#include #include #include #include #include "shader.h" #include "renderer.h" float verts[] { 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; unsigned int VAO, VBO; Shader *shader = NULL; void renderInit(GLFWwindow* window) { glViewport(0, 0, 500, 500); glGenBuffers(1, &VBO); glGenVertexArrays(1, &VAO); // Bind vertex data to VBO glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); // Bind vertex attributes to VAO glBindVertexArray(VAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // Compile shader shader = new Shader("assets/shaders/orange.vs", "assets/shaders/orange.fs"); } void render(GLFWwindow* window) { glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use shader shader->use(); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); }