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Copy pathLightRenderer.cpp
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80 lines (58 loc) · 2.44 KB
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//
// Created by roudn on 18/06/2022.
//
#include "LightRenderer.hpp"
LightRenderer::LightRenderer(MeshType meshType, Camera *camera) {
m_camera = camera;
switch (meshType) {
case kTriangle:
Mesh::setTriData(m_vertices, m_indices);
break;
case kCube:
Mesh::setCubeData(m_vertices, m_indices);
break;
case kQuad:
Mesh::setQuadData(m_vertices, m_indices);
break;
case kSphere:
Mesh::setSphereData(m_vertices, m_indices);
break;
}
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * m_vertices.size(), &m_vertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *) nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) (offsetof(Vertex, color)));
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * m_indices.size(), &m_indices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void LightRenderer::draw() {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(glm::mat4(1.0), m_position);
glUseProgram(m_program);
GLint modelLoc = glGetUniformLocation(m_program, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glm::mat4 view = m_camera->getViewMatrix();
GLint vLoc = glGetUniformLocation(m_program, "view");
glUniformMatrix4fv(vLoc, 1, GL_FALSE, glm::value_ptr(view));
glm::mat4 proj = m_camera->getProjectionMatrix();
GLint pLoc = glGetUniformLocation(m_program, "projection");
glUniformMatrix4fv(pLoc, 1, GL_FALSE, glm::value_ptr(proj));
glBindVertexArray(m_vao);
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glUseProgram(0);
}
LightRenderer::~LightRenderer() {}
void LightRenderer::setColor(glm::vec3 color) {m_color = color;}
void LightRenderer::setPosition(glm::vec3 position) {m_position = position;}
void LightRenderer::setProgram(GLuint program) {m_program = program;}
glm::vec3 LightRenderer::getPosition() {return m_position;}
glm::vec3 LightRenderer::getColor() {return m_color;}