Can now set index buffers and use them ... and draw a 2-size-unit cube

simple_math_single_header
Martin Felis 2018-02-28 21:36:44 +01:00
parent e2671e8de4
commit 2550bb5407
3 changed files with 92 additions and 1 deletions

View File

@ -53,6 +53,7 @@ static const GLfloat g_coordinate_system_vertex_buffer_data[] = {
VertexArray gVertexArray;
VertexArrayMesh gVertexArrayMesh;
VertexArrayMesh gXZPlaneMesh;
VertexArrayMesh gUnitCubeMesh;
//
// Module
@ -237,6 +238,56 @@ void Renderer::Initialize(int width, int height) {
}
gXZPlaneMesh.SetData(plane_data.data(), plane_data.size());
// Unit Cube
gUnitCubeMesh.Initialize(gVertexArray, 4 * 6);
VertexArray::VertexData unit_cube_data[] = {
// front: +x
{1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
// back: -x
{-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
// side: +z
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
// back side: -z
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
// top: +y
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
// bottom: -y
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
};
gUnitCubeMesh.SetData(unit_cube_data, 4 * 6);
GLuint unit_cube_index_data[] = {
0, 1, 2, 2, 3, 0,
4, 7, 6, 6, 5, 4,
8, 9, 10, 10, 11, 8,
12, 15, 14, 14, 13, 12,
16, 17, 18, 18, 19, 16,
20, 23, 22, 22, 21, 20
};
gUnitCubeMesh.SetIndexData(unit_cube_index_data, 36);
// Mesh
glGenVertexArrays(1, &mMesh.mVertexArrayId);
glBindVertexArray(mMesh.mVertexArrayId);
@ -323,6 +374,7 @@ void Renderer::RenderGl() {
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_CULL_FACE);
Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
Matrix44f model_view_projection =
@ -408,6 +460,19 @@ void Renderer::RenderGl() {
gVertexArray.Bind();
gXZPlaneMesh.Draw(GL_LINES);
model_view_projection =
TranslateMat44(3.0f, 0.0f, 1.0f)
* mCamera.mViewMatrix
* mCamera.mProjectionMatrix;
glUniformMatrix4fv(muDefaultModelViewProjection, 1, GL_FALSE, model_view_projection.data());
glUniform4fv(muDefaultColor, 1, Vector4f(1.0f, 0.0f, 0.0f, 1.0f).data());
glBindAttribLocation(mDefaultProgram.mProgramId, 0, "inCoord");
glBindAttribLocation(mDefaultProgram.mProgramId, 1, "inNormal");
glBindAttribLocation(mDefaultProgram.mProgramId, 2, "inUV");
glBindAttribLocation(mDefaultProgram.mProgramId, 3, "inColor");
gVertexArray.Bind();
gUnitCubeMesh.Draw(GL_TRIANGLES);
if (mSettings->DrawDepth) {
mRenderTarget.RenderToLinearizedDepth(true);
glClear(GL_COLOR_BUFFER_BIT);

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@ -493,7 +493,31 @@ void VertexArrayMesh::SetData(
);
}
void VertexArrayMesh::SetIndexData(const GLuint* indices, const int& count) {
assert(mIndexBuffer == -1);
// copy the indices and increase the indices by mIndexOffset
GLuint temp_buffer[count];
memcpy (temp_buffer, indices, sizeof(GLuint) * count);
for (int i = 0; i < count; ++i) {
temp_buffer[i] += mIndexOffset;
}
mIndexCount = count;
glGenBuffers(1, &mIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(GLuint), temp_buffer, GL_STATIC_DRAW);
}
void VertexArrayMesh::Draw(GLenum mode) {
assert(mVertexArray->IsBound());
glDrawArrays(mode, mIndexOffset, mVertexCount);
if (mIndexBuffer == -1) {
glDrawArrays(mode, mIndexOffset, mVertexCount);
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
glDrawElements(mode, mIndexCount, GL_UNSIGNED_INT, (void*) 0);
}
}

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@ -316,6 +316,8 @@ struct VertexArrayMesh {
const std::vector<GLuint> &indices
);
void SetIndexData(const GLuint* indices, const int& count);
void Draw(GLenum mode);
};