split template into a public template for storage allocation and private implementation and move the code into the cpp
This commit is contained in:
126
engine/shape.hpp
126
engine/shape.hpp
@@ -9,146 +9,44 @@ protected:
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GLvoid* ioff[2];
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struct vertex_t { glm::vec4 pos; glm::vec2 uvs; };
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public:
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void create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize);
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bool create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize);
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void draw_fill() const;
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void draw_stroke() const;
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};
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class Plane : public Shape
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{
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void create_impl(float w, float h, int div, GLushort* idx, vertex_t* vertices);
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public:
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template<int div>
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bool create(float w, float h)
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{
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static GLshort idx[div * div * 6 + 4];
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static GLushort idx[div * div * 6 + 4];
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static vertex_t vertices[(div+1)*(div+1)];
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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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create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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return true;
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create_impl(w, h, div, idx, vertices);
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return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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}
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};
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class Circle : public Shape
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{
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void create_impl(float radius, int div, GLushort* idx, vertex_t* vertices);
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void create_impl(float radius_out, float radius_in, int div, GLushort* idx, vertex_t* vertices);
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public:
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template<int div>
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bool create(float radius)
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{
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static GLushort idx[div * 3 + div * 2];
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static vertex_t vertices[div + 1];
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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(idx[0]));
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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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create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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return true;
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create_impl(radius, div, idx, vertices);
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return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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}
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template<int div>
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bool create(float radius_out, float radius_in)
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{
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static GLubyte idx[div*6 + div*2];
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static GLushort idx[div*6 + div*4];
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static vertex_t vertices[div * 2];
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count[0] = div * 6;
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count[1] = div * 2;
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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++ = 1 + i;
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*pidx2++ = 1 + ((i+1) % div);
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}
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create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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return true;
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create_impl(radius_out, radius_in, div, idx, vertices);
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return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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}
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};
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