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| #include "RectangleModel.h" #include <iostream>
using std::cout; using std::endl;
const int VERTEX_ATTR_POSITION = 0;
const int NUM_COMPONENTS_PER_VERTEX = 2;
RectangleModel::RectangleModel() { compileShaders(); setElements(); }
RectangleModel::~RectangleModel() { glDeleteVertexArrays(1, &this->VAO); glDeleteBuffers(1, &this->VBO); glDeleteBuffers(1, &this->EBO); }
void RectangleModel::draw() { glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); }
void RectangleModel::compileShaders() { const char* vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0";
const char* fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0";
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl; } unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl; } this->shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); }
void RectangleModel::setElements() { float vertices[] = { -0.75f, -0.75f, 0.75f, -0.75f, -0.75f, 0.75f, 0.75f, 0.75f }; int indices[] = { 0, 1, 2, 1, 2, 3, }; glGenVertexArrays(1, &this->VAO); glBindVertexArray(this->VAO); glGenBuffers(1, &this->VBO); glBindBuffer(GL_ARRAY_BUFFER, this->VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &this->EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(VERTEX_ATTR_POSITION, NUM_COMPONENTS_PER_VERTEX, GL_FLOAT, GL_FALSE, NUM_COMPONENTS_PER_VERTEX * sizeof(float), (void*)0); glEnableVertexAttribArray(VERTEX_ATTR_POSITION); }
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