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ImHex/lib/libimhex/source/helpers/opengl.cpp

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#include <hex/helpers/opengl.hpp>
#include <opengl_support.h>
#include <hex/helpers/utils.hpp>
#include <hex/helpers/logger.hpp>
#include <wolv/utils/guards.hpp>
#include <numbers>
namespace hex::gl {
Matrix<float,4,4> GetOrthographicMatrix( float viewWidth, float viewHeight, float nearVal,float farVal, bool actionType)
{
int sign =1;
if (actionType)
sign=-1;
//float left = leftRight.x;
//float right = leftRight.y;
//float down = upDown.x;
//float up = upDown.y;
Matrix<float,4,4> result(0);
//result.updateElement(0,0,sign /(right-left))
result.updateElement(0,0,sign / viewWidth);
//result.updateElement(0,3,sign * (right + left)/(right - left));
//result.updateElement(1,1, sign /(up-down));
result.updateElement(1,1, sign / viewHeight);
//result.updateElement(1,3, sign * (up + down)/(up - down));
result.updateElement(2,2,-sign * 2/(farVal - nearVal));
result.updateElement(3,2,-sign * (farVal + nearVal)/(farVal - nearVal));
result.updateElement(3,3,sign);
return result;
}
Matrix<float,4,4> GetPerspectiveMatrix( float viewWidth, float viewHeight, float nearVal,float farVal, bool actionType)
{
int sign =1;
if (actionType)
sign=-1;
//float left = leftRight.x;
//float right = leftRight.y;
//float down = upDown.x;
//float up = upDown.y;
//T aspect=(right-left)/(top-bottom);
//T f = nearVal/top;
Matrix<float,4,4> result(0);
// T f = 1.0 / tan(fovy / 2.0); tan(fovy / 2.0) = top / near; fovy = 2 * atan2(top,near)
//result.updateElement(0,0,sign * nearVal/(right-left));
//result.updateElement(1,1, sign * nearVal/(up-down));
result.updateElement(0,0,sign * nearVal/viewWidth);
result.updateElement(1,1, sign * nearVal/viewHeight);
result.updateElement(2,2,-sign * (farVal + nearVal)/(farVal - nearVal));
result.updateElement(3,2,-sign * 2*farVal*nearVal/(farVal - nearVal));
result.updateElement(2,3,-sign);
return result;
}
Shader::Shader(std::string_view vertexSource, std::string_view fragmentSource) {
auto vertexShader = glCreateShader(GL_VERTEX_SHADER);
this->compile(vertexShader, vertexSource);
auto fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
this->compile(fragmentShader, fragmentSource);
ON_SCOPE_EXIT { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); };
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m_program = glCreateProgram();
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glAttachShader(m_program, vertexShader);
glAttachShader(m_program, fragmentShader);
glLinkProgram(m_program);
int result = false;
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glGetProgramiv(m_program, GL_LINK_STATUS, &result);
if (!result) {
std::vector<char> log(512);
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glGetShaderInfoLog(m_program, log.size(), nullptr, log.data());
log::error("Failed to link shader: {}", log.data());
}
}
Shader::~Shader() {
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if (m_program != 0)
glDeleteProgram(m_program);
}
Shader::Shader(Shader &&other) noexcept {
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m_program = other.m_program;
other.m_program = 0;
}
Shader& Shader::operator=(Shader &&other) noexcept {
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m_program = other.m_program;
other.m_program = 0;
return *this;
}
void Shader::bind() const {
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glUseProgram(m_program);
}
void Shader::unbind() const {
glUseProgram(0);
}
void Shader::setUniform(std::string_view name, const int &value) {
glUniform1i(getUniformLocation(name), value);
}
void Shader::setUniform(std::string_view name, const float &value) {
glUniform1f(getUniformLocation(name), value);
}
GLint Shader::getUniformLocation(std::string_view name) {
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auto uniform = m_uniforms.find(name.data());
if (uniform == m_uniforms.end()) {
auto location = glGetUniformLocation(m_program, name.data());
if (location == -1) {
log::warn("Uniform '{}' not found in shader", name);
return -1;
}
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m_uniforms[name.data()] = location;
uniform = m_uniforms.find(name.data());
}
return uniform->second;
}
void Shader::compile(GLuint shader, std::string_view source) const {
auto sourcePtr = source.data();
glShaderSource(shader, 1, &sourcePtr, nullptr);
glCompileShader(shader);
int result = false;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (!result) {
std::vector<char> log(512);
glGetShaderInfoLog(shader, log.size(), nullptr, log.data());
log::error("Failed to compile shader: {}", log.data());
}
}
template<typename T>
Buffer<T>::Buffer(BufferType type, std::span<const T> data) : m_size(data.size()), m_type(GLuint(type)) {
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glGenBuffers(1, &m_buffer);
glBindBuffer(m_type, m_buffer);
glBufferData(m_type, data.size_bytes(), data.data(), GL_STATIC_DRAW);
glBindBuffer(m_type, 0);
}
template<typename T>
Buffer<T>::~Buffer() {
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glDeleteBuffers(1, &m_buffer);
}
template<typename T>
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Buffer<T>::Buffer(Buffer &&other) noexcept {
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m_buffer = other.m_buffer;
m_size = other.m_size;
m_type = other.m_type;
other.m_buffer = -1;
}
template<typename T>
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Buffer<T>& Buffer<T>::operator=(Buffer &&other) noexcept {
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m_buffer = other.m_buffer;
m_size = other.m_size;
m_type = other.m_type;
other.m_buffer = -1;
return *this;
}
template<typename T>
void Buffer<T>::bind() const {
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glBindBuffer(m_type, m_buffer);
}
template<typename T>
void Buffer<T>::unbind() const {
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glBindBuffer(m_type, 0);
}
template<typename T>
size_t Buffer<T>::getSize() const {
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return m_size;
}
template<typename T>
void Buffer<T>::draw(unsigned primitive) const {
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switch (m_type) {
case GL_ARRAY_BUFFER:
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glDrawArrays(primitive, 0, m_size);
break;
case GL_ELEMENT_ARRAY_BUFFER:
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glDrawElements(primitive, m_size, impl::getType<T>(), nullptr);
break;
}
}
template<typename T>
void Buffer<T>::update(std::span<const T> data) {
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glBindBuffer(m_type, m_buffer);
glBufferSubData(m_type, 0, data.size_bytes(), data.data());
glBindBuffer(m_type, 0);
}
template class Buffer<float>;
template class Buffer<u32>;
template class Buffer<u16>;
template class Buffer<u8>;
VertexArray::VertexArray() {
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glGenVertexArrays(1, &m_array);
}
VertexArray::~VertexArray() {
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glDeleteVertexArrays(1, &m_array);
}
VertexArray::VertexArray(VertexArray &&other) noexcept {
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m_array = other.m_array;
other.m_array = -1;
}
VertexArray& VertexArray::operator=(VertexArray &&other) noexcept {
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m_array = other.m_array;
other.m_array = -1;
return *this;
}
void VertexArray::bind() const {
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glBindVertexArray(m_array);
}
void VertexArray::unbind() const {
glBindVertexArray(0);
}
Texture::Texture(u32 width, u32 height) : m_texture(0), m_width(width), m_height(height) {
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glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture() {
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if (m_texture != 0)
glDeleteTextures(1, &m_texture);
}
Texture::Texture(Texture &&other) noexcept {
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m_texture = other.m_texture;
other.m_texture = -1;
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m_width = other.m_width;
m_height = other.m_height;
}
Texture& Texture::operator=(Texture &&other) noexcept {
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m_texture = other.m_texture;
other.m_texture = -1;
return *this;
}
void Texture::bind() const {
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glBindTexture(GL_TEXTURE_2D, m_texture);
}
void Texture::unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
