CubeMeshComponent
#ifndef CubeMeshComponent_H
#define CubeMeshComponent_H
#include"Component.h"
#include"Shader.h"
class CubeMeshComponent :public Component
{
public:
float length, width, height;
unsigned int cubeVAO;
unsigned int cubeVBO;
float* cubeVertices;
CubeMeshComponent(GameObject* gameObject);
void SetShader(Shader& shader);
void SetBound(float length, float width, float height);
void Update()override;
void LateUpdate()override;
void Render()override;
private:
Shader* _shader;
};
#endif
-----------------------------------
#include "CubeMeshComponent.h"
#include "ResourceManager.h"
#include "GameObject.h"
CubeMeshComponent::CubeMeshComponent(GameObject* gameObject) :Component(gameObject)
{
SetName("CubeMeshComponent");
}
void CubeMeshComponent::SetShader(Shader& shader)
{
_shader = &shader;
}
void CubeMeshComponent::SetBound(float length, float width, float height)
{
ResourceManager::GetShader("CubeShader").Use();
float v[]{
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(v), &v, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void CubeMeshComponent::Update()
{
}
void CubeMeshComponent::LateUpdate()
{
}
void CubeMeshComponent::Render()
{
glm::mat4 a = gameObject->transform->worldTransformMat;
ResourceManager::GetShader("CubeShader").SetMatrix4("model", a ,true);
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
Vs代码
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
layout(std140) uniform PV
{
mat4 projection;
mat4 view;
};
out vec2 TexCoord;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
FS代码
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
layout(std140) uniform PV
{
mat4 projection;
mat4 view;
};
out vec2 TexCoord;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
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