SimpleEngine/include/simpleengine/shapes/2d/triangle.h

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//
// Created by SeanOMik on 7/2/2020.
// Github: https://github.com/SeanOMik
//
#ifndef SIMPLEENGINE_TRIANGLE_H
#define SIMPLEENGINE_TRIANGLE_H
#include <gl/glew.h>
#include <gl/gl.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include "../../renderable.h"
#include "../../vertex.h"
#include "../../gfx/vbo.h"
#include "../../gfx/vao.h"
#include "simpleengine/gfx/vao.h"
#include <vector>
namespace simpleengine::shapes_2d {
class Triangle : public simpleengine::Renderable {
private:
using super = simpleengine::Renderable;
private:
std::shared_ptr<GLuint> shader_program;
public:
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std::vector<Vertex> vertices;
gfx::VBO vbo;
gfx::VAO vao;
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Triangle(std::shared_ptr<GLuint> shader_program, std::vector<Vertex> vertices) : super(nullptr),
shader_program(shader_program), vertices(vertices), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
vao(gfx::VAO()) {
vao.bind();
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vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
/* vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, position));
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, color));
vao.enable_attrib(vbo, 2, 2, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, tex_coord)); */
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
/* glCreateVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0); */
}
virtual ~Triangle() = default;
virtual void update(const float& delta_time) override {
}
virtual void render(std::shared_ptr<GLFWwindow> target) override {
glUseProgram(*shader_program);
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
}
};
}
#endif //SIMPLEENGINE_TRIANGLE_H