GLuint Texture::getTexture() const {
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return m_texture;
}
u32 Texture::getWidth() const {
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return m_width;
}
u32 Texture::getHeight() const {
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return m_height;
}
GLuint Texture::release() {
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auto copy = m_texture;
m_texture = -1;
return copy;
}
FrameBuffer::FrameBuffer(u32 width, u32 height) {
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glGenFramebuffers(1, &m_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
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glGenRenderbuffers(1, &m_renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_renderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FrameBuffer::~FrameBuffer() {
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glDeleteFramebuffers(1, &m_frameBuffer);
glDeleteRenderbuffers(1, &m_renderBuffer);
}
FrameBuffer::FrameBuffer(FrameBuffer &&other) noexcept {
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m_frameBuffer = other.m_frameBuffer;
other.m_frameBuffer = -1;
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m_renderBuffer = other.m_renderBuffer;
other.m_renderBuffer = -1;
}
FrameBuffer& FrameBuffer::operator=(FrameBuffer &&other) noexcept {
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m_frameBuffer = other.m_frameBuffer;
other.m_frameBuffer = -1;
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m_renderBuffer = other.m_renderBuffer;
other.m_renderBuffer = -1;
return *this;
}
void FrameBuffer::bind() const {
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
}
void FrameBuffer::unbind() const {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::attachTexture(const Texture &texture) const {
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
texture.bind();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.getTexture(), 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
AxesVectors::AxesVectors() {
m_vertices.resize(36);
m_colors.resize(48);
m_indices.resize(18);
// Vertices are x,y,z. Colors are RGBA. Indices are for the ends of each segment
// Entries with value zero are unneeded but kept to help keep track of location
// x-axis
//vertices[0]=0.0F; vertices[1]= 0.0F vertices[2] = 0.0F; // shaft base
m_vertices[3] = 1.0F;//vertices[4]= 0.0F vertices[5] = 0.0F; // shaft tip
m_vertices[6] = 0.9F; m_vertices[8] = 0.05F; // arrow base
m_vertices[9] = 0.9F; m_vertices[11]=-0.05F; // arrow base
// y-axis
//vertices[12]=0.0F; vertices[13] = 0.0F; vertices[14]=0.0F;// shaft base
m_vertices[16] = 1.0F;//vertices[17]=0.0F;// shaft tip
m_vertices[18] = 0.05F; m_vertices[19] = 0.9F;//vertices[20]=0.0F;// arrow base
m_vertices[21] =-0.05F; m_vertices[22] = 0.9F;//vertices[23]=0.0F;// arrow base
// z-axis
//vertices[24]=0.0F; vertices[25]=0.0F vertices[26] = 0.0F; // shaft base
m_vertices[29] = 1.0F; // shaft tip
m_vertices[30] = 0.05F; m_vertices[32] = 0.9F; // arrow base
m_vertices[33] =-0.05F; m_vertices[35] = 0.9F; // arrow base
// x-axis colors
m_colors[0] = 0.7F; m_colors[3] = 1.0F;
m_colors[4] = 0.7F; m_colors[7] = 1.0F;
m_colors[8] = 0.7F; m_colors[11] = 1.0F;
m_colors[12] = 0.7F; m_colors[15] = 1.0F;
// y-axis colors
m_colors[17] = 0.7F; m_colors[19] = 1.0F;
m_colors[21] = 0.7F; m_colors[23] = 1.0F;
m_colors[25] = 0.7F; m_colors[27] = 1.0F;
m_colors[29] = 0.7F; m_colors[31] = 1.0F;
// z-axis colors
m_colors[34] = 0.7F; m_colors[35] = 1.0F;
m_colors[38] = 0.7F; m_colors[39] = 1.0F;
m_colors[42] = 0.7F; m_colors[43] = 1.0F;
m_colors[46] = 0.7F; m_colors[47] = 1.0F;
// indices for x
m_indices[0] = 0; m_indices[1] = 1;
m_indices[2] = 2; m_indices[3] = 1;
m_indices[4] = 3; m_indices[5] = 1;
// indices for y
m_indices[6] = 4; m_indices[7] = 5;
m_indices[8] = 6; m_indices[9] = 5;
m_indices[10] = 7; m_indices[11] = 5;
// indices for z
m_indices[12] = 8; m_indices[13] = 9;
m_indices[14] = 10; m_indices[15] = 9;
m_indices[16] = 11; m_indices[17] = 9;
}
AxesBuffers::AxesBuffers(const VertexArray& axesVertexArray, const AxesVectors &axesVectors) {
m_vertices = {};
m_colors = {};
m_indices = {};
axesVertexArray.bind();
m_vertices = gl::Buffer<float>(gl::BufferType::Vertex, axesVectors.getVertices());
