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ex07_interleaved_attributes.cpp
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ex07_interleaved_attributes.cpp
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#include <application.hpp>
#include <shader.hpp>
class AttributesApplication : public our::Application {
our::ShaderProgram program;
GLuint vertex_array = 0, vertex_buffer = 0;
our::WindowConfiguration getWindowConfiguration() override {
return { "Interleaved Attributes", {1280, 720}, false };
}
void onInitialize() override {
program.create();
program.attach("assets/shaders/ex06_multiple_attributes/multiple_attributes.vert", GL_VERTEX_SHADER);
program.attach("assets/shaders/ex04_varyings/varying_color.frag", GL_FRAGMENT_SHADER);
program.link();
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
#define USE_VERTEX_STRUCT
#ifndef USE_VERTEX_STRUCT
float data[] = {
-0.5, -0.5, 0.0, 1.0, 0.0, 0.0, 1.0,
0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0,
0.0, 0.5, 0.0, 0.0, 0.0, 1.0, 1.0
};
glBufferData(GL_ARRAY_BUFFER, 3*7*sizeof(float), data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 7*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 7*sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
#else
struct Vertex {
glm::vec3 position;
glm::vec<4, glm::uint8, glm::defaultp> color;
};
Vertex data[] = {
{{-0.5, -0.5, 0.0},{255, 0, 0, 255}},
{{0.5, -0.5, 0.0},{0, 255, 0, 255}},
{{0.0, 0.5, 0.0},{0, 0, 255, 255}}
};
glBufferData(GL_ARRAY_BUFFER, 3*sizeof(Vertex), data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (void*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), (void*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
#endif
glBindVertexArray(0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
void onDraw(double deltaTime) override {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void onDestroy() override {
program.destroy();
glDeleteVertexArrays(1, &vertex_array);
glDeleteBuffers(1, &vertex_buffer);
}
};
int main(int argc, char** argv) {
return AttributesApplication().run();
}