feat: reorganize source code + cleanup

This commit is contained in:
2025-10-01 16:15:19 +02:00
parent fec93b098b
commit 2b0494a23d
21 changed files with 183 additions and 610 deletions

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@ -25,13 +25,13 @@ endif()
# set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb")
add_executable(CodingGame
src/prelude.cpp
src/file_manager.cpp
src/shader.cpp
src/block.cpp
src/vertex.cpp
src/texture.cpp
src/model.cpp
src/IO/file_manager.cpp
src/renderer/debug.cpp
src/renderer/shader.cpp
src/renderer/texture.cpp
src/renderer/wavefront.cpp
src/main.cpp
)

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@ -1,16 +0,0 @@
#ifndef BLOCK_H_
#define BLOCK_H_
#include <glm/glm.hpp>
class Block {
private:
glm::vec3 m_position;
glm::vec4 m_color;
public:
Block(glm::vec3 position, glm::vec4 color);
public:
inline glm::vec3 Position() const { return m_position; }
inline glm::vec4 Color() const { return m_color; }
};
#endif

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@ -1,141 +0,0 @@
#ifndef MODEL_H_
#define MODEL_H_
#include <vector>
#include <string>
#include <filesystem>
#include <unordered_map>
#include <glm/glm.hpp>
#include <memory>
#include "shader.h"
#include "texture.h"
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class Vertex {
private:
glm::vec3 m_position;
glm::vec3 m_normal;
glm::vec2 m_texCoord;
public:
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
public:
static void DefineAttrib();
};
class FaceItem {
private:
unsigned int m_vIndex;
unsigned int m_nIndex;
unsigned int m_tIndex;
public:
FaceItem()
: m_vIndex(0), m_nIndex(0), m_tIndex(0) {}
FaceItem(unsigned int vI, unsigned int nI, unsigned int tI)
: m_vIndex(vI), m_nIndex(nI), m_tIndex(tI) {}
public:
inline const unsigned int GetVertex() const { return m_vIndex; }
inline const unsigned int GetNormal() const { return m_nIndex; }
inline const unsigned int GetTex() const { return m_tIndex; }
public:
inline void SetVertex(unsigned int vIndex) { m_vIndex = vIndex; }
inline void SetNorm(unsigned int nIndex) { m_nIndex = nIndex; }
inline void SetTex(unsigned int tIndex) { m_tIndex = tIndex; }
};
class Face {
private:
std::vector<FaceItem> m_items;
public:
Face()
: m_items(std::vector<FaceItem>()) {}
public:
void PushItem(const FaceItem& item);
public:
inline const unsigned int GetSize() const { return m_items.size(); }
inline const FaceItem& GetItem(unsigned int index) const { return m_items[index]; }
};
class Material {
private:
glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
float m_shininess { 32.0f };
float m_opacity { 1.0f };
int m_illum { 2 };
std::unique_ptr<Texture> m_diffuse_tex { nullptr };
public:
Material() = default;
Material(const Material& other) = default; // copy constructor
Material& operator=(const Material& other) = default;
public:
inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
inline const glm::vec3 GetSpecularColor() const { return m_specular; }
inline const float GetSpecularWeight() const { return m_shininess; }
inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
inline const float GetOpacity() const { return m_opacity; }
inline const int GetIllumination() const { return m_illum; }
public:
inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
inline void SetSpecularWeight(float weight) { m_shininess = weight; }
inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
inline void SetOpacity(float opacity) { m_opacity = opacity; }
inline void SetIllumination(float illum) { m_illum = illum; }
};
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload();
public:
std::string materialName;
public:
Mesh();
public:
void Render();
};
class Object {
private:
std::string m_name;
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_normals;
std::vector<glm::vec2> m_texCoords;
std::vector<Mesh> m_meshes;
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
private:
static inline int NormalizeIndex(const std::string &s, int baseCount);
private:
Object();
public:
static Object LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::filesystem::path& filename);
private:
void AddMaterial(std::string name, std::shared_ptr<Material> material);
std::shared_ptr<Material> GetMaterial(std::string name);
private:
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
public:
void Render(Shader& shader);
};
#endif // MODEL_H_

