refactor(rendering): use VBOs for torus instead of deprecated immediate mode

This commit is contained in:
maelstrom 2025-07-09 14:39:29 +02:00
parent 1e5e60bbcf
commit 527f159ff3
2 changed files with 59 additions and 13 deletions

View file

@ -577,6 +577,7 @@ void renderRotationArcs() {
handleShader->set("viewPos", camera.cameraPos);
PartAssembly assembly = PartAssembly::FromSelection(gDataModel->GetService<Selection>());
if (assembly.size() == Vector3::ZERO) return; // No parts are selected
for (HandleFace face : HandleFace::Faces) {
if (glm::any(glm::lessThan(face.normal, glm::vec3(0)))) continue;

View file

@ -7,7 +7,42 @@
struct vec { float x; float y; float z; };
void genTorusPoint(float outerRadius, float innerRadius, float tubeSides, float ringSides, int tube, int ring) {
unsigned int torusVAO, torusVBO;
int lastSize = 0;
void initTorus(int tubeSides, int ringSides) {
// Free existing buffer
if (torusVAO != 0)
glDeleteVertexArrays(1, &torusVAO);
if (torusVBO != 0)
glDeleteBuffers(1, &torusVBO);
lastSize = tubeSides * ringSides;
// Set up buffer
glGenVertexArrays(1, &torusVAO);
glBindVertexArray(torusVAO);
glGenBuffers(1, &torusVBO);
glBindBuffer(GL_ARRAY_BUFFER, torusVBO);
// Dynamic, because we update the vertices often V~~~~~~~~~~~~~~
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8 * 6 * tubeSides * ringSides, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(0 * sizeof(float)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void genTorusPoint(float* vertex, float outerRadius, float innerRadius, float tubeSides, float ringSides, int tube, int ring) {
float angle = float(tube) / tubeSides * 2 * PI;
float xL = innerRadius * cos(angle);
float yL = innerRadius * sin(angle);
@