Files
RT_GPU/srcs/RT.cpp
2024-10-14 01:43:29 +02:00

60 lines
1.9 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* RT.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2024/10/13 20:58:06 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "RT.hpp"
int main(void)
{
Window window;
Shader shader("shaders/vertex.glsl", "shaders/frag.glsl");
shader.attach();
RT::Vec2f vertices[6] = {
{ -0.5f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
{ 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the VAO
glBindVertexArray(VAO);
// Bind the VBO and upload the vertex data to it
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Set vertex attributes
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!window.shouldClose())
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.getProgram());
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
window.display();
window.pollEvents();
}
return (0);
}