: vertices()
, colors()
, normals()
+, indices()
+, va(0)
, handle{}
, dirty(false) {
+ 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))
+, indices(std::move(other.indices))
+, va(other.va)
, dirty(other.dirty) {
+ 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(vertices, other.vertices);
+ std::swap(colors, other.colors);
+ std::swap(normals, other.normals);
+ std::swap(indices, other.indices);
+ std::swap(va, other.va);
for (int i = 0; i < ATTRIB_COUNT; ++i) {
std::swap(handle[i], other.handle[i]);
}
vertices.clear();
colors.clear();
normals.clear();
+ indices.clear();
Invalidate();
}
-void Model::Reserve(int s) {
- vertices.reserve(s);
- colors.reserve(s);
- normals.reserve(s);
+void Model::Reserve(int v, int i) {
+ vertices.reserve(v);
+ colors.reserve(v);
+ normals.reserve(v);
+ indices.reserve(i);
}
-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);
-
- dirty = false;
-}
-
-
-void Model::Draw() {
+void Model::CheckUpdate() {
if (dirty) {
+ glBindVertexArray(va);
Update();
}
+}
- glEnableVertexAttribArray(ATTRIB_VERTEX);
+void Model::Update() {
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
nullptr // offset
);
- glEnableVertexAttribArray(ATTRIB_COLOR);
+#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);
+ glEnableVertexAttribArray(ATTRIB_COLOR);
glVertexAttribPointer(
ATTRIB_COLOR, // location (for shader)
3, // size
nullptr // offset
);
- glEnableVertexAttribArray(ATTRIB_NORMAL);
+#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);
+ glEnableVertexAttribArray(ATTRIB_NORMAL);
glVertexAttribPointer(
ATTRIB_NORMAL, // location (for shader)
3, // size
nullptr // offset
);
- glDrawArrays(
- GL_TRIANGLES, // how
- 0, // start
- vertices.size() // len
- );
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), indices.data(), GL_STATIC_DRAW);
- glDisableVertexAttribArray(ATTRIB_NORMAL);
- glDisableVertexAttribArray(ATTRIB_COLOR);
- glDisableVertexAttribArray(ATTRIB_VERTEX);
+ dirty = false;
+}
+
+
+void Model::Draw() {
+ glBindVertexArray(va);
+
+ if (dirty) {
+ Update();
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glDrawElements(
+ GL_TRIANGLES, // how
+ indices.size(), // 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
+ 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);
}
}