progs/glsl: finish conversion to GLEW
This is a follow-on to b799af91d5
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Remove _func function suffix and unneeded #includes.
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@@ -10,10 +10,7 @@
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/glut.h>
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#include <GL/glext.h>
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#include "extfuncs.h"
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#include "shaderutil.h"
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@@ -79,11 +76,11 @@ Redisplay(void)
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BitmapText("-X");
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}
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else {
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glUseProgram_func(Program);
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glUseProgram(Program);
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/* vertex positions (deltas) depend on texture size and window size */
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if (uScale != -1) {
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glUniform2f_func(uScale,
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glUniform2f(uScale,
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2.0 * TEX_WIDTH / WinWidth,
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2.0 * TEX_HEIGHT / WinHeight);
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}
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@@ -106,7 +103,7 @@ Redisplay(void)
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glTexCoord2f(0, 1); glVertex3fv(nx);
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glEnd();
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glUseProgram_func(0);
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glUseProgram(0);
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}
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glPopMatrix();
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@@ -161,9 +158,9 @@ Key(unsigned char key, int x, int y)
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printf("Using billboard texture\n");
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break;
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case 27:
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glDeleteShader_func(FragShader);
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glDeleteShader_func(VertShader);
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glDeleteProgram_func(Program);
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glDeleteShader(FragShader);
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glDeleteShader(VertShader);
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glDeleteProgram(Program);
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glutDestroyWindow(Win);
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exit(0);
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}
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@@ -278,21 +275,19 @@ Init(void)
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if (!ShadersSupported())
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exit(1);
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GetExtensionFuncs();
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VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
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FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
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Program = LinkShaders(VertShader, FragShader);
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glUseProgram_func(Program);
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glUseProgram(Program);
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uScale = glGetUniformLocation_func(Program, "scale");
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uTex = glGetUniformLocation_func(Program, "tex2d");
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uScale = glGetUniformLocation(Program, "scale");
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uTex = glGetUniformLocation(Program, "tex2d");
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if (uTex != -1) {
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glUniform1i_func(uTex, 0); /* tex unit 0 */
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glUniform1i(uTex, 0); /* tex unit 0 */
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}
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glUseProgram_func(0);
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glUseProgram(0);
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glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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