]> git.localhorst.tv Git - blank.git/blobdiff - src/model.cpp
some cleanup
[blank.git] / src / model.cpp
index bbfc97f4fcfb121f8646feec9d59680213958189..08b29242b1b185a90c60d54ec59e3b58b2fa4edf 100644 (file)
@@ -1,35 +1,91 @@
 #include "model.hpp"
 
+#include <iostream>
+
 
 namespace blank {
 
-Model::Model(
-       std::vector<glm::vec3> &&vtx,
-       std::vector<glm::vec3> &&col,
-       std::vector<glm::vec3> &&norm
-)
-: vertices(vtx)
-, colors(col)
-, normals(norm)
-, handle{} {
+Model::Model()
+: vertices()
+, colors()
+, normals()
+, handle{}
+, dirty(false) {
        glGenBuffers(ATTRIB_COUNT, handle);
+}
+
+Model::~Model() {
+       glDeleteBuffers(ATTRIB_COUNT, handle);
+}
+
+Model::Model(Model &&other)
+: vertices(std::move(other.vertices))
+, colors(std::move(other.colors))
+, normals(std::move(other.normals))
+, dirty(other.dirty) {
+       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);
+       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();
+       Invalidate();
+}
+
+void Model::Reserve(int s) {
+       vertices.reserve(s);
+       colors.reserve(s);
+       normals.reserve(s);
+}
+
+
+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);
-}
 
-Model::~Model() {
-       glDeleteBuffers(ATTRIB_COUNT, handle);
+       dirty = false;
 }
 
 
 void Model::Draw() {
+       if (dirty) {
+               Update();
+       }
+
        glEnableVertexAttribArray(ATTRIB_VERTEX);
        glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
        glVertexAttribPointer(
@@ -74,4 +130,87 @@ void Model::Draw() {
        glDisableVertexAttribArray(ATTRIB_VERTEX);
 }
 
+
+OutlineModel::OutlineModel()
+: vertices()
+, colors()
+, handle{}
+, dirty(false) {
+       glGenBuffers(ATTRIB_COUNT, handle);
+}
+
+OutlineModel::~OutlineModel() {
+       glDeleteBuffers(ATTRIB_COUNT, handle);
+}
+
+
+void OutlineModel::Clear() {
+       vertices.clear();
+       colors.clear();
+       Invalidate();
+}
+
+void OutlineModel::Reserve(int s) {
+       vertices.reserve(s);
+       colors.reserve(s);
+}
+
+
+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
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+       glEnableVertexAttribArray(ATTRIB_COLOR);
+       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+       glVertexAttribPointer(
+               ATTRIB_COLOR,  // location (for shader)
+               3,             // size
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+       glEnable(GL_LINE_SMOOTH);
+       glLineWidth(2.0f);
+
+       glDrawArrays(
+               GL_LINES,       // how
+               0,              // start
+               vertices.size() // len
+       );
+
+       glDisableVertexAttribArray(ATTRIB_COLOR);
+       glDisableVertexAttribArray(ATTRIB_VERTEX);
+}
+
 }