m_colors = gl::Buffer<float>(gl::BufferType::Vertex, axesVectors.getColors());
m_indices = gl::Buffer<u8>(gl::BufferType::Index, axesVectors.getIndices());
axesVertexArray.addBuffer(0, m_vertices);
axesVertexArray.addBuffer(1, m_colors, 4);
m_vertices.unbind();
m_colors.unbind();
m_indices.unbind();
axesVertexArray.unbind();
}
GridVectors::GridVectors(int sliceCount) {
m_slices = sliceCount;
m_vertices.resize((m_slices + 1) * (m_slices + 1) * 3);
m_colors.resize((m_slices + 1) * (m_slices + 1) * 4);
m_indices.resize(m_slices * m_slices * 6 + m_slices * 2);
int k = 0;
int l = 0;
for (u32 j = 0; j <= m_slices; ++j) {
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float z = 2.0F * float(j) / float(m_slices) - 1.0F;
for (u32 i = 0; i <= m_slices; ++i) {
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m_vertices[k ] = 2.0F * float(i) / float(m_slices) - 1.0F;
m_vertices[k + 1] = 0.0F;
m_vertices[k + 2] = z;
k += 3;
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m_colors[l ] = 0.5F;
m_colors[l + 1] = 0.5F;
m_colors[l + 2] = 0.5F;
m_colors[l + 3] = 0.3F;
l += 4;
}
}
k = 0;
for (u32 j = 0; j < m_slices; ++j) {
int row1 = j * (m_slices + 1);
int row2 = (j + 1) * (m_slices + 1);
for (u32 i = 0; i < m_slices; ++i) {
m_indices[k ] = row1 + i;
m_indices[k + 1] = row1 + i + 1;
m_indices[k + 2] = row1 + i + 1;
m_indices[k + 3] = row2 + i + 1;
m_indices[k + 4] = row2 + i + 1;
m_indices[k + 5] = row2 + i;
k += 6;
if (i == 0) {
m_indices[k ] = row2 + i;
m_indices[k + 1] = row1 + i;
k += 2;
}
}
}
}
GridBuffers::GridBuffers(const VertexArray& gridVertexArray, const GridVectors &gridVectors) {
m_vertices = {};
m_colors = {};
m_indices = {};
gridVertexArray.bind();
m_vertices = gl::Buffer<float>(gl::BufferType::Vertex, gridVectors.getVertices());
m_indices = gl::Buffer<u8>(gl::BufferType::Index, gridVectors.getIndices());
m_colors = gl::Buffer<float>(gl::BufferType::Vertex, gridVectors.getColors());
gridVertexArray.addBuffer(0, m_vertices);
gridVertexArray.addBuffer(1, m_colors,4);
m_vertices.unbind();
m_colors.unbind();
m_indices.unbind();
gridVertexArray.unbind();
}
hex::gl::LightSourceVectors::LightSourceVectors(int res) {
m_resolution = res;
auto res_sq = m_resolution * m_resolution;
m_radius = 0.05f;
m_vertices.resize((res_sq + 2) * 3);
m_normals.resize((res_sq + 2) * 3);
m_colors.resize((res_sq + 2) * 4);
m_indices.resize(res_sq * 6);
constexpr auto TwoPi = std::numbers::pi_v<float> * 2.0F;
constexpr auto HalfPi = std::numbers::pi_v<float> / 2.0F;
const auto dv = TwoPi / m_resolution;
const auto du = std::numbers::pi_v<float> / (m_resolution + 1);
m_normals[0] = 0;
m_normals[1] = 0;
m_normals[2] = 1;
m_vertices[0] = 0;
m_vertices[1] = 0;
m_vertices[2] = m_radius;
m_colors[0] = 1.0;
m_colors[1] = 1.0;
m_colors[2] = 1.0;
m_colors[3] = 1.0;
// Vertical: pi/2 to -pi/2
for (int i = 0; i < m_resolution; i += 1) {
float u = HalfPi - (i + 1) * du;
float z = std::sin(u);
float xy = std::cos(u);
// Horizontal: 0 to 2pi
for (int j = 0; j < m_resolution; j += 1) {
float v = j * dv;
float x = xy * std::cos(v);
float y = xy * std::sin(v);
i32 n = (i * m_resolution + j + 1) * 3;
m_normals[n] = x;
m_normals[n + 1] = y;
m_normals[n + 2] = z;
m_vertices[n] = m_radius * x;
m_vertices[n + 1] = m_radius * y;
m_vertices[n + 2] = m_radius * z;
n = (i * m_resolution + j + 1) * 4;
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m_colors[n] = 1.0F;
m_colors[n + 1] = 1.0F;
m_colors[n + 2] = 1.0F;
m_colors[n + 3] = 1.0F;
}
}
i32 n = ((res_sq + 1) * 3);
m_normals[n ] = 0;
m_normals[n + 1] = 0;
m_normals[n + 2] = -1;
m_vertices[n ] = 0;
m_vertices[n + 1] = 0;
m_vertices[n + 2] = -m_radius;
n = ((res_sq + 1) * 4);
m_colors[n ] = 1.0;
m_colors[n + 1] = 1.0;
m_colors[n + 2] = 1.0;
m_colors[n + 3] = 1.0;
// that was the easy part, indices are a bit more complicated
// and may need some explaining. The RxR grid slices the globe
// into longitudes which are the vertical slices and latitudes
// which are the horizontal slices. The latitudes are all full
// circles except for the poles, so we don't count them as part
// of the grid. That means that there are R+2 latitudes and R
// longitudes.Between consecutive latitudes we have 2*R triangles.
// Since we have R true latitudes there are R-1 spaces between them so
// between the top and the bottom we have 2*R*(R-1) triangles.
