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quad.cpp
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#include "headers/quad.h"
Quad::Quad(int _x, int _y)
{
mX = _x;
mY = _y;
GLfloat vertices[] =
{
0.5f, 0.5f,0.0f, //TOP RIGHT
0.5f, -0.5f, 0.0f, // BOTTOM RIGHT
-0.5f, -0.5f,0.0f, // BOTTOM LEFT
-0.5f, 0.5f, 0.0f //TOP LEFT
};
GLuint indices[] =
{
0,1,3,
1,2,3
};
// Shaders
GLchar* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"uniform mat4 projectionMat;\n"
"uniform mat4 modelMat;\n"
"uniform mat4 viewMat;\n"
"void main()\n"
"{\n"
"gl_Position = projectionMat * viewMat* modelMat * vec4(position, 1.0);\n"
"}\0";
GLchar* fragmentShaderSource = "#version 330 core\n"
"uniform vec4 vertexColorUniform;\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vertexColorUniform;\n"
"}\n\0";
mVertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(mVertexShader , 1, &vertexShaderSource, NULL);
glCompileShader(mVertexShader);
CheckShader(mVertexShader);
mFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(mFragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(mFragmentShader);
CheckShader(mFragmentShader);
mShaderProgram = glCreateProgram();
glAttachShader(mShaderProgram, mVertexShader );
glAttachShader(mShaderProgram, mFragmentShader);
glLinkProgram(mShaderProgram);
CheckProgramShader(mShaderProgram);
glGenVertexArrays(1, &mVAO);
glGenBuffers(1, &mVBO);
glGenBuffers(1, &mEBO);
glBindVertexArray(mVAO);
// 0. Copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
// 1. Then set the vertex attributes pointers
glBindBuffer(GL_ARRAY_BUFFER, 0);
//4. Unbind the VAO
glBindVertexArray(0);
}
void Quad::CheckShader(GLuint _shader)
{
GLint success;
GLchar infoLog[512];
glGetShaderiv(_shader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(_shader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::LOLZ::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
int Quad::GetXPos()
{
return mX;
}
int Quad::GetYPos()
{
return mY;
}
void Quad::Translate(int _x,int _y)
{
mX += _x;
mY += _y;
}
void Quad::SetPosition(int _x, int _y)
{
mX = _x;
mY = _y;
}
void Quad::CheckProgramShader(GLuint _progShader)
{
GLint success;
GLchar infoLog[512];
glGetProgramiv(_progShader, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(_progShader, 512, NULL, infoLog);
}
}
void Quad::SetColor(glm::vec3 _color)
{
GLint vertexColorLocation = glGetUniformLocation(mShaderProgram, "vertexColorUniform");
glUniform4f(vertexColorLocation, _color.x, _color.y, _color.z, 1.0f);
}
void Quad::Render()
{
glUseProgram(mShaderProgram);
glm::mat4x4 projectionMat = glm::perspective(45.0f,800.0f/600.0f,0.1f,100.0f);
GLuint projectionMatLoc = glGetUniformLocation(mShaderProgram, "projectionMat");
glUniformMatrix4fv(projectionMatLoc, 1, GL_FALSE,
glm::value_ptr(projectionMat));
GLuint modelMatLoc = glGetUniformLocation(mShaderProgram, "modelMat");
glm::mat4x4 modelMat = glm::mat4x4();
modelMat = glm::translate(modelMat,glm::vec3(mX,mY,0));
modelMat = glm::scale(modelMat,glm::vec3(0.9f,0.9f,0));
glUniformMatrix4fv(modelMatLoc , 1, GL_FALSE, glm::value_ptr(modelMat));
GLuint viewMatLoc = glGetUniformLocation(mShaderProgram, "viewMat");
glm::mat4x4 viewMat = glm::mat4x4();
viewMat = glm::lookAt(glm::vec3(0,0,15),glm::vec3(),glm::vec3(0.0, 1.0f, 0.0f));
glUniformMatrix4fv(viewMatLoc, 1, GL_FALSE, glm::value_ptr(viewMat));
/* glm::mat4x4 trans;
trans = glm::translate(trans,glm::vec3(0,0,5));
glUniformMatrix4fv(transformLoc, 1, GL_FALSE,
glm::value_ptr(glm::ortho(0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f)));*/
//glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr());
glBindVertexArray(mVAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mEBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
Quad::~Quad()
{
//dtor
glDeleteShader(mVertexShader);
glDeleteShader(mFragmentShader);
}