Commit 9c035500 authored by Thibault Soucarre's avatar Thibault Soucarre

optimization for matrix calculations

parent d70f2b0c
This diff is collapsed.
/*
** 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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