示例#1
0
void InitializeProgram() {
    Shader s1(GL_VERTEX_SHADER), s2(GL_FRAGMENT_SHADER);
    s1.CompileSource(strVertexShader);
    s2.CompileSource(strFragmentShader);
    ShaderProgram program;
    program.AttachShader(s1);
    program.AttachShader(s2);
    program.SetupProgram();
    glUseProgram(program.id());
}
示例#2
0
int CALLBACK WinMain(
	__in  HINSTANCE hInstance,
	__in  HINSTANCE hPrevInstance,
	__in  LPSTR lpCmdLine,
	__in  int nCmdShow
	)
#endif
{
	if (!glfwInit())
		return 0;

	GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
	glfwMakeContextCurrent(window);
	glewExperimental = GL_TRUE;
	if (glewInit() != GLEW_OK)
		return -1;


	GLuint vertexBuffer;
	glGenBuffers(1, &vertexBuffer);

	Shader* vertexShader = new Shader("Content\\Shaders\\vertexShader.vs", GL_VERTEX_SHADER);
	Shader* fragmentShader = new Shader("Content\\Shaders\\fragmentShader.fs", GL_FRAGMENT_SHADER);
	ShaderProgram* program = new ShaderProgram();
	program->AttachShader(vertexShader);
	program->AttachShader(fragmentShader);

	program->BindFragDataLocation(0, "outColour");
	program->Link();
	program->Use();

	GLint posAttrib = program->GetAttribLocation("position");
	
	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	GLuint vbo;
	glGenBuffers(1, &vbo);

	float vertices[] = {
		0.0f, 0.5f,
		0.5f, -0.5f,
		-0.5f, -0.5f
	};

	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glEnableVertexAttribArray(posAttrib);
	glVertexAttribPointer
		(posAttrib, // Ref input
		2, // Number of values for input  
		GL_FLOAT,  // Type of each component
		GL_FALSE, // Whether to normalise
		0,  // Stride
		0); // Offset

	

	

	

	while (!glfwWindowShouldClose(window))
	{
		glClearColor(0.f, 0.f, 0.f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glDrawArrays(GL_TRIANGLES, 0, 3);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	glfwDestroyWindow(window);
	return 0;
}