#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()
-: velocity(0, 0, 0)
-, position(0, 0, 0)
-, pitch(0)
-, yaw(0) {
+Model::Model() noexcept
+: va(0)
+, handle{}
+, count(0) {
+ glGenVertexArrays(1, &va);
+ glGenBuffers(ATTRIB_COUNT, handle);
+}
+
+Model::~Model() noexcept {
+ glDeleteBuffers(ATTRIB_COUNT, handle);
+ glDeleteVertexArrays(1, &va);
+}
+
+Model::Model(Model &&other) noexcept
+: 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) noexcept {
+ 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 Model::Update(const Buffer &buf) noexcept {
+ 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 << "Model: 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.normals.size() < buf.vertices.size()) {
+ std::cerr << "Model: not enough normals!" << std::endl;
+ }
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+ 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
+ );
+
+ 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() const noexcept {
+ glBindVertexArray(va);
+ glDrawElements(
+ GL_TRIANGLES, // how
+ count, // count
+ GL_UNSIGNED_INT, // type
+ nullptr // offset
+ );
+}
+
+
+BlockModel::BlockModel() noexcept
+: va(0)
+, handle{}
+, count(0) {
+ glGenVertexArrays(1, &va);
+ glGenBuffers(ATTRIB_COUNT, handle);
+}
+
+BlockModel::~BlockModel() noexcept {
+ glDeleteBuffers(ATTRIB_COUNT, handle);
+ glDeleteVertexArrays(1, &va);
+}
+
+BlockModel::BlockModel(BlockModel &&other) noexcept
+: 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) noexcept {
+ 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;
}
-Model::~Model() {
+void BlockModel::Update(const Buffer &buf) noexcept {
+ 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();
}
-glm::mat4 Model::Transform() const {
- return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
+void BlockModel::Draw() const noexcept {
+ glBindVertexArray(va);
+ glDrawElements(
+ GL_TRIANGLES, // how
+ count, // count
+ GL_UNSIGNED_INT, // type
+ nullptr // offset
+ );
}
+OutlineModel::OutlineModel() noexcept
+: vertices()
+, colors()
+, indices()
+, va(0)
+, handle{}
+, dirty(false) {
+ glGenVertexArrays(1, &va);
+ glGenBuffers(ATTRIB_COUNT, handle);
+}
+
+OutlineModel::~OutlineModel() noexcept {
+ glDeleteBuffers(ATTRIB_COUNT, handle);
+ glDeleteVertexArrays(1, &va);
+}
+
+
+void OutlineModel::Clear() noexcept {
+ 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() noexcept {
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), 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()) {
+ 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
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ 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() noexcept {
+ glBindVertexArray(va);
+
+ if (dirty) {
+ Update();
+ }
+
+ glEnable(GL_LINE_SMOOTH);
+ glLineWidth(2.0f);
-void Model::Update(int dt) {
- position += velocity * float(dt);
+ glDrawElements(
+ GL_LINES, // how
+ indices.size(), // count
+ GL_UNSIGNED_SHORT, // type
+ nullptr // offset
+ );
}
}