Colored coordinate system works

simple_math_single_header
Martin Felis 2018-02-28 10:01:39 +01:00
parent 454ea72a85
commit 076f051d48
1 changed files with 11 additions and 9 deletions

View File

@ -42,10 +42,10 @@ static const GLfloat g_textured_quad_vertex_buffer_data[] = {
};
static const GLfloat g_coordinate_system_vertex_buffer_data[] = {
0.0f, 0.0f, 0.0f, 255.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 255.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 255.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f, 255.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
@ -300,25 +300,27 @@ void Renderer::RenderGl() {
glBindAttribLocation(mDefaultProgram.mProgramId, 1, "inColor");
// Coordinate system
glBindVertexArray(mCoordinateSystem.mVertexArrayId);
glEnableVertexAttribArray(0);
glUniform4fv(muDefaultColor, 1, Vector4f(1.0f, 0.0f, 0.0f, 1.0f).data());
glBindVertexArray(mCoordinateSystem.mVertexArrayId);
glUniform4fv(muDefaultColor, 1, Vector4f(0.0f, 0.0f, 0.0f, 1.0f).data());
glBindBuffer(GL_ARRAY_BUFFER, mCoordinateSystem.mVertexBuffer);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
(sizeof(float[6])),
(sizeof(float)*6),
(void*)0
);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1,
3,
GL_FLOAT,
GL_FALSE,
(sizeof(float[6])),
(void*) (sizeof(float[3]))
(sizeof(float)*6),
(void*)(sizeof(float) * 3)
);
glDrawArrays(GL_LINES, 0, 6);