// // Created by lukas on 06.02.22. // #define GL_GLEXT_PROTOTYPES #include #include "CrossHair.h" VertexArray *CrossHair::setVertexArray() { float fade[] = { // face #1 -0.02, -0.05, 0.02, 0.02, -0.05, 0.05, }; // Generate a vertex buffer auto *vb = new VertexBuffer(fade, sizeof(fade)); auto *va = new VertexArray(*vb); va->add(0,2,3,0); return va; } Shader CrossHair::setShader() { const std::string vertsrc = #include "vertex.shader" const std::string fragsrc = #include "fragment.shader" Shader s; s.loadShader(vertsrc, "", fragsrc); s.Bind(); return s; } IndexBuffer *CrossHair::setIndexBuffer() { unsigned indexx[] = { 0,2,1 }; return new IndexBuffer(indexx, 3); } void CrossHair::renderr() { glUniform3f(getUniformhandle("u_color"), 1.0f, 1.0f, 1.0f); RenderBase::render(); }