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triangle.h
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triangle.h
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/*The MIT License (MIT)
*
*Copyright (c) 2014 Michael O'Farrell, Bram Wasti
*
*Permission is hereby granted, free of charge, to any person obtaining a copy
*of this software and associated documentation files (the "Software"), to deal
*in the Software without restriction, including without limitation the rights
*to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*copies of the Software, and to permit persons to whom the Software is
*furnished to do so, subject to the following conditions:
*
*The above copyright notice and this permission notice shall be included in
*all copies or substantial portions of the Software.
*
*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*THE SOFTWARE.
*
*/
#ifndef TRIANGLE_H
#define TRIANGLE_H
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/gl3ext.h>
#include <OpenGL/glext.h>
#include <OpenGL/gl3.h>
#else
#ifdef _WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#include "colorshader.h"
namespace _Triangle {
static const GLfloat vertices[] = {
-1.0f,-1.0f, 0.0f,
1.0f,-1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static const GLfloat colors[] = {
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
};
}
class Triangle {
public:
GLuint vbo;
GLuint cbo;
GLuint vao;
ColorShader *shader;
glm::mat4 model;
Triangle (ColorShader *shader) : shader(shader) {
model = glm::mat4(1.0f);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//////////////////////////////
// Vertice coords
//////////////////////////////
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vbo);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(_Triangle::vertices), _Triangle::vertices, GL_STATIC_DRAW);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(0);
//////////////////////////////
// Color coords
//////////////////////////////
glGenBuffers(1, &cbo);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
// Give our colors to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(_Triangle::colors), _Triangle::colors, GL_STATIC_DRAW);
glVertexAttribPointer(
1, // attribute 1. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
void draw(glm::mat4 view, glm::mat4 projection) {
shader->vp = projection * view;
shader->model = model;
(*shader)();
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, sizeof(_Triangle::vertices)/sizeof(GLfloat)/3); // Starting from vertex 0; vertices total -> 1 triangle
glBindVertexArray(0);
}
~Triangle () {
}
};
#endif /* TRIANGLE_H */