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#include "material_buffer.h"
#include <vector>
MaterialBuffer::MaterialBuffer(GLuint nX, GLuint nY):
_nX(nX), _nY(nY) {
glGenVertexArrays(1, &_array);
glGenBuffers(1, &_buffer);
glBindVertexArray(_array);
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
std::vector<GLint> data(nX*nY, GLint{1});
for ( int x = 0; x < nX; ++x ) {
data[ 0*nX + x] = 0;
data[(nY-1)*nX + x] = 0;
}
for ( int y = 0; y < nY; ++y ) {
data[y*nX + 0] = 0;
data[y*nX + nX-1] = 0;
}
for ( int x = 1; x < nX-1; ++x ) {
data[ 1*nX + x] = 2;
data[(nY-2)*nX + x] = 2;
}
for ( int y = 1; y < nY-1; ++y ) {
data[y*nX + 1] = 2;
data[y*nX + nX-2] = 2;
}
glBufferData(
GL_ARRAY_BUFFER,
data.size() * sizeof(GLint),
data.data(),
GL_STATIC_DRAW
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 1, GL_INT, GL_FALSE, 0, nullptr);
}
MaterialBuffer::~MaterialBuffer() {
glDeleteBuffers(1, &_buffer);
glDeleteVertexArrays(1, &_array);
}
GLuint MaterialBuffer::getBuffer() const {
return _buffer;
}
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