Added basic object wrapper for VAOs
This commit is contained in:
parent
c3e49cd78e
commit
8921957161
7 changed files with 162 additions and 17 deletions
|
@ -37,20 +37,36 @@ int main(int argc, char** argv)
|
|||
oglu::LoadGLLoader((GLADloadproc)glfwGetProcAddress);
|
||||
oglu::SetViewport(0, 0, windowSize, windowSize);
|
||||
|
||||
|
||||
float vertices[] = {
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f,
|
||||
0.0f, 0.5f, 0.0f
|
||||
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // top right
|
||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom left
|
||||
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f // top left
|
||||
};
|
||||
|
||||
unsigned int indices[] = {
|
||||
0, 1, 3, // first triangle
|
||||
1, 2, 3 // second triangle
|
||||
};
|
||||
|
||||
oglu::VertexAttribute topology[] = {
|
||||
{ 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 }
|
||||
{ 0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0 },
|
||||
{ 1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)) }
|
||||
};
|
||||
|
||||
oglu::Object triangle(vertices, sizeof(vertices), nullptr, 0, topology, sizeof(topology));
|
||||
|
||||
oglu::Shader shader("shaders/vertexShader.vert", "");
|
||||
oglu::Shader* shader;
|
||||
try
|
||||
{
|
||||
shader = new oglu::Shader("shaders/vertexShader.vert", "shaders/fragmentShader.frag");
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
std::cerr << e.what() << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
oglu::Object square(vertices, sizeof(vertices), indices, sizeof(indices), topology, sizeof(topology));
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
|
@ -58,6 +74,9 @@ int main(int argc, char** argv)
|
|||
|
||||
oglu::ClearScreen(GL_COLOR_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
|
||||
|
||||
shader->Use();
|
||||
square.BindAndDraw();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
|
9
examples/debug/shaders/fragmentShader.frag
Normal file
9
examples/debug/shaders/fragmentShader.frag
Normal file
|
@ -0,0 +1,9 @@
|
|||
#version 330 core
|
||||
in vec3 oCol;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(oCol, 1.0f);
|
||||
}
|
|
@ -1,7 +1,11 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aCol;
|
||||
|
||||
out vec3 oCol;
|
||||
|
||||
void main()
|
||||
{
|
||||
oCol = aCol;
|
||||
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue