void GLText::Draw(ShaderProgram &program, GLCamera &camera) const { program.Bind(); glUniformMatrix4fv(program.getUniformLocation("camera"), 1, GL_FALSE, glm::value_ptr(camera.PVMatrix())); glm::mat4 model; model = glm::translate(model, position); model = glm::rotate(model, glm::radians(rotation.x), { 1,0,0 }); model = glm::rotate(model, glm::radians(rotation.y+180), { 0,1,0 }); model = glm::rotate(model, glm::radians(rotation.z), { 0,0,1 }); model = glm::scale(model, scale); glUniformMatrix4fv(program.getUniformLocation("model"), 1, GL_FALSE, glm::value_ptr(model)); glDisable(GL_CULL_FACE); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureid); glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); // Draw plane with 36 vertices glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(0); glEnable(GL_CULL_FACE); }
// Draw the skybox using the skybox shader void Skybox::draw(ShaderProgram& s){ GLint posAttrib = s.getAttribLocation( "position" ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP,tex); GLint cube = s.getUniformLocation("cubeMap"); glUniform1i(cube,0); glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, (void*)0 ); glDrawArrays (GL_TRIANGLES, 0, 36); glBindBuffer(GL_ARRAY_BUFFER,0); }