]> git.localhorst.tv Git - blank.git/blobdiff - src/model.cpp
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[blank.git] / src / model.cpp
index 0e358c5585c62300d9a7aae3abe0e52da8a18863..d26968a0e6282e51cdcb9dda431eb90a751d4c33 100644 (file)
@@ -6,23 +6,22 @@
 namespace blank {
 
 Model::Model()
-: vertices()
-, colors()
-, normals()
+:  va(0)
 , handle{}
-, dirty(false) {
+, count(0) {
+       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))
-, 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];
                other.handle[i] = 0;
@@ -30,70 +29,19 @@ Model::Model(Model &&other)
 }
 
 Model &Model::operator =(Model &&other) {
-       vertices = std::move(other.vertices);
-       colors = std::move(other.colors);
-       normals = std::move(other.normals);
-       indices = std::move(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::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);
-
-#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);
-
-       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() {
-       if (dirty) {
-               Update();
-       }
-
+       glBufferData(GL_ARRAY_BUFFER, buf.vertices.size() * sizeof(glm::vec3), buf.vertices.data(), GL_STATIC_DRAW);
        glEnableVertexAttribArray(ATTRIB_VERTEX);
-       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
        glVertexAttribPointer(
                ATTRIB_VERTEX, // location (for shader)
                3,             // size
@@ -103,8 +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
@@ -114,8 +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
@@ -125,17 +85,21 @@ void Model::Draw() {
                nullptr        // offset
        );
 
+       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
-               indices.size(),    // count
+               GL_TRIANGLES,    // how
+               count,           // count
                GL_UNSIGNED_INT, // type
-               nullptr            // offset
+               nullptr          // offset
        );
-
-       glDisableVertexAttribArray(ATTRIB_NORMAL);
-       glDisableVertexAttribArray(ATTRIB_COLOR);
-       glDisableVertexAttribArray(ATTRIB_VERTEX);
 }
 
 
@@ -143,13 +107,16 @@ 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);
 }
 
 
@@ -170,6 +137,15 @@ void OutlineModel::Reserve(int v, int 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
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
 
 #ifndef NDEBUG
        if (colors.size() < vertices.size()) {
@@ -179,6 +155,15 @@ void OutlineModel::Update() {
 #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);
@@ -188,32 +173,12 @@ void OutlineModel::Update() {
 
 
 void OutlineModel::Draw() {
+       glBindVertexArray(va);
+
        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);
 
@@ -224,9 +189,6 @@ void OutlineModel::Draw() {
                GL_UNSIGNED_SHORT, // type
                nullptr            // offset
        );
-
-       glDisableVertexAttribArray(ATTRIB_COLOR);
-       glDisableVertexAttribArray(ATTRIB_VERTEX);
 }
 
 }