polygon
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@ -22,6 +22,9 @@ ShaderProgram::Base ShaderProgram::baseFromName(string name) {
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}
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if (lname == "triangle") {
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return Triangle;
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}
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if (lname == "polygons") {
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return Polygons;
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} else {
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BOOST_LOG_TRIVIAL(fatal) << "unknown base program \"" << name << "\"";
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exit(EXIT_USAGE);
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@ -40,6 +43,8 @@ string ShaderProgram::baseName() {
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return "Empty";
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case ShaderProgram::Base::Triangle:
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return "Triangle";
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case ShaderProgram::Base::Polygons:
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return "Polygons";
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default:
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// this should never occur, as the switch case should cover all variants.
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throw std::runtime_error("Undefined base Program");
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@ -181,6 +186,89 @@ int ShaderProgram::run(GLFWwindow *window) {
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glDeleteBuffers(1, &VBOTriangle);
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glDeleteProgram(this->program);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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} else if (this->base == Polygons) {
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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0.5f, 0.8f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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unsigned int indices[] = {
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// note that we start from 0!
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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unsigned int VBOTriangle, VAOTriangle, EBOindicies;
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glGenBuffers(1, &EBOindicies);
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glGenVertexArrays(1, &VAOTriangle);
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glGenBuffers(1, &VBOTriangle);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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glBindVertexArray(VAOTriangle);
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glBindBuffer(GL_ARRAY_BUFFER, VBOTriangle);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOindicies);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered
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// VBO as the vertex attribute's bound vertex buffer object so afterwards we
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// can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOindicies);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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glUseProgram(this->program);
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glBindVertexArray(
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VAOTriangle); // seeing as we only have a single VAO there's no
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// need to bind it every time, but we'll do so to
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// keep things a bit more organized
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/* glDrawArrays(GL_TRIANGLES, 0, 3); */
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse
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// moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAOTriangle);
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glDeleteBuffers(1, &VBOTriangle);
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glDeleteProgram(this->program);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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@ -7,7 +7,7 @@
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class ShaderProgram {
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public:
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enum Base { Empty, Triangle };
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enum Base { Empty, Triangle, Polygons };
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std::string baseName();
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static Base baseFromName(std::string name);
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ShaderProgram(Base base, std::string vertexSource, std::string fragSource);
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