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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /demo/opengl/shader.h
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip
Initial 1.1.0 binary release
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 20132017 NVIDIA Corporation. All rights reserved.
+
+#pragma once
+
+#include "../../core/maths.h"
+
+#if _WIN32
+
+#define ENABLE_SIMPLE_FLUID 0
+
+#include "../../external/glew/include/gl/glew.h"
+#include "../../external/SDL2-2.0.4/include/SDL.h"
+
+#pragma comment (lib, "glu32.lib") /* link OpenGL Utility lib */
+#pragma comment (lib, "opengl32.lib") /* link Microsoft OpenGL lib */
+
+#include <gl/GL.h>
+#include <gl/GLU.h>
+
+// Begin Add Android Support
+#elif ANDROID
+#include <GL/Regal.h>
+// End Add Android Support
+
+#elif __linux__
+#include <external/glew/include/GL/glew.h>
+#include <GL/gl.h>
+#include <GL/freeglut.h>
+
+#elif __APPLE__
+#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
+#include <opengl/gl3.h>
+#include <glut/glut.h>
+#elif PLATFORM_IOS
+
+#if OGL1
+#import <OpenGLES/EAGL.h>
+#import <OpenGLES/ES1/gl.h>
+#import <OpenGLES/ES1/glext.h>
+#else
+#import <OpenGLES/ES2/gl.h>
+#import <OpenGLES/ES2/glext.h>
+#endif
+
+#endif
+
+#include <vector>
+
+#if defined(NDEBUG)
+#define glVerify(x) x
+#else
+#define glVerify(x) {x; glAssert(#x, __LINE__, __FILE__);}
+void glAssert(const char* msg, long line, const char* file);
+#endif
+
+GLuint CompileProgram(const char *vsource=NULL, const char *fsource=NULL, const char* gsource=NULL);
+
+void DrawPlane(const Vec4& p, bool color=true);
+