// the top and bottom have R triangles each, so we have a total of
// 2*R*(R-1) + 2*R = 2*R*R triangles. Each triangle has 3 vertices,
// so we have 6*R*R indices.
// The North Pole is index 0 and the South Pole is index 6*res*res -1
// The first row of vertices is 1 to res, the second row is res+1 to 2*res etc.
// First, the North Pole
for (int i = 0; i < m_resolution; i += 1) {
m_indices[i * 3] = 0;
m_indices[i * 3 + 1] = i + 1;
if (i == m_resolution - 1)
m_indices[i * 3 + 2] = 1;
else
m_indices[i * 3 + 2] = (i + 2);
}
// Now the spaces between true latitudes
for (int i = 0; i < m_resolution - 1; i += 1) {
// k is the index of the first vertex of the i-th latitude
i32 k = i * m_resolution + 1;
// When we go a full circle we need to connect the last vertex to the first, so
// we do R-1 first because their indices can be computed easily
for (int j = 0; j < m_resolution - 1; j += 1) {
// We store the indices of the array where the vertices were store
// in the triplets that make the triangles. These triplets are stored in
// an array that has indices itself which can be confusing.
// l keeps track of the indices of the array that stores the triplets
// each i brings 6R and each j 6. 3R from the North Pole.
i32 l = (i * m_resolution + j) * 6 + 3 * m_resolution;
m_indices[l ] = k + j;
m_indices[l + 1] = k + j + m_resolution + 1;
m_indices[l + 2] = k + j + 1;
m_indices[l + 3] = k + j;
m_indices[l + 4] = k + j + m_resolution;
m_indices[l + 5] = k + j + m_resolution + 1;
}
// Now the last vertex of the i-th latitude is connected to the first
i32 l = (( i + 1) * m_resolution - 1) * 6 + 3 * m_resolution;
m_indices[l ] = k + m_resolution - 1;
m_indices[l + 1] = k + m_resolution;
m_indices[l + 2] = k;
m_indices[l + 3] = k + m_resolution - 1;
m_indices[l + 4] = k + 2 * m_resolution - 1;
m_indices[l + 5] = k + m_resolution;
}
// Now the South Pole
i32 k = (m_resolution-1) * m_resolution + 1;
i32 l = 3 * m_resolution * ( 2 * m_resolution - 1);
for (int i = 0; i < m_resolution; i += 1) {
if (i == m_resolution -1)
m_indices[l + i * 3] = k;
else
m_indices[l + i * 3] = k + i + 1;
m_indices[l + i * 3 + 1] = k + i;
m_indices[l + i * 3 + 2] = k + m_resolution;
}
}
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void LightSourceVectors::moveTo(const Vector<float, 3> &position) {
auto vertexCount = m_vertices.size();
for (unsigned k = 0; k < vertexCount; k += 3) {
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m_vertices[k ] = m_radius * m_normals[k ] + position[0];
m_vertices[k + 1] = m_radius * m_normals[k + 1] + position[1];
m_vertices[k + 2] = m_radius * m_normals[k + 2] + position[2];
}
}
LightSourceBuffers::LightSourceBuffers(const VertexArray &sourceVertexArray, const LightSourceVectors &sourceVectors) {
sourceVertexArray.bind();
m_vertices = gl::Buffer<float>(gl::BufferType::Vertex, sourceVectors.getVertices());
m_indices = gl::Buffer<u16>(gl::BufferType::Index, sourceVectors.getIndices());
m_normals = gl::Buffer<float>(gl::BufferType::Vertex, sourceVectors.getNormals());
m_colors = gl::Buffer<float>(gl::BufferType::Vertex, sourceVectors.getColors());
sourceVertexArray.addBuffer(0, m_vertices);
sourceVertexArray.addBuffer(1, m_normals);
sourceVertexArray.addBuffer(2, m_colors, 4);
m_vertices.unbind();
m_normals.unbind();
m_colors.unbind();
m_indices.unbind();
sourceVertexArray.unbind();
}
void LightSourceBuffers::moveVertices(const VertexArray& sourceVertexArray, const LightSourceVectors& sourceVectors) {
sourceVertexArray.bind();
m_vertices.update(sourceVectors.getVertices());
sourceVertexArray.addBuffer(0, m_vertices);
sourceVertexArray.unbind();
}
void LightSourceBuffers::updateColors(const VertexArray& sourceVertexArray, const LightSourceVectors& sourceVectors) {
sourceVertexArray.bind();
m_colors.update(sourceVectors.getColors());
sourceVertexArray.addBuffer(2, m_colors, 4);
sourceVertexArray.unbind();
}
}