assert gl.shader_compiler else print "Cannot compile shaders"
# GL program
-print gl.error.to_s
+print glGetError.to_s
var program = new GLProgram
-if not program.is_ok then
- print "Program is not ok: {gl.error.to_s}\nLog:"
+if not glIsProgram(program) then
+ print "Program is not ok: {glGetError.to_s}\nLog:"
print program.info_log
abort
end
# Vertex shader
var vertex_shader = new GLVertexShader
-assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl.error}"
-vertex_shader.source = """
+assert glIsShader(vertex_shader) else print "Vertex shader is not ok: {glGetError}"
+glShaderSource(vertex_shader, """
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
-"""@glsl_vertex_shader.to_cstring
-vertex_shader.compile
+"""@glsl_vertex_shader.to_cstring)
+glCompileShader vertex_shader
assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
assert_no_gl_error
# Fragment shader
var fragment_shader = new GLFragmentShader
-assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl.error}"
-fragment_shader.source = """
+assert glIsShader(fragment_shader) else print "Fragment shader is not ok: {glGetError}"
+glShaderSource(fragment_shader, """
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
-"""@glsl_fragment_shader.to_cstring
-fragment_shader.compile
+"""@glsl_fragment_shader.to_cstring)
+glIsShader fragment_shader
assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
assert_no_gl_error
# Attach to program
-program.attach_shader vertex_shader
-program.attach_shader fragment_shader
+glAttachShader(program, vertex_shader)
+glAttachShader(program, fragment_shader)
program.bind_attrib_location(0, "vPosition")
-program.link
+glLinkProgram program
assert program.is_linked else print "Linking failed: {program.info_log}"
assert_no_gl_error
var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
var vertex_array = new VertexArray(0, 3, vertices)
vertex_array.attrib_pointer
-gl.clear_color(0.5, 0.0, 0.5, 1.0)
+glClearColor(0.5, 0.0, 0.5, 1.0)
for i in [0..1000[ do
printn "."
assert_no_gl_error
- gl.viewport(0, 0, width, height)
- gl.clear((new GLBuffer).color)
- program.use
+ glViewport(0, 0, width, height)
+ glClear gl_COLOR_BUFFER_BIT
+ glUseProgram program
vertex_array.enable
- glDrawArrays(new GLDrawMode.triangles, 0, 3)
+ glDrawArrays(gl_TRIANGLES, 0, 3)
display.flip
end
# Clean up
-program.delete
-vertex_shader.delete
-fragment_shader.delete
+glDeleteProgram program
+glDeleteShader vertex_shader
+glDeleteShader fragment_shader
# Close gamnit
display.close