#include <GL/glew.h>
+#include <GL/gl.h>
#include <gmath/gmath.h>
#include "mesh-gl.h"
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()
vertices.clear();
normals.clear();
+ tex_coords.clear();
+ indices.clear();
}
void MeshGL::draw() const
{
+ if(!vdata_valid) {
+ ((MeshGL *)this)->update_vertex_data();
+ }
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindVertexArray(0);
}
-void MeshGL::update_vertex_data()
+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);
+}
+
+bool MeshGL::update_vertex_data()
{
update_vbo();
+ return true;
}
void MeshGL::update_vbo()
if(vbo_tex_coords)
glDeleteBuffers(1, &vbo_tex_coords);
if(ibo)
- if(vao)
- glDeleteVertexArrays(1, &vao);
-}
\ No newline at end of file
+ glDeleteBuffers(1, &ibo);
+ if(vao)
+ glDeleteVertexArrays(1, &vao);
+
+ if(nvbo)
+ glDeleteBuffers(1, &nvbo);
+ if(nvao)
+ glDeleteVertexArrays(1, &nvao);
+}