShader, FragShader);
- Program = glCreateProgram_func();
- glAttachShader_func(Program, FragShader);
- glAttachShader_func(Program, VertShader);
- glLinkProgram_func(Program);
- CheckLink(Program);
glUseProgram_func(Program);
uViewportInv = glGetUniformLocation_func(Program, "viewportInv");