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@ -1,43 +0,0 @@
#ifndef PRELUDE_H_
#define PRELUDE_H_
#ifndef WIN32
#define GLEW_STATIC
#endif
#include <GL/glew.h>
#include "SDL3/SDL.h"
struct RenderContext {
Uint64 time;
Uint64 prev_time;
bool program_failed = false;
GLuint program = 0;
GLint resolution_location = 0;
GLint time_location = 0;
bool pause = false;
};
bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader);
bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader);
bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program);
void reload_shaders(RenderContext*context);
// void key_callback(SDL_Window* window, int key, int scancode, int action, int mods);
void window_size_callback(SDL_Window* window, int width, int height);
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam);
void process_prelude(RenderContext *context);
#endif // PRELUDE_H_

18
include/renderer/basics.h Normal file
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@ -0,0 +1,18 @@
#ifndef RENDERER_BASICS_H
#define RENDERER_BASICS_H
#include <glm/glm.hpp>
class Vertex {
private:
glm::vec3 m_position;
glm::vec3 m_normal;
glm::vec2 m_texCoord;
public:
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
public:
static void DefineAttrib();
};
#endif // RENDERER_BASICS_H

16
include/renderer/debug.h Normal file
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@ -0,0 +1,16 @@
#ifndef RENDERER_DEBUG_
#define RENDERER_DEBUG_
#include <iostream>
#include <GL/glew.h>
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam);
#endif // RENDERER_DEBUG_

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@ -0,0 +1,42 @@
#ifndef MATERIAL_H_
#define MATERIAL_H_
#include <glm/glm.hpp>
#include <memory>
#include "texture.h"
class Material {
private:
glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
float m_shininess { 32.0f };
float m_opacity { 1.0f };
int m_illum { 2 };
std::unique_ptr<Texture> m_diffuse_tex { nullptr };
public:
Material() = default;
Material(const Material& other) = default; // copy constructor
Material& operator=(const Material& other) = default;
public:
inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
inline const glm::vec3 GetSpecularColor() const { return m_specular; }
inline const float GetSpecularWeight() const { return m_shininess; }
inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
inline const float GetOpacity() const { return m_opacity; }
inline const int GetIllumination() const { return m_illum; }
public:
inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
inline void SetSpecularWeight(float weight) { m_shininess = weight; }
inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
inline void SetOpacity(float opacity) { m_opacity = opacity; }
inline void SetIllumination(float illum) { m_illum = illum; }
};
#endif // MATERIAL_H_

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@ -0,0 +1,65 @@
#ifndef MODEL_H_
#define MODEL_H_
#include <vector>
#include <string>
#include <filesystem>
#include <unordered_map>
#include <glm/glm.hpp>
#include <memory>
#include "shader.h"
#include "texture.h"
#include "renderer/material.h"
#include "renderer/basics.h"
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload();
public:
std::string materialName;
public:
Mesh();
public:
void Render();
};
class Object {
private:
std::string m_name;
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_normals;
std::vector<glm::vec2> m_texCoords;
std::vector<Mesh> m_meshes;
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
private:
static inline int NormalizeIndex(const std::string &s, int baseCount);
private:
Object();
public:
static Object LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::filesystem::path& filename);
private:
void AddMaterial(std::string name, std::shared_ptr<Material> material);
std::shared_ptr<Material> GetMaterial(std::string name);
private:
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
public:
void Render(Shader& shader);
};
#endif // MODEL_H_

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@ -1,37 +0,0 @@
#ifndef VERTEX_H_
#define VERTEX_H_
#include <vector>
#include <glm/glm.hpp>
#include "block.h"
class Point {
private:
glm::vec3 m_position;
glm::vec3 m_normal;
glm::vec4 m_color;
public:
Point(glm::vec3 position, glm::vec3 normal, glm::vec4 color);
};
class Vertices {
private:
std::vector<Point> m_items;
std::vector<unsigned int> m_indices;
unsigned int m_vao;
unsigned int m_vbo;
unsigned int m_ebo;
public:
Vertices();
public: // GPU
void Bind();
void Unbind();
void Draw();
void Upload();
public:
void PushVertex(const Point& point);
void PushIndex(unsigned int index);
};
#endif // VERTEX_H_

