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-rw-r--r--src/canvas.h117
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diff --git a/src/canvas.h b/src/canvas.h
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+++ b/src/canvas.h
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+//
+// Created by saintruler on 04.05.19.
+//
+
+#ifndef OPENGLTEST_CANVAS_H
+#define OPENGLTEST_CANVAS_H
+
+#include <glad/glad.h>
+#include <GLFW/glfw3.h>
+
+#include <iostream>
+
+struct Color
+{
+ unsigned int r = 0, g = 0, b = 0;
+};
+
+class Canvas
+{
+public:
+ Canvas(int width, int height)
+ {
+// vertices = {
+// // positions // colors // texture coords
+// 1.f, 1.f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
+// 1.f, -1.f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
+// -1.f, -1.f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
+// -1.f, 1.f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
+// };
+//
+// indices = {
+// 0, 1, 3, // first triangle
+// 1, 2, 3 // second triangle
+// };
+
+ glGenVertexArrays(1, &VAO);
+ glGenBuffers(1, &VBO);
+ glGenBuffers(1, &EBO);
+
+ glBindVertexArray(VAO);
+
+ glBindBuffer(GL_ARRAY_BUFFER, VBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
+
+ // position attribute
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ // color attribute
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
+ glEnableVertexAttribArray(1);
+ // texture coord attribute
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
+ glEnableVertexAttribArray(2);
+
+
+ this->width = width;
+ this->height = height;
+
+ canvas = (unsigned char*) malloc(width * height * 3);
+ glGenTextures(1, &texture);
+ }
+
+ void SetPixel(int x, int y, Color color)
+ {
+ canvas[y * width * 3 + x * 3 + 0] = color.r;
+ canvas[y * width * 3 + x * 3 + 1] = color.g;
+ canvas[y * width * 3 + x * 3 + 2] = color.b;
+
+ UpdateTexture();
+ }
+
+ void UpdateTexture()
+ {
+ // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
+ glBindTexture(GL_TEXTURE_2D, texture);
+
+ // set texture wrapping to GL_REPEAT (default wrapping method)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ // set texture filtering parameters
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, width, 0, GL_RGB, GL_UNSIGNED_BYTE, canvas);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
+
+ void DrawTexture()
+ {
+ glBindTexture(GL_TEXTURE_2D, texture);
+ // render container
+// ourShader.use();
+ glBindVertexArray(VAO);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
+ }
+
+ unsigned int* GetTexture()
+ {
+ return &(this->texture);
+ }
+
+private:
+ int width, height;
+ unsigned char* canvas;
+ unsigned int texture;
+
+ unsigned int VBO, VAO, EBO;
+
+ float* vertices;
+ unsigned int* indices;
+};
+
+#endif //OPENGLTEST_CANVAS_H