40617c8953
to specify the batch pipeline specified at StackOverflow See https://stackoverflow.com/questions/8923174/opengl-vao-best-practices#8923298
24 lines
685 B
C++
24 lines
685 B
C++
#include "MyShaderProgram.h"
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#include "Util.h"
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MyShaderProgram::MyShaderProgram()
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// TEMP Hardcode in the path
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: m_vertex_shader(Util::load_file("D:\\Development\\C++\\OpenGLEngine\\OpenGLEngine\\MyVertexShader.glsl"), VERTEX_SHADER),
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m_fragment_shader(Util::load_file("D:\\Development\\C++\\OpenGLEngine\\OpenGLEngine\\MyFragmentShader.glsl"), FRAGMENT_SHADER)
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{
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attach_shader(m_vertex_shader);
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attach_shader(m_fragment_shader);
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link();
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}
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GLuint MyShaderProgram::gen_vao() const
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{
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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glBindVertexArray(0);
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return vao;
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} |