Can now set index buffers and use them ... and draw a 2-size-unit cube
parent
e2671e8de4
commit
2550bb5407
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@ -53,6 +53,7 @@ static const GLfloat g_coordinate_system_vertex_buffer_data[] = {
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VertexArray gVertexArray;
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VertexArray gVertexArray;
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VertexArrayMesh gVertexArrayMesh;
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VertexArrayMesh gVertexArrayMesh;
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VertexArrayMesh gXZPlaneMesh;
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VertexArrayMesh gXZPlaneMesh;
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VertexArrayMesh gUnitCubeMesh;
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//
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//
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// Module
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// Module
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@ -237,6 +238,56 @@ void Renderer::Initialize(int width, int height) {
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}
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}
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gXZPlaneMesh.SetData(plane_data.data(), plane_data.size());
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gXZPlaneMesh.SetData(plane_data.data(), plane_data.size());
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// Unit Cube
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gUnitCubeMesh.Initialize(gVertexArray, 4 * 6);
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VertexArray::VertexData unit_cube_data[] = {
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// front: +x
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{1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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{1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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{1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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{1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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// back: -x
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{-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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{-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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{-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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{-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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// side: +z
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{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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// back side: -z
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{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
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// top: +y
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{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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// bottom: -y
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{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
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};
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gUnitCubeMesh.SetData(unit_cube_data, 4 * 6);
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GLuint unit_cube_index_data[] = {
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0, 1, 2, 2, 3, 0,
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4, 7, 6, 6, 5, 4,
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8, 9, 10, 10, 11, 8,
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12, 15, 14, 14, 13, 12,
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16, 17, 18, 18, 19, 16,
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20, 23, 22, 22, 21, 20
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};
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gUnitCubeMesh.SetIndexData(unit_cube_index_data, 36);
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// Mesh
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// Mesh
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glGenVertexArrays(1, &mMesh.mVertexArrayId);
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glGenVertexArrays(1, &mMesh.mVertexArrayId);
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glBindVertexArray(mMesh.mVertexArrayId);
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glBindVertexArray(mMesh.mVertexArrayId);
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@ -323,6 +374,7 @@ void Renderer::RenderGl() {
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_CULL_FACE);
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Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
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Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
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Matrix44f model_view_projection =
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Matrix44f model_view_projection =
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@ -408,6 +460,19 @@ void Renderer::RenderGl() {
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gVertexArray.Bind();
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gVertexArray.Bind();
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gXZPlaneMesh.Draw(GL_LINES);
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gXZPlaneMesh.Draw(GL_LINES);
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model_view_projection =
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TranslateMat44(3.0f, 0.0f, 1.0f)
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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glUniformMatrix4fv(muDefaultModelViewProjection, 1, GL_FALSE, model_view_projection.data());
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glUniform4fv(muDefaultColor, 1, Vector4f(1.0f, 0.0f, 0.0f, 1.0f).data());
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glBindAttribLocation(mDefaultProgram.mProgramId, 0, "inCoord");
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glBindAttribLocation(mDefaultProgram.mProgramId, 1, "inNormal");
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glBindAttribLocation(mDefaultProgram.mProgramId, 2, "inUV");
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glBindAttribLocation(mDefaultProgram.mProgramId, 3, "inColor");
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gVertexArray.Bind();
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gUnitCubeMesh.Draw(GL_TRIANGLES);
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if (mSettings->DrawDepth) {
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if (mSettings->DrawDepth) {
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mRenderTarget.RenderToLinearizedDepth(true);
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mRenderTarget.RenderToLinearizedDepth(true);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -493,7 +493,31 @@ void VertexArrayMesh::SetData(
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);
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);
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}
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}
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void VertexArrayMesh::SetIndexData(const GLuint* indices, const int& count) {
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assert(mIndexBuffer == -1);
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// copy the indices and increase the indices by mIndexOffset
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GLuint temp_buffer[count];
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memcpy (temp_buffer, indices, sizeof(GLuint) * count);
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for (int i = 0; i < count; ++i) {
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temp_buffer[i] += mIndexOffset;
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}
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mIndexCount = count;
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glGenBuffers(1, &mIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(GLuint), temp_buffer, GL_STATIC_DRAW);
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}
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void VertexArrayMesh::Draw(GLenum mode) {
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void VertexArrayMesh::Draw(GLenum mode) {
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assert(mVertexArray->IsBound());
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assert(mVertexArray->IsBound());
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if (mIndexBuffer == -1) {
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glDrawArrays(mode, mIndexOffset, mVertexCount);
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glDrawArrays(mode, mIndexOffset, mVertexCount);
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
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glDrawElements(mode, mIndexCount, GL_UNSIGNED_INT, (void*) 0);
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}
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}
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}
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@ -316,6 +316,8 @@ struct VertexArrayMesh {
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const std::vector<GLuint> &indices
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const std::vector<GLuint> &indices
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);
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);
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void SetIndexData(const GLuint* indices, const int& count);
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void Draw(GLenum mode);
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void Draw(GLenum mode);
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};
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};
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