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grid.cpp
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#include "grid.h"
#include <vector>
#include "resourcemanager.h"
Grid::Grid()
{
}
void Grid::init(int sizeX, int sizeY)
{
_lineShader =
ResourceManager::getShader("./Shaders/line.vert", "./Shaders/line.frag");
std::vector<GLfloat> grid;
grid.reserve(sizeX*4+sizeY*4);
for (int x = 0; x <= sizeX; x++)
{
grid.push_back(x);
grid.push_back(0.0f);
grid.push_back(x);
grid.push_back(sizeY);
}
for (int y = 0; y <= sizeY; y++)
{
grid.push_back(0.0f);
grid.push_back(y);
grid.push_back(sizeX);
grid.push_back(y);
}
glGenVertexArrays(1, &_gridVAO);
glGenBuffers(1, &_gridVBO);
glBindVertexArray(_gridVAO);
glBindBuffer(GL_ARRAY_BUFFER, _gridVBO);
glBufferData(GL_ARRAY_BUFFER, grid.size() * 4, &grid[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
glBindVertexArray(0);
_vertices = grid.size();
}
void Grid::draw(Camera2D& camera)
{
_lineShader.use();
_lineShader.setUniform("cameraMatrix", camera.getCameraMatrix());
glBindVertexArray(_gridVAO);
glEnableVertexAttribArray(0);
glDrawArrays(GL_LINES, 0, _vertices);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
}