#include "pch.h" #include "shape.hpp" 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]); glBufferData(GL_ARRAY_BUFFER, vsize, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenVertexArrays(2, arrays); if (!(arrays[0] && arrays[1])) return false; for (int i = 0; i < 2; i++) { glBindVertexArray(arrays[i]); 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)); } glBindVertexArray(0); return true; } void Shape::draw_fill() const { glBindVertexArray(arrays[0]); glDrawElements(GL_TRIANGLES, count[0], GL_UNSIGNED_SHORT, ioff[0]); } 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] = 8; ioff[0] = (GLvoid*)(8 * sizeof(GLushort)); 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; 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; } } // generate indices *idx++ = 0; // A *idx++ = (div+1)*(div); // B *idx++ = (div+1)*(div); // B *idx++ = (div+1)*(div+1)-1; // C *idx++ = (div+1)*(div+1)-1; // C *idx++ = div; // D *idx++ = div; // D *idx++ = 0; // A 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++; } } } 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; glm::vec2 uv = { sinf(theta), cosf(theta) }; v.pos = glm::vec4(uv * radius, 0, 1); 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].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; glm::vec2 uv = { sinf(theta), cosf(theta) }; vertices[i*2].pos = glm::vec4(uv * radius_in, 0, 1); vertices[i*2].uvs = uv * (radius_in/radius_out) * 0.5f + 0.5f; vertices[i*2+1].pos = glm::vec4(uv * radius_out, 0, 1); vertices[i*2+1].uvs = uv * 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 } }