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