-#include <GLES2/gl2.h>
+#include <GLES3/gl32.h>
#include <string>
+#include <vector>
const char* vertShaderSrc = R"(
attribute vec4 vertPos;
}
)";
-extern "C" int foo() {
+const char *fragShaderSrc = R"(
+void main() {
+ gl_FragColor = vec4(1, 0, 1, 1);
+}
+)";
+
+extern "C" void setup() {
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
const char* sources[1] = { vertShaderSrc };
const GLint lengths[1] = { (GLint)strlen(vertShaderSrc) };
glShaderSource(vertShader, 1, sources, lengths);
glCompileShader(vertShader);
- return 0;
+
+ GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragShader, 1,
+ new const char*[1] { fragShaderSrc },
+ new const GLint[1] { (GLint)strlen(fragShaderSrc) });
+ glCompileShader(fragShader);
+
+ GLuint program = glCreateProgram();
+ glAttachShader(program, vertShader);
+ glAttachShader(program, fragShader);
+ glLinkProgram(program);
+ glUseProgram(program);
+
+ GLuint vertPosBuffer;
+ glGenBuffers(1, &vertPosBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertPosBuffer);
+ std::vector<float> vertPositions = {
+ 0, 1, 0,
+ 1, -1, 0,
+ -1, -1, 0
+ };
+ glBufferData(GL_ARRAY_BUFFER, vertPositions.size(), vertPositions.data(), GL_STATIC_DRAW);
+
+ GLuint vertPosLoc = glGetAttribLocation(program, "vertPos");
+ glEnableVertexAttribArray(vertPosLoc);
+ glVertexAttribPointer(vertPosLoc, 3, GL_FLOAT, false, 0, 0);
}