X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmodel.cpp;h=0e358c5585c62300d9a7aae3abe0e52da8a18863;hb=9c1f7b20394808f7ec7a6cadd9e0dd665c6f6bd5;hp=4ee621afbb614605acd7dd3a02674721e6d3bc3c;hpb=d18be10ef3f0a7b61c6f5c4c4096ca2b776c75b3;p=blank.git diff --git a/src/model.cpp b/src/model.cpp index 4ee621a..0e358c5 100644 --- a/src/model.cpp +++ b/src/model.cpp @@ -1,26 +1,232 @@ #include "model.hpp" -#include -#include -#include +#include namespace blank { Model::Model() -: position(0, 0, 0) -, pitch(0) -, yaw(0) { - +: 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); + indices = std::move(other.indices); + 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(); + indices.clear(); + Invalidate(); +} + +void Model::Reserve(int v, int i) { + vertices.reserve(v); + colors.reserve(v); + normals.reserve(v); + indices.reserve(i); } -glm::mat4 Model::Transform() const { - return glm::translate(position) * glm::eulerAngleYX(yaw, pitch); +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); + + 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(); + } + + 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 + ); + + 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]); + glDrawElements( + GL_TRIANGLES, // how + indices.size(), // count + GL_UNSIGNED_INT, // type + nullptr // offset + ); + + glDisableVertexAttribArray(ATTRIB_NORMAL); + glDisableVertexAttribArray(ATTRIB_COLOR); + glDisableVertexAttribArray(ATTRIB_VERTEX); +} + + +OutlineModel::OutlineModel() +: vertices() +, colors() +, indices() +, handle{} +, dirty(false) { + glGenBuffers(ATTRIB_COUNT, handle); +} + +OutlineModel::~OutlineModel() { + glDeleteBuffers(ATTRIB_COUNT, handle); +} + + +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); + +#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); + + 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() { + 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); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]); + glDrawElements( + GL_LINES, // how + indices.size(), // count + GL_UNSIGNED_SHORT, // type + nullptr // offset + ); + + glDisableVertexAttribArray(ATTRIB_COLOR); + glDisableVertexAttribArray(ATTRIB_VERTEX); } }