23 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
24 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
27 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
28 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f};
36 LOGE(
"Could not create program.");
43 for (
size_t i = 0; i < size; i++) {
45 float_vertices[i * 3 + 1],
46 float_vertices[i * 3 + 2]));
48 glm::vec4(float_colors[i * 4], float_colors[i * 4 + 1],
49 float_colors[i * 4 + 2], float_colors[i * 4 + 3]));
58 glm::mat4 mvp_mat = projection_mat * view_mat * model_mat;
static const float float_vertices[]
std::string GetColorVertexShader()
std::string GetBasicFragmentShader()
GLuint CreateProgram(const char *vertex_source, const char *fragment_source)
GLM_FUNC_DECL genType::value_type const * value_ptr(genType const &vec)
void glUniformMatrix4fv(GLuint, int, int, float *)
void Render(const glm::mat4 &projection_mat, const glm::mat4 &view_mat) const
std::vector< glm::vec3 > vec_vertices_
static const float float_colors[]
std::vector< glm::vec4 > vec_colors_