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Scene.h
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Scene.h
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/* 4K Displaywall Bench
* Copyright (c) 2016, Oblong Industries, Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* 3. Neither the name of the copyright holder nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __Scene__proto__
#define __Scene__proto__
#include <iostream>
// glad extension loader: https://github.com/Dav1dde/glad
#include <glad/glad.h>
// GLFW: glfw.org
#define GLFW_INCLUDE_GLCOREARB
#include <GLFW/glfw3.h>
// OpenGL Math Library: glm.g-truc.net
#include <glm/mat4x4.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "util.h"
namespace proto {
class Scene {
public:
Scene ();
~Scene ();
void Setup ();
void Update ();
void Draw ();
void ResetZoom ()
{ zoom = 1.0; }
void IncrementZoom ()
{ zoom *= 1.1; }
void DecrementZoom ()
{ zoom *= 0.9; }
void SetWindow (float w, float h)
{ window_width = w; window_height = h; }
public:
enum vertexAttrib {
vPosition,
vTexCoord
};
protected:
void Load ();
void Unload ();
protected:
float zoom;
float window_width;
float window_height;
GLuint vao;
GLuint index_vbo;
GLuint vertex_vbo;
GLfloat vertex_array[20];
GLushort index_array[6];
std::string vertex_shader_source;
std::string fragment_shader_source;
GLuint program;
};
}
#endif // defined(__Scene__proto__)