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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Based on Hello_Triangle.c from
// Book: OpenGL(R) ES 2.0 Programming Guide
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10: 0321502795
// ISBN-13: 9780321502797
// Publisher: Addison-Wesley Professional
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
#include "SampleApplication.h"
#include "shader_utils.h"
class HelloTriangleSample : public SampleApplication
{
public:
HelloTriangleSample()
: SampleApplication("HelloTriangle", 1280, 720)
{
}
virtual bool initialize()
{
const std::string vs = SHADER_SOURCE
(
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
);
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
);
mProgram = CompileProgram(vs, fs);
if (!mProgram)
{
return false;
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
return true;
}
virtual void destroy()
{
glDeleteProgram(mProgram);
}
virtual void draw()
{
GLfloat vertices[] =
{
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
};
// Set the viewport
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
// Load the vertex data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
private:
GLuint mProgram;
};
int main(int argc, char **argv)
{
HelloTriangleSample app;
return app.run();
}