GLuint fbo;
GLuint color_rbo;
- GLuint program;
GLuint rotation_uniform;
GLuint pos;
init_gl(struct window *window)
{
GLuint frag, vert;
+ GLuint program;
GLint status;
glViewport(0, 0, window->geometry.width, window->geometry.height);
frag = create_shader(window, frag_shader_text, GL_FRAGMENT_SHADER);
vert = create_shader(window, vert_shader_text, GL_VERTEX_SHADER);
- window->gl.program = glCreateProgram();
- glAttachShader(window->gl.program, frag);
- glAttachShader(window->gl.program, vert);
- glLinkProgram(window->gl.program);
+ program = glCreateProgram();
+ glAttachShader(program, frag);
+ glAttachShader(program, vert);
+ glLinkProgram(program);
- glGetProgramiv(window->gl.program, GL_LINK_STATUS, &status);
+ glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
- glGetProgramInfoLog(window->gl.program, 1000, &len, log);
+ glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Error: linking:\n%*s\n", len, log);
exit(1);
}
- glUseProgram(window->gl.program);
+ glUseProgram(program);
window->gl.pos = 0;
- window->gl.pos = 1;
+ window->gl.col = 1;
- glBindAttribLocation(window->gl.program, window->gl.pos, "pos");
- glBindAttribLocation(window->gl.program, window->gl.col, "color");
- glLinkProgram(window->gl.program);
+ glBindAttribLocation(program, window->gl.pos, "pos");
+ glBindAttribLocation(program, window->gl.col, "color");
+ glLinkProgram(program);
window->gl.rotation_uniform =
- glGetUniformLocation(window->gl.program, "rotation");
+ glGetUniformLocation(program, "rotation");
}
static void
glDisableVertexAttribArray(window->gl.pos);
glDisableVertexAttribArray(window->gl.col);
- glFlush();
-
eglSwapBuffers(window->display->egl.dpy, window->egl_surface);
if (callback)
wl_callback_destroy(callback);