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-rw-r--r--src/rectdrawer.cpp135
1 files changed, 0 insertions, 135 deletions
diff --git a/src/rectdrawer.cpp b/src/rectdrawer.cpp
deleted file mode 100644
index 8714471..0000000
--- a/src/rectdrawer.cpp
+++ /dev/null
@@ -1,135 +0,0 @@
-#include "opengl/rectdrawer.hpp"
-
-Rectdrawer::Rectdrawer(GeoShader theshader) : _vbo(0), _vao(0), shader(theshader){
- // Generate the VAO if it isn't already generated
- if (_vao == 0) {
- glGenVertexArrays(1, &_vao);
- }
-
- // Bind the VAO. All subsequent opengl calls will modify it's state.
- glBindVertexArray(_vao);
-
- //G enerate the VBO if it isn't already generated
- if (_vbo == 0) {
- glGenBuffers(1, &_vbo);
- }
- glBindBuffer(GL_ARRAY_BUFFER, _vbo);
-
- //Tell opengl what attribute arrays we need
- GLint posAttrib = glGetAttribLocation(shader.m_program, "pos");
- glEnableVertexAttribArray(posAttrib);
-
- GLint colAttrib = glGetAttribLocation(shader.m_program, "color");
- glEnableVertexAttribArray(colAttrib);
-
- GLint sidesAttrib = glGetAttribLocation(shader.m_program, "sides");
- glEnableVertexAttribArray(sidesAttrib);
-
- // glEnableVertexAttribArray(2);
-
- //This is the position attribute pointer
- glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE,
- 6 * sizeof(float), 0); //This is the color attribute pointer
- glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE,
- 6 * sizeof(float), (void*) (2 * sizeof(float))); //This is the UV attribute pointer
- glVertexAttribPointer(sidesAttrib, 1, GL_FLOAT, GL_FALSE,
- 6 * sizeof(float), (void*) (5 * sizeof(float)));
- glBindVertexArray(0);
-
-
-}
-
-Rectdrawer::~Rectdrawer()
-{
-}
-
-void Rectdrawer::draw(const GraphicsData& gfxData) {
- _gfx.emplace_back(gfxData);
-}
-
-
-
-void Rectdrawer::begin() {
- _renderBatches.clear();
- _gfx.clear();
-}
-
-void Rectdrawer::end() {
- // Set up all pointers for fast sorting
- _gfxPtr.resize(_gfx.size());
- for (int i = 0; i < _gfx.size(); i++) {
- _gfxPtr[i] = &_gfx[i];
- }
-
- //sortGlyphs();
- createRenderBatches();
-}
-
-void Rectdrawer::renderBatch() {
-
- // Bind our VAO. This sets up the opengl state we need, including the
- // vertex attribute pointers and it binds the VBO
- glBindVertexArray(_vao);
-
- for (int i = 0; i < _renderBatches.size(); i++) {
- glDrawArrays(GL_POINTS, _renderBatches[i].offset, _renderBatches[i].numVertices);
- }
- glBindVertexArray(0);
-}
-
-
-// needs edit here for rectangle instead of other geometry
-void Rectdrawer::createRenderBatches() {
- // This will store all the vertices that we need to upload
- std::vector <float> vertices;
- // Resize the buffer to the exact size we need so we can treat
- // it like an array
- vertices.resize(_gfxPtr.size() * 6);
-
- if (_gfxPtr.empty()) {
- return;
- }
-
- int offset = 0; // current offset
- int cv = 0; // current vertex
-
- //Add the first batch
- _renderBatches.emplace_back(offset, 6);
- vertices[cv++] = _gfxPtr[0]->x;
- vertices[cv++] = _gfxPtr[0]->y;
- vertices[cv++] = _gfxPtr[0]->r;
- vertices[cv++] = _gfxPtr[0]->g;
- vertices[cv++] = _gfxPtr[0]->b;
- vertices[cv++] = _gfxPtr[0]->sides;
-
- offset += 6;
-
- //Add all the rest of the glyphs
- //std::cout << "ptr size = " << _gfxPtr.size() << std::endl;
- for (int cg = 1; cg < _gfxPtr.size(); cg++) {
-
- _renderBatches.back().numVertices += 6;
-
- vertices[cv++] = _gfxPtr[cg]->x;
- vertices[cv++] = _gfxPtr[cg]->y;
- vertices[cv++] = _gfxPtr[cg]->r;
- vertices[cv++] = _gfxPtr[cg]->g;
- vertices[cv++] = _gfxPtr[cg]->b;
- vertices[cv++] = _gfxPtr[cg]->sides;
-
- offset += 6;
- }
-
-
-
- // Bind our VBO
- glBindBuffer(GL_ARRAY_BUFFER, _vbo);
- // Orphan the buffer (for speed)
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
- // Upload the data
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size() * sizeof(float), vertices.data());
-
- // Unbind the VBO
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
-}