Created VAO
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parent
eeac82d8a1
commit
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3
.gitmodules
vendored
3
.gitmodules
vendored
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@ -1,3 +1,6 @@
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[submodule "vendor/glfw"]
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[submodule "vendor/glfw"]
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path = vendor/glfw
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path = vendor/glfw
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url = git@github.com:glfw/glfw.git
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url = git@github.com:glfw/glfw.git
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[submodule "vendor/glm"]
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path = vendor/glm
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url = git@github.com:g-truc/glm.git
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@ -5,7 +5,7 @@ cmake_minimum_required (VERSION 3.8)
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project ("Visualizer")
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project ("Visualizer")
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find_package(glfw3)
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find_package(GLFW3)
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if(NOT GLFW3_FOUND)
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if(NOT GLFW3_FOUND)
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message(STATUS "Could not find GLFW binaries on system, building from source instead")
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message(STATUS "Could not find GLFW binaries on system, building from source instead")
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add_subdirectory("vendor/glfw")
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add_subdirectory("vendor/glfw")
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@ -14,5 +14,13 @@ if(NOT GLFW3_FOUND)
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set(GLFW3_LIBRARIES glfw)
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set(GLFW3_LIBRARIES glfw)
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endif()
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endif()
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find_package(GLM)
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if(NOT GLM_FOUND)
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message(STATUS "Could not find GLM on system, including from source instead")
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add_subdirectory("vendor/glm")
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set(GLM_INCLUDE_DIRS glm::glm_static)
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endif()
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# Include sub-projects.
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# Include sub-projects.
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add_subdirectory ("src")
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add_subdirectory ("src")
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@ -67,7 +67,7 @@ void Application::Launch()
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{
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{
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glfwPollEvents();
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glfwPollEvents();
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glClearColor(0.1f, 0.0f, 0.1f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@ -1,6 +1,6 @@
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add_executable(visualizer
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add_executable(visualizer
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"main.cpp" "Application.cpp"
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"main.cpp" "Application.cpp"
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)
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"VertexArrayObject.cpp")
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target_sources(visualizer PUBLIC
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target_sources(visualizer PUBLIC
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${CMAKE_SOURCE_DIR}/vendor/glad/src/glad.c
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${CMAKE_SOURCE_DIR}/vendor/glad/src/glad.c
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@ -8,6 +8,7 @@ target_sources(visualizer PUBLIC
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target_include_directories(visualizer PUBLIC
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target_include_directories(visualizer PUBLIC
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${GLFW3_INCLUDE_DIRS}
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${GLFW3_INCLUDE_DIRS}
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${GLM_INCLUDE_DIRS}
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${CMAKE_SOURCE_DIR}/vendor/glad/include
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${CMAKE_SOURCE_DIR}/vendor/glad/include
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)
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)
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53
src/VertexArrayObject.cpp
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53
src/VertexArrayObject.cpp
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#include "VertexArrayObject.hpp"
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#include <assert.h>
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#include <glad/glad.h>
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AbstractVertexArrayObject::~AbstractVertexArrayObject()
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{
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glDeleteBuffers(1, &ebo);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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}
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AbstractVertexArrayObject::AbstractVertexArrayObject(const VertexArray& vertices, const IndexArray& indices, const Layout& layout, Usage usage) :
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vao(0), vbo(0), ebo(0)
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{
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// Determing native OpenGL GLenum depending on specified usage
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GLenum bufferUsage;
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switch (usage)
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{
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case Usage::Static: bufferUsage = GL_STATIC_DRAW; break;
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case Usage::Dynamic: bufferUsage = GL_DYNAMIC_DRAW; break;
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case Usage::Stream: bufferUsage = GL_STREAM_DRAW; break;
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default: // Forgot to add a usage case to this switch
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assert("Unknown buffer usage" == "");
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break;
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}
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// Create VBO
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), (const void*)(vertices.data()), bufferUsage);
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// Create EBO
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), (const void*)(indices.data()), bufferUsage);
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// Set up pipeline layout
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unsigned int index = 0;
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for (const VertexAttribute& attribute : layout)
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{
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glVertexAttribPointer(index, attribute.size, attribute.type, attribute.normalized, attribute.stride, attribute.pointer);
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glEnableVertexAttribArray(index);
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index++;
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}
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}
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57
src/VertexArrayObject.hpp
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57
src/VertexArrayObject.hpp
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#pragma once
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#include <vector>
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#include <memory>
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// struct representing an OpenGL attribute pointer
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struct VertexAttribute
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{
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int size;
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unsigned int type;
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bool normalized;
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unsigned int stride;
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const void* pointer;
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};
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// Useful abbreviations
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typedef std::vector<float> VertexArray;
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typedef std::vector<unsigned int> IndexArray;
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typedef std::vector<VertexAttribute> Layout;
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// OpenGL Buffer usages (I turned them into an enum so it's easier to know what options exist)
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enum class Usage
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{
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Static, Stream, Dynamic
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};
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// VAO structure that sets up the buffers and deletes them at the end of the lifecycle
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class AbstractVertexArrayObject
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{
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friend class VAOFactory;
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public:
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AbstractVertexArrayObject() = delete;
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~AbstractVertexArrayObject();
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private:
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AbstractVertexArrayObject(const VertexArray& vertices, const IndexArray& indices, const Layout& layout, Usage usage);
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private:
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unsigned int vao, vbo, ebo;
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};
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// You cannot actually create this VAO, you are forced to use a shared pointer
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// so the buffers dont get accidentally deleted while another obejct is potentially still using it.
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// I find this to be very important since VAOs are supposed to be shared between copies of objects
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// if they have the same model.
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typedef std::shared_ptr<AbstractVertexArrayObject> VertexArrayObject;
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// Factory for creating said shared pointers.
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class VAOFactory
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{
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public:
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static VertexArrayObject Produce(const VertexArray& vertices, const IndexArray& indices, const Layout& layout, Usage usage = Usage::Static)
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{
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return std::make_shared<AbstractVertexArrayObject>(vertices, indices, layout, usage);
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}
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};
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1
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1
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@ -0,0 +1 @@
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Subproject commit 6ad79aae3eb5bf809c30bf1168171e9e55857e45
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