refactor: create GLMesh class

This commit is contained in:
parker
2025-06-26 19:50:15 +01:00
parent afebb33a6f
commit 4805796fea
5 changed files with 82 additions and 27 deletions

View File

@@ -1,14 +1,18 @@
#include "gui/viewport/ViewportGLWidget.h"
#include "gui/viewport/GLMesh.h"
#include <glm/mat4x4.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <memory>
#include <qtimer.h>
void ViewportGLWidget::initializeGL()
{
initializeOpenGLFunctions();
triangleMesh_ = std::make_unique<GLMesh>();
QSurfaceFormat fmt = context()->format();
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
@@ -23,25 +27,6 @@ void ViewportGLWidget::initializeGL()
curCamera = GLCamera();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint vbo;
// create buffer of vertices
glGenBuffers(1, &vbo);
// set purpose
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// store data in the buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// vertex shader
const std::string vertexShaderSource = "#version 330 core\n"
"uniform mat4 uView;\n"
@@ -101,11 +86,6 @@ void ViewportGLWidget::initializeGL()
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
// unbind vertex array
glBindVertexArray(0);
glClearColor(0.16f, 0.16f, 0.16f, 1.0f);
@@ -140,7 +120,6 @@ void ViewportGLWidget::paintGL()
curCamera.setUniform(viewMLoc);
triangleMesh_->draw();
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
}