split template into a public template for storage allocation and private implementation and move the code into the cpp

This commit is contained in:
Omar Mohamed Ali Mudhir
2017-01-15 22:24:39 +00:00
parent 13d8e6e563
commit de17029e0d
4 changed files with 135 additions and 119 deletions

View File

@@ -97,9 +97,9 @@
AD58E0641E2A76FD006ACC15 /* shader.hpp */,
AD58E0521E107411006ACC15 /* main.cpp */,
AD58E06D1E2A80BC006ACC15 /* shape.cpp */,
AD58E06E1E2A80BC006ACC15 /* shape.hpp */,
AD58E0701E2A90EF006ACC15 /* app.cpp */,
AD58E0711E2A90EF006ACC15 /* app.hpp */,
AD58E06E1E2A80BC006ACC15 /* shape.hpp */,
AD58E0661E2A7741006ACC15 /* image.cpp */,
AD58E0671E2A7741006ACC15 /* image.hpp */,
AD58E0691E2A774F006ACC15 /* texture.cpp */,

View File

@@ -47,7 +47,7 @@ void App::init()
shader_color.create(shader_color_v, shader_color_f);
plane.create<15>(.5f, .5f);
longPlane.create<1>(.3, .05f);
circle.create<6>(.5f);
circle.create<6>(.5f, .25f);
if (!tex.load("data/image.png"))
printf("error loading image\n");
@@ -84,7 +84,7 @@ void App::update(float dt)
glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
auto mvp = proj * view * model;
glClearColor(red, 0, 0, 1);
//glClearColor(red, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
shader.use();
shader.u_mat4("mvp", glm::mat4());
@@ -92,7 +92,7 @@ void App::update(float dt)
glActiveTexture(GL_TEXTURE0);
tex.bind();
//circle.draw_fill();
circle.draw_fill();
tex.unbind();
shader_color.use();

View File

@@ -1,9 +1,12 @@
#include "pch.h"
#include "shape.hpp"
void Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
bool Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
{
glGenBuffers(2, buffers);
if (!(buffers[0] && buffers[1]))
return false;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, isize, idx, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
@@ -12,6 +15,8 @@ void Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(2, arrays);
if (!(arrays[0] && arrays[1]))
return false;
for (int i = 0; i < 2; i++)
{
@@ -25,6 +30,7 @@ void Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
}
glBindVertexArray(0);
return true;
}
void Shape::draw_fill() const
{
@@ -36,3 +42,115 @@ void Shape::draw_stroke() const
glBindVertexArray(arrays[1]);
glDrawElements(GL_LINES, count[1], GL_UNSIGNED_SHORT, ioff[1]);
}
void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_t *vertices)
{
count[0] = div * div * 6;
count[1] = 4;
ioff[0] = (GLvoid*)4;
ioff[1] = (GLvoid*)0;
const float dx = w / div;
const float dy = h / div;
const float ox = -w * 0.5f;
const float oy = -h * 0.5f;
int v_index = 0;
for (int y = 0; y <= div; y++)
{
for (int x = 0; x <= div; x++)
{
vertex_t v;
v.pos.x = ox + dx * (float)x;
v.pos.y = oy + dy * (float)y;
v.pos.z = 0;
v.pos.w = 1;
v.uvs = glm::vec2(x, y) / (float)div;
vertices[v_index++] = v;
}
}
// generate indices
auto pidx = idx;
*pidx++ = 0;
*pidx++ = div;
*pidx++ = (div+1)*(div);
*pidx++ = (div+1)*(div+1)-1;
for (int y = 0; y < div; y++)
{
int i = y * (div+1);
for (int x = 0; x < div; x++)
{
*pidx++ = i;
*pidx++ = i + div + 1;
*pidx++ = i + div + 2;
*pidx++ = i;
*pidx++ = i + div + 2;
*pidx++ = i + 1;
i++;
}
}
}
void Circle::create_impl(float radius, int div, GLushort* idx, Shape::vertex_t* vertices)
{
count[0] = div * 3;
count[1] = div * 2;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(div * 3 * sizeof(GLushort));
auto pidx = idx;
auto pidx2 = idx + div * 3;
for (int i = 0; i < div; i++)
{
vertex_t v;
float theta = (float)i / div * M_PI * 2.f;
v.pos.x = sinf(theta) * radius;
v.pos.y = cosf(theta) * radius;
v.pos.z = 0;
v.pos.w = 1;
v.uvs = v.pos.xy() * 0.5f + 0.5f;
vertices[i+1] = v;
*pidx++ = 0;
*pidx++ = i+1;
*pidx++ = ((i+1) % div) + 1;
*pidx2++ = 1 + i;
*pidx2++ = 1 + ((i+1) % div);
}
vertices[0].pos = { 0, 0, 0, 1 };
vertices[0].uvs = { 0.5f, 0.5f };
}
void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* idx, Shape::vertex_t* vertices)
{
count[0] = div * 6;
count[1] = div * 4;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(div * 6 * sizeof(GLushort));
auto pidx = idx;
auto pidx2 = idx + div * 6;
for (int i = 0; i < div; i++)
{
float theta = (float)i / div * M_PI * 2.f;
vertices[i*2].pos = { sinf(theta) * radius_in, cosf(theta) * radius_in, 0, 1 };
vertices[i*2].uvs = vertices[i*2].pos.xy() * 0.5f + 0.5f;
vertices[i*2+1].pos = { sinf(theta) * radius_out, cosf(theta) * radius_out, 0, 1 };
vertices[i*2+1].uvs = vertices[i*2+1].pos.xy() * 0.5f + 0.5f;
*pidx++ = i*2; // A
*pidx++ = i*2+1; // B
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = i*2; // A
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = ((i+1)*2) % (div*2); // D
*pidx2++ = i*2; // A
*pidx2++ = ((i+1)*2) % (div*2); // D
*pidx2++ = i*2+1; // B
*pidx2++ = ((i+1)*2+1) % (div*2);// C
}
}

