// // 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(); }