float positions[] = {
0.0f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
std::cout << source.VertexSource << std::endl;
std::cout << source.FragmentSource << std::endl;
unsigned int shader = CreateShader(source.VertexSource, source.FragmentSource);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
/*
glBegin(GL_TRIANGLES);
glVertex2f(-0.5f, -0.5f);
glVertex2f( 0.0f, 0.5f);
glVertex2f( 0.5f, -0.5f);
glEnd();
*/
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}