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PlayerHolder.cpp
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60 lines (52 loc) · 1.37 KB
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#include "PlayerHolder.h"
Player* ThePlayer;
PlayerHolder::PlayerHolder()
{
ThePlayer = new Player();
addObj(ThePlayer);
}
PlayerHolder::~PlayerHolder()
{
}
// Shader sources
GLuint PlayerHolder::setupFragmentShader(){
const GLchar* fragmentSource =
"#version 330 core\n"
"out vec4 outColor;"
"void main() {"
" outColor = vec4(1.0, 1.0, 0.0, 1.0);"//RGBA
"}";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
checkShader(fragmentShader);
return fragmentShader;
}
GLuint PlayerHolder::setupGeometry(){
GLuint vbo;
const int count = 9,count2=36;
float vertices[count * 2+count2*2];
int vertexNum = 0;
//triangles
for (int i = 0; i < 6; i++){
if (i % 2 == 0){
vertices[vertexNum++] = 0.0f; vertices[vertexNum++] = 0.0f;
}
vertices[vertexNum++] = Dcos(i * 360 / (6))*30;
vertices[vertexNum++] = Dsin(i * 360 / (6))*30;
}
//circle
for (int i = 0; i < count2; i++){
vertices[vertexNum++] = Dcos(i * 360 / (count2)) * 20;
vertices[vertexNum++] = Dsin(i * 360 / (count2)) * 20;
}
glGenBuffers(1, &vbo); // Generate 1 buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
return vbo;
}
void PlayerHolder::draw()
{
glDrawArrays(GL_TRIANGLES, 0, 9);
glDrawArrays(GL_LINE_LOOP, 9, 36);
}