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solverstack
vite
Commits
9c035500
Commit
9c035500
authored
Jul 24, 2014
by
Thibault Soucarre
Browse files
optimization for matrix calculations
parent
d70f2b0c
Changes
2
Hide whitespace changes
Inline
Side-by-side
src/render/Render_alternate.cpp
View file @
9c035500
...
...
@@ -165,18 +165,24 @@ void Render_alternate::paintGL(){
glUseProgram
(
_shader
.
getProgramID
());
std
::
cout
<<
"paintGL"
<<
std
::
endl
;
glm
::
mat4
tmp
=
_modelview
;
glm
::
mat4
tmp2
=
_modelview
;
glm
::
mat4
mvp
;
start_ruler
();
call_ruler
();
end_ruler
();
_ruler
.
config
();
_ruler
.
lock
();
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
0.0
,
0.0
,
_z_ruler
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"projection"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_projection
));
mvp
=
_projection
*
_modelview
;
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
glDrawArrays
(
GL_QUADS
,
0
,
8
);
_modelview
=
tmp
;
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
0.0
,
0.0
,
_z_ruler_over
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
glDrawArrays
(
GL_LINES
,
8
,
_ruler
.
getNbVertex
());
_ruler
.
unlock
();
_modelview
=
tmp
;
...
...
@@ -185,8 +191,10 @@ void Render_alternate::paintGL(){
_containers
.
lock
();
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
0.0
,
_ruler_y
+
_ruler_height
-
_y_state_translate
,
_z_container
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
_x_scale_container_state
/
0.20
,
_y_state_scale
,
1.0
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"projection"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_projection
));
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
glDrawArrays
(
GL_QUADS
,
0
,
_containers
.
getNbVertex
());
_containers
.
unlock
();
_modelview
=
tmp
;
...
...
@@ -195,65 +203,80 @@ void Render_alternate::paintGL(){
_states
.
lock
();
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
_default_entity_x_translate
-
_x_state_translate
,
_ruler_y
+
_ruler_height
-
_y_state_translate
,
_z_state
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
_x_state_scale
,
_y_state_scale
,
1
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"projection"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_projection
));
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
glDrawArrays
(
GL_QUADS
,
0
,
_states
.
getNbVertex
());
_states
.
unlock
();
//_modelview = tmp;
/*drawing counters*/
_counters
.
lock
();
//_modelview = glm::translate(_modelview, glm::vec3(0.0, _ruler_y + _ruler_height - _y_state_translate, _z_container));
//_modelview = glm::scale(_modelview, glm::vec3(_x_scale_container_state/0.20, _y_state_scale, 1.0));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
glDrawArrays
(
GL_LINES
,
0
,
_counters
.
getNbVertex
());
_counters
.
unlock
();
_modelview
=
tmp
;
/*drawing links*/
int
n
=
_links
.
size
()
/
4
;
if
(
false
==
Info
::
Render
::
_no_arrows
){
//necessary for each link
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
_default_entity_x_translate
-
_x_state_translate
,
_ruler_y
+
_ruler_height
-
_y_state_translate
,
_z_arrow
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
_x_state_scale
,
_y_state_scale
,
1.0
));
//save current modelview
tmp2
=
_modelview
;
_arrows
.
lock
();
for
(
int
i
=
0
;
i
<
n
;
i
++
){
_arrows
.
lock
();
//save current modelview
tmp
=
_modelview
;
//change matrix
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
_default_entity_x_translate
-
_x_state_translate
,
_ruler_y
+
_ruler_height
-
_y_state_translate
,
_z_arrow
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
_x_state_scale
,
_y_state_scale
,
1.0
));
//_arrows.lock();
//change matrix to draw the current arrow
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
_links
[
4
*
i
+
2
],
_links
[
4
*
i
+
3
],
0
));
_modelview
=
glm
::
rotate
(
_modelview
,
(
float
)
_links
[
4
*
i
],
glm
::
vec3
(
0
,
0
,
1
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
_links
[
4
*
i
+
1
],
_links
[
4
*
i
+
1
/
10
],
1
));
//draw the arrow
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"projection"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_projection
));
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
glDrawArrays
(
GL_LINES
,
0
,
6
);
_arrows
.
unlock
();
//restore matrix
_modelview
=
tmp
;
//
_arrows.unlock();
//restore matrix
with changes needed for all links
_modelview
=
tmp
2
;
}
_arrows
.
