Example #1
0
	void Renderer::init(GLSLProgram & shader)
	{
		setProjectionMatrix(30,1, 1, -100, projection);

		shader.use();
		shader.setUniformMatrix4fv("projectionMatrix", projection);
		shader.unuse();
	}
Example #2
0
void draw() {
	glClearDepth(1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glGenBuffers(1, &_vboID);
	float vertexData[12];
	float height = 1.0f;
	float width = 1.0f;
	float x = -1.0f;
	float y = -1.0f;
	//First Triangle
	vertexData[0] = x + width;
	vertexData[1] = y + height;

	vertexData[2] = x;
	vertexData[3] = y + height;

	vertexData[4] = x;
	vertexData[5] = y;

	//Second Triangle
	vertexData[6] = x;
	vertexData[7] = y;

	vertexData[8] = x + width;
	vertexData[9] = y;

	vertexData[10] = x + width;
	vertexData[11] = y + height;
	_Program.use();

	glBindBuffer(GL_ARRAY_BUFFER, _vboID);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLES, 0, 6);
	glDisableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	_Program.unuse();
	SDL_GL_SwapWindow(_window);
}