Add color to `Vertex`es
This commit is contained in:
parent
625ba885c5
commit
79f5fba2ec
|
@ -41,34 +41,25 @@ int main(int argc, char *argv[]) {
|
|||
shader_prog.link();
|
||||
std::shared_ptr<GLuint> base_shader_program = shader_prog.program;
|
||||
|
||||
/* std::vector<glm::vec3> vertices = {
|
||||
glm::vec3(-0.5f, -0.5f, 0.f),
|
||||
glm::vec3(0.5f, -0.5f, 0.f),
|
||||
glm::vec3(0.f, 0.5f, 0.f),
|
||||
}; */
|
||||
std::vector<glm::vec3> vertices = {
|
||||
glm::vec3(0.5f, 0.5f, 0.0f),
|
||||
glm::vec3(0.5f, -0.5f, 0.0f),
|
||||
glm::vec3(-0.5f, 0.5f, 0.0f),
|
||||
|
||||
glm::vec3(0.5f, -0.5f, 0.0f),
|
||||
glm::vec3(-0.5f, -0.5f, 0.0f),
|
||||
glm::vec3(-0.5f, 0.5f, 0.0f),
|
||||
std::vector<simpleengine::Vertex> vertices = {
|
||||
{glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f)},
|
||||
{glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(0.f, 0.f)},
|
||||
{glm::vec3(0.f, 0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(1.f, 0.f)},
|
||||
};
|
||||
|
||||
std::shared_ptr<simpleengine::Event> tri(new simpleengine::shapes_2d::Triangle(base_shader_program, vertices));
|
||||
game.add_event(tri);
|
||||
|
||||
/* std::vector<glm::vec3> vertices = {
|
||||
glm::vec3(0.5f, 0.5f, 0.f), // top right
|
||||
glm::vec3(0.5f, -0.5f, 0.f), // bottom right
|
||||
glm::vec3(-0.5f, -0.5f, 0.f), // bottom left
|
||||
glm::vec3(-0.5f, 0.5f, 0.f), // top left
|
||||
/* std::vector<simpleengine::Vertex> vertices = {
|
||||
{ glm::vec3(0.5f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f) },
|
||||
{ glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(0.f, 0.f) },
|
||||
{ glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(1.f, 0.f) },
|
||||
{ glm::vec3(-0.5f, 0.5f, 0.f), glm::vec3(0.75f, 0.75f, 0.75f), glm::vec2(1.f, 1.f) },
|
||||
};
|
||||
|
||||
std::vector<GLuint> indicies = {
|
||||
0, 1, 3, // first triangle
|
||||
1, 2, 3 // second triangle
|
||||
0, 1, 3,
|
||||
1, 2, 3
|
||||
};
|
||||
|
||||
std::shared_ptr<simpleengine::Event> square(new simpleengine::shapes_2d::Square(base_shader_program, vertices, indicies));
|
||||
|
|
|
@ -17,7 +17,7 @@ namespace simpleengine::gfx {
|
|||
GLuint handle;
|
||||
|
||||
VAO() {
|
||||
glGenVertexArrays(1, &handle);
|
||||
glCreateVertexArrays(1, &handle);
|
||||
}
|
||||
|
||||
~VAO() {
|
||||
|
@ -43,6 +43,7 @@ namespace simpleengine::gfx {
|
|||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// TODO: Fix this.
|
||||
void enable_attrib(VBO vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset) {
|
||||
bind();
|
||||
vbo.bind();
|
||||
|
|
|
@ -32,9 +32,9 @@ namespace simpleengine::gfx {
|
|||
glBindBuffer(type, handle);
|
||||
}
|
||||
|
||||
void buffer(void *data, size_t offset, size_t count) {
|
||||
void buffer(void *data, size_t offset, size_t size) {
|
||||
bind();
|
||||
glBufferData(type, count - offset, data, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
|
||||
glBufferData(type, size - offset, data, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -30,23 +30,32 @@ namespace simpleengine::shapes_2d {
|
|||
private:
|
||||
std::shared_ptr<GLuint> shader_program;
|
||||
public:
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<GLuint> indicies;
|
||||
gfx::VBO ebo;
|
||||
gfx::VBO vbo;
|
||||
gfx::VAO vao;
|
||||
|
||||
Square(std::shared_ptr<GLuint> shader_program, std::vector<glm::vec3> vertices, std::vector<GLuint> indicies) :
|
||||
Square(std::shared_ptr<GLuint> shader_program, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
|
||||
super(nullptr), shader_program(shader_program), vertices(vertices), indicies(indicies),
|
||||
ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
|
||||
vao(gfx::VAO()) {
|
||||
|
||||
vao.bind();
|
||||
vbo.buffer(vertices.data(), 0, vertices.size() * sizeof(float) * 3);
|
||||
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
|
||||
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
|
||||
|
||||
// idfk why its 3
|
||||
vao.enable_attrib(ebo, 0, 3, GL_FLOAT, 3 * sizeof(float), 0);
|
||||
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 ~Square() = default;
|
||||
|
|
|
@ -29,17 +29,51 @@ namespace simpleengine::shapes_2d {
|
|||
private:
|
||||
std::shared_ptr<GLuint> shader_program;
|
||||
public:
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<Vertex> vertices;
|
||||
gfx::VBO vbo;
|
||||
gfx::VAO vao;
|
||||
|
||||
Triangle(std::shared_ptr<GLuint> shader_program, std::vector<glm::vec3> vertices) : super(nullptr),
|
||||
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();
|
||||
vbo.buffer(vertices.data(), 0, vertices.size() * sizeof(float) * 3); // 3 floats are in each "row" of the vector.
|
||||
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, 3 * sizeof(float), 0);
|
||||
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;
|
||||
|
|
Loading…
Reference in New Issue