unlock
();
//restore basic matrix
_modelview
=
tmp
;
}
/*drawing events*/
if
(
false
==
Info
::
Render
::
_no_events
){
n
=
_events
.
size
()
/
3
;
//necessary for each event
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
_default_entity_x_translate
-
_x_state_translate
,
_ruler_y
+
_ruler_height
-
_y_state_translate
,
_z_event
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
_x_state_scale
,
_y_state_scale
,
1.0
));
tmp2
=
_modelview
;
_circles
.
lock
();
for
(
int
i
=
0
;
i
<
n
;
i
++
){
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
_default_entity_x_translate
-
_x_state_translate
,
_ruler_y
+
_ruler_height
-
_y_state_translate
,
_z_event
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
_x_state_scale
,
_y_state_scale
,
1.0
));
//change matrix to draw the current event
_modelview
=
glm
::
translate
(
_modelview
,
glm
::
vec3
(
_events
[
3
*
i
],
_events
[
3
*
i
+
1
],
_z_event
));
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
1
/
_x_state_scale
,
Info
::
Screen
::
width
/
(
_y_state_scale
*
Info
::
Screen
::
height
),
1.0
));
_circles
.
lock
();
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"projection"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_projection
));
//_circles.lock();
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
glDrawArrays
(
GL_POLYGON
,
0
,
NB_STEPS
);
_modelview
=
glm
::
scale
(
_modelview
,
glm
::
vec3
(
1.0
,
_events
[
3
*
i
+
2
]
*
_y_state_scale
*
Info
::
Screen
::
height
/
Info
::
Screen
::
width
,
1.0
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
glLineWidth
(
3.0
);
glDrawArrays
(
GL_LINES
,
NB_STEPS
,
2
);
glLineWidth
(
1.0
);
_circles
.
unlock
();
_modelview
=
tmp
;
//_circles.unlock();
//restore matrix with changes needed for all events
_modelview
=
tmp2
;
}
_circles
.
unlock
();
//restore basic matrix
_modelview
=
tmp
;
}
/*draw selection if necessary*/
...
...
@@ -268,8 +291,10 @@ void Render_alternate::paintGL(){
y1
=
/*Info::Render::height -*/
screen_to_render_y
(
_new_mouse_y
);
float
selection
[
12
]
=
{
x0
,
y0
,
x0
,
y1
,
x1
,
y1
,
x1
,
y0
};
float
selection_colors
[
16
]
=
{
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
};
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"projection"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_projection
));
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
glVertexAttribPointer
(
0
,
2
,
GL_FLOAT
,
GL_FALSE
,
0
,
selection
);
glEnableVertexAttribArray
(
0
);
glVertexAttribPointer
(
1
,
3
,
GL_FLOAT
,
GL_FALSE
,
0
,
selection_colors
);
...
...
@@ -644,10 +669,6 @@ void Render_alternate::draw_quad(Element_pos x, Element_pos y, Element_pos z, El
_states
.
add
(
x
+
offset_x
,
y
+
offset_y
+
h
,
_r
,
_g
,
_b
);
}
else
if
(
_draw_ruler
){
_ruler
.
add
(
x
,
y
,
_r
,
_g
,
_b
);
_ruler
.
add
(
x
,
y
+
h
,
_r
,
_g
,
_b
);
_ruler
.
add
(
x
+
w
,
y
+
h
,
_r
,
_g
,
_b
);
_ruler
.
add
(
x
+
w
,
y
,
_r
,
_g
,
_b
);
}
}
...
...
@@ -867,6 +888,7 @@ void Render_alternate::show_minimap(){
*/
void
Render_alternate
::
draw_vertical_line
(){
glm
::
mat4
mvp
;
if
(
vertical_line
==
0
)
return
;
double
vertex
[
4
]
=
{
trace_to_render_x
(
vertical_line
),
...
...
@@ -874,8 +896,10 @@ void Render_alternate::draw_vertical_line(){
trace_to_render_x
(
vertical_line
),
Info
::
Render
::
height
};
double
colors
[
6
]
=
{
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
};
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"modelview"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_modelview
));
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"projection"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
_projection
));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "modelview"), 1, GL_FALSE, glm::value_ptr(_modelview));
//glUniformMatrix4fv(glGetUniformLocation(_shader.getProgramID(), "projection"), 1, GL_FALSE, glm::value_ptr(_projection));
mvp
=
_projection
*
_modelview
;
glUniformMatrix4fv
(
glGetUniformLocation
(
_shader
.
getProgramID
(),
"MVP"
),
1
,
GL_FALSE
,
glm
::
value_ptr
(
mvp
));
glVertexAttribPointer
(
0
,
2
,
GL_DOUBLE
,
GL_FALSE
,
0
,
vertex
);
glEnableVertexAttribArray
(
0
);
glVertexAttribPointer
(
1
,
3
,
GL_DOUBLE
,
GL_FALSE
,
0
,
colors
);
...
