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Trying things & observing what works

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Trying things & observing what works
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alexmercerind / shader_compiler.cpp
Created May 23, 2020 09:21
Shader Class GLEW OpenGL
#include <iostream>
#include <string>
#include <GL/glew.h>
#include <fstream>
class compile_shader {
public:
GLuint vertexShaderID;
GLuint fragmentShaderID;
@alexmercerind
alexmercerind / main.cpp
Last active May 19, 2020 18:15
Uniforms in SFML GLEW C++
#include <GL/glew.h>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <math.h>
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main() {\n"
@alexmercerind
alexmercerind / main.cpp
Created May 19, 2020 17:16
Multiple Fragment Shaders in SFML GLEW C++
#include <GL/glew.h>
#include <SFML/Graphics.hpp>
#include <iostream>
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main() {\n"
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
@alexmercerind
alexmercerind / main.cpp
Created May 19, 2020 17:07
Multiple VAOs and VBOs in SFML GLEW C++
#include <GL/glew.h>
#include <SFML/Graphics.hpp>
#include <iostream>
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main() {\n"
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
@alexmercerind
alexmercerind / main.cpp
Last active May 19, 2020 16:49
EBO usage in SFML GLEW C++
#include <GL/glew.h>
#include <SFML/Graphics.hpp>
#include <iostream>
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main() {\n"
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
@alexmercerind
alexmercerind / main.cpp
Created May 16, 2020 09:41
Hello Triangle in SFML and GLEW C++
#include <iostream>
#include <string>
#include <GL/glew.h>
#include <SFML/Graphics.hpp>
//////////Vertex And Fragment Shaders//////////
const GLchar* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"