A glfw window
#include <iostream>
#include "graphics/batcher/generated/batcher.hpp"
#include "graphics/shader_cache/shader_cache.hpp"
#include "graphics/shader_standard/shader_standard.hpp"
#include "graphics/vertex_geometry/vertex_geometry.hpp"
#include "graphics/window/window.hpp"
int main() {
Window window(700, 700, "mwe_grid_font");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS); // default is GL_LESS
std::vector<ShaderType> rs = {ShaderType::ABSOLUTE_POSITION_WITH_COLORED_VERTEX};
ShaderCache shader_cache(rs);
Batcher batcher(shader_cache);
shader_cache.set_uniform(ShaderType::ABSOLUTE_POSITION_WITH_COLORED_VERTEX, ShaderUniformVariable::ASPECT_RATIO,
glm::vec2(1, 1));
draw_info::IndexedVertexPositions rect = vertex_geometry::generate_rectangle(0, 0, 1, 1);
std::vector<glm::vec3> cs(rect.xyz_positions.size(), glm::vec3(0.5, 0.5, 0.5));
while (!glfwWindowShouldClose(window.glfw_window)) {
if (glfwGetKey(window.glfw_window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window.glfw_window, true);
glClearColor(0.1f, 0.2f, 0.3f, 1.0f); // dark blue-gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
batcher.absolute_position_with_colored_vertex_shader_batcher.queue_draw(0, rect.indices, rect.xyz_positions,
cs);
batcher.absolute_position_with_colored_vertex_shader_batcher.draw_everything();
glfwSwapBuffers(window.glfw_window);
glfwPollEvents();
}
return 0;
}