#include "MyShaderProgram.h" #include "Util.h" MyShaderProgram::MyShaderProgram() // TEMP Hardcode in the path : m_vertex_shader(Util::load_file("D:\\Development\\C++\\OpenGLEngine\\OpenGLEngine\\MyVertexShader.glsl").data(), VERTEX_SHADER), m_fragment_shader(Util::load_file("D:\\Development\\C++\\OpenGLEngine\\OpenGLEngine\\MyFragmentShader.glsl").data(), FRAGMENT_SHADER) { attach_shader(m_vertex_shader); attach_shader(m_fragment_shader); link(); } GLuint MyShaderProgram::gen_vao() const { GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); glBindVertexArray(0); return vao; }