#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)
vbo_normals = 0;
vbo_tex_coords = 0;
ibo = 0;
+ vao = 0;
+
+ /* draw normals */
+ nvao = nvbo = 0;
/*
* if we set these to the actual
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);
- glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, 0);
+ glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_SHORT, 0);
+
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ 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()
+bool MeshGL::update_vertex_data()
{
update_vbo();
+ return true;
}
void MeshGL::update_vbo()
{
+ if(vertices.empty()) {
+ printf("empty vertices\n");
+ return;
+ }
+
/* vao */
if(!vao)
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo_vertices);
glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices);
if(num_vertices != (int)vertices.size())
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float) * 3,
- &vertices, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vec3),
+ &vertices[0], GL_STATIC_DRAW);
else
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size() * sizeof(float) * 3,
- &vertices);
- num_vertices = vertices.size();
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size() * sizeof(Vec3),
+ &vertices[0]);
+ glVertexAttribPointer(MESH_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
/* normals */
glGenBuffers(1, &vbo_normals);
glBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
if(num_vertices != (int)normals.size())
- glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float) * 3,
- &normals, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(Vec3),
+ &normals[0], GL_STATIC_DRAW);
else
- glBufferSubData(GL_ARRAY_BUFFER, 0, normals.size() * sizeof(float) * 3,
- &normals);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, normals.size() * sizeof(Vec3),
+ &normals[0]);
+ glVertexAttribPointer(MESH_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
/* texture coordinates */
if(!vbo_tex_coords)
glGenBuffers(1, &vbo_tex_coords);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_tex_coords);
if(num_vertices != (int)tex_coords.size())
- glBufferData(GL_ARRAY_BUFFER, tex_coords.size() * sizeof(float) * 2, &tex_coords, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, tex_coords.size() * sizeof(Vec2), &tex_coords[0], GL_STATIC_DRAW);
else
- glBufferSubData(GL_ARRAY_BUFFER, 0, tex_coords.size() * sizeof(float) * 2, &tex_coords);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, tex_coords.size() * sizeof(Vec2), &tex_coords[0]);
+ glVertexAttribPointer(MESH_TEXTURE, 2, GL_FLOAT, GL_FALSE, sizeof(Vec2), 0);
+
+ num_vertices = vertices.size();
/* indices */
else
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indices.size() * 2,
&indices[0]);
+
num_indices = indices.size();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(MESH_VERTEX);
glEnableVertexAttribArray(MESH_NORMAL);
glEnableVertexAttribArray(MESH_TEXTURE);
- glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices);
- glVertexAttribPointer(MESH_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
- glVertexAttribPointer(MESH_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo_tex_coords);
- glVertexAttribPointer(MESH_TEXTURE, 2, GL_FLOAT, GL_FALSE, sizeof(Vec2), 0);
-
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
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);
+}