-
-
Save lapwat/8b03fed082caa27425b033dacac62ffb to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "./../include/IndexedCubeRenderable.hpp" | |
#include "./../include/gl_helper.hpp" | |
#include "./../include/log.hpp" | |
#include "./../include/Utils.hpp" | |
#include <glm/gtc/type_ptr.hpp> | |
#include <GL/glew.h> | |
IndexedCubeRenderable::IndexedCubeRenderable(ShaderProgramPtr shaderProgram) : | |
Renderable(shaderProgram), | |
m_pBuffer(0), | |
m_cBuffer(0), | |
m_iBuffer(0) | |
{ | |
m_model = glm::mat4(1.0); | |
int nbPoints = 8; | |
int nbPointsDistincts = 36; | |
int points[] = { | |
1,1,1, | |
1,-1,-1, | |
1,-1,1, | |
1,1,-1, | |
-1,1,1, | |
-1,1,-1, | |
-1,-1,1, | |
-1,-1,-1 | |
}; | |
for (size_t i = 0; i < nbPoints; i++) { | |
m_positions.push_back(glm::vec3(points[3*i], points[3*i+1], points[3*i+2])); | |
m_colors.push_back(randomColor()); | |
} | |
m_indices.push_back(glm::ivec3(0, 1, 2)); | |
// m_indices.push_back(glm::ivec3(1)); | |
// m_indices.push_back(glm::ivec3(2)); | |
glGenBuffers(1, &m_pBuffer); | |
glBindBuffer(GL_ARRAY_BUFFER, m_pBuffer); | |
glBufferData(GL_ARRAY_BUFFER, m_positions.size()*sizeof(glm::vec3), m_positions.data(), GL_STATIC_DRAW); | |
glGenBuffers(1, &m_cBuffer); | |
glBindBuffer(GL_ARRAY_BUFFER, m_cBuffer); | |
glBufferData(GL_ARRAY_BUFFER, m_colors.size()*sizeof(glm::vec4), m_colors.data(), GL_STATIC_DRAW); | |
glGenBuffers(1, &m_iBuffer); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iBuffer); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size()*sizeof(glm::ivec3), m_indices.data(), GL_STATIC_DRAW); | |
} | |
void IndexedCubeRenderable::do_draw() | |
{ | |
int modelLocation = m_shaderProgram->getUniformLocation("modelMat"); | |
glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(m_model)); | |
int positionLocation = m_shaderProgram->getAttributeLocation("vPosition"); | |
glEnableVertexAttribArray(positionLocation); | |
glBindBuffer(GL_ARRAY_BUFFER, m_pBuffer); | |
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | |
int colorLocation = m_shaderProgram->getAttributeLocation("inColor"); | |
glEnableVertexAttribArray(colorLocation); | |
glBindBuffer(GL_ARRAY_BUFFER, m_cBuffer); | |
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, 0, (void*)0); | |
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, &m_indices); | |
glDisableVertexAttribArray(positionLocation); | |
glDisableVertexAttribArray(colorLocation); | |
} | |
void IndexedCubeRenderable::do_animate(float time) {} | |
IndexedCubeRenderable::~IndexedCubeRenderable() | |
{ | |
glDeleteBuffers(1, &m_pBuffer); | |
glDeleteBuffers(1, &m_cBuffer); | |
glDeleteBuffers(1, &m_iBuffer); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment