Example Triangle Pog

This commit is contained in:
2022-10-18 22:02:03 -07:00
parent 8698ef318b
commit e08684de19
21 changed files with 525 additions and 10 deletions

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@ -7,4 +7,7 @@
target_sources(${DAWN_TARGET_NAME}
PRIVATE
RenderManager.cpp
)
)
# Subdirs
add_subdirectory(mesh)

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Mesh.cpp
TriangleMesh.cpp
)

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Mesh.hpp"
using namespace Dawn;
void Mesh::createBuffers(
int32_t verticeCount,
int32_t indiceCount
) {
if(verticeCount <= 0) throw "Vertice count must be greater than zero.";
if(indiceCount <= 0) throw "Indice count must be greater than zero.";
this->disposeBuffers();
this->verticeCount = verticeCount;
this->indiceCount = indiceCount;
auto sizePos = sizeof(glm::vec3) * verticeCount;
auto sizeInds = sizeof(meshindice_t) * indiceCount;
auto sizeCoords = sizeof(glm::vec2) * verticeCount;
// Create some buffers, one for the vertex data, one for the indices
GLuint buffer[2];
glGenBuffers(2, buffer);
this->vertexBuffer = buffer[0];
if(this->vertexBuffer < 0) throw "Failed to create vertex buffer";
this->indexBuffer = buffer[1];
if(this->indexBuffer < 0) throw "Failed to create index buffer";
// Buffer an empty set of data then buffer each component
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizePos+sizeCoords, 0, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeInds, 0, GL_DYNAMIC_DRAW);
// Setup the attrib pointers
size_t offset = 0;
glVertexAttribPointer(
0, sizeof(glm::vec3) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
glEnableVertexAttribArray(0);
offset += sizePos;
glVertexAttribPointer(
1, sizeof(glm::vec2) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
glEnableVertexAttribArray(1);
}
void Mesh::disposeBuffers() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if(this->vertexBuffer != -1) {
glDeleteBuffers(1, &this->vertexBuffer);
this->vertexBuffer = -1;
this->verticeCount = -1;
}
if(this->indexBuffer != -1) {
glDeleteBuffers(1, &this->indexBuffer);
this->indexBuffer = -1;
this->indiceCount = -1;
}
}
void Mesh::draw(
enum MeshDrawMode drawMode,
int32_t start,
int32_t count
) {
if(
count == 0 ||
this->vertexBuffer == -1 ||
this->indexBuffer == -1
) return;
if(count == -1) count = this->indiceCount;
// Re-Bind the buffers
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer);
// Re-Calculate the attrib pointers.
size_t offset = 0;
glVertexAttribPointer(
0, sizeof(glm::vec3) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
glEnableVertexAttribArray(0);
offset += sizeof(glm::vec3) * this->verticeCount;
glVertexAttribPointer(
1, sizeof(glm::vec2) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
glEnableVertexAttribArray(1);
// Render the elements.
glDrawElements(
drawMode, count, GL_UNSIGNED_INT, (void *)(sizeof(meshindice_t) * start)
);
}
Mesh::~Mesh() {
this->disposeBuffers();
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/_Mesh.hpp"
#include "dawnopengl.hpp"
/** Indice that references a specific vertice */
typedef int32_t meshindice_t;
namespace Dawn {
enum MeshDrawMode {
MESH_DRAW_MODE_TRIANGLES = GL_TRIANGLES
};
class Mesh {
private:
protected:
/** Pointer to the vertex buffer on the GPU */
GLuint vertexBuffer = -1;
/** Pointer to the index buffer on the GPU */
GLuint indexBuffer = -1;
/** How many vertices are in the mesh */
int32_t verticeCount = -1;
/** How many indices are in the mesh */
int32_t indiceCount = -1;
public:
/**
* Create a new set of buffers for the mesh to use.
*
* @param verticeCount How many Vertices will this buffer support.
* @param indiceCount How many Indices will this buffer support.
*/
void createBuffers(
int32_t verticeCount,
int32_t indiceCount
);
/**
* Cleanup the buffers on a given mesh. This is useful if you intend to
* expand the count of vertices your mesh supports.
*/
void disposeBuffers();
/**
* Write vertice positions to the mesh.
*
* @tparam N Size of the array, in terms of number of elements.
* @param position Position, within the buffer, to write to.
* @param vertices Array of positions to write.
*/
template<size_t N>
void bufferPositions(
int32_t position,
std::array<glm::vec3, N> positions
) {
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
glBufferSubData(
GL_ARRAY_BUFFER,
sizeof(glm::vec3) * position,
sizeof(positions),
(void *)positions.data()
);
}
/**
* Write vertice coordinates to the mesh.
*
* @tparam N Size of the array, in terms of number of elements.
* @param position Position, within the buffer, to write to.
* @param coordinates Array of coordinates to write.
*/
template<size_t N>
void bufferCoordinates(
int32_t position,
std::array<glm::vec2, N> coordinates
) {
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
glBufferSubData(
GL_ARRAY_BUFFER,
sizeof(glm::vec2) * position,
sizeof(coordinates),
(void *)coordinates.data()
);
}
/**
* Write indices to the mesh.
*
* @tparam N Size of the array, in terms of number of elements.
* @param position Position, within the buffer, to write to.
* @param indices Array of indices to write.
*/
template<size_t N>
void bufferIndices(
int32_t position,
std::array<meshindice_t, N> indices
) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer);
glBufferSubData(
GL_ELEMENT_ARRAY_BUFFER,
sizeof(meshindice_t) * position,
sizeof(indices),
(void *)indices.data()
);
}
/**
* Draw a primitive. Primitives are drawn by their indices.
*
* @param drawMode Which drawing mode to use to draw the primitive.
* @param start Start indice (index) to draw.
* @param count Count of indices to draw. Use -1 to draw all.
*/
void draw(
enum MeshDrawMode drawMode,
int32_t start,
int32_t count
);
/**
* Cleanup a previously initiated mesh.
*/
~Mesh();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "display/mesh/Mesh.hpp"
#include "display/mesh/TriangleMesh.hpp"
using namespace Dawn;
void TriangleMesh::createTriangleMesh(std::shared_ptr<Mesh> mesh) {
mesh->createBuffers(3, 3);
mesh->bufferPositions(0, std::array<glm::vec3, 3>{{
glm::vec3(-1, 0, 0),
glm::vec3(0, 1, 0),
glm::vec3(1, 0, 0)
}});
mesh->bufferCoordinates(0, std::array<glm::vec2, 3>{{
glm::vec2(0, 0),
glm::vec2(0, 1),
glm::vec2(1, 0)
}});
mesh->bufferIndices(0, std::array<meshindice_t,3>{{
0, 1, 2
}});
}