skein/src/widget.cpp
ktyl 441a0748d1 refactor: extract Orbiter class
split render logic across objects
move rendering code from main loop to Orbiter
make objects responsible for setting up their own render contexts
2024-03-03 23:17:07 +00:00

53 lines
1.3 KiB
C++

#include "widget.hpp"
#include "gfx.hpp"
Widget::Widget(GLuint shaderProgram) :
_shaderProgram(shaderProgram)
{
const float lineLength = 0.1;
for (int i = 0; i < 3*6; i++)
{
_vertices[i] *= _lineLength;
}
glGenVertexArrays(1, &_vao);
glGenBuffers(1, &_vbo);
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
size_t v3Size = 3 * sizeof(float);
size_t lineSize = 2 * sizeof(float);
size_t vboBufferSize = v3Size * lineSize * 3;
glBufferData(GL_ARRAY_BUFFER, vboBufferSize, &_vertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Widget::render(const float time)
{
glUseProgram(_shaderProgram);
updateModelViewProjectionMatrix(_shaderProgram, time);
GLint modelLocation = getShaderUniformLocation(_shaderProgram, "_Model");
glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &_modelMatrix[0][0]);
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glDrawArrays(GL_LINES, 0, 6);
}
void Widget::setModelMatrix(const glm::mat4 matrix)
{
_modelMatrix = matrix;
}
Widget::~Widget()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
}