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-rw-r--r--src/RendererSky.cpp140
1 files changed, 140 insertions, 0 deletions
diff --git a/src/RendererSky.cpp b/src/RendererSky.cpp
new file mode 100644
index 0000000..e0e367b
--- /dev/null
+++ b/src/RendererSky.cpp
@@ -0,0 +1,140 @@
+#include "RendererSky.hpp"
+
+const GLfloat vertices[] = {
+ //Z+ edge
+ -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,
+
+ //Z- edge
+ -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,
+
+ //X+ edge
+ -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,
+
+ //X- edge
+ 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,
+
+ //Y+ edge
+ -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,
+
+ //Y- edge
+ 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,
+};
+
+const GLfloat uv_coords[] = {
+ //Z+
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+
+ //Z-
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 0.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+
+ //X+
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 0.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+
+ //X-
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+
+ //Y+
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+
+ //Y-
+ 1.0f, 0.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+};
+
+RendererSky::RendererSky() {
+ glGenBuffers(1, &VboVert);
+ glBindBuffer(GL_ARRAY_BUFFER, VboVert);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glGenBuffers(1, &VboUv);
+ glBindBuffer(GL_ARRAY_BUFFER, VboUv);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW);
+ glGenVertexArrays(1, &Vao);
+
+ glBindVertexArray(Vao);
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, VboVert);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
+ glEnableVertexAttribArray(0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, VboUv);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
+ glEnableVertexAttribArray(1);
+ }
+ glBindVertexArray(0);
+ glCheckError();
+}
+
+RendererSky::~RendererSky()
+{
+ glDeleteBuffers(1, &VboVert);
+ glDeleteBuffers(1, &VboUv);
+ glDeleteVertexArrays(1, &Vao);
+ //glCheckError();
+}
+
+void RendererSky::Render(RenderState &renderState)
+{
+ renderState.SetActiveVao(Vao);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glCheckError();
+}