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#include <yage/yage.h>
#include "glad/glad.h"
#include <iostream>
using std::cout;
int main(int argc, char **argv)
{
cout << "Starting Shooter example...\n";
yage::Window window;
window.create("Shooter example", 800, 600);
yage::Shader shader("examples/resources/colourshader.vert",
"examples/resources/colourshader.frag");
GLfloat vertices[] = {
0.0f, 0.5f, 1.f, 0.f, 0.f, // Vertex 1 (X, Y, R, G, B)
0.5f, -0.5f, 0.f, 1.f, 0.f, // Vertex 2 (X, Y, R, G, B)
-0.5f, -0.5f, 0.f, 0.f, 1.f, // Vertex 3 (X, Y, R, G, B)
};
// create vertex array
GLuint rect_vao, rect_vbo;
// bind vertex array object
glGenVertexArrays(1, &rect_vao);
glBindVertexArray(rect_vao);
// bind vertex buffer object
glGenBuffers(1, &rect_vbo);
glBindBuffer(GL_ARRAY_BUFFER, rect_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
shader.use();
// enable vertex attribute arrays
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// set the vertex attribute pointers
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
(void *)(2 * sizeof(GLfloat)));
while (!window.shouldClose()) {
window.pollEvents();
window.clearBuffer();
glDrawArrays(GL_TRIANGLES, 0, 3);
window.swapBuffer();
}
glDeleteBuffers(1, &rect_vbo);
glDeleteVertexArrays(1, &rect_vao);
}
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