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@ -1,4 +1,4 @@
#include "file_manager.h"
#include "IO/file_manager.h"
#include <fstream>
#include <iostream>

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@ -1,6 +0,0 @@
#include "block.h"
Block::Block(glm::vec3 position, glm::vec4 color) {
this->m_position = position;
this->m_color = m_color;
}

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@ -5,6 +5,10 @@
#include <cmath>
// #endif
#ifndef WIN32
#define GLEW_STATIC
#endif
#include <vector>
#include <glm/glm.hpp>
#include <glm/ext/quaternion_geometric.hpp>
@ -13,12 +17,10 @@
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include "shader.h"
#include "file_manager.h"
#include "prelude.h"
#include "block.h"
#include "vertex.h"
#include "model.h"
#include "renderer/shader.h"
#include "IO/file_manager.h"
#include "renderer/debug.h"
#include "renderer/wavefront.h"
#define WIDTH 1024
#define HEIGHT 768

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@ -1,192 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <stdbool.h>
#include <string.h>
#include <errno.h>
#include "prelude.h"
#ifndef WIN32
#define GLEW_STATIC
#endif
#include <GL/glew.h>
#define SCREEN_WIDTH 1024
#define SCREEN_HEIGHT 768
void panic_errno(const char *fmt, ...)
{
fprintf(stderr, "ERROR: ");
va_list args;
va_start(args, fmt);
vfprintf(stderr, fmt, args);
va_end(args);
fprintf(stderr, ": %s\n", strerror(errno));
exit(1);
}
char *slurp_file(const char *file_path)
{
#define SLURP_FILE_PANIC panic_errno("Could not read file `%s`", file_path)
FILE *f = fopen(file_path, "r");
if (f == NULL) SLURP_FILE_PANIC;
if (fseek(f, 0, SEEK_END) < 0) SLURP_FILE_PANIC;
long size = ftell(f);
if (size < 0) SLURP_FILE_PANIC;
char *buffer = (char*)malloc(size + 1);
if (buffer == NULL) SLURP_FILE_PANIC;
if (fseek(f, 0, SEEK_SET) < 0) SLURP_FILE_PANIC;
fread(buffer, 1, size, f);
if (ferror(f) < 0) SLURP_FILE_PANIC;
buffer[size] = '\0';
if (fclose(f) < 0) SLURP_FILE_PANIC;
return buffer;
#undef SLURP_FILE_PANIC
}
bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader)
{
*shader = glCreateShader(shader_type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
GLint compiled = 0;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar message[1024];
GLsizei message_size = 0;
glGetShaderInfoLog(*shader, sizeof(message), &message_size, message);
fprintf(stderr, "%.*s\n", message_size, message);
return false;
}
return true;
}
bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader)
{
char *source = slurp_file(file_path);
bool err = compile_shader_source(source, shader_type, shader);
free(source);
return err;
}
bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
{
*program = glCreateProgram();
glAttachShader(*program, vert_shader);
glAttachShader(*program, frag_shader);
glLinkProgram(*program);
GLint linked = 0;
glGetProgramiv(*program, GL_LINK_STATUS, &linked);
if (!linked) {
GLsizei message_size = 0;
GLchar message[1024];
glGetProgramInfoLog(*program, sizeof(message), &message_size, message);
fprintf(stderr, "Program Linking: %.*s\n", message_size, message);
}
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
return program;
}
void reload_shaders(RenderContext* context)
{
glDeleteProgram(context->program);
context->program_failed = false;
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLuint vert = 0;
if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
GLuint frag = 0;
if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
if (!link_program(vert, frag, &context->program)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
glUseProgram(context->program);
context->resolution_location = glGetUniformLocation(context->program, "resolution");
context->time_location = glGetUniformLocation(context->program, "time");
printf("Successfully Reload the Shaders\n");
}
void window_size_callback(SDL_Window* window, int width, int height)
{
(void) window;
glViewport(
width / 2 - SCREEN_WIDTH / 2,
height / 2 - SCREEN_HEIGHT / 2,
SCREEN_WIDTH,
SCREEN_HEIGHT);
}
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
(void) source;
(void) id;
(void) length;
(void) userParam;
fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
type, severity, message);
}
void process_prelude(RenderContext *context)
{
// glfwSetKeyCallback(window, key_callback);
// glfwSetFramebufferSizeCallback(window, window_size_callback);
glClear(GL_COLOR_BUFFER_BIT);
if (!context->program_failed) {
glUniform2f(context->resolution_location,
SCREEN_WIDTH,
SCREEN_HEIGHT);
glUniform1f(context->time_location, context->time);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
int64_t cur_time = SDL_GetTicks();
if (!context->pause) {
context->time += cur_time - context->prev_time;
}
context->prev_time = cur_time;
}