...
src/render/vbo.cpp
View file @
9c035500
/*
** This file is part of the ViTE project.
**
** This software is governed by the CeCILL-A license under French law
** and abiding by the rules of distribution of free software. You can
** use, modify and/or redistribute the software under the terms of the
** CeCILL-A license as circulated by CEA, CNRS and INRIA at the following
** URL: "http://www.cecill.info".
**
** As a counterpart to the access to the source code and rights to copy,
** modify and redistribute granted by the license, users are provided
** only with a limited warranty and the software's author, the holder of
** the economic rights, and the successive licensors have only limited
** liability.
**
** In this respect, the user's attention is drawn to the risks associated
** with loading, using, modifying and/or developing or reproducing the
** software by the user in light of its specific status of free software,
** that may mean that it is complicated to manipulate, and that also
** therefore means that it is reserved for developers and experienced
** professionals having in-depth computer knowledge. Users are therefore
** encouraged to load and test the software's suitability as regards
** their requirements in conditions enabling the security of their
** systems and/or data to be ensured and, more generally, to use and
** operate it in the same conditions as regards security.
**
** The fact that you are presently reading this means that you have had
** knowledge of the CeCILL-A license and that you accept its terms.
**
**
** ViTE developpers are (for version 0.* to 1.0):
**
** - COULOMB Kevin
** - FAVERGE Mathieu
** - JAZEIX Johnny
** - LAGRASSE Olivier
** - MARCOUEILLE Jule
** - NOISETTE Pascal
** - REDONDY Arthur
** - VUCHENER Clément
**
*/
** This file is part of the ViTE project.
**
** This software is governed by the CeCILL-A license under French law
** and abiding by the rules of distribution of free software. You can
** use, modify and/or redistribute the software under the terms of the
** CeCILL-A license as circulated by CEA, CNRS and INRIA at the following
** URL: "http://www.cecill.info".
**
** As a counterpart to the access to the source code and rights to copy,
** modify and redistribute granted by the license, users are provided
** only with a limited warranty and the software's author, the holder of
** the economic rights, and the successive licensors have only limited
** liability.
**
** In this respect, the user's attention is drawn to the risks associated
** with loading, using, modifying and/or developing or reproducing the
** software by the user in light of its specific status of free software,
** that may mean that it is complicated to manipulate, and that also
** therefore means that it is reserved for developers and experienced
** professionals having in-depth computer knowledge. Users are therefore
** encouraged to load and test the software's suitability as regards
** their requirements in conditions enabling the security of their
** systems and/or data to be ensured and, more generally, to use and
** operate it in the same conditions as regards security.
**
** The fact that you are presently reading this means that you have had
** knowledge of the CeCILL-A license and that you accept its terms.
**
**
** ViTE developpers are (for version 0.* to 1.0):
**
** - COULOMB Kevin
** - FAVERGE Mathieu
** - JAZEIX Johnny
** - LAGRASSE Olivier
** - MARCOUEILLE Jule
** - NOISETTE Pascal
** - REDONDY Arthur
** - VUCHENER Clément
**
*/
/*!
*\file vbo.cpp
*/
#include
<GL/glew.h>
#include
<GL/glew.h>
#include
<stdlib.h>
#include
<iostream>
#define GLM_FORCE_RADIANS
...
...
