// // Created by saintruler on 05.05.19. // #include "Canvas.h" Canvas::Canvas(int width, int height, Point *points, int nPoints) { float 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 }; int 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; this->nPoints = nPoints; this->points = points; canvas = (unsigned char*) malloc(width * height * 3); glGenTextures(1, &texture); } void Canvas::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 Canvas::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); generate_canvas(width, height, canvas, points, nPoints); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, width, 0, GL_RGB, GL_UNSIGNED_BYTE, canvas); glGenerateMipmap(GL_TEXTURE_2D); } void Canvas::DrawTexture() { UpdateTexture(); glBindTexture(GL_TEXTURE_2D, texture); shader.use(); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } void Canvas::DeleteCanvas() { glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); delete[] canvas; }