More seperate cc files, font & overlay rendering
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77
Object.cc
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77
Object.cc
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#include <vector>
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#include <glbinding/gl/gl.h>
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/transform.hpp>
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#include "shaders.hh"
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#include "Object.hh"
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using namespace gl;
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Object::Object(VBOManager& vboManager, std::vector<objVertexAttribs> const& vas,
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std::vector<uint16_t> indices, Program& prog)
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: _vboManager(vboManager), _prog(prog), _indices(std::move(indices)), _vaID(0)
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{
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construct(vas);
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}
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Object::Object(VBOManager& vboManager, std::string const& filename,
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Program& prog)
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: _vboManager(vboManager), _prog(prog), _vaID(0)
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{
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auto tmp = readObject(filename);
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_indices = std::get<1>(tmp);
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construct(std::get<0>(tmp));
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}
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Object::~Object()
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{
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glDeleteVertexArrays(1, &_vaID);
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}
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void Object::draw(glm::mat4 const& modelview, Program *override) const
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{
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glBindVertexArray(_vaID);
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if (override)
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override->use();
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else
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_prog.use();
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glUniformMatrix4fv(_prog.getUniformLocation("model_matrix"), 1, GL_FALSE,
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glm::value_ptr(modelview));
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glDrawElements(GL_TRIANGLES, _indices.size(), GL_UNSIGNED_SHORT,
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_indices.data());
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}
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void Object::construct(std::vector<objVertexAttribs> const& vas)
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{
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_vbo = _vboManager.alloc(sizeof(objVertexAttribs)*vas.size());
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glBindBuffer(GL_ARRAY_BUFFER, _vbo.getVBOId());
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glBufferSubData(GL_ARRAY_BUFFER, _vbo.getOfs(),
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sizeof(objVertexAttribs)*vas.size(), (void*)vas.data());
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glGenVertexArrays(1, &_vaID);
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glBindVertexArray(_vaID);
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GLint al;
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if((al = _prog.getAttribLocation("vertex")) != -1) {
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glEnableVertexAttribArray(al);
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glVertexAttribPointer(al, 3, GL_FLOAT, GL_FALSE, sizeof(objVertexAttribs),
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(void*)(_vbo.getOfs()+offsetof(objVertexAttribs, vertex)));
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}
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if((al = _prog.getAttribLocation("vertexTC")) != -1) {
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glEnableVertexAttribArray(al);
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glVertexAttribPointer(al, 2, GL_UNSIGNED_SHORT, GL_TRUE,
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sizeof(objVertexAttribs),
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(void*)(_vbo.getOfs()+offsetof(objVertexAttribs, texCoords)));
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}
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if((al = _prog.getAttribLocation("vertexNorm")) != -1) {
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glEnableVertexAttribArray(al);
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glVertexAttribPointer(al, 4, GL_INT_2_10_10_10_REV, GL_TRUE,
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sizeof(objVertexAttribs),
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(void*)(_vbo.getOfs()+offsetof(objVertexAttribs, normal)));
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}
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}
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