WIP: cleaning, simplifying, organizing #include graph_stack (parts of...)
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@ -93,7 +93,7 @@ bool ui_init_graphic_stack(void *container_widget, GError *error_buffer)
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//g_printerr("[debug] ui_init_graphic_stack() : target would be %p\n",
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//g_printerr("[debug] ui_init_graphic_stack() : target would be %p\n",
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//stack_index[i].container_widget);
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//stack_index[i].container_widget);
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if (stack_index[i].container_widget == (void *)container_widget) {
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if (stack_index[i].container_widget == (void *)container_widget) {
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////////////////////////// stack_index[i].stack_id = graphics_init(&error_buffer);
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////////////////////////// stack_index[i].stack_id = graphics_init(&error_buffer);
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//g_printerr("[debug] ui_init_graphic_stack() : stack_id is %d\n",
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//g_printerr("[debug] ui_init_graphic_stack() : stack_id is %d\n",
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//stack_index[i].stack_id);
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//stack_index[i].stack_id);
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if (stack_index[i].stack_id >= 0)
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if (stack_index[i].stack_id >= 0)
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@ -146,12 +146,11 @@ int graphics_init(void *error_buffer)
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////////////////////////// glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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////////////////////////// glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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////////////////////////// glEnable(GL_MULTISAMPLE);
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////////////////////////// glEnable(GL_MULTISAMPLE);
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if (!graphics_init_shaders(cur_id))
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////////////////////////// if (!graphics_init_shaders(cur_id)) return -1;
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return -1;
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//print_stack(cur_id);
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//print_stack(cur_id);
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graphics_init_buffers(cur_id);
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////////////////////////// graphics_init_buffers(cur_id);
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////////////////////////// glDebugMessageCallback(graphics_debug_callback, NULL);
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////////////////////////// glDebugMessageCallback(graphics_debug_callback, NULL);
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@ -287,12 +286,10 @@ dimension = 1; // AD HOC (2024-06-04)
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/*------------------------------------------------------------------------*/
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/*------------------------------------------------------------------------*/
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draw_space_ridges_vertex (stack_id, stack->buffer_vertex_size,
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////////////////////////// draw_space_ridges_vertex (stack_id, stack->buffer_vertex_size, space_X, space_Y, space_Z);
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space_X, space_Y, space_Z);
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////////////////////////// draw_space_ridges_lines (stack_id);
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draw_space_ridges_lines (stack_id);
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////////////////////////// draw_grids_on_space_faces_vertex (stack_id, space_X, space_Y, space_Z);
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draw_grids_on_space_faces_vertex (stack_id, space_X, space_Y, space_Z);
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////////////////////////// draw_grids_on_space_faces_lines (stack_id, stack->buffer_lines_size, space_X, space_Y, space_Z);
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draw_grids_on_space_faces_lines (stack_id, stack->buffer_lines_size,
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space_X, space_Y, space_Z);
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stack->buffer_vertex_0_arrow = stack->buffer_vertex_size;
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stack->buffer_vertex_0_arrow = stack->buffer_vertex_size;
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stack->buffer_colors_0_arrow = stack->buffer_colors_size;
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stack->buffer_colors_0_arrow = stack->buffer_colors_size;
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@ -85,7 +85,7 @@ bool graphics_init_shaders(const int stack_id)
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char *vertex_shader;
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char *vertex_shader;
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char *fragment_shader;
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char *fragment_shader;
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int status;
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int status;
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GLuint vertex, fragment;
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GLuint vertex = 0, fragment; // 2024-06-05 j'initialise vertex à 0 (au pif !)
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GLuint program = 0;
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GLuint program = 0;
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GLuint m = 0;
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GLuint m = 0;
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GLuint v = 0;
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GLuint v = 0;
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@ -107,7 +107,7 @@ bool graphics_init_shaders(const int stack_id)
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fragment_shader = read_file(FRAG_SHADER_FILE);
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fragment_shader = read_file(FRAG_SHADER_FILE);
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if (fragment_shader == NULL)
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if (fragment_shader == NULL)
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return false;
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return false;
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fragment = create_shader(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
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////////////////////////// fragment = create_shader(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
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if(fragment == 0) {
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if(fragment == 0) {
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glDeleteShader(vertex);
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glDeleteShader(vertex);
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