--- a/Shark.cpp Wed Nov 29 01:11:19 2023 +0100
+++ b/Shark.cpp Wed Nov 29 01:21:17 2023 +0100
@@ -65,9 +65,13 @@
GLXContext glc = glXCreateContext(dpy, vi, NULL, GL_TRUE);
glXMakeCurrent(dpy, win, glc);
+ clear();
+ glXSwapBuffers(dpy, win);
+
+
// Load GLSL shaders:
- GLuint shaderProgram = loadShaders();
- loadTextures(shaderProgram);
+ shaderProgram = loadShaders();
+ loadTextures();
loadVertices();
auto toggleFullscreen = [&]() {
@@ -95,7 +99,7 @@
}
// rended the 3D scene even before the first event:
- runShaders(shaderProgram);
+ runShaders();
glXSwapBuffers(dpy, win);
for (XEvent xev; keepRunningX11;) {
@@ -180,7 +184,7 @@
}
if (redraw) {
- runShaders(shaderProgram);
+ runShaders();
glXSwapBuffers(dpy, win);
}
} else if (epoll[epollEvent].data.fd == STDIN_FILENO) {
@@ -215,18 +219,20 @@
XCloseDisplay(dpy);
}
-void Shark::runShaders(GLuint program) {
- std::cerr << "GLSL: runShaders(" << program << ")" << std::endl;
- std::cerr << "background color: " << cfg.backgroundColor << std::endl;
- glUseProgram(program);
- checkError(&std::cerr);
-
+void Shark::clear() {
glClearColor(
(cfg.backgroundColor >> 16 & 0xFF) / 256.,
(cfg.backgroundColor >> 8 & 0xFF) / 256.,
(cfg.backgroundColor & 0xFF) / 256.,
1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+void Shark::runShaders() {
+ glUseProgram(shaderProgram);
+ checkError(&std::cerr);
+
+ clear();
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
@@ -342,7 +348,7 @@
return tex;
}
-void Shark::loadTextures(GLuint shaderProgram) {
+void Shark::loadTextures() {
for (const Configuration::Texture& tex : cfg.textures) {
textures.push_back(loadTexture(tex.fileName));
// TODO: review texture loading and binding