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example.shader.h
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example.shader.h
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#pragma once
#include "example.h"
#include <glwnd/shader.h>
class GLViewExampleShader : public GLView
{
public:
GLViewExampleShader() : GLView(), m_vbo(0), m_vao(0) {}
virtual ~GLViewExampleShader() {}
virtual void initial()
{
const char* vertex_shader_source = R"(
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec3 vertexColor;
void main()
{
gl_Position = vec4(position, 1.0);
vertexColor = color;
})";
const char* fragment_shader_source = R"(
#version 330 core
in vec3 vertexColor;
void main()
{
gl_FragColor = vec4(vertexColor, 1.0);
})";
m_shader.build_code(vertex_shader_source, fragment_shader_source);
float data[] =
{
-0.5F, -0.5F, +0.F, +1.F, +0.F, +0.F, // r
+0.5F, -0.5F, +0.F, +0.F, +1.F, +0.F, // g
+0.0F, +0.5F, +0.F, +0.F, +0.F, +1.F // b
};
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
}
virtual void final()
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &m_vao);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &m_vbo);
}
virtual void on_display()
{
m_shader.use(true);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
m_shader.use(false);
}
private:
GLuint m_vbo;
GLuint m_vao;
Shader m_shader;
};