+ 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) {
+ 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]);
+ }
+ 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);
+}
+
+
+void Model::CheckUpdate() {
+ if (dirty) {
+ glBindVertexArray(va);
+ Update();
+ }
+}
+
+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
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+#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
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+#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
+ 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;
+}
+