У меня есть базовый класс, который содержит неназначенный указатель _vertices
, и я хочу заполнить его из конструктора производного класса:
class GameRenderable {
bool _indexed;
int _vertSize;
int _idxSize;
unsigned int VAO, VBO, EBO;
unsigned int _texture0;
protected:
float *_vertices;
unsigned int *_indices;
public:
GameRenderable(GameRenderableMode grm);
~GameRenderable();
void Render();
protected:
void SetupBuffer(int, int);
};
void GameRenderable::SetupBuffer(int vs, int is) {
_indexed = false;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vs, _vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
_idxSize = is;
_vertSize = vs;
}
void GameRenderable::Render() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _texture0);
glBindVertexArray(VAO);
glm::mat4 model = glm::mat4(1.0f);
GetShader()->setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, _vertSize);
}
Производные классы:
class Cube : public GameRenderable {
public:
Cube();
~Cube();
};
Cube::Cube():GameRenderable(GameRenderableMode::_3D) {
/* Cube ASCII
E--------F A -0.5f, 0.5f, -0.5f
/| /| B 0.5f, 0.5f, -0.5f
A--------B | C -0.5f, -0.5f, -0.5f
| | | | D 0.5f, -0.5f, -0.5f
| G------|-H E -0.5f, 0.5f, 0.5f
|/ |/ F 0.5f, 0.5f, 0.5f
C--------D G -0.5f, -0.5f, 0.5f
H 0.5f, -0.5f, 0.5f
*/
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
_vertices = new float[sizeof(vertices)];
memcpy_s(_vertices, sizeof(vertices), vertices, sizeof(float));
SetupBuffer(36, 0);
SetupTexture("container.jpg");
}
Cube::~Cube() {
}
Когда я вызываю SetupBuffer()
, массив, переданный openGL, всегда представляет собой только 1 элемент, и ничего не рисуется. Если я помещу код SetupBuffer()
прямо в конструктор, он будет работать.