]> git.localhorst.tv Git - blank.git/blobdiff - src/model.cpp
fixed light propagation
[blank.git] / src / model.cpp
index 7335ed9a5c3ec35a91219180e6105d8436f4a2d3..d26968a0e6282e51cdcb9dda431eb90a751d4c33 100644 (file)
 #include "model.hpp"
 
-#include <glm/gtc/matrix_transform.hpp>
-#include <glm/gtx/euler_angles.hpp>
-#include <glm/gtx/transform.hpp>
+#include <iostream>
 
 
 namespace blank {
 
 Model::Model()
-: velocity(0, 0, 0)
-, position(0, 0, 0)
-, pitch(0)
-, yaw(0) {
-
+:  va(0)
+, handle{}
+, count(0) {
+       glGenVertexArrays(1, &va);
+       glGenBuffers(ATTRIB_COUNT, handle);
 }
 
 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;
+       }
+}
+
+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
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+#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
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+#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
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               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
+               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);
 }
 
 
-glm::mat4 Model::Transform() const {
-       return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
+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 Model::Update(int dt) {
-       position += velocity * float(dt);
+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
+       );
 }
 
 }