View File

@@ -9,146 +9,44 @@ protected:
GLvoid* ioff[2];
struct vertex_t { glm::vec4 pos; glm::vec2 uvs; };
public:
void create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize);
bool create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize);
void draw_fill() const;
void draw_stroke() const;
};
class Plane : public Shape
{
void create_impl(float w, float h, int div, GLushort* idx, vertex_t* vertices);
public:
template<int div>
bool create(float w, float h)
{
static GLshort idx[div * div * 6 + 4];
static GLushort idx[div * div * 6 + 4];
static vertex_t vertices[(div+1)*(div+1)];
count[0] = div * div * 6;
count[1] = 4;
ioff[0] = (GLvoid*)4;
ioff[1] = (GLvoid*)0;
const float dx = w / div;
const float dy = h / div;
const float ox = -w * 0.5f;
const float oy = -h * 0.5f;
int v_index = 0;
for (int y = 0; y <= div; y++)
{
for (int x = 0; x <= div; x++)
{
vertex_t v;
v.pos.x = ox + dx * (float)x;
v.pos.y = oy + dy * (float)y;
v.pos.z = 0;
v.pos.w = 1;
v.uvs = glm::vec2(x, y) / (float)div;
vertices[v_index++] = v;
}
}
// generate indices
auto pidx = idx;
*pidx++ = 0;
*pidx++ = div;
*pidx++ = (div+1)*(div);
*pidx++ = (div+1)*(div+1)-1;
for (int y = 0; y < div; y++)
{
int i = y * (div+1);
for (int x = 0; x < div; x++)
{
*pidx++ = i;
*pidx++ = i + div + 1;
*pidx++ = i + div + 2;
*pidx++ = i;
*pidx++ = i + div + 2;
*pidx++ = i + 1;
i++;
}
}
create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
return true;
create_impl(w, h, div, idx, vertices);
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
}
};
class Circle : public Shape
{
void create_impl(float radius, int div, GLushort* idx, vertex_t* vertices);
void create_impl(float radius_out, float radius_in, int div, GLushort* idx, vertex_t* vertices);
public:
template<int div>
bool create(float radius)
{
static GLushort idx[div * 3 + div * 2];
static vertex_t vertices[div + 1];
count[0] = div * 3;
count[1] = div * 2;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(div * 3 * sizeof(idx[0]));
auto pidx = idx;
auto pidx2 = idx + div * 3;
for (int i = 0; i < div; i++)
{
vertex_t v;
float theta = (float)i / div * M_PI * 2.f;
v.pos.x = sinf(theta) * radius;
v.pos.y = cosf(theta) * radius;
v.pos.z = 0;
v.pos.w = 1;
v.uvs = v.pos.xy() * 0.5f + 0.5f;
vertices[i+1] = v;
*pidx++ = 0;
*pidx++ = i+1;
*pidx++ = ((i+1) % div) + 1;
*pidx2++ = 1 + i;
*pidx2++ = 1 + ((i+1) % div);
}
vertices[0].pos = { 0, 0, 0, 1 };
vertices[0].uvs = { 0.5f, 0.5f };
create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
return true;
create_impl(radius, div, idx, vertices);
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
}
template<int div>
bool create(float radius_out, float radius_in)
{
static GLubyte idx[div*6 + div*2];
static GLushort idx[div*6 + div*4];
static vertex_t vertices[div * 2];
count[0] = div * 6;
count[1] = div * 2;
auto pidx = idx;
auto pidx2 = idx + div * 6;
for (int i = 0; i < div; i++)
{
float theta = (float)i / div * M_PI * 2.f;
vertices[i*2].pos = { sinf(theta) * radius_in, cosf(theta) * radius_in, 0, 1 };
vertices[i*2].uvs = vertices[i*2].pos.xy() * 0.5f + 0.5f;
vertices[i*2+1].pos = { sinf(theta) * radius_out, cosf(theta) * radius_out, 0, 1 };
vertices[i*2+1].uvs = vertices[i*2+1].pos.xy() * 0.5f + 0.5f;
*pidx++ = i*2; // A
*pidx++ = i*2+1; // B
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = i*2; // A
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = ((i+1)*2) % (div*2); // D
*pidx2++ = 1 + i;
*pidx2++ = 1 + ((i+1) % div);
}
create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
return true;
create_impl(radius_out, radius_in, div, idx, vertices);
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
}
};