// // Created by saintruler on 04.05.19. // #ifndef OPENGLTEST_CANVAS_H #define OPENGLTEST_CANVAS_H #include #include #include 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