mirror of
https://github.com/PrismLauncher/PrismLauncher.git
synced 2025-06-12 21:27:44 +02:00
move background to vertex buffer
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
@ -68,6 +68,16 @@ static const QVector<GLushort> indices = {
|
||||
20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)
|
||||
};
|
||||
|
||||
static const QVector<VertexData> planeVertices = {
|
||||
{ QVector4D(-1.0f, -1.0f, -0.5f, 1.0f), QVector2D(0.0f, 0.0f) }, // Bottom-left
|
||||
{ QVector4D(1.0f, -1.0f, -0.5f, 1.0f), QVector2D(1.0f, 0.0f) }, // Bottom-right
|
||||
{ QVector4D(-1.0f, 1.0f, -0.5f, 1.0f), QVector2D(0.0f, 1.0f) }, // Top-left
|
||||
{ QVector4D(1.0f, 1.0f, -0.5f, 1.0f), QVector2D(1.0f, 1.0f) }, // Top-right
|
||||
};
|
||||
static const QVector<GLushort> planeIndices = {
|
||||
0, 1, 2, 3, 3 // Face 0 - triangle strip ( v0, v1, v2, v3)
|
||||
};
|
||||
|
||||
QVector<QVector4D> transformVectors(const QMatrix4x4& matrix, const QVector<QVector4D>& vectors)
|
||||
{
|
||||
QVector<QVector4D> transformedVectors;
|
||||
@ -117,7 +127,6 @@ QVector<QVector2D> getCubeUVs(float u, float v, float width, float height, float
|
||||
left[2],
|
||||
};
|
||||
auto uvTop = {
|
||||
|
||||
top[0],
|
||||
top[1],
|
||||
top[3],
|
||||
@ -198,7 +207,7 @@ void BoxGeometry::draw(QOpenGLShaderProgram* program)
|
||||
program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
|
||||
|
||||
// Draw cube geometry using indices from VBO 1
|
||||
glDrawElements(GL_TRIANGLE_STRIP, indices.size(), GL_UNSIGNED_SHORT, nullptr);
|
||||
glDrawElements(GL_TRIANGLE_STRIP, m_indecesCount, GL_UNSIGNED_SHORT, nullptr);
|
||||
}
|
||||
|
||||
void BoxGeometry::initGeometry(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight)
|
||||
@ -226,10 +235,27 @@ void BoxGeometry::initGeometry(float u, float v, float width, float height, floa
|
||||
// Transfer index data to VBO 1
|
||||
m_indexBuf.bind();
|
||||
m_indexBuf.allocate(indices.constData(), indices.size() * sizeof(GLushort));
|
||||
m_indecesCount = indices.size();
|
||||
}
|
||||
|
||||
void BoxGeometry::rotate(float angle, const QVector3D& vector)
|
||||
{
|
||||
m_matrix.rotate(angle, vector);
|
||||
}
|
||||
|
||||
BoxGeometry* BoxGeometry::Plane()
|
||||
{
|
||||
auto b = new BoxGeometry(QVector3D(), QVector3D());
|
||||
|
||||
// Transfer vertex data to VBO 0
|
||||
b->m_vertexBuf.bind();
|
||||
b->m_vertexBuf.allocate(planeVertices.constData(), planeVertices.size() * sizeof(VertexData));
|
||||
|
||||
// Transfer index data to VBO 1
|
||||
b->m_indexBuf.bind();
|
||||
b->m_indexBuf.allocate(planeIndices.constData(), planeIndices.size() * sizeof(GLushort));
|
||||
b->m_indecesCount = planeIndices.size();
|
||||
|
||||
return b;
|
||||
}
|
||||
} // namespace opengl
|
Reference in New Issue
Block a user