Files
opengl-learning/DebugDrawer.cpp
2021-02-12 15:43:03 +01:00

121 lines
3.6 KiB
C++

#include "DebugDrawer.h"
#include <GLAD/glad.h>
#include <iostream>
#include <glm/gtc/type_ptr.hpp>
DebugDrawer::DebugDrawer() :
vertexShaderSource(
"#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec3 aColor;\n"
"uniform mat4 PVM;\n"
"out vec3 Color;\n"
"void main()\n"
"{\n"
" gl_Position = PVM * vec4(aPos.xyz, 1.0);\n"
" Color = aColor;\n"
"}\0"),
fragmentShaderSource(
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 Color;\n"
"void main()\n"
"{\n"
" FragColor = vec4(Color, 1.0f);\n"
"}\0"),
CoordLineLength(10.0f), coordLinesVertices(NULL)
{
int success;
char infoLog[512];
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cerr << "DebugDrawer.h: [ERROR] Vertex shader compilation failed!\n" << infoLog << std::endl;
}
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cerr << "DebugDrawer.h: [ERROR] Fragment shader compilation failed!\n" << infoLog << std::endl;
}
Program = glCreateProgram();
glAttachShader(Program, vertexShader);
glAttachShader(Program, fragmentShader);
glLinkProgram(Program);
glGetProgramiv(Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(Program, 512, NULL, infoLog);
std::cerr << "DebugDrawer.h: [ERROR] Program linking failed\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
updateDebugLineVertices();
glBindVertexArray(VAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
void DebugDrawer::updateDebugLineVertices()
{
if (coordLinesVertices != NULL)
delete[] coordLinesVertices;
coordLinesVertices = new float[72]{
-CoordLineLength, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
CoordLineLength, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, -CoordLineLength, 0.0f, 0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, CoordLineLength, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -CoordLineLength, 0.0f, 0.0f, 0.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, CoordLineLength, 0.0f, 0.0f, 1.0f
};
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, 72 * sizeof(float), coordLinesVertices, GL_STATIC_DRAW);
}
void DebugDrawer::ChangeCoordLineLength(float len)
{
CoordLineLength = len;
updateDebugLineVertices();
}
void DebugDrawer::DrawCoordLines(glm::mat4 PVM)
{
glUseProgram(Program);
glUniformMatrix4fv(glGetUniformLocation(Program, "PVM"), 1, GL_FALSE, glm::value_ptr(PVM));
glBindVertexArray(VAO);
glDrawArrays(GL_LINES, 0, 12);
glBindVertexArray(0);
}
DebugDrawer::~DebugDrawer()
{
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(Program);
delete[] coordLinesVertices;
}