#include "pch.h" #include "log.h" #include "shape.h" #include "app.h" bool Shape::create_buffers(GLushort * idx, GLvoid * vertices, int isize, int vsize) { index_type = GL_UNSIGNED_SHORT; create_buffers_imp(idx, vertices, isize, vsize); return false; } bool Shape::create_buffers(GLuint* idx, GLvoid * vertices, int isize, int vsize) { index_type = GL_UNSIGNED_INT; create_buffers_imp(idx, vertices, isize, vsize); return false; } bool Shape::create_buffers_imp(GLvoid* idx, GLvoid* vertices, int isize, int vsize) { use_idx = true; bool ret = false; App::I->render_task([&] { destroy(); glGenBuffers(2, buffers); if (!(buffers[0] && buffers[1])) { ret = false; return; } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, isize, idx, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBufferData(GL_ARRAY_BUFFER, vsize, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); #if USE_VBO glGenVertexArrays(2, arrays); if (!(arrays[0] && arrays[1])) { ret = false; return; } for (int i = 0; i < 2; i++) { glBindVertexArray(arrays[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs)); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs2)); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, nor)); } glBindVertexArray(0); #endif }); return ret; } bool Shape::create_buffers(GLvoid* vertices, int vsize) { use_idx = false; bool ret = false; App::I->render_task([&] { destroy(); glGenBuffers(1, buffers); if (!buffers[0]) { ret = false; return; } if (vsize) { glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBufferData(GL_ARRAY_BUFFER, vsize, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } #if USE_VBO glGenVertexArrays(2, arrays); if (!(arrays[0] && arrays[1])) { ret = false; return; } for (int i = 0; i < 2; i++) { glBindVertexArray(arrays[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs)); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs2)); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, nor)); } glBindVertexArray(0); #endif }); return ret; } void Shape::draw_fill() const { if (count[0] == 0) return; GLenum type = GL_TRIANGLES; if (count[0] == 1) type = GL_POINTS; if (count[0] == 2) type = GL_LINES; App::I->render_task([=] { #if USE_VBO glBindVertexArray(arrays[0]); if (use_idx) glDrawElements(type, count[0], index_type, ioff[0]); else glDrawArrays(type, 0, count[0]); glBindVertexArray(0); #else glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs)); if (use_idx) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glDrawElements(type, count[0], GL_UNSIGNED_SHORT, ioff[0]); } else glDrawArrays(type, 0, count[0]); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif // USE_VBO }); } void Shape::draw_stroke() const { if (count[0] == 0) return; GLenum type = GL_LINES; if (count[1] == 1) type = GL_POINTS; App::I->render_task([=] { #if USE_VBO glBindVertexArray(arrays[1]); if (use_idx) glDrawElements(type, count[1], index_type, ioff[1]); else glDrawArrays(type, 0, count[1]); glBindVertexArray(0); #else glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs)); if (use_idx) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glDrawElements(type, count[1], GL_UNSIGNED_SHORT, ioff[1]); } else glDrawArrays(type, 0, count[1]); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif // USE_VBO }); } void Shape::destroy() { if (App::I) App::I->render_task_async([b1=buffers[0],b2=buffers[1],a1=arrays[0],a2=arrays[1]] { if (b1 || b2) { glDeleteBuffers(1, &b1); glDeleteBuffers(1, &b2); } #if USE_VBO if (a1 || a2) { glDeleteVertexArrays(1, &a1); glDeleteVertexArrays(1, &a2); } #endif // USE_VBO }); buffers[0] = buffers[1] = 0; arrays[0] = arrays[1] = 0; } Shape::~Shape() { destroy(); } bool RectShape::create(float w, float h) { static GLushort idx[6 + 8] { 0, 1, 2, 0, 2, 3, 0, 1, 1, 2, 2, 3, 3, 0, }; static vertex_t vertices[4]; vertices[0] = { { -w/2, -h/2, 0, 1 }, { 0, 0 }, { 0, 0 } }; // A