// // Created by SeanOMik on 7/2/2020. // Github: https://github.com/SeanOMik // #ifndef SIMPLEENGINE_TRIANGLE_H #define SIMPLEENGINE_TRIANGLE_H #include #include #include #include #include "../../renderable.h" #include "../../vertex.h" #include "../../gfx/vbo.h" #include "../../gfx/vao.h" #include "simpleengine/gfx/vao.h" #include namespace simpleengine::shapes_2d { class Triangle : public simpleengine::Renderable { private: using super = simpleengine::Renderable; private: std::shared_ptr shader_program; public: std::vector vertices; gfx::VBO vbo; gfx::VAO vao; Triangle(std::shared_ptr shader_program, std::vector 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, 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 target) override { glUseProgram(*shader_program); vao.bind(); glDrawArrays(GL_TRIANGLES, 0, vertices.size()); } }; } #endif //SIMPLEENGINE_TRIANGLE_H