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-rw-r--r--main.c38
1 files changed, 12 insertions, 26 deletions
diff --git a/main.c b/main.c
index 4b8aa32..231f8c7 100644
--- a/main.c
+++ b/main.c
@@ -3,44 +3,30 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
+const uint32_t fill_vert[] =
#include "fill_vert.h"
+;
+const uint32_t visuals_frag[] =
#include "visuals_frag.h"
+;
int main(int argc, char** argv) {
// initialize window
glfwInit();
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "test", NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
- // initialize triangle
- const float vertices[] = {
- 0, 1, 0,
- 1, -1, 0,
- -1, -1, 0,
- };
- GLuint VBO, VAO;
- glGenBuffers(1, &VBO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glGenVertexArrays(1, &VAO);
- glBindVertexArray(VAO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(VAO);
-
// initialize shaders
GLuint vert = glCreateShader(GL_VERTEX_SHADER);
- glShaderBinary(1, &vert, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, fill_vert, fill_vert_size);
- glSpecializeShaderARB(vert, "main", 0, NULL, NULL);
+ glShaderBinary(1, &vert, GL_SHADER_BINARY_FORMAT_SPIR_V, fill_vert, sizeof(fill_vert));
+ glSpecializeShader(vert, "main", 0, NULL, NULL);
+
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderBinary(1, &frag, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, visuals_frag, visuals_frag_size);
- glSpecializeShaderARB(frag, "main", 0, NULL, NULL);
+ glShaderBinary(1, &frag, GL_SHADER_BINARY_FORMAT_SPIR_V, visuals_frag, sizeof(visuals_frag));
+ glSpecializeShader(frag, "main", 0, NULL, NULL);
+
GLuint shader = glCreateProgram();
glAttachShader(shader, vert);
glAttachShader(shader, frag);
@@ -58,10 +44,10 @@ int main(int argc, char** argv) {
// list all ACTIVE uniforms in shader:
GLint count;
- GLchar name[80];
- GLsizei length;
glGetProgramiv(shader, GL_ACTIVE_UNIFORMS, &count);
for (unsigned i = 0; i < count; i++) {
+ GLchar name[80];
+ GLsizei length;
glGetActiveUniformName(shader, i, 80, &length, name);
printf("[%u] = \"%.*s\"\n", i, length, name);
}