66 lines
2.2 KiB
C
66 lines
2.2 KiB
C
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_TRIANGLE_H
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#define SIMPLEENGINE_TRIANGLE_H
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#include <gl/glew.h>
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#include <gl/gl.h>
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#include <GLFW/glfw3.h>
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#include "../../renderable.h"
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namespace simpleengine::shapes_2d {
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class Triangle : public simpleengine::Renderable {
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private:
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using super = simpleengine::Renderable;
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private:
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std::shared_ptr<GLuint> shader_program;
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public:
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float vertices[9];
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uint32_t vbo;
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uint32_t vao;
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Triangle(std::shared_ptr<GLuint> shader_program) : super(nullptr), shader_program(shader_program), vertices{
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // top
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} {
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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}
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virtual ~Triangle() = default;
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virtual void update(const float& delta_time) override {
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}
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virtual void render(std::shared_ptr<GLFWwindow> target) override {
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glUseProgram(*shader_program);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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};
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}
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#endif //SIMPLEENGINE_TRIANGLE_H
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