ProvokingVertex.vp
// ProvokingVertex flat shader demo
// Vertex Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130
in vec4 vColor;
in vec4 vVertex;
flat out vec4 vVaryingColor;
void main(void)
{
vVaryingColor = vColor;
gl_Position = vVertex;
}
ProvokingVertex.fp
// ProvokingVertex flat shader demo
// Fragment Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130
out vec4 vFragColor;
flat in vec4 vVaryingColor;
void main(void)
{
vFragColor = vVaryingColor;
}
ProvokingVertex.cpp
// ProvokingVertex.cpp
// Our first OpenGL program that will just draw a triangle on the screen.
#include <GLTools.h> // OpenGL toolkit
#include <GLShaderManager.h> // Shader Manager Class
#ifdef __APPLE__
#include <glut/glut.h> // OS X version of GLUT
#else
#define FREEGLUT_STATIC
#include <GL/glut.h> // Windows FreeGlut equivalent
#endif
GLBatch triangleBatch;
GLShaderManager shaderManager;
GLint myIdentityShader;
///
// Window has changed size, or has just been created. In either case, we need
// to use the window dimensions to set the viewport and the projection matrix.
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
}
///
// This function does any needed initialization on the rendering context.
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
// Blue background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
shaderManager.InitializeStockShaders();
// Load up a triangle
GLfloat vVerts[] = { -0.5f, 0.0f, 0.0f,
0.5f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f };
GLfloat vColors [] = { 1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f };
triangleBatch.Begin(GL_TRIANGLES, 3);
triangleBatch.CopyVertexData3f(vVerts);
triangleBatch.CopyColorData4f(vColors);
triangleBatch.End();
myIdentityShader = gltLoadShaderPairWithAttributes("ProvokingVertex.vp", "ProvokingVertex.fp", 2,
GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_COLOR, "vColor");
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
}
///
// Cleanup
void ShutdownRC()
{
glDeleteProgram(myIdentityShader);
}
///
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glUseProgram(myIdentityShader);
triangleBatch.Draw();
// Perform the buffer swap to display back buffer
glutSwapBuffers();
}
int nToggle = 1;
void KeyPressFunc(unsigned char key, int x, int y)
{
if(key == 32)
{
nToggle++;
if(nToggle %2 == 0) {
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
glutSetWindowTitle("Provoking Vertex - Last Vertex - Press Space Bars");
}
else {
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
glutSetWindowTitle("Provoking Vertex - First Vertex - Press Space Bars");
}
glutPostRedisplay();
}
}
///
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Provoking Vertex - First Vertex - Press Space Bars");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutKeyboardFunc(KeyPressFunc);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
}