#include "model.hpp"
-#include <glm/gtc/matrix_transform.hpp>
-#include <glm/gtx/euler_angles.hpp>
-#include <glm/gtx/transform.hpp>
+#include <iostream>
namespace blank {
Model::Model()
-: position(0, 0, 0)
-, pitch(0)
-, yaw(0) {
-
+: vertices()
+, colors()
+, normals()
+, handle{}
+, dirty(false) {
+ glGenBuffers(ATTRIB_COUNT, handle);
}
Model::~Model() {
+ glDeleteBuffers(ATTRIB_COUNT, handle);
+}
+
+Model::Model(Model &&other)
+: vertices(std::move(other.vertices))
+, colors(std::move(other.colors))
+, normals(std::move(other.normals))
+, dirty(other.dirty) {
+ for (int i = 0; i < ATTRIB_COUNT; ++i) {
+ handle[i] = other.handle[i];
+ other.handle[i] = 0;
+ }
+}
+
+Model &Model::operator =(Model &&other) {
+ vertices = std::move(other.vertices);
+ colors = std::move(other.colors);
+ normals = std::move(other.normals);
+ indices = std::move(other.indices);
+ for (int i = 0; i < ATTRIB_COUNT; ++i) {
+ std::swap(handle[i], other.handle[i]);
+ }
+ dirty = other.dirty;
+ return *this;
+}
+
+void Model::Clear() {
+ vertices.clear();
+ colors.clear();
+ normals.clear();
+ indices.clear();
+ Invalidate();
+}
+
+void Model::Reserve(int v, int i) {
+ vertices.reserve(v);
+ colors.reserve(v);
+ normals.reserve(v);
+ indices.reserve(i);
}
-glm::mat4 Model::Transform() const {
- return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
+void Model::Update() {
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
+
+#ifndef NDEBUG
+ if (colors.size() < vertices.size()) {
+ std::cerr << "Model: not enough colors!" << std::endl;
+ colors.resize(vertices.size(), { 1, 0, 1 });
+ }
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_STATIC_DRAW);
+
+#ifndef NDEBUG
+ if (normals.size() < vertices.size()) {
+ std::cerr << "Model: not enough normals!" << std::endl;
+ normals.resize(vertices.size(), { 0, 1, 0 });
+ }
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+ glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), indices.data(), GL_STATIC_DRAW);
+
+ dirty = false;
+}
+
+
+void Model::Draw() {
+ if (dirty) {
+ Update();
+ }
+
+ glEnableVertexAttribArray(ATTRIB_VERTEX);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glVertexAttribPointer(
+ ATTRIB_VERTEX, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnableVertexAttribArray(ATTRIB_COLOR);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glVertexAttribPointer(
+ ATTRIB_COLOR, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnableVertexAttribArray(ATTRIB_NORMAL);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+ glVertexAttribPointer(
+ ATTRIB_NORMAL, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glDrawElements(
+ GL_TRIANGLES, // how
+ indices.size(), // count
+ GL_UNSIGNED_INT, // type
+ nullptr // offset
+ );
+
+ glDisableVertexAttribArray(ATTRIB_NORMAL);
+ glDisableVertexAttribArray(ATTRIB_COLOR);
+ glDisableVertexAttribArray(ATTRIB_VERTEX);
+}
+
+
+OutlineModel::OutlineModel()
+: vertices()
+, colors()
+, indices()
+, handle{}
+, dirty(false) {
+ glGenBuffers(ATTRIB_COUNT, handle);
+}
+
+OutlineModel::~OutlineModel() {
+ glDeleteBuffers(ATTRIB_COUNT, handle);
+}
+
+
+void OutlineModel::Clear() {
+ vertices.clear();
+ colors.clear();
+ indices.clear();
+ Invalidate();
+}
+
+void OutlineModel::Reserve(int v, int i) {
+ vertices.reserve(v);
+ colors.reserve(v);
+ indices.reserve(i);
+}
+
+
+void OutlineModel::Update() {
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
+
+#ifndef NDEBUG
+ if (colors.size() < vertices.size()) {
+ std::cerr << "OutlineModel: not enough colors!" << std::endl;
+ colors.resize(vertices.size(), { 1, 0, 1 });
+ }
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), indices.data(), GL_STATIC_DRAW);
+
+ dirty = false;
+}
+
+
+void OutlineModel::Draw() {
+ if (dirty) {
+ Update();
+ }
+
+ glEnableVertexAttribArray(ATTRIB_VERTEX);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glVertexAttribPointer(
+ ATTRIB_VERTEX, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnableVertexAttribArray(ATTRIB_COLOR);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glVertexAttribPointer(
+ ATTRIB_COLOR, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnable(GL_LINE_SMOOTH);
+ glLineWidth(2.0f);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glDrawElements(
+ GL_LINES, // how
+ indices.size(), // count
+ GL_UNSIGNED_SHORT, // type
+ nullptr // offset
+ );
+
+ glDisableVertexAttribArray(ATTRIB_COLOR);
+ glDisableVertexAttribArray(ATTRIB_VERTEX);
}
}