old-Testgame/main.cpp
2016-08-28 11:31:10 +02:00

80 lines
1.6 KiB
C++

#include <iostream>
#include <cstdlib>
#include <main.h>
#include <SDL.h>
#include <GL/glew.h>
#include <renderer/shader.h>
using namespace std;
bool TestGame::init()
{
GLint link_ok = GL_FALSE;
//Compile Vertex shader
vs = new VertexShader("shaders/triangle.v.glsl");
if(!vs->compile()) {
throw nullptr;
}
//Compile Fragment shader
fs = new FragmentShader("shaders/triangle.f.glsl");
if(!fs->compile()) {
throw nullptr;
}
//Linking
vector<Shader *> shaders;
shaders.push_back(vs);
shaders.push_back(fs);
program=link(shaders);
//Set attributes
const char* attribute_name = "coord2d";
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
cerr << "Could not bind attribute " << attribute_name << endl;
throw nullptr;
}
return true;
}
void TestGame::stop()
{
//To be written
}
bool TestGame::tick()
{
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
if (ev.type == SDL_QUIT)
return false;
}
render();
return true;
}
void TestGame::render()
{
//Clear Background
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glEnableVertexAttribArray(attribute_coord2d);
t1.render(attribute_coord2d);
t2.render(attribute_coord2d);
t3.render(attribute_coord2d);
glDisableVertexAttribArray(attribute_coord2d);
// Display the result
SDL_GL_SwapWindow(window);
}
TestGame::~TestGame()
{
glDeleteProgram(program);
delete fs;
delete vs;
}
int main(int argc, char **argv) {
TestGame game;
game.start();
return 0;
}