]> git.localhorst.tv Git - blank.git/blobdiff - src/model.cpp
add building notes
[blank.git] / src / model.cpp
index 032fc150a9e449c12bc68d62c98609280fee09a8..ab6e72f18d6735866682b9aef236bc7ff9959f55 100644 (file)
@@ -1,5 +1,7 @@
 #include "model.hpp"
 
+#include <iostream>
+
 
 namespace blank {
 
@@ -7,13 +9,44 @@ Model::Model()
 : 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) {
+       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;
 }
 
 
@@ -21,37 +54,133 @@ void Model::Clear() {
        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::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;
 }
 
 
 void Model::Draw() {
+       glBindVertexArray(va);
+
        if (dirty) {
                Update();
        }
 
-       glEnableVertexAttribArray(ATTRIB_VERTEX);
+       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 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);
+       glEnableVertexAttribArray(ATTRIB_VERTEX);
        glVertexAttribPointer(
                ATTRIB_VERTEX, // location (for shader)
                3,             // size
@@ -61,8 +190,15 @@ void Model::Draw() {
                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
@@ -72,26 +208,30 @@ void Model::Draw() {
                nullptr        // offset
        );
 
-       glEnableVertexAttribArray(ATTRIB_NORMAL);
-       glBindBuffer(GL_ARRAY_BUFFER, handle[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);
 
-       glDrawArrays(
-               GL_TRIANGLES,   // how
-               0,              // start
-               vertices.size() // len
-       );
+       dirty = false;
+}
 
-       glDisableVertexAttribArray(ATTRIB_NORMAL);
-       glDisableVertexAttribArray(ATTRIB_COLOR);
-       glDisableVertexAttribArray(ATTRIB_VERTEX);
+
+void OutlineModel::Draw() {
+       glBindVertexArray(va);
+
+       if (dirty) {
+               Update();
+       }
+
+       glEnable(GL_LINE_SMOOTH);
+       glLineWidth(2.0f);
+
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+       glDrawElements(
+               GL_LINES,          // how
+               indices.size(),    // count
+               GL_UNSIGNED_SHORT, // type
+               nullptr            // offset
+       );
 }
 
 }