engineer-thesis-WUT/Engine/engine/draw.cpp

98 lines
3.2 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()
{
const std::pair<unsigned int, unsigned int> shaders = compileShaders();
if (shaders.first == 0 || shaders.second == 0)
return -1;
const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
if (shaderProgram == 0)
return -1;
const unsigned int VAO = generateBindVAO();
copyVerticesMemory(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, GL_ARRAY_BUFFER);
copyVerticesMemory(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()
{
const unsigned int vertexBufferObject = copyVerticesMemory(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, GL_ARRAY_BUFFER);
const std::pair<unsigned int, unsigned int> shaders = compileShaders();
if (shaders.first == 0 || shaders.second == 0)
return -1;
const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
if (shaderProgram == 0)
return -1;
configureVertexAttribute();
const 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