num_vertices = 0;
num_indices = 0;
+
+ /* draw normals */
+ nvao = nvbo = 0;
}
MeshGL::MeshGL(const MeshGL &mesh)
ibo = 0;
vao = 0;
+ /* draw normals */
+ nvao = nvbo = 0;
+
/*
* if we set these to the actual
* vertices.size() and indices.size()
glBindVertexArray(0);
}
+void MeshGL::draw_normals(float scale) const
+{
+ if(!nvao) {
+ glGenVertexArrays(1, &nvao);
+ glBindVertexArray(nvao);
+
+ glGenBuffers(1, &nvbo);
+ glBindBuffer(GL_ARRAY_BUFFER, nvbo);
+
+ glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(Vec3) * 2, 0, GL_STATIC_DRAW);
+ Vec3 *data = (Vec3 *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+
+ for (size_t i = 0; i < normals.size(); i++)
+ {
+ *data++ = vertices[i];
+ *data++ = vertices[i] + normals[i] * scale;
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+
+ glVertexAttribPointer(MESH_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
+ glEnableVertexAttribArray(MESH_VERTEX);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ } else {
+ glBindVertexArray(nvao);
+ }
+
+ glDrawArrays(GL_LINES, 0, normals.size() * 2);
+ glBindVertexArray(0);
+}
+
void MeshGL::update_vertex_data()
{
update_vbo();
if(vbo_tex_coords)
glDeleteBuffers(1, &vbo_tex_coords);
if(ibo)
- if(vao)
- glDeleteVertexArrays(1, &vao);
+ glDeleteBuffers(1, &ibo);
+ if (vao)
+ glDeleteVertexArrays(1, &vao);
+
+ if(nvbo)
+ glDeleteBuffers(1, &nvbo);
+ if(nvao)
+ glDeleteVertexArrays(1, &nvao);
}
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