From f1178162378176d767368f5c9e77b9a4ad00ec37 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Luis=20Pe=C3=B1aranda?= Date: Tue, 13 Aug 2013 20:27:17 -0300 Subject: [PATCH] explicitly ask for opengl 2.1, also in shaders --- glincludes.h | 25 +++++++++++++++---------- shaders/fragment_shader.frag | 2 ++ shaders/test_vertex_shader.vert | 13 ++++++++----- 3 files changed, 25 insertions(+), 15 deletions(-) diff --git a/glincludes.h b/glincludes.h index b93fae1..ebfd850 100644 --- a/glincludes.h +++ b/glincludes.h @@ -1,26 +1,31 @@ #ifndef GLINCLUDES_H #define GLINCLUDES_H -// GLew might not be needed on mac, or if a recent version of OpenGL is present -#ifndef __APPLE__ - #include - #if (!defined GLEW_VERSION_1_5) || (!defined GL_VERSION_3_1) - #error GLEW 1.5.2 is required - #endif -#endif +// TODO: test on mac #define GL_GLEXT_PROTOTYPES 1 #ifdef __APPLE__ #include #include #include - #include + //#include #else - //#include - //#include + #include + #include #include // is glext really needed? //#include #endif +// GLew might not be needed on mac, or if a recent version of OpenGL is present +//#ifndef __APPLE__ + #ifndef GL_VERSION_2_1 + // OpenGL>=2.1 not found, try GLEW + #include + #ifndef GLEW_VERSION_2_1 + #error OpenGL 2.1 or GLEW is required + #endif + #endif +//#endif + #endif // GLINCLUDES_H diff --git a/shaders/fragment_shader.frag b/shaders/fragment_shader.frag index 4f88b7b..b954aec 100644 --- a/shaders/fragment_shader.frag +++ b/shaders/fragment_shader.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D diffuse_texture; varying vec2 texcoord0; varying vec4 K_color; diff --git a/shaders/test_vertex_shader.vert b/shaders/test_vertex_shader.vert index b5f5399..40a5290 100644 --- a/shaders/test_vertex_shader.vert +++ b/shaders/test_vertex_shader.vert @@ -1,10 +1,12 @@ +#version 120 + varying vec2 texcoord0; vec4 pos; float u, v, x, y, z; varying float r, theta, s; float lambda, phi; float extent, scale, vis_mode, center_lambda, center_phi; -varying float zbu,zbv,zblambda,zbr,zbR,zbalpha,zbrho; +varying float zblambda,zbr,zbR,zbalpha,zbrho; void main(void){ @@ -80,13 +82,14 @@ void main(void){ } else if (vis_mode==6.0) { // Zorin-Barr // perspective projection - zbu = x/(-z); - zbv = y/(-z); + u=x/(-z); + v=y/(-z); // Z-B transformation + // TODO: read zblambda and zbR from the interface zblambda=0.1; zbR=1.0; - zbalpha=atan(zbv,zbu); - zbr=sqrt(zbu*zbu+zbv*zbv); + zbalpha=atan(v,u); + zbr=sqrt(u*u+v*v); zbrho=(zblambda*zbr/zbR)+(1.0-zblambda)*(zbR*(sqrt(zbr*zbr+1.0)-1.0))/(zbr*(sqrt(zbR*zbR+1.0)-1.0)); u=zbrho*cos(zbalpha); v=zbrho*sin(zbalpha); -- GitLab