]> git.localhorst.tv Git - blank.git/blobdiff - src/model.cpp
save a little memory
[blank.git] / src / model.cpp
index ab6e72f18d6735866682b9aef236bc7ff9959f55..d26968a0e6282e51cdcb9dda431eb90a751d4c33 100644 (file)
@@ -6,13 +6,9 @@
 namespace blank {
 
 Model::Model()
-: vertices()
-, colors()
-, normals()
-, indices()
-, va(0)
+:  va(0)
 , handle{}
-, dirty(false) {
+, count(0) {
        glGenVertexArrays(1, &va);
        glGenBuffers(ATTRIB_COUNT, handle);
 }
@@ -23,12 +19,8 @@ Model::~Model() {
 }
 
 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) {
+: va(other.va)
+, count(other.count) {
        other.va = 0;
        for (int i = 0; i < ATTRIB_COUNT; ++i) {
                handle[i] = other.handle[i];
@@ -37,45 +29,18 @@ Model::Model(Model &&other)
 }
 
 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;
+       count = other.count;
        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() {
+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)
@@ -87,13 +52,12 @@ void Model::Update() {
        );
 
 #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)
@@ -105,13 +69,12 @@ void Model::Update() {
        );
 
 #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)
@@ -123,25 +86,19 @@ void Model::Update() {
        );
 
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
-       glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), indices.data(), GL_STATIC_DRAW);
-
-       dirty = false;
+       glBufferData(GL_ELEMENT_ARRAY_BUFFER, buf.indices.size() * sizeof(Index), buf.indices.data(), GL_STATIC_DRAW);
+       count = buf.indices.size();
 }
 
 
-void Model::Draw() {
+void Model::Draw() const {
        glBindVertexArray(va);
-
-       if (dirty) {
-               Update();
-       }
-
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
        glDrawElements(
-               GL_TRIANGLES,      // how
-               indices.size(),    // count
+               GL_TRIANGLES,    // how
+               count,           // count
                GL_UNSIGNED_INT, // type
-               nullptr            // offset
+               nullptr          // offset
        );
 }