vertices[1] = { { -w/2, h/2, 0, 1 }, { 0, 1 }, { 0, 1 } }; // B vertices[2] = { { w/2, 0, 0, 1 }, { 1, 1 }, { 1, 1 } }; // C vertices[3] = { { w/2, -h/2, 0, 1 }, { 1, 0 }, { 1, 0 } }; // D count[0] = 6; count[1] = 8; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort)); adjust_quad_uvs(vertices[0], vertices[1], vertices[2], vertices[3]); return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices)); } void Plane::create_impl(float w, float h, int div, GLushort *idx, vertex_t *vertices) { count[0] = div * div * 6; count[1] = (div + 1) * 4; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort)); const float dx = w / div; const float dy = h / div; const float ox = -w * 0.5f; const float oy = -h * 0.5f; 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.uvs2 = v.uvs = glm::vec2(x, y) / (float)div; *vertices++ = v; } } // generate indices for (int y = 0; y < div; y++) { int i = y * (div+1); for (int x = 0; x < div; x++) { *idx++ = i; *idx++ = i + div + 1; *idx++ = i + div + 2; *idx++ = i; *idx++ = i + div + 2; *idx++ = i + 1; i++; } } // generate indices for (int y = 0; y <= div; y++) { int i = y * (div + 1); *idx++ = i; *idx++ = i + div; *idx++ = y; *idx++ = y + div * (div + 1); } } bool HeightmapPlane::create(float w, float h, const Image& img, float scale, float height) { Image img_tmp; glm::u8vec4* px = (glm::u8vec4*)img.data(); glm::vec2 new_size = glm::clamp(glm::ceil(glm::vec2(img.width, img.height) * scale), { 16, 16 }, glm::vec2(8192)); if (scale != 1.f) { img_tmp = img.resize(new_size.x, new_size.y); px = (glm::u8vec4*)img_tmp.data(); } int div = new_size.x - 1; // TODO: handle height also int idx_size = (div * div * 6) + (div * (div + 1) * 4); int vertices_size = (div + 1)*(div + 1); idx.resize(idx_size); vertices.resize(vertices_size); std::vector nor_count((size_t)vertices_size, 0); count[0] = div * div * 6; count[1] = div * (div + 1) * 4; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLuint)); auto pv = vertices.data(); auto pi = idx.data(); const float dx = w / div; const float dy = h / div; const float ox = -w * 0.5f; const float oy = -h * 0.5f; 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 = (*px++).r / 255.f * height; v.pos.z = oy + dy * (float)y; v.pos.w = 1; v.uvs2 = v.uvs = glm::vec2(x, y) / (float)div; *pv++ = v; } } // generate indices for (int y = 0; y < div; y++) { int i = y * (div + 1); for (int x = 0; x < div; x++) { *pi++ = i; *pi++ = i + div + 1; *pi++ = i + div + 2; *pi++ = i; *pi++ = i + div + 2; *pi++ = i + 1; auto n = glm::triangleNormal(xyz(vertices[i].pos), xyz(vertices[i + div + 1].pos), xyz(vertices[i + 1].pos)); vertices[i].nor += n; vertices[i + 1].nor += n; vertices[i + div + 1].nor += n; vertices[i + div + 2].nor += n; nor_count[i]++; nor_count[i + 1]++; nor_count[i + div + 1]++; nor_count[i + div + 2]++; i++; } } for (int i = 0; i < vertices_size; i++) vertices[i].nor /= (float)nor_count[i]; // generate indices for (int y = 0; y <= div; y++) { //int i = y * (div + 1); for (int x = 0; x <= div; x++) { if (x < div) { *pi++ = y * (div + 1) + x; *pi++ = y * (div + 1) + x + 1; } if (y < div) { *pi++ = y * (div + 1) + x; *pi++ = (y + 1) * (div + 1) + x; } } } return create_buffers(idx.data(), vertices.data(), sizeof(GLuint) * idx_size, sizeof(vertex_t) * vertices_size); } bool HeightmapPlane::create(float w, float h, int div) { int idx_size = (div * div * 6) + (div * (div + 1) * 4); int vertices_size = (div + 1)*(div + 1); auto idx = std::make_unique(idx_size); auto vertices = std::make_unique(vertices_size); count[0] = div * div * 6; count[1] = div * (div + 1) * 4; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLuint)); auto pv = vertices.get(); auto pi = idx.get(); const float dx = w / div; const float dy = h / div; const float ox = -w * 0.5f; const float oy = -h * 0.5f; 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 = 0.f; v.pos.z = oy + dy * (float)y; v.pos.w = 1.f; v.uvs2 = v.uvs = glm::vec2(x, y) / (float)div; v.nor = { 0, 1, 0 }; *pv++ = v; } } // generate indices for (int y = 0; y < div; y++) { int i = y * (div + 1); for (int x = 0; x < div; x++) { *pi++ = i; *pi++ = i + div + 1; *pi++ = i + div + 2; *pi++ = i; *pi++ = i + div + 2; *pi++ = i + 1; i++; } } // generate indices for (int y = 0; y <= div; y++) { //int i = y * (div + 1); for (int x = 0; x <= div; x++) { if (x < div) { *pi++ = y * (div + 1) + x; *pi++ = y * (div + 1) + x + 1; } if (y < div) { *pi++ = y * (div + 1) + x; *pi++ = (y + 1) * (div + 1) + x; } } } return create_buffers(idx.get(), vertices.get(), sizeof(GLuint) * idx_size, sizeof(vertex_t) * vertices_size); } void Plane::update_vertices(const glm::vec4* data, const glm::vec2* uvs, const glm::vec2* uvs2) { static vertex_t vertices[4]; glm::vec2 mid, hit_uv; segments_intersect(xy(data[0]), xy(data[2]), xy(data[1]), xy(data[3]), mid, hit_uv); static float d[4]; for (int i = 0; i < 4; i++) d[i] = glm::distance(xy(data[i]), mid); vertices[0] = { data[0], { 0, 0 }, { 0, 0 } }; // A vertices[1] = { data[1], { 0, 1 }, { 0, 1 } }; // B vertices[2] = { data[2], { 1, 1 }, { 1, 1 } }; // C vertices[3] = { data[3], { 1, 0 }, { 1, 0 } }; // D for (int i = 0; i < 4; i++) { float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4]; if (uvs) vertices[i].uvs = uvs[i]; if (uvs2) vertices[i].uvs2 = uvs2[i]; vertices[i].uvs *= q; vertices[i].uvs2 *= q; vertices[i].pos.z = q; } App::I->render_task([this] { glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); static GLushort idx[6 + 8]{ 0, 1, 2, 0, 2, 3, 0, 1, 1, 2, 2, 3, 3, 0, }; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }); } void Circle::create_impl(float radius, int div, GLushort* idx, vertex_t* vertices) { count[0] = div * 3; count[1] = div * 2; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort)); auto pidx = idx; auto pidx2 = idx + count[0]; for (int i = 0; i < div; i++) { vertex_t v; float theta = (float)i / div * (float)M_PI * 2.f; glm::vec2 uv = { sinf(theta), cosf(theta) }; v.pos = glm::vec4(uv * radius, 0, 1); v.uvs2 = v.uvs = uv * 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].uvs2 = vertices[0].uvs = { 0.5f, 0.5f }; } void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* idx, vertex_t* vertices, kUVMapping map) { count[0] = div * (radius_in == 0.f ? 3 : 6); count[1] = div * 4; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort)); auto pidx = idx; auto pidx2 = idx + count[0]; for (int i = 0; i < div; i++) { float theta = (float)(i%(div-1)) / (div-1) * (float)M_PI * 2.f; glm::vec2 uv = { sinf(theta), cosf(theta) }; if (map == kUVMapping::Planar) { vertices[i*2].uvs2 = vertices[i*2].uvs = uv * (radius_in/radius_out) * 0.5f + 0.5f; vertices[i*2+1].uvs2 = vertices[i*2+1].uvs = uv * 0.5f + 0.5f; } else { vertices[i*2].uvs2 = vertices[i*2].uvs = { (float)i / div, 0.f }; // inner vertices[i*2+1].uvs2 = vertices[i*2+1].uvs = { (float)i / div, 1.f};// outer } vertices[i*2].pos = glm::vec4(uv * radius_in, 0, 1); vertices[i*2+1].pos = glm::vec4(uv * radius_out, 0, 1); *pidx++ = i*2; // A *pidx++ = i*2+1; // B *pidx++ = ((i+1)*2+1) % (div*2); // C if (radius_in != 0.f) { *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 } //if (radius_in != 0 && map == kUVMapping::Tube) //{ // for (int i = 0; i < div; i++) // { // int a = i*2; // A // int b = i*2+1; // B // int c = ((i+1)*2+1) % (div*2); // C // int d = ((i+1)*2) % (div*2); // D // adjust_quad_uvs(vertices[a], vertices[b], vertices[c], vertices[d]); // } //} } void Rounded::create_impl(float w, float h, float r, int div, GLushort* idx, GLushort* idx_tmp, vertex_t* vertices) { count[0] = (10 + div * 4) * 3; count[1] = (4 + div * 4) * 2; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort)); auto idx2 = idx + count[0]; float X[] = { -w/2, -w/2+r, w/2-r, w/2 }; float Y[] = { -h/2, -h/2+r, h/2-r, h/2 }; auto