22
src/renderer/debug.cpp Normal file
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@ -0,0 +1,22 @@
#include "renderer/debug.h"
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
(void) source;
(void) id;
(void) length;
(void) userParam;
std::cerr << "GL CALLBACK: " << (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "")
<< " type = 0x" << type
<< ", severity = 0x" << severity
<< ", message = " << message << std::endl;
// std::cerr << "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
// type, severity, message);
}

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@ -1,4 +1,4 @@
#include "shader.h"
#include "renderer/shader.h"
Shader::Shader()
{

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@ -1,7 +1,8 @@
#include <iostream>
#include <memory>
#include <GL/glew.h>
#include "texture.h"
#include "renderer/texture.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

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@ -5,7 +5,7 @@
#include <filesystem>
#include <GL/glew.h>
#include "model.h"
#include "renderer/wavefront.h"
ObjElement toElement(const std::string &s) {
if (s == "#") return ObjElement::OHASH;
@ -47,11 +47,6 @@ void Vertex::DefineAttrib()
glEnableVertexAttribArray(2);
}
void Face::PushItem(const FaceItem& item)
{
m_items.push_back(item);
}
inline int Object::NormalizeIndex(const std::string &s, int baseCount) {
if (s.empty()) return -1;
int idx = std::stoi(s);
@ -284,8 +279,6 @@ Object Object::LoadFile(const std::string& filename) {
{
auto& mesh = obj.GetLastMesh();
std::string token;
Face fv;
while (iss >> token) {
std::string a, b, c;

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@ -1,151 +0,0 @@
#include <GL/glew.h>
#include "vertex.h"
#define BLOCK_SIZE 0.5f
Point::Point(glm::vec3 position, glm::vec3 normal, glm::vec4 color)
{
m_position = position;
m_normal = normal;
m_color = color;
}
Vertices::Vertices()
{
m_items = std::vector<Point>();
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindVertexArray(m_vao);
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// EBO (index buffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangleIndices), triangleIndices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Call this after you finish adding vertices (or call it each time after PushBlock)
void Vertices::Upload()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_items.size() * sizeof(Point), m_items.data(), GL_DYNAMIC_DRAW);
// Upload indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(unsigned int), m_indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
// void Vertices::PushBlock(const Block& block)
// {
// // 1 face
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 2 face
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 3 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// // 4 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// // 5 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// // 6 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// // 7 face
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 8 face
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 9 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position(), block.Color());
// // 10 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// // 11 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, 0.f), block.Color());
// // 12 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, 0.f), block.Color());
// }
void Vertices::PushVertex(const Point& point)
{
m_items.push_back(point);
}
void Vertices::PushIndex(unsigned int index)
{
m_indices.push_back(index);
}
void Vertices::Bind()
{
glBindVertexArray(m_vao);
}
void Vertices::Unbind()
{
glBindVertexArray(0);
}
void Vertices::Draw()
{
Bind();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices.size()), GL_UNSIGNED_INT, 0);
Unbind();
}