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
|
#include "texture_display_vertex_buffer.h"
TextureDisplayVertexBuffer::TextureDisplayVertexBuffer():
_data{
-1.f, 1.f, 0.f, 1.f,
-1.f, -1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 0.f,
-1.f, 1.f, 0.f, 1.f,
1.f, -1.f, 1.f, 0.f,
1.f, 1.f, 1.f, 1.f
} {
glGenVertexArrays(1, &_array);
glGenBuffers(1, &_buffer);
glBindVertexArray(_array);
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
glBufferData(
GL_ARRAY_BUFFER,
_data.size() * sizeof(GLfloat),
_data.data(),
GL_DYNAMIC_DRAW
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)(2*sizeof(GLfloat)));
}
TextureDisplayVertexBuffer::~TextureDisplayVertexBuffer() {
glDeleteBuffers(1, &_buffer);
glDeleteVertexArrays(1, &_array);
}
GLuint TextureDisplayVertexBuffer::getBuffer() const {
return _buffer;
}
void TextureDisplayVertexBuffer::draw(const std::vector<GLuint>& textures) const {
glBindVertexArray(_array);
glBindTextures(textures[0], textures.size(), textures.data());
glDrawArrays(GL_TRIANGLES, 0, 6);
}
|