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OpenGLGraph.cpp
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125 lines (94 loc) · 3.73 KB
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//
// OpenGLGraph.cpp
// OpenGLTutorial
//
// Created by Robby Tong on 1/26/19.
// Copyright © 2019 Robby Tong. All rights reserved.
//
#include "OpenGLGraph.hpp"
#define VERTEX_SHADER "/Users/robbytong/Documents/OpenGL/Tutorials/LearnOpenGL/XCode/OpenGLGraph_VertexShader.fsh"
#define FRAGMENT_SHADER "/Users/robbytong/Documents/OpenGL/Tutorials/LearnOpenGL/XCode/OpenGLGraph_FragmentShader.fsh"
OpenGLShader * OpenGLGraph::mShader = NULL;
OpenGLGraph::OpenGLGraph(size_t num_points, float max_x, float max_y)
{
assert(max_x > 0);
assert(max_y > 0);
assert(num_points >= 4);
mMaximumX = max_x;
mMaximumY = max_y;
mPlotDataLen = num_points;
mRGB = OpenGLPrimitive::COLOR_RED;
if(mShader == NULL)
{
mShader = new OpenGLShader(VERTEX_SHADER, FRAGMENT_SHADER);
}
mTransform = glm::mat4(1.0f);
mTransform = glm::scale(mTransform, glm::vec3(1.0f/mMaximumX, 1.0f/mMaximumY, 1.0f));
glGenVertexArrays(1, &mVAO);
glGenBuffers(1, &mVBO);
glBindVertexArray(mVAO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, // target
sizeof(Point) * mPlotDataLen, // size of buffer
NULL, // data to copy
GL_DYNAMIC_DRAW); // usage
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // vertex attribute to target
2, // number of components per attr
GL_FLOAT, // data type of each component in attr
GL_FALSE, // normalized?
sizeof(Point), // stride
0); // offset in element
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
mPlotData = new Point[mPlotDataLen];
memset(mPlotData, 0, sizeof(Point) * mPlotDataLen);
}
OpenGLGraph::~OpenGLGraph()
{
glDeleteBuffers(1, &mVBO);
glDeleteVertexArrays(1, &mVAO);
delete mPlotData;
}
void OpenGLGraph::setMaximumDimensions(float max_x, float max_y)
{
assert(max_x > 0);
assert(max_y > 0);
mMaximumX = max_x;
mMaximumY = max_y;
mTransform = glm::mat4(1.0f);
mTransform = glm::scale(mTransform, glm::vec3(1.0f/mMaximumX, 1.0f/mMaximumY, 1.0f));
}
// draws data with the maximums scaled to 1
void OpenGLGraph::drawWithTransform(glm::mat4 transform)
{
glm::mat4 view_transform = transform * mTransform;
mShader->use();
mShader->setMat4("transform", view_transform);
mShader->setVec3("color", mRGB[0], mRGB[1], mRGB[2]);
updatePlotData(mPlotData, mPlotDataLen);
glBindVertexArray(mVAO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferSubData(GL_ARRAY_BUFFER, // target
0, // offset
sizeof(Point) * mPlotDataLen, // size
mPlotData);
glDrawArrays(OpenGLPrimitive::VERTEX_INTERPRET_MODE_LINE_STRIP, 0, (GLsizei) mPlotDataLen);
#if 0
Point border[] =
{
{-mMaximumX, mMaximumY},
{ mMaximumX, mMaximumY},
{ mMaximumX,-mMaximumY},
{-mMaximumX,-mMaximumY},
};
float * border_color = OpenGLPrimitive::COLOR_BLACK;
mShader->setVec3("color", border_color[0], border_color[1], border_color[2]);
glBufferSubData(GL_ARRAY_BUFFER, // target
0, // offset
sizeof(Point) * 4, // size
border);
glDrawArrays(OpenGLPrimitive::VERTEX_INTERPRET_MODE_LINE_STRIP, 0, 4);
#endif
glBindBuffer(GL_ARRAY_BUFFER, 0);
}