#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& textures) const { glBindVertexArray(_array); glBindTextures(textures[0], textures.size(), textures.data()); glDrawArrays(GL_TRIANGLES, 0, 6); }