1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
|
glClearColor(0.5f, 0.5f, 0.5f, 1);
glClear(GL_COLOR_BUFFER_BIT);
float radians = degrees * 3.14159f / 180.0f;
float s = std::sin(radians);
float c = std::cos(radians);
float zRotation[16] = {
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
GLint modelviewUniform = glGetUniformLocation(m_simpleProgram, "Modelview");
glUniformMatrix4fv(modelviewUniform, 1, 0, &zRotation[0]);
GLuint positionSlot = glGetAttribLocation(m_simpleProgram, "Position");
GLuint colorSlot = glGetAttribLocation(m_simpleProgram, "SourceColor");
glEnableVertexAttribArray(positionSlot);
glEnableVertexAttribArray(colorSlot);
GLsizei stride = sizeof(Vertex);
const GLvoid* pCoords = &Vertices[0].Position[0];
const GLvoid* pColors = &Vertices[0].Color[0];
glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, pCoords);
glVertexAttribPointer(colorSlot, 4, GL_FLOAT, GL_FALSE, stride, pColors);
GLsizei vertexCount = sizeof(Vertices) / sizeof(Vertex);
glDrawArrays(GL_TRIANGLES, 0, vertexCount);
glDisableVertexAttribArray(positionSlot);
glDisableVertexAttribArray(colorSlot); |
Partager