// // Rectangle.cpp // Clock Signal // // Created by Thomas Harte on 11/07/2018. // Copyright © 2018 Thomas Harte. All rights reserved. // #include "Rectangle.hpp" using namespace OpenGL; Rectangle::Rectangle(float x, float y, float width, float height): pixel_shader_( "#version 150\n" "in vec2 position;" "void main(void)" "{" "gl_Position = vec4(position, 0.0, 1.0);" "}", "#version 150\n" "uniform vec4 colour;" "out vec4 fragColour;" "void main(void)" "{" "fragColour = colour;" "}" ){ pixel_shader_.bind(); glGenVertexArrays(1, &drawing_vertex_array_); glGenBuffers(1, &drawing_array_buffer_); glBindVertexArray(drawing_vertex_array_); glBindBuffer(GL_ARRAY_BUFFER, drawing_array_buffer_); GLint position_attribute = pixel_shader_.get_attrib_location("position"); glEnableVertexAttribArray(static_cast(position_attribute)); glVertexAttribPointer( (GLuint)position_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (void *)0); colour_uniform_ = pixel_shader_.get_uniform_location("colour"); float buffer[4*2]; // Store positions. buffer[0] = x; buffer[1] = y; buffer[2] = x; buffer[3] = y + height; buffer[4] = x + width; buffer[5] = y; buffer[6] = x + width; buffer[7] = y + height; // Upload buffer. glBindBuffer(GL_ARRAY_BUFFER, drawing_array_buffer_); glBufferData(GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_DRAW); } void Rectangle::draw(float red, float green, float blue) { pixel_shader_.bind(); glUniform4f(colour_uniform_, red, green, blue, 1.0); glBindVertexArray(drawing_vertex_array_); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }