Created
March 7, 2013 23:15
-
-
Save zrbecker/5112741 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <SFML/Window.hpp> | |
#include <glload/gl_3_3.h> | |
#include <glload/gll.h> | |
#include <vector> | |
#include "util.h" | |
GLuint theProgram; | |
const float vertexPositions[] = { | |
0.75f, 0.75f, 0.0f, 1.0f, | |
0.75f, -0.75f, 0.0f, 1.0f, | |
-0.75f, -0.75f, 0.0f, 1.0f, | |
}; | |
GLuint positionBufferObject; | |
GLuint vao; | |
const std::string strVertexShader( | |
"#version 330\n" | |
"layout(location = 0) in vec4 position;\n" | |
"void main()\n" | |
"{\n" | |
" gl_Position = position;\n" | |
"}\n" | |
); | |
const std::string strFragmentShader( | |
"#version 330\n" | |
"out vec4 outputColor;\n" | |
"void main()\n" | |
"{\n" | |
" outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n" | |
"}\n" | |
); | |
void initialize() | |
{ | |
// Initialize Shader Program | |
std::vector<GLuint> shaderList; | |
shaderList.push_back(CreateShader(GL_VERTEX_SHADER, strVertexShader)); | |
shaderList.push_back(CreateShader(GL_FRAGMENT_SHADER, strFragmentShader)); | |
theProgram = CreateProgram(shaderList); | |
std::for_each(shaderList.begin(), shaderList.end(), glDeleteShader); | |
// Initialize Vertex Buffer | |
glGenBuffers(1, &positionBufferObject); | |
glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
glGenVertexArrays(1, &vao); | |
glBindVertexArray(vao); | |
} | |
void render() | |
{ | |
glClearColor(0, 0, 0, 0); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glUseProgram(theProgram); | |
glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); | |
glEnableVertexAttribArray(0); | |
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glDisableVertexAttribArray(0); | |
glUseProgram(0); | |
} | |
void reshape(int w, int h) | |
{ | |
glViewport(0, 0, w, h); | |
} | |
int main(int argc, char *argv[]) | |
{ | |
sf::Window window(sf::VideoMode(800, 600, 32), "OpenGL Template"); | |
sf::Clock timer; | |
if (LoadFunctions() == LS_LOAD_FAILED) | |
return 1; | |
initialize(); | |
int now = timer.getElapsedTime().asMilliseconds(); | |
int last = now; | |
reshape(window.getSize().x, window.getSize().y); | |
while (window.isOpen()) { | |
sf::Event event; | |
while (window.pollEvent(event)) { | |
switch (event.type) { | |
case sf::Event::Closed: | |
window.close(); | |
break; | |
case sf::Event::Resized: | |
reshape(window.getSize().x, window.getSize().y); | |
break; | |
} | |
} | |
render(); | |
window.display(); | |
} | |
return 0; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment