Created
July 25, 2017 10:45
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Short SDL triangle example
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#define GL_GLEXT_PROTOTYPES 1 | |
#include <SDL2/SDL.h> | |
#include <SDL2/SDL_opengles2.h> | |
int main() { | |
auto window = SDL_CreateWindow( | |
"triangle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, | |
512, 512, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
); | |
auto glcontext = SDL_GL_CreateContext(window); | |
GLuint vbo = 0; | |
glGenBuffers(1, &vbo); | |
static const float vertices[] = { 0.0f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f }; | |
glBindBuffer(GL_ARRAY_BUFFER, vbo); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
auto vertexSource = | |
"attribute vec4 pos;\n" | |
"void main() { gl_Position = pos; }\n" | |
; | |
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(vertexShader, 1, &vertexSource, nullptr); | |
glCompileShader(vertexShader); | |
auto fragmentSource = | |
"void main() { gl_FragColor = vec4(1, 0, 0, 1); }\n" | |
; | |
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fragmentShader, 1, &fragmentSource, nullptr); | |
glCompileShader(fragmentShader); | |
GLuint shaderProgram = glCreateProgram(); | |
glAttachShader(shaderProgram, vertexShader); | |
glAttachShader(shaderProgram, fragmentShader); | |
glLinkProgram(shaderProgram); | |
glUseProgram(shaderProgram); | |
auto posAttr = glGetAttribLocation(shaderProgram, "pos"); | |
for(;;) { | |
SDL_Event e; | |
while(SDL_PollEvent(&e)) { | |
if(e.type == SDL_QUIT) return 0; | |
} | |
glClearColor(0.5f, 0.5f, 0.5f, 1.0f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glEnableVertexAttribArray(posAttr); | |
glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, 0, 0); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
SDL_GL_SwapWindow(window); | |
} | |
} | |
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