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EBO usage in SFML GLEW C++
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#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" | |
"};\0"; | |
const char* fragmentShaderSource = | |
"#version 330 core\n" | |
"out vec4 color;\n" | |
"void main() {\n" | |
" color = vec4(1.0, 1.0, 1.0, 1.0);\n" | |
"};\0"; | |
GLint vertexBool; | |
GLint fragmentBool; | |
int main() { | |
sf::RenderWindow window(sf::VideoMode(800, 800), "Alex Mercer", sf::Style::Default); | |
window.setFramerateLimit(20); | |
glewInit(); | |
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(vertexShaderID, 1, &vertexShaderSource, NULL); | |
glCompileShader(vertexShaderID); | |
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &vertexBool); | |
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fragmentShaderID, 1, &fragmentShaderSource, NULL); | |
glCompileShader(fragmentShaderID); | |
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &fragmentBool); | |
if (vertexBool && fragmentBool) { | |
std::cout << "Vertex and fragment shaders successfully compiled."; | |
} | |
else { | |
std::cout << "Vertex and fragment shaders could not be compiled."; | |
}; | |
GLuint shaderProgram = glCreateProgram(); | |
glAttachShader(shaderProgram, vertexShaderID); | |
glAttachShader(shaderProgram, fragmentShaderID); | |
glLinkProgram(shaderProgram); | |
GLfloat vertices[9] = { | |
0.0f, 0.5f, 0.0f, | |
-0.5f, -0.5f, 0.0f, | |
0.5f, -0.5f, 0.0f, | |
}; | |
GLuint indices[3] = { | |
0, 1 , 2 | |
}; | |
GLuint VBO; | |
glGenBuffers(1, &VBO); | |
glBindBuffer(GL_ARRAY_BUFFER, VBO); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
GLuint VAO; | |
glGenVertexArrays(1, &VAO); | |
glBindVertexArray(VAO); | |
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3*sizeof(float), NULL); | |
glEnableVertexAttribArray(0); | |
GLuint EBO; | |
glGenBuffers(1, &EBO); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); | |
while (window.isOpen()) { | |
sf::Event event; | |
while (window.pollEvent(event)) { | |
if (event.type == sf::Event::Closed) { | |
window.close(); | |
}; | |
}; | |
glUseProgram(shaderProgram); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glClearColor(0.0, 0.0, 0.0, 1.0); | |
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); | |
window.display(); | |
}; | |
}; |
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