void Model::Draw() const {
glBindVertexArray(va);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
glDrawElements(
GL_TRIANGLES, // how
count, // count
}
+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;
+ }
+}
+
+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
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+#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
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+#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_LIGHT, // location (for shader)
+ 1, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ 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()
glEnable(GL_LINE_SMOOTH);
glLineWidth(2.0f);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
glDrawElements(
GL_LINES, // how
indices.size(), // count