namespace blank {
Model::Model()
-: vertices()
-, colors()
-, normals()
+: va(0)
, handle{}
-, dirty(false) {
+, count(0) {
+ glGenVertexArrays(1, &va);
glGenBuffers(ATTRIB_COUNT, handle);
}
Model::~Model() {
glDeleteBuffers(ATTRIB_COUNT, handle);
+ glDeleteVertexArrays(1, &va);
}
Model::Model(Model &&other)
-: vertices(std::move(other.vertices))
-, colors(std::move(other.colors))
-, normals(std::move(other.normals))
-, dirty(other.dirty) {
+: va(other.va)
+, count(other.count) {
+ other.va = 0;
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);
+ std::swap(va, other.va);
for (int i = 0; i < ATTRIB_COUNT; ++i) {
std::swap(handle[i], other.handle[i]);
}
- dirty = other.dirty;
+ count = other.count;
return *this;
}
-
-void Model::Clear() {
- vertices.clear();
- colors.clear();
- normals.clear();
- Invalidate();
-}
-
-void Model::Reserve(int s) {
- vertices.reserve(s);
- colors.reserve(s);
- normals.reserve(s);
-}
-
-
-void Model::Update() {
+void Model::Update(const Buffer &buf) {
+ glBindVertexArray(va);
glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, buf.vertices.size() * sizeof(glm::vec3), buf.vertices.data(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(ATTRIB_VERTEX);
+ glVertexAttribPointer(
+ ATTRIB_VERTEX, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
#ifndef NDEBUG
- if (colors.size() < vertices.size()) {
+ if (buf.colors.size() < buf.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);
+ glBufferData(GL_ARRAY_BUFFER, buf.colors.size() * sizeof(glm::vec3), buf.colors.data(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(ATTRIB_COLOR);
+ glVertexAttribPointer(
+ ATTRIB_COLOR, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
#ifndef NDEBUG
- if (normals.size() < vertices.size()) {
+ if (buf.normals.size() < buf.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);
+ glBufferData(GL_ARRAY_BUFFER, buf.normals.size() * sizeof(glm::vec3), buf.normals.data(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(ATTRIB_NORMAL);
+ glVertexAttribPointer(
+ ATTRIB_NORMAL, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
- dirty = false;
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, buf.indices.size() * sizeof(Index), buf.indices.data(), GL_STATIC_DRAW);
+ count = buf.indices.size();
}
-void Model::Draw() {
- if (dirty) {
- Update();
+void Model::Draw() const {
+ glBindVertexArray(va);
+ glDrawElements(
+ GL_TRIANGLES, // how
+ count, // count
+ GL_UNSIGNED_INT, // type
+ nullptr // offset
+ );
+}
+
+
+BlockModel::BlockModel()
+: va(0)
+, handle{}
+, count(0) {
+ glGenVertexArrays(1, &va);
+ glGenBuffers(ATTRIB_COUNT, handle);
+}
+
+BlockModel::~BlockModel() {
+ glDeleteBuffers(ATTRIB_COUNT, handle);
+ glDeleteVertexArrays(1, &va);
+}
+
+BlockModel::BlockModel(BlockModel &&other)
+: va(other.va)
+, count(other.count) {
+ other.va = 0;
+ for (int i = 0; i < ATTRIB_COUNT; ++i) {
+ handle[i] = other.handle[i];
+ other.handle[i] = 0;
}
+}
- glEnableVertexAttribArray(ATTRIB_VERTEX);
+BlockModel &BlockModel::operator =(BlockModel &&other) {
+ std::swap(va, other.va);
+ for (int i = 0; i < ATTRIB_COUNT; ++i) {
+ std::swap(handle[i], other.handle[i]);
+ }
+ count = other.count;
+ return *this;
+}
+
+void BlockModel::Update(const Buffer &buf) {
+ glBindVertexArray(va);
glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glBufferData(GL_ARRAY_BUFFER, buf.vertices.size() * sizeof(glm::vec3), buf.vertices.data(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(
ATTRIB_VERTEX, // location (for shader)
3, // size
nullptr // offset
);
- glEnableVertexAttribArray(ATTRIB_COLOR);
+#ifndef NDEBUG
+ if (buf.colors.size() < buf.vertices.size()) {
+ std::cerr << "BlockModel: not enough colors!" << std::endl;
+ }
+#endif
glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glBufferData(GL_ARRAY_BUFFER, buf.colors.size() * sizeof(glm::vec3), buf.colors.data(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(ATTRIB_COLOR);
glVertexAttribPointer(
ATTRIB_COLOR, // location (for shader)
3, // size
nullptr // offset
);
- glEnableVertexAttribArray(ATTRIB_NORMAL);
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+#ifndef NDEBUG
+ if (buf.lights.size() < buf.vertices.size()) {
+ std::cerr << "BlockModel: not enough lights!" << std::endl;
+ }
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_LIGHT]);
+ glBufferData(GL_ARRAY_BUFFER, buf.lights.size() * sizeof(float), buf.lights.data(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(ATTRIB_LIGHT);
glVertexAttribPointer(
- ATTRIB_NORMAL, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
- glDrawArrays(
- GL_TRIANGLES, // how
- 0, // start
- vertices.size() // len
+ ATTRIB_LIGHT, // location (for shader)
+ 1, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
);
- glDisableVertexAttribArray(ATTRIB_NORMAL);
- glDisableVertexAttribArray(ATTRIB_COLOR);
- glDisableVertexAttribArray(ATTRIB_VERTEX);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, buf.indices.size() * sizeof(Index), buf.indices.data(), GL_STATIC_DRAW);
+ count = buf.indices.size();
}
+void BlockModel::Draw() const {
+ glBindVertexArray(va);
+ glDrawElements(
+ GL_TRIANGLES, // how
+ count, // count
+ GL_UNSIGNED_INT, // type
+ nullptr // offset
+ );
+}
+
OutlineModel::OutlineModel()
: vertices()
, colors()
+, indices()
+, va(0)
, handle{}
, dirty(false) {
+ glGenVertexArrays(1, &va);
glGenBuffers(ATTRIB_COUNT, handle);
}
OutlineModel::~OutlineModel() {
glDeleteBuffers(ATTRIB_COUNT, handle);
+ glDeleteVertexArrays(1, &va);
}
void OutlineModel::Clear() {
vertices.clear();
colors.clear();
+ indices.clear();
Invalidate();
}
-void OutlineModel::Reserve(int s) {
- vertices.reserve(s);
- colors.reserve(s);
+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);
-
- 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
nullptr // offset
);
- glEnableVertexAttribArray(ATTRIB_COLOR);
+#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);
+ glEnableVertexAttribArray(ATTRIB_COLOR);
glVertexAttribPointer(
ATTRIB_COLOR, // location (for shader)
3, // size
nullptr // offset
);
+ 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() {
+ glBindVertexArray(va);
+
+ if (dirty) {
+ Update();
+ }
+
glEnable(GL_LINE_SMOOTH);
glLineWidth(2.0f);
- glDrawArrays(
- GL_LINES, // how
- 0, // start
- vertices.size() // len
+ glDrawElements(
+ GL_LINES, // how
+ indices.size(), // count
+ GL_UNSIGNED_SHORT, // type
+ nullptr // offset
);
-
- glDisableVertexAttribArray(ATTRIB_COLOR);
- glDisableVertexAttribArray(ATTRIB_VERTEX);
}
}