Attached Shader to triangle

This commit is contained in:
Warwick 2021-02-05 15:58:57 +00:00
parent 7d40aa29c6
commit f0784f5225

View file

@ -1,3 +1,19 @@
// TODO: Stop this fuckery
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";
//#include <iostream>
#include <GL/glew.h>
// Make sure Glew is loaded first
@ -61,12 +77,52 @@ int main(int argc, char **argv) {
// set up vertex array atributes
glVertexArrayAttribFormat(VAO, 0, 3, GL_FLOAT, GL_FALSE, 0);
// sut up vbo for vao
// set up vbo for vao
glVertexArrayVertexBuffer(VAO, 0, VBO, 0, sizeof(float) * 3);
// shove vertex array into buffer
glBindVertexArray(VAO);
// create vertex shader
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
// compile vertex shader
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// TODO: test the shader was compiled
// https://learnopengl.com/Getting-started/Hello-Triangle
// create fragment shader
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// compile fragment shader
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// TODO: test the shader was compiled
// https://learnopengl.com/Getting-started/Hello-Triangle
// Tell openGL how to interpret vertex data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// Create the shader program
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
// Attach shaders to the shader program
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// TODO: test the shader was linked
// https://learnopengl.com/Getting-started/Hello-Triangle
// Make every shader/rendering call from this point on use our shader
glUseProgram(shaderProgram);
// Clean up shader creation stuff from memory
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Game loop
bool running = true;
while (running) {