@@ -105,62 +105,66 @@ int Vbo::add(Element_pos x, Element_pos y, Element_col r, Element_col g, Element
_nbVertex
++
;
}
void
Vbo
::
config
(){
int
vertex_size
=
_vertex
.
size
()
*
sizeof
(
Element_pos
);
int
colors_size
=
_colors
.
size
()
*
sizeof
(
Element_col
);
Element_pos
*
vertex
=
&
_vertex
[
0
];
Element_col
*
colors
=
&
_colors
[
0
];
//Delete old vbo if necessary
if
(
glIsBuffer
(
_vboID
)
==
GL_TRUE
)
glDeleteBuffers
(
1
,
&
_vboID
);
//Generate vbo
glGenBuffers
(
1
,
&
_vboID
);
//Select our VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
_vboID
);
//Allocate memory inside graphic card
glBufferData
(
GL_ARRAY_BUFFER
,
vertex_size
+
colors_size
,
0
,
GL_STATIC_DRAW
);
//Send datas
glBufferSubData
(
GL_ARRAY_BUFFER
,
0
,
vertex_size
,
vertex
);
glBufferSubData
(
GL_ARRAY_BUFFER
,
vertex_size
,
colors_size
,
colors
);
//Deselect our VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
0
);
//Clear RAM
_vertex
.
clear
();
_colors
.
clear
();
//Delete old vao if necessary
if
(
glIsVertexArray
(
_vaoID
))
glDeleteVertexArrays
(
1
,
&
_vaoID
);
//Generate VAO
glGenVertexArrays
(
1
,
&
_vaoID
);
//Select our VAO
glBindVertexArray
(
_vaoID
);
//The following instructions are stocked inside the VAO
{
//Select VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
_vboID
);
//Send vertex
glVertexAttribPointer
(
0
,
2
,
GL_DOUBLE
,
GL_FALSE
,
0
,
BUFFER_OFFSET
(
0
));
glEnableVertexAttribArray
(
0
);
//Send colors
glVertexAttribPointer
(
1
,
3
,
GL_FLOAT
,
GL_FALSE
,
0
,
BUFFER_OFFSET
(
vertex_size
));
glEnableVertexAttribArray
(
1
);
//Deselect VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
0
);
}
//Deselect VAO
glBindVertexArray
(
0
);
}
/***********************************
*
*
*
* Buffer display.
*
*
*
**********************************/
void
Vbo
::
config
(){
std
::
cout
<<
"Configuration du VBO. Nombre de points : "
<<
_vertex
.
size
()
/
2
<<
std
::
endl
;
int
vertex_size
=
_vertex
.
size
()
*
sizeof
(
Element_pos
);
int
colors_size
=
_colors
.
size
()
*
sizeof
(
Element_col
);
Element_pos
*
vertex
=
&
_vertex
[
0
];
Element_col
*
colors
=
&
_colors
[
0
];
//Delete old vbo if necessary
if
(
glIsBuffer
(
_vboID
)
==
GL_TRUE
)
glDeleteBuffers
(
1
,
&
_vboID
);
//Generate vbo
glGenBuffers
(
1
,
&
_vboID
);
//Select our VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
_vboID
);
//Allocate memory inside graphic card
glBufferData
(
GL_ARRAY_BUFFER
,
vertex_size
+
colors_size
,
0
,
GL_STATIC_DRAW
);
//Send datas
glBufferSubData
(
GL_ARRAY_BUFFER
,
0
,
vertex_size
,
vertex
);
glBufferSubData
(
GL_ARRAY_BUFFER
,
vertex_size
,
colors_size
,
colors
);
//Deselect our VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
0
);
//Clear RAM
//_vertex.clear();
//_colors.clear();
//Clear RAM and realoccate _vertex and _colors
std
::
vector
<
Element_pos
>
().
swap
(
_vertex
);
std
::
vector
<
Element_col
>
().
swap
(
_colors
);
//Delete old vao if necessary
if
(
glIsVertexArray
(
_vaoID
))
glDeleteVertexArrays
(
1
,
&
_vaoID
);
//Generate VAO
glGenVertexArrays
(
1
,
&
_vaoID
);
//Select our VAO
glBindVertexArray
(
_vaoID
);
//The following instructions are stocked inside the VAO
{
//Select VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
_vboID
);
//Send vertex
glVertexAttribPointer
(
0
,
2
,
GL_DOUBLE
,
GL_FALSE
,
0
,
BUFFER_OFFSET
(
0
));
glEnableVertexAttribArray
(
0
);
//Send colors
glVertexAttribPointer
(
1
,
3
,
GL_FLOAT
,
GL_FALSE
,
0
,
BUFFER_OFFSET
(
vertex_size
));
glEnableVertexAttribArray
(
1
);
//Deselect VBO
glBindBuffer
(
GL_ARRAY_BUFFER
,
0
);
}
//Deselect VAO
glBindVertexArray
(
0
);
}
/***********************************
*
*
*
* Buffer display.
*
*
*
**********************************/
void
Vbo
::
lock
(){
...
...
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