mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
use raii buffer
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@@ -7,12 +7,21 @@
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namespace cgl {
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template<class T>
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class buffer {
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GLuint id;
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GLuint id{};
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public:
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buffer() : id(0) {
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buffer() {
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glCreateBuffers(1, &id);
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std::cout << "create " << id << std::endl;
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}
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buffer(const T &data, GLenum usage = GL_STATIC_DRAW)
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: buffer() {
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put(data, usage);
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}
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buffer(const std::vector<T> &data, GLenum usage = GL_STATIC_DRAW)
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: buffer() {
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put(data, usage);
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}
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buffer(buffer &) = delete;
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@@ -29,15 +38,23 @@ namespace cgl {
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operator GLuint() const {
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return id;
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}
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void put(const T &data, GLenum usage = GL_STATIC_DRAW) {
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glNamedBufferData(id, sizeof(T), &data, usage);
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}
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void put(const std::vector<T> &data, GLenum usage = GL_STATIC_DRAW) {
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glNamedBufferData(id, sizeof(T) * data.size(), &data[0], usage);
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}
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};
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class shader {
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protected:
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GLuint id;
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GLuint id{};
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GLenum mode;
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public:
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shader(GLenum mode) : mode(mode), id(0) {
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shader(GLenum mode) : mode(mode) {
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id = glCreateShader(mode);
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}
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@@ -86,10 +103,10 @@ namespace cgl {
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class program {
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protected:
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GLuint id;
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GLuint id{};
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public:
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program() : id(0) {
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program() {
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id = glCreateProgram();
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}
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@@ -154,10 +171,10 @@ namespace cgl {
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class pipeline {
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protected:
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GLuint id;
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GLuint id{};
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public:
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pipeline() : id(0) {
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pipeline() {
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glCreateProgramPipelines(1, &id);
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}
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@@ -128,14 +128,9 @@ void run(GLFWwindow *window) {
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//endregion
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * points.size(), &points[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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cgl::buffer<glm::vec4> vbo(points);
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GLuint ubo;
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glGenBuffers(1, &ubo);
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cgl::buffer<Matrices> ubo;
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vbo);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, ubo);
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@@ -151,9 +146,7 @@ void run(GLFWwindow *window) {
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auto st = (float) glfwGetTime() / 8;
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Matrices mats = build(window, st);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(mats), &mats, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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ubo.put(mats);
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glLineWidth(1.5);
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const auto wires_dark = glm::vec3(.3, .3, .3);
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