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Light.h
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Light.h
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#pragma once
#ifndef Light_h
#define Light_h
#include<GL/glew.h>
GLfloat vertices_light[] = {
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,0.5f,-0.5f,
0.5f,0.5f,-0.5f,
-0.5f,0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,-0.5f,0.5f,
0.5f,-0.5f,0.5f,
0.5f,0.5f,0.5f,
0.5f,0.5f,0.5f,
-0.5f,0.5f,0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,0.5f,0.5f,
-0.5f,0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,0.5f,0.5f,
0.5f,0.5f,0.5f,
0.5f,0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,0.5f,
0.5f,0.5f,0.5f,
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,0.5f,
0.5f,-0.5f,0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,0.5f,-0.5f,
0.5f,0.5f,-0.5f,
0.5f,0.5f,0.5f,
0.5f,0.5f,0.5f,
-0.5f,0.5f,0.5f,
-0.5f,0.5f,-0.5f
};
class Light {
public:
Light() {
this->update();
}
void Draw(Shader &shader) {
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
private:
GLuint VAO, VBO;
void update() {
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
// connect the VAO and VBO
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
// transfer the data
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_light), vertices_light, GL_STATIC_DRAW);
// set the attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
};
#endif // !Light_h