mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 18:03:03 +02:00
93 lines
3.1 KiB
C++
93 lines
3.1 KiB
C++
|
|
#ifndef DRAW_CPP
|
||
|
|
#define DRAW_CPP
|
||
|
|
#include <glad/glad.h>
|
||
|
|
#include <GLFW/glfw3.h>
|
||
|
|
#include <iostream>
|
||
|
|
#include "draw.hpp"
|
||
|
|
#include "renderLoop.hpp"
|
||
|
|
#include "shaders.hpp"
|
||
|
|
#include "constants.hpp"
|
||
|
|
#include "misc.hpp"
|
||
|
|
|
||
|
|
int drawFigure(const bool whatToDraw)
|
||
|
|
{
|
||
|
|
if(whatToDraw)
|
||
|
|
{
|
||
|
|
if(drawTriangle() == -1)
|
||
|
|
{
|
||
|
|
print("Error with drawing triangle! ");
|
||
|
|
return -1;
|
||
|
|
}
|
||
|
|
}else
|
||
|
|
{
|
||
|
|
if(drawSquare() == -1)
|
||
|
|
{
|
||
|
|
print("Error with drawing square! ");
|
||
|
|
return -1;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
int drawSquare()
|
||
|
|
{
|
||
|
|
std::pair<unsigned int, unsigned int> shaders = compileShaders();
|
||
|
|
if(shaders.first == 0 || shaders.second == 0) return -1;
|
||
|
|
|
||
|
|
unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
|
||
|
|
if(shaderProgram == 0) return -1;
|
||
|
|
|
||
|
|
unsigned int VAO = generateBindVAO();
|
||
|
|
copyVerticesMemory<float>(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, GL_ARRAY_BUFFER);
|
||
|
|
copyVerticesMemory<unsigned int>(constants::SQUARE_INDICES, constants::SQUARE_INDICES_SIZE, GL_ELEMENT_ARRAY_BUFFER);
|
||
|
|
|
||
|
|
// set vertex attribute pointers
|
||
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||
|
|
glEnableVertexAttribArray(0);
|
||
|
|
|
||
|
|
doDrawElements(shaderProgram, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, std::size(constants::SQUARE_INDICES));
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw)
|
||
|
|
{
|
||
|
|
glUseProgram(shaderProgram);
|
||
|
|
glBindVertexArray(vertexArrayObject);
|
||
|
|
glDrawElements(drawArrayMode, numberOfElementsToDraw, drawType, 0);
|
||
|
|
glBindVertexArray(0);
|
||
|
|
}
|
||
|
|
|
||
|
|
int drawTriangle()
|
||
|
|
{
|
||
|
|
unsigned int vertexBufferObject = copyVerticesMemory(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, GL_ARRAY_BUFFER);
|
||
|
|
|
||
|
|
std::pair<unsigned int, unsigned int> shaders = compileShaders();
|
||
|
|
if(shaders.first == 0 || shaders.second == 0) return -1;
|
||
|
|
|
||
|
|
unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
|
||
|
|
if(shaderProgram == 0) return -1;
|
||
|
|
|
||
|
|
configureVertexAttribute();
|
||
|
|
unsigned int vertexArrayObject = generateBindVAO();
|
||
|
|
copyVerticesArray(vertexBufferObject, constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, GL_ARRAY_BUFFER);
|
||
|
|
|
||
|
|
// set vertex attribute pointers
|
||
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||
|
|
glEnableVertexAttribArray(0);
|
||
|
|
doDrawArrays(shaderProgram, vertexArrayObject, GL_TRIANGLES, 0, 3);
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered )
|
||
|
|
{
|
||
|
|
// use shader program to render an object
|
||
|
|
glUseProgram(shaderProgram);
|
||
|
|
glBindVertexArray(vertexArrayObject);
|
||
|
|
// From left:
|
||
|
|
// primitive type we want to draw
|
||
|
|
// starting index of vertex array
|
||
|
|
// how many vertices we want to draw
|
||
|
|
glDrawArrays(drawArrayMode, firstIndex, numberOfIndicesToBeRendered);
|
||
|
|
}
|
||
|
|
|
||
|
|
#endif
|