diff options
| author | Albrecht Schlosser <albrechts.fltk@online.de> | 2020-07-01 18:03:10 +0200 |
|---|---|---|
| committer | Albrecht Schlosser <albrechts.fltk@online.de> | 2020-07-06 20:28:20 +0200 |
| commit | f09e17c3c564e8310125a10c03397cbf473ff643 (patch) | |
| tree | 8d0fd4a28e3686c33aaa140d07ddba26ab28bdc2 /examples/OpenGL3-glut-test.cxx | |
| parent | b0e0c355edaa2e23148cb0260ada907aec930f05 (diff) | |
Remove $Id$ tags, update URL's, and more
- remove obsolete svn '$Id$' tags from all source files
- update .fl files and generated files accordingly
- replace 'http://www.fltk.org' URL's with 'https://...'
- replace bug report URL 'str.php' with 'bugs.php'
- remove trailing whitespace
- fix other whitespace errors flagged by Git
- add and/or fix missing or wrong standard headers
- convert tabs to spaces in all source files
The only relevant code changes are in the fluid/ folder where
some .fl files and other source files were used to generate
the '$Id' headers and footers.
Diffstat (limited to 'examples/OpenGL3-glut-test.cxx')
| -rw-r--r-- | examples/OpenGL3-glut-test.cxx | 62 |
1 files changed, 28 insertions, 34 deletions
diff --git a/examples/OpenGL3-glut-test.cxx b/examples/OpenGL3-glut-test.cxx index 84c9322a4..4688cde79 100644 --- a/examples/OpenGL3-glut-test.cxx +++ b/examples/OpenGL3-glut-test.cxx @@ -1,6 +1,4 @@ // -// "$Id$" -// // Tiny OpenGL v3 + glut demo program for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2015 by Bill Spitzak and others. @@ -9,11 +7,11 @@ // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // -// http://www.fltk.org/COPYING.php +// https://www.fltk.org/COPYING.php // -// Please report all bugs and problems on the following page: +// Please see the following page on how to report bugs and issues: // -// http://www.fltk.org/str.php +// https://www.fltk.org/bugs.php // #include <stdio.h> @@ -32,13 +30,13 @@ // Globals // Real programs don't use globals :-D // Data would normally be read from files -GLfloat vertices[] = { -1.0f,0.0f,0.0f, +GLfloat vertices[] = { -1.0f,0.0f,0.0f, 0.0f,1.0f,0.0f, 0.0f,0.0f,0.0f }; -GLfloat colours[] = { 1.0f, 0.0f, 0.0f, +GLfloat colours[] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; -GLfloat vertices2[] = { 0.0f,0.0f,0.0f, +GLfloat vertices2[] = { 0.0f,0.0f,0.0f, 0.0f,-1.0f,0.0f, 1.0f,0.0f,0.0f }; @@ -52,7 +50,7 @@ void printShaderInfoLog(GLint shader) { int infoLogLen = 0; GLchar *infoLog; - + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { @@ -68,35 +66,35 @@ void printShaderInfoLog(GLint shader) void init(void) { // Would load objects from file here - but using globals in this example - + // Allocate Vertex Array Objects glGenVertexArrays(2, &vertexArrayObjID[0]); // Setup first Vertex Array Object glBindVertexArray(vertexArrayObjID[0]); glGenBuffers(2, vertexBufferObjID); - + // VBO for vertex data glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]); glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); - + // VBO for colour data glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]); glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), colours, GL_STATIC_DRAW); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(1); - + // Setup second Vertex Array Object glBindVertexArray(vertexArrayObjID[1]); glGenBuffers(1, &vertexBufferObjID[2]); - + // VBO for vertex data glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[2]); glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices2, GL_STATIC_DRAW); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); - + glBindVertexArray(0); } @@ -105,10 +103,10 @@ void initShaders(void) { GLuint p, f, v; glClearColor (1.0, 1.0, 1.0, 0.0); - + v = glCreateShader(GL_VERTEX_SHADER); f = glCreateShader(GL_FRAGMENT_SHADER); - + #ifdef __APPLE__ #define SHADING_LANG_VERS "140" #else @@ -124,7 +122,7 @@ void initShaders(void) ex_Color = in_Color;\ gl_Position = vec4(in_Position, 1.0);\ }"; - + const char *ff = "#version "SHADING_LANG_VERS"\n\ precision highp float;\ in vec3 ex_Color;\ @@ -133,12 +131,12 @@ void initShaders(void) {\ out_Color = vec4(ex_Color,1.0);\ }"; - + glShaderSource(v, 1, &vv,NULL); glShaderSource(f, 1, &ff,NULL); - + GLint compiled; - + glCompileShader(v); glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) @@ -146,7 +144,7 @@ void initShaders(void) fprintf(stderr, "Vertex shader not compiled.\n"); printShaderInfoLog(v); } - + glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) @@ -154,9 +152,9 @@ void initShaders(void) fprintf(stderr, "Fragment shader not compiled.\n"); printShaderInfoLog(f); } - + p = glCreateProgram(); - + glAttachShader(p,v); glAttachShader(p,f); glBindAttribLocation(p,0, "in_Position"); @@ -180,13 +178,13 @@ void display(void) { // clear the screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glBindVertexArray(vertexArrayObjID[0]); // First VAO - glDrawArrays(GL_TRIANGLES, 0, 3); // draw first object - - glBindVertexArray(vertexArrayObjID[1]); // select second VAO + + glBindVertexArray(vertexArrayObjID[0]); // First VAO + glDrawArrays(GL_TRIANGLES, 0, 3); // draw first object + + glBindVertexArray(vertexArrayObjID[1]); // select second VAO glVertexAttrib3f((GLuint)1, 1.0, 0.0, 0.0); // set constant color attribute - glDrawArrays(GL_TRIANGLES, 0, 3); // draw second object + glDrawArrays(GL_TRIANGLES, 0, 3); // draw second object } int fullscreen = 0; @@ -218,7 +216,3 @@ int main (int argc, char* argv[]) glutMainLoop(); return 0; } - -// -// End of "$Id$". -// |
