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QuadRenderer.cpp
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QuadRenderer.cpp
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#include <algine/std/QuadRenderer.h>
#include <algine/core/shader/ShaderCreator.h>
#include <algine/gl.h>
namespace algine {
QuadRenderer::QuadRenderer(const uint inPosLocation) {
const float vertices[] = {
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f
};
m_arrayBuffer = std::make_unique<ArrayBuffer>();
m_arrayBuffer->bind();
m_arrayBuffer->setData(sizeof(vertices), vertices, ArrayBuffer::StaticDraw);
m_arrayBuffer->unbind();
InputAttributeDescription attribDescription;
attribDescription.setLocation(inPosLocation);
attribDescription.setCount(3);
m_inputLayout = std::make_unique<InputLayout>();
m_inputLayout->bind();
m_inputLayout->addAttribute(attribDescription, m_arrayBuffer.get());
m_inputLayout->unbind();
}
void QuadRenderer::draw() {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
const std::unique_ptr<InputLayout>& QuadRenderer::getInputLayout() const {
return m_inputLayout;
}
const std::unique_ptr<ArrayBuffer>& QuadRenderer::getArrayBuffer() const {
return m_arrayBuffer;
}
ShaderPtr QuadRenderer::getVertexShader() {
constexpr auto name = "Quad.vs";
if (const ShaderPtr &ptr = Shader::getByName(name); ptr != nullptr) {
return ptr;
} else {
ShaderCreator creator(Shader::Type::Vertex);
creator.setAccess(Creator::Access::Public);
creator.setName(name);
creator.setPath("@algine/Quad.vs.glsl");
return creator.create();
}
}
}