V = [&](int x, int y) -> vertex_t { return { glm::vec4(X[x], Y[y], 0, 1), glm::vec2(X[x]/w, Y[y]/h) + 0.5f }; }; *vertices++ = V(1,0); *vertices++ = V(2,0); *vertices++ = V(0,1); *vertices++ = V(1,1); *vertices++ = V(2,1); *vertices++ = V(3,1); *vertices++ = V(0,2); *vertices++ = V(1,2); *vertices++ = V(2,2); *vertices++ = V(3,2); *vertices++ = V(1,3); *vertices++ = V(2,3); auto Q = [&](int a, int b, int c, int d) { *idx++ = a; *idx++ = b; *idx++ = c; *idx++ = a; *idx++ = c; *idx++ = d; }; Q(0, 3, 4, 1); Q(2, 6, 7, 3); Q(3, 7, 8, 4); Q(4, 8, 9, 5); Q(7,10,11, 8); auto corner = [&](int c, int a, int b, int n) { auto v = vertices-12; idx_tmp[0] = a; idx_tmp[div] = b; for (int i = 1; i < div; i++) { float t = (float)(i) / div; auto p = glm::normalize(glm::mix(xyz(v[a].pos)-xyz(v[c].pos), xyz(v[b].pos)-xyz(v[c].pos), t)); v[n].pos = glm::vec4(p * r + xyz(v[c].pos), 1.0f); v[n].uvs2 = v[n].uvs = glm::normalize(glm::mix(v[a].uvs-v[c].uvs, v[b].uvs-v[c].uvs, t)) * glm::vec2(r/w, r/h) + v[c].uvs; idx_tmp[i] = n; n++; } for (int i = 0; i < div; i++) { *idx++ = c; *idx++ = *idx2++ = idx_tmp[i]; *idx++ = *idx2++ = idx_tmp[i+1]; } }; corner(3, 0, 2, 12 + (div-1)*0); corner(7, 6,10, 12 + (div-1)*1); corner(8,11, 9, 12 + (div-1)*2); corner(4, 5, 1, 12 + (div-1)*3); *idx2++ = 0; *idx2++ = 1; *idx2++ = 5; *idx2++ = 9; *idx2++ = 11; *idx2++ = 10; *idx2++ = 6; *idx2++ = 2; } void Slice9::create_impl(float w, float h, float r, float tr, GLushort *idx, vertex_t *vertices) { count[0] = 3 * 3 * 6; count[1] = 4 * 2; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort)); float X[] = { -w/2, -w/2+r, w/2-r, w/2 }; float Y[] = { -h/2, -h/2+r, h/2-r, h/2 }; float T[] = { 0, tr, 1-tr, 1 }; auto V = [&](int x, int y) -> vertex_t { return { glm::vec4(X[x], Y[y], 0, 1), glm::vec2(T[x], T[y]) }; }; for (int y = 0; y < 4; y++) for (int x = 0; x < 4; x++) *vertices++ = V(x,y); for (int y = 0; y < 3; y++) { int i = y * (3+1); for (int x = 0; x < 3; x++) { *idx++ = i; *idx++ = i + 3 + 1; *idx++ = i + 3 + 2; *idx++ = i; *idx++ = i + 3 + 2; *idx++ = i + 1; i++; } } // outline indices *idx++ = 0; // A *idx++ = 3; // B *idx++ = 3; // B *idx++ = 15; // C *idx++ = 15; // C *idx++ = 12; // D *idx++ = 12; // D *idx++ = 0; // A } void Sphere::create_impl(int rings, int sectors, float radius, float lat_start, float lat_end, float lon_start, float lon_end, GLushort *idx, vertex_t *vertices) { count[0] = rings * sectors * 6; count[1] = 0; ioff[0] = (GLvoid*)0; ioff[1] = (GLvoid*)0; lat_start += M_PI_2; lat_end += M_PI_2; lon_start -= M_PI_2; lon_end -= M_PI_2; float lat_size = (lat_end - lat_start); float lon_size = (lon_end - lon_start); float const R = 1.f / (float)(rings-1); float const S = 1.f / (float)(sectors-1); int r, s; auto v = vertices; for(r = 0; r < rings; r++) for(s = 0; s < sectors; s++) { float lat = lat_start + r * lat_size * R; float lon = lon_start + s * lon_size * S; float const y = (float)sin(lat - M_PI_2); float const x = (float)cos(lon) * (float)sin(lat); float const z = (float)sin(lon) * (float)sin(lat); *v++ = { glm::vec4(x, y, z, 1) * radius, glm::vec2(s*S, r*R) }; } auto i = idx; for(r = 0; r < rings-1; r++) for(s = 0; s < sectors-1; s++) { *i++ = r * sectors + s; *i++ = r * sectors + (s+1); *i++ = (r+1) * sectors + (s+1); *i++ = r * sectors + s; *i++ = (r+1) * sectors + (s+1); *i++ = (r+1) * sectors + s; } } void LineSegment::update_vertices(const glm::vec4 data[2]) { App::I->render_task([&] { static vertex_t vertices[2]; vertices[0] = { data[0], { 0, 0 } }; // A vertices[1] = { data[1], { 0, 1 } }; // B glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); }); } void DynamicShape::update_vertices(vertex_t* vertices, int vcount) { App::I->render_task([&] { count[0] = vcount; count[1] = vcount; glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_t) * vcount, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); }); }