| 735 | } |
| 736 | |
| 737 | void MiniGL::initShaders(const std::string& shaderPath) |
| 738 | { |
| 739 | Shader& shader = m_shader; |
| 740 | shader.compileShaderFile(GL_VERTEX_SHADER, shaderPath + "/mini.vert"); |
| 741 | shader.compileShaderFile(GL_FRAGMENT_SHADER, shaderPath + "/mini.frag"); |
| 742 | shader.createAndLinkProgram(); |
| 743 | shader.begin(); |
| 744 | shader.addUniform("modelview_matrix"); |
| 745 | shader.addUniform("projection_matrix"); |
| 746 | shader.addUniform("pointSize"); |
| 747 | shader.addUniform("lighting"); |
| 748 | shader.addUniform("ambientIntensity"); |
| 749 | shader.addUniform("diffuseIntensity"); |
| 750 | shader.addUniform("specularIntensity"); |
| 751 | shader.addUniform("lightPosition"); |
| 752 | shader.addUniform("ambientReflectance"); |
| 753 | shader.addUniform("diffuseReflectance"); |
| 754 | shader.addUniform("specularReflectance"); |
| 755 | shader.addUniform("shininess"); |
| 756 | shader.end(); |
| 757 | |
| 758 | Shader& screenShader = m_shader_screen; |
| 759 | screenShader.compileShaderFile(GL_VERTEX_SHADER, shaderPath + "/mini_screen.vert"); |
| 760 | screenShader.compileShaderFile(GL_FRAGMENT_SHADER, shaderPath + "/mini_screen.frag"); |
| 761 | screenShader.createAndLinkProgram(); |
| 762 | screenShader.begin(); |
| 763 | screenShader.addUniform("width"); |
| 764 | screenShader.addUniform("height"); |
| 765 | screenShader.addUniform("color"); |
| 766 | screenShader.end(); |
| 767 | } |
| 768 | |
| 769 | void MiniGL::destroyShaders() |
| 770 | { |
nothing calls this directly
no test coverage detected