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Copy pathtextboard.cpp
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164 lines (140 loc) · 4.74 KB
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#include "textboard.h"
Textboard::Textboard(std::string texture, glm::vec3 bl, glm::vec3 right, glm::vec3 up){
Initialize(texture, bl, right, up);
}
void Textboard::Initialize(std::string texture, glm::vec3 b, glm::vec3 r, glm::vec3 u){
initialized = true;
bl = b;
right = r;
up = u;
first = b + r + r + r;
//Initialize the shader
shader = new MyShader("shaders/slide.vert", "shaders/slide.frag");
shader->checkErrors();
shader->loadTexture("slideTex", texture);
//Initialize the buffers
glGenBuffers(1, &vertBuffer);
glGenBuffers(1, &uvBuffer);
verts.push_back(bl);
uvs.push_back(glm::vec2(0.0, 1.0));
verts.push_back(bl + right + right + right + up);
uvs.push_back(glm::vec2(0.3, 0.5));
verts.push_back(bl + up);
uvs.push_back(glm::vec2(0.0, 0.5));
verts.push_back(bl);
uvs.push_back(glm::vec2(0.0, 1.0));
verts.push_back(bl + right + right + right );
uvs.push_back(glm::vec2(0.3, 1.0));
verts.push_back(bl + right + right +right + up);
uvs.push_back(glm::vec2(0.3, 0.5));
FillTheLine(first, numDigits, false);
FillTheLine(bl-up, numDigits+3, false);
glm::vec3 bLeft2 = bl -up;
LoadVertex();
LoadID(50);
LoadNumber(60);
// UpdateTexCoord();
}
void Textboard::LoadVertex(){
//Put vertex data in buffers
glBindBuffer(GL_ARRAY_BUFFER, vertBuffer);
numVerts = verts.size();
glBufferData(GL_ARRAY_BUFFER, numVerts * sizeof(glm::vec3), verts.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
numUVs = uvs.size();
glBufferData(GL_ARRAY_BUFFER, numUVs * sizeof(glm::vec2), uvs.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void Textboard::FillTheLine(glm::vec3 bLeft, int b, bool update){
for (int i =0; i<b; i++){
if (!update) {
verts.push_back(bLeft);
verts.push_back(bLeft + right + up);
verts.push_back(bLeft + up);
verts.push_back(bLeft);
verts.push_back(bLeft + right);
verts.push_back(bLeft + right + up);
bLeft = bLeft +right;
}
uvs.push_back(glm::vec2(0.3, 1.0));
uvs.push_back(glm::vec2(0.4, 0.5));
uvs.push_back(glm::vec2(0.3, 0.5));
uvs.push_back(glm::vec2(0.3, 1.0));
uvs.push_back(glm::vec2(0.4, 1.0));
uvs.push_back(glm::vec2(0.4, 0.5));
}
}
void Textboard::UpdateTexCoord(){
ClearTexCoord();
FillTheLine(first, numDigits-idDigits.size(), true); //fill the preceding blanks
for (int i=idDigits.size()-1; i >= 0;i--){
int off = idDigits.at(i);
uvs.push_back(glm::vec2(0.0 + off*0.1, 0.5));
uvs.push_back(glm::vec2(0.1 + off*0.1, 0.0));
uvs.push_back(glm::vec2(0.0 + off*0.1, 0.0));
uvs.push_back(glm::vec2(0.0 + off*0.1, 0.5));
uvs.push_back(glm::vec2(0.1 + off*0.1, 0.5));
uvs.push_back(glm::vec2(0.1 + off*0.1, 0.0));
}
FillTheLine(bl-up, numDigits+3-pDigits.size(), true); //fill the preceding blanks
for (int i=pDigits.size()-1; i >= 0;i--){
int off = pDigits.at(i);
uvs.push_back(glm::vec2(0.0 + off*0.1, 0.5));
uvs.push_back(glm::vec2(0.1 + off*0.1, 0.0));
uvs.push_back(glm::vec2(0.0 + off*0.1, 0.0));
uvs.push_back(glm::vec2(0.0 + off*0.1, 0.5));
uvs.push_back(glm::vec2(0.1 + off*0.1, 0.5));
uvs.push_back(glm::vec2(0.1 + off*0.1, 0.0));
}
glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, numUVs * sizeof(glm::vec2), uvs.data());
}
void Textboard::ClearTexCoord(){
uvs.clear();
uvs.push_back(glm::vec2(0.0, 1.0));
uvs.push_back(glm::vec2(0.3, 0.5));
uvs.push_back(glm::vec2(0.0, 0.5));
uvs.push_back(glm::vec2(0.0, 1.0));
uvs.push_back(glm::vec2(0.3, 1.0));
uvs.push_back(glm::vec2(0.3, 0.5));
}
void Textboard::LoadID(int num) {
id = num;
idDigits.clear();
while(num != 0 ){
idDigits.push_back(num%10);
num = num/10;
}
UpdateTexCoord();
}
void Textboard::LoadNumber(int num) {
pDigits.clear();
while(num != 0 ){
pDigits.push_back(num%10);
num = num/10;
}
UpdateTexCoord();
}
void Textboard::Draw(glm::mat4 mvp){
LoadID(id);
// UpdateTexCoord();
id +=1;
glCheckError();
shader->bindShader();
shader->setMatrix4("mvp", mvp);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glCheckError();
glBindBuffer(GL_ARRAY_BUFFER, vertBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), NULL);
glCheckError();
glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec2), NULL);
glCheckError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glCheckError();
glDrawArrays(GL_TRIANGLES, 0, verts.size() *3);
glCheckError();
shader->unbindShader();
glCheckError();
}