chore: delete redundant class

chore: remove redundant include

chore: remove redundant declaration
This commit is contained in:
Cat Flynn 2023-08-03 00:57:26 +02:00
parent f22fcee399
commit 0ce3d54139
4 changed files with 1 additions and 66 deletions

View File

@ -27,7 +27,6 @@ endif()
add_executable(${PROJECT_NAME} add_executable(${PROJECT_NAME}
src/hello.cpp src/hello.cpp
src/io.cpp src/io.cpp
src/triangle.cpp
src/icosphere.cpp src/icosphere.cpp
src/gfx.cpp src/gfx.cpp
) )

View File

@ -44,7 +44,6 @@
#include <string> #include <string>
#include "gfx.hpp" #include "gfx.hpp"
#include "triangle.hpp"
#include "icosphere.hpp" #include "icosphere.hpp"
#include <cmath> #include <cmath>
@ -136,8 +135,7 @@ int main()
return -1; return -1;
GLuint shaderProgram = compileShaderProgram(); GLuint shaderProgram = compileShaderProgram();
Triangle triangle; Icosphere sphere(2);
Icosphere sphere(0);
// Wireframe // Wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@ -157,7 +155,6 @@ int main()
updateModelViewProjectionMatrix(shaderProgram, time); updateModelViewProjectionMatrix(shaderProgram, time);
// Render objects // Render objects
triangle.render(time);
sphere.render(time); sphere.render(time);
glfwSwapBuffers(window); glfwSwapBuffers(window);

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@ -1,33 +0,0 @@
#include "triangle.hpp"
#include <iostream>
Triangle::Triangle()
{
glGenVertexArrays(1, &_vao);
glGenBuffers(1, &_vbo);
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _vertices.size() * sizeof(float), &_vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Triangle::render(float time)
{
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
Triangle::~Triangle()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
}

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@ -1,28 +0,0 @@
#pragma once
#include <GL/glew.h>
#include <vector>
#include <string>
class Triangle
{
public:
Triangle();
void render(float time);
~Triangle();
private:
GLuint _vbo;
GLuint _vao;
std::vector<float> _vertices =
{
-0.5, -0.5, 0.0, // left
0.5, -0.5, 0.0, // right
0.0, 0.5, 0.0 // top
};
GLint getShaderUniformLocation(const std::string& uniformName);
};