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GenericHolder.cpp
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136 lines (120 loc) · 3.63 KB
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#include "GenericHolder.h"
GenericHolder::GenericHolder() : objs(0)
{
}
GenericHolder::~GenericHolder()
{
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
}
void GenericHolder::addObj(GenericObject *obj){
objs.push_back(obj);
obj->parent = this;
obj->updateOldPos();
}
GLuint GenericHolder::setupDrawing(){
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);//this is bound to the geometry setup in the next call
vbo = setupGeometry();
shaderProgram = glCreateProgram();
vertexShader = setupVertexShader();
glAttachShader(shaderProgram, vertexShader);
fragmentShader = setupFragmentShader();
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
posAttrib = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posAttrib);
uniTrans = glGetUniformLocation(shaderProgram, "view");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(view));
return shaderProgram;
}
GLuint GenericHolder::setupGeometry(){
GLuint vbo;
float vertices[] = {
0.0f, 0.0f, // Vertex 1 (X, Y)
100.0f, 0.0f, // Vertex 2 (X, Y)
0.0f, 100.0f // Vertex 3 (X, Y)
};
glGenBuffers(1, &vbo); // Generate 1 buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
return vbo;
}
GLuint GenericHolder::setupVertexShader(){
const GLchar* vertexSource =
"#version 330 core\n"
"in vec2 position;"
"uniform mat4 trans;"
"uniform mat4 view;"
"void main() {"
" gl_Position = view*trans*vec4(position, 0.0, 1.0);"//xyzw
"}";
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
checkShader(vertexShader);
return vertexShader;
}
GLuint GenericHolder::setupFragmentShader(){
const GLchar* fragmentSource =
"#version 330 core\n"
"out vec4 outColor;"
"void main() {"
" outColor = vec4(1.0, 0.0, 0.0, 1.0);"//RGBA
"}";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
checkShader(fragmentShader);
return fragmentShader;
}
void GenericHolder::updateAll()
{
for (std::vector<GenericObject*>::iterator it = objs.begin(); it != objs.end(); ++it){
(*it)->updateOldPos();
(*it)->update();
}
}
#include <glm/gtx/matrix_interpolation.hpp>
void GenericHolder::drawAll()
{
glUseProgram(shaderProgram);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
for (std::vector<GenericObject*>::iterator it = objs.begin(); it != objs.end(); ){
GenericObject* itObj = *it;
if (itObj->markedForDeath){
delete itObj;
it = objs.erase(it);
}
else
{
double reps = (itObj->distMoved()) + 1;
auto rotation = (itObj)->rotation();
auto newTrans = ((itObj)->translate())*rotation;
auto oldTrans = ((itObj)->translateOld())*rotation;
for (int i = 0; i <= reps; i++){
GLint uniTrans = glGetUniformLocation(shaderProgram, "trans");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(glm::interpolate(oldTrans, newTrans, i / (float)reps)));
draw();
}
++it;
}
}
}
void GenericHolder::drawOne(double x, double y)
{
glUseProgram(shaderProgram);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLint uniTrans = glGetUniformLocation(shaderProgram, "trans");
glm::mat4 trans;
trans = glm::translate(trans, glm::vec3((float)x, (float)y, 0.0));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(trans));
draw();
}