split template into a public template for storage allocation and private implementation and move the code into the cpp
This commit is contained in:
120
engine/shape.cpp
120
engine/shape.cpp
@@ -1,9 +1,12 @@
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#include "pch.h"
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#include "shape.hpp"
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void Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
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bool Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
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{
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glGenBuffers(2, buffers);
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if (!(buffers[0] && buffers[1]))
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return false;
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, isize, idx, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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@@ -12,6 +15,8 @@ void Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenVertexArrays(2, arrays);
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if (!(arrays[0] && arrays[1]))
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return false;
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for (int i = 0; i < 2; i++)
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{
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@@ -25,6 +30,7 @@ void Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
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}
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glBindVertexArray(0);
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return true;
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}
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void Shape::draw_fill() const
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{
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@@ -36,3 +42,115 @@ void Shape::draw_stroke() const
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glBindVertexArray(arrays[1]);
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glDrawElements(GL_LINES, count[1], GL_UNSIGNED_SHORT, ioff[1]);
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}
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void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_t *vertices)
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{
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count[0] = div * div * 6;
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count[1] = 4;
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ioff[0] = (GLvoid*)4;
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ioff[1] = (GLvoid*)0;
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const float dx = w / div;
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const float dy = h / div;
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const float ox = -w * 0.5f;
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const float oy = -h * 0.5f;
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int v_index = 0;
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for (int y = 0; y <= div; y++)
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{
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for (int x = 0; x <= div; x++)
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{
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vertex_t v;
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v.pos.x = ox + dx * (float)x;
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v.pos.y = oy + dy * (float)y;
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v.pos.z = 0;
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v.pos.w = 1;
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v.uvs = glm::vec2(x, y) / (float)div;
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vertices[v_index++] = v;
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}
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}
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// generate indices
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auto pidx = idx;
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*pidx++ = 0;
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*pidx++ = div;
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*pidx++ = (div+1)*(div);
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*pidx++ = (div+1)*(div+1)-1;
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for (int y = 0; y < div; y++)
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{
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int i = y * (div+1);
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for (int x = 0; x < div; x++)
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{
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*pidx++ = i;
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*pidx++ = i + div + 1;
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*pidx++ = i + div + 2;
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*pidx++ = i;
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*pidx++ = i + div + 2;
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*pidx++ = i + 1;
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i++;
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}
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}
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}
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void Circle::create_impl(float radius, int div, GLushort* idx, Shape::vertex_t* vertices)
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{
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count[0] = div * 3;
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count[1] = div * 2;
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ioff[0] = (GLvoid*)0;
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ioff[1] = (GLvoid*)(div * 3 * sizeof(GLushort));
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auto pidx = idx;
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auto pidx2 = idx + div * 3;
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for (int i = 0; i < div; i++)
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{
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vertex_t v;
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float theta = (float)i / div * M_PI * 2.f;
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v.pos.x = sinf(theta) * radius;
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v.pos.y = cosf(theta) * radius;
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v.pos.z = 0;
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v.pos.w = 1;
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v.uvs = v.pos.xy() * 0.5f + 0.5f;
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vertices[i+1] = v;
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*pidx++ = 0;
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*pidx++ = i+1;
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*pidx++ = ((i+1) % div) + 1;
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*pidx2++ = 1 + i;
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*pidx2++ = 1 + ((i+1) % div);
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}
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vertices[0].pos = { 0, 0, 0, 1 };
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vertices[0].uvs = { 0.5f, 0.5f };
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}
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void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* idx, Shape::vertex_t* vertices)
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{
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count[0] = div * 6;
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count[1] = div * 4;
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ioff[0] = (GLvoid*)0;
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ioff[1] = (GLvoid*)(div * 6 * sizeof(GLushort));
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auto pidx = idx;
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auto pidx2 = idx + div * 6;
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for (int i = 0; i < div; i++)
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{
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float theta = (float)i / div * M_PI * 2.f;
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vertices[i*2].pos = { sinf(theta) * radius_in, cosf(theta) * radius_in, 0, 1 };
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vertices[i*2].uvs = vertices[i*2].pos.xy() * 0.5f + 0.5f;
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vertices[i*2+1].pos = { sinf(theta) * radius_out, cosf(theta) * radius_out, 0, 1 };
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vertices[i*2+1].uvs = vertices[i*2+1].pos.xy() * 0.5f + 0.5f;
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*pidx++ = i*2; // A
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*pidx++ = i*2+1; // B
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*pidx++ = ((i+1)*2+1) % (div*2); // C
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*pidx++ = i*2; // A
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*pidx++ = ((i+1)*2+1) % (div*2); // C
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*pidx++ = ((i+1)*2) % (div*2); // D
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*pidx2++ = i*2; // A
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*pidx2++ = ((i+1)*2) % (div*2); // D
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*pidx2++ = i*2+1; // B
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*pidx2++ = ((i+1)*2+1) % (div*2);// C
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}
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}
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