-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathscreen.cpp
More file actions
79 lines (60 loc) · 1.83 KB
/
screen.cpp
File metadata and controls
79 lines (60 loc) · 1.83 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
#include "screen.h"
#include "vertexBuffer.h"
#include "vertexArray.h"
#include "shaderProgram.h"
#include "texture.h"
#include <vector>
screen::screen()
{
std::vector<glm::vec3> points =
{
glm::vec3(1.0f,1.0f,0.0f),
glm::vec3(0.0f,1.0f,0.0f),
glm::vec3(0.0f,0.0f,0.0f),
glm::vec3(1.0f,1.0f,0.0f),
glm::vec3(0.0f,0.0f,0.0f),
glm::vec3(1.0f,0.0f,0.0f)
};
std::vector<glm::vec2> texCoords =
{
glm::vec2(1.0f, 1.0f),
glm::vec2(0.0f, 1.0f),
glm::vec2(1.0f, 0.0f),
glm::vec2(1.0f, 0.0f),
glm::vec2(0.0f, 0.0f),
glm::vec2(1.0f, 1.0f),
};
vertBuffer = std::make_shared<vertexBuffer>();
texCoord = std::make_shared<vertexBuffer>();
for (int i = 0; i < points.size(); i++)
{
texCoord->addData(texCoords.at(i));
vertBuffer->addData(points.at(i));
}
vao = std::make_shared<vertexArray>();
vao->setBuffer(0, vertBuffer);
vao->setBuffer(1, texCoord);
vao->setVertCount(6);
program = std::make_shared<shaderProgram>(shaderProgram::SHADERTYPE::SHADER_ORTHO);
/*projectionMatrix = glm::ortho(0.0f, (float)1920, 0.0f, (float)1080, 0.0f, 1.0f);
modelMatrix = glm::mat4(1.0);
modelMatrix = glm::translate(modelMatrix, glm::vec3(1920 / 2, 1080 / 2, 0));
modelMatrix = glm::scale(modelMatrix, glm::vec3(100, 100, 0));*/
//currentTexture = 0;
}
screen::screen(glm::ivec2 _size)
{
}
void screen::update(GLuint _tex)
{
currentTexture = _tex;
}
void screen::draw(glm::mat4 _view)
{
//projectionMatrix = glm::perspective(glm::radians(60.0f), ((1.0f * 1920) / (1.0f * 1080)), 0.1f, 1000.0f);
projectionMatrix = glm::ortho(0.0f, (float)1920, 0.0f, (float)1080, 0.0f, 1.0f);
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, glm::vec3(0, 0, 0));
modelMatrix = glm::scale(modelMatrix, glm::vec3(100, 100, 0));
program->update(projectionMatrix, glm::mat4(1.0f), modelMatrix, *vao, currentTexture);
}