Files
enignE/src/line.cpp
RochesterX 8b181b34e6 Initial
2026-01-07 14:06:26 -05:00

111 lines
2.4 KiB
C++

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <stb_image.h>
#include <Line.hpp>
#include <shader.hpp>
#include <texture.hpp>
#include <iostream>
using std::vector;
using glm::vec3;
using glm::mat4;
Line::Line(const vec3 p, const vec3 r, const vec3 s, vector<float> v, vector<unsigned int> i)
{
this->position = p;
this->rotation = r;
this->scale = s;
this->vertices = v;
this->indices = i;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
}
void Line::draw(Shader s) {
/*mat4 mod = rotationMatrix();
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
std::cout << mod[i][j] << "\t";
}
std::cout << std::endl;
}*/
s.setMat4("modelMatrix", &modelMatrix()[0][0]);
s.use();
glBindVertexArray(VAO);
glDrawElements(GL_LINES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
mat4 Line::translationMatrix()
{
return mat4(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
position.x, position.y, position.z, 1
);
}
mat4 Line::rotationMatrix()
{
mat4 x(
1, 0, 0, 0,
0, cos(rotation.x), sin(rotation.x), 0,
0, -sin(rotation.x), cos(rotation.x), 0,
0, 0, 0, 1
);
mat4 y(
cos(rotation.y), 0, -sin(rotation.y), 0,
0, 1, 0, 0,
sin(rotation.y), 0, cos(rotation.y), 0,
0, 0, 0, 1
);
mat4 z(
cos(rotation.z), sin(rotation.z), 0, 0,
-sin(rotation.z), cos(rotation.z), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return z * y * x;
}
mat4 Line::scaleMatrix()
{
return mat4(
scale.x, 0, 0, 0,
0, scale.y, 0, 0,
0, 0, scale.z, 0,
0, 0, 0, 1
);
}
mat4 Line::modelMatrix()
{
return translationMatrix() * rotationMatrix() * scaleMatrix();
}