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Copy pathquad.cpp
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121 lines (101 loc) · 3.14 KB
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#include "quad.h"
#include "esShader.h"
#include <glm/gtc/type_ptr.hpp>
#define VERTEX_POS_LOCATION 0
#define VERTEX_UV_LOCATION 1
#define MVP_LOCATION 2
#define TEXTURE_LOCATION 3
Quad* quad;
Quad::Quad(void)
{
initialized = false;
const char vShaderStr[] =
"#version 310 es \n"
"layout(location = 0) in vec2 vertex_pos; \n"
"layout(location = 1) in vec2 vertex_uv; \n"
"layout(location = 2) uniform mat4 MVP; \n"
"out vec2 frag_uv; \n"
"void main() \n"
"{\n"
" gl_Position = MVP * vec4(vertex_pos, 0.0, 1.0); \n"
" frag_uv = vertex_uv; \n"
"}\n";
const char fShaderStr[] =
"#version 310 es \n"
"precision mediump float; \n"
"in vec2 frag_uv; \n"
"out vec4 frag_color; \n"
"layout(location = 3) uniform sampler2D TextureSampler; \n"
"void main()\n"
"{\n"
" frag_color = texture(TextureSampler, frag_uv); \n"
"}\n";
GLfloat vertices[(2+2)*4] =
{
-1.0f, -1.0f,
0.0f, 0.0f,
1.0f, -1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
0.0f, 1.0f
};
GLushort indices[2*3] = {0, 1, 2, 0, 2, 3};
programObject = esLoadProgram(vShaderStr, fShaderStr);
if(programObject == 0){
return;
}
glGenBuffers(1, &vertexbuffer);
glGenBuffers(1, &elementbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices),
indices, GL_STATIC_DRAW);
glGenVertexArrays(1, &vertexarrayobject);
glBindVertexArray(vertexarrayobject);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
glEnableVertexAttribArray( VERTEX_POS_LOCATION );
glVertexAttribPointer( VERTEX_POS_LOCATION, 2,
GL_FLOAT, GL_FALSE, 4*sizeof(float),
(const void *)0);
glEnableVertexAttribArray( VERTEX_UV_LOCATION );
glVertexAttribPointer( VERTEX_UV_LOCATION, 2,
GL_FLOAT, GL_FALSE, 4*sizeof(float),
(const void *)(sizeof(float)*2));
glBindVertexArray(0);
initialized = true;
}
Quad::~Quad(void)
{
glDeleteProgram( programObject );
glDeleteBuffers(1, &vertexbuffer );
glDeleteBuffers(1, &elementbuffer);
glDeleteVertexArrays(1, &vertexarrayobject);
}
void Quad::Draw(glm::mat4 mvp, GLuint texture)
{
if(!initialized)return;
glUseProgram( programObject );
glBindVertexArray(vertexarrayobject);
glUniformMatrix4fv(MVP_LOCATION, 1, GL_FALSE,
glm::value_ptr(mvp));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(TEXTURE_LOCATION, 0);
glDrawElements(GL_TRIANGLES, 6,
GL_UNSIGNED_SHORT, (const void *)0);
glUseProgram(0);
glBindVertexArray(0);
}
void InitQuad(void)
{
quad = new Quad;
}
void DeleteQuad(void)
{
delete quad;
}