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renderer.cpp
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#include "renderer.hpp"
#include "window.hpp"
#include "shader.hpp"
//==namespace==//
namespace sre {
Renderer::Renderer()
{
init();
} // ctor
Renderer::~Renderer()
{
//dtor
} // dtor
int Renderer::init()
{
//ctor
using namespace std;
using namespace sre;
// GLFW init
if( !glfwInit() )
return 1;
Hints * defaultHints = new DefaultHints();
win = Window(640, 480, "OpenGL", *defaultHints);
if ( !win.exists() )
{
throw runtime_error("Window creation failed.");
}
win.makeActive();
// GLEW init
glewExperimental = GL_TRUE; // include all the fancy features!
if( glewInit() != GLEW_OK )
throw runtime_error("GLEW initialization failed.");
// vao
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// vertex array
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
// vertexbuffer
glGenBuffers( 1, &vertexbuffer );
glBindBuffer( GL_ARRAY_BUFFER, vertexbuffer );
glBufferData( GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
// shader
VertexShader vertexShader = VertexShader();
ShaderProgram shaderProgram = ShaderProgram();
shaderProgram.attach(vertexShader);
glfwSetKeyCallback(win.getGLFWwindow(), key_callback);
return 0;
} // init()
void Renderer::render() {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
this->win.swapBuffers();
// test various methods taking input from the user
glfwPollEvents();
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
} // namespace sre