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72 lines (55 loc) · 2 KB
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Copy pathGrid.cpp
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72 lines (55 loc) · 2 KB
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#include "Grid.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/glm.hpp>
#include <vector>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
Grid::Grid() {
vertices = {
glm::vec3(-1000.0f, 0.0f, -1000.0f),
glm::vec3(1000.0f, 0.0f, -1000.0f),
glm::vec3(1000.0f, 0.0f, 1000.0f),
glm::vec3(-1000.0f, 0.0f, 1000.0f)
};
indices = {
0, 1, 2,
2, 3, 0
};
setupMesh();
}
Grid::~Grid() {
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
}
void Grid::setupMesh() {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
void Grid::Draw(unsigned int shaderProgram, glm::mat4 view, glm::mat4 projection) {
glUseProgram(shaderProgram);
//Blending for transparency
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glm::vec3 gridColor(0.5f, 0.5f, 0.5f);
unsigned int colorLoc = glGetUniformLocation(shaderProgram, "gridColor");
glUniform3fv(colorLoc, 1, glm::value_ptr(gridColor));
unsigned int viewLoc = glGetUniformLocation(shaderProgram, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
unsigned int projectionLoc = glGetUniformLocation(shaderProgram, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glDisable(GL_BLEND);
}