| 59 | }; |
| 60 | |
| 61 | GLPrimitiveRenderer::GLPrimitiveRenderer(int screenWidth, int screenHeight) |
| 62 | : m_screenWidth(screenWidth), |
| 63 | m_screenHeight(screenHeight) |
| 64 | { |
| 65 | m_data = new PrimInternalData; |
| 66 | m_data2 = new PrimInternalData2; |
| 67 | |
| 68 | m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D, fragmentShader3D); |
| 69 | |
| 70 | m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg, "viewMatrix"); |
| 71 | if (m_data->m_viewmatUniform < 0) |
| 72 | { |
| 73 | b3Assert(0); |
| 74 | } |
| 75 | m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg, "projMatrix"); |
| 76 | if (m_data->m_projMatUniform < 0) |
| 77 | { |
| 78 | b3Assert(0); |
| 79 | } |
| 80 | m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p"); |
| 81 | if (m_data->m_positionUniform < 0) |
| 82 | { |
| 83 | b3Assert(0); |
| 84 | } |
| 85 | m_data->m_colourAttribute = glGetAttribLocation(m_data->m_shaderProg, "colour"); |
| 86 | if (m_data->m_colourAttribute < 0) |
| 87 | { |
| 88 | b3Assert(0); |
| 89 | } |
| 90 | m_data->m_positionAttribute = glGetAttribLocation(m_data->m_shaderProg, "position"); |
| 91 | if (m_data->m_positionAttribute < 0) |
| 92 | { |
| 93 | b3Assert(0); |
| 94 | } |
| 95 | m_data->m_textureAttribute = glGetAttribLocation(m_data->m_shaderProg, "texuv"); |
| 96 | if (m_data->m_textureAttribute < 0) |
| 97 | { |
| 98 | b3Assert(0); |
| 99 | } |
| 100 | |
| 101 | loadBufferData(); |
| 102 | } |
| 103 | |
| 104 | void GLPrimitiveRenderer::loadBufferData() |
| 105 | { |
nothing calls this directly
no test coverage detected