]> git.localhorst.tv Git - blank.git/blobdiff - src/model.cpp
begun block lighting implementation
[blank.git] / src / model.cpp
index bbfc97f4fcfb121f8646feec9d59680213958189..d26968a0e6282e51cdcb9dda431eb90a751d4c33 100644 (file)
@@ -1,37 +1,47 @@
 #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()
+:  va(0)
+, handle{}
+, count(0) {
+       glGenVertexArrays(1, &va);
        glGenBuffers(ATTRIB_COUNT, handle);
-
-       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
-       glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
-
-       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
-       glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_STATIC_DRAW);
-
-       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);
+       glDeleteVertexArrays(1, &va);
 }
 
+Model::Model(Model &&other)
+: va(other.va)
+, count(other.count) {
+       other.va = 0;
+       for (int i = 0; i < ATTRIB_COUNT; ++i) {
+               handle[i] = other.handle[i];
+               other.handle[i] = 0;
+       }
+}
 
-void Model::Draw() {
-       glEnableVertexAttribArray(ATTRIB_VERTEX);
+Model &Model::operator =(Model &&other) {
+       std::swap(va, other.va);
+       for (int i = 0; i < ATTRIB_COUNT; ++i) {
+               std::swap(handle[i], other.handle[i]);
+       }
+       count = other.count;
+       return *this;
+}
+
+void Model::Update(const Buffer &buf) {
+       glBindVertexArray(va);
        glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+       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)
                3,             // size
@@ -41,8 +51,14 @@ void Model::Draw() {
                nullptr        // offset
        );
 
-       glEnableVertexAttribArray(ATTRIB_COLOR);
+#ifndef NDEBUG
+       if (buf.colors.size() < buf.vertices.size()) {
+               std::cerr << "Model: not enough colors!" << std::endl;
+       }
+#endif
        glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+       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)
                3,             // size
@@ -52,8 +68,14 @@ void Model::Draw() {
                nullptr        // offset
        );
 
-       glEnableVertexAttribArray(ATTRIB_NORMAL);
+#ifndef NDEBUG
+       if (buf.normals.size() < buf.vertices.size()) {
+               std::cerr << "Model: not enough normals!" << std::endl;
+       }
+#endif
        glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+       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)
                3,             // size
@@ -63,15 +85,110 @@ void Model::Draw() {
                nullptr        // offset
        );
 
-       glDrawArrays(
-               GL_TRIANGLES,   // how
-               0,              // start
-               vertices.size() // len
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+       glBufferData(GL_ELEMENT_ARRAY_BUFFER, buf.indices.size() * sizeof(Index), buf.indices.data(), GL_STATIC_DRAW);
+       count = buf.indices.size();
+}
+
+
+void Model::Draw() const {
+       glBindVertexArray(va);
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+       glDrawElements(
+               GL_TRIANGLES,    // how
+               count,           // 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);
+}
 
-       glDisableVertexAttribArray(ATTRIB_NORMAL);
-       glDisableVertexAttribArray(ATTRIB_COLOR);
-       glDisableVertexAttribArray(ATTRIB_VERTEX);
+
+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
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+#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
+               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 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
+       );
 }
 
 }