Created
January 20, 2021 20:45
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#include<iostream> | |
#include<glad/glad.h> | |
#include<glfw/glfw3.h> | |
struct vec3 | |
{ | |
float x, y, z; | |
}; | |
int main() | |
{ | |
if (!glfwInit()) | |
return -1; | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); | |
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE); | |
GLFWwindow* m_window = glfwCreateWindow(500, 500, "Hello world!", nullptr, nullptr); | |
glfwMakeContextCurrent(m_window); | |
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) | |
return -1; | |
vec3 triverts[4] = | |
{ | |
{0.5f,0.5f,0.0f}, | |
{0.5f,-0.5f,0.0f}, | |
{-0.5f,-0.5f,0.0f}, | |
{-0.5f,0.5f,0.0f} | |
}; | |
unsigned int indices[6] = | |
{ | |
0,1,3,1,2,3 | |
}; | |
GLuint m_vao = 0; | |
glGenVertexArrays(1, &m_vao); | |
glBindVertexArray(m_vao); | |
GLuint m_vbo = 0; | |
glGenBuffers(1, &m_vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, m_vbo); | |
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(vec3), (void*)&triverts[0], GL_STATIC_DRAW); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
glEnableVertexAttribArray(0); | |
GLuint m_ebo = 0; | |
glGenBuffers(1, &m_ebo); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), (void*)&indices[0], GL_STATIC_DRAW); | |
while (!glfwWindowShouldClose(m_window)) | |
{ | |
glfwPollEvents(); | |
glClearColor(1, 0, 0, 1); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glBindVertexArray(m_vao); | |
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); | |
glfwSwapBuffers(m_window); | |
} | |
return 0; | |
} |
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it completely slipped my mind that you could use a struct to organize the array, that is a very nice change that you made, and it makes perfect sense too sense structs are just aligned right next to each other starting at zero