diff options
author | drumsetmonkey <abelleisle@roadrunner.com> | 2015-10-15 09:07:05 -0400 |
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committer | drumsetmonkey <abelleisle@roadrunner.com> | 2015-10-15 09:07:05 -0400 |
commit | ef74ae83db1d3049e4e890df77d25ac6e1f7719f (patch) | |
tree | 15b01f3ac4f4f2ef06e6fe463ce5e053b26a02e2 /main.cpp | |
parent | 5adabb82443b9b10b25cdd8b4db3cfe890e36fa1 (diff) |
Added glew and shader loading
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 29 |
1 files changed, 29 insertions, 0 deletions
@@ -48,6 +48,10 @@ unsigned int millis(void){ int main(int argc, char *argv[]){ // Initialize SDL + if(glewInit() < 0){ + std::cout << "GLEW was not able to initialize! Error: " << std::endl; + return -1; + } if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0){ std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl; return -1; @@ -93,6 +97,31 @@ int main(int argc, char *argv[]){ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); SDL_ShowCursor(SDL_DISABLE); // Hide mouse cursor so we can draw our own + /** + * SHADERS + **/ + + /*GLuint fragShader; + GLuint shaderProgram; + + const GLchar *shaderSource = "shader.frag"; + GLint bufferln = GL_FALSE; + + shaderProgram = glCreateProgram(); + fragShader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragShader, 1, &shaderSource, NULL); + glCompileShader(fragShader); + glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln); + if (bufferln == GL_TRUE){ + std::cout << "Error compiling shader" << std::endl; + } + glAttachShader(shaderProgram, fragShader); + glLinkProgram(shaderProgram); + glValidateProgram(shaderProgram); + + //glEnable(GL_DEPTH_TEST); + //glEnable(GL_MULTISAMPLE);*/ + names = fopen("assets/names_en-us", "r+"); // Open the names file initEverything(); // Run world maker thing in src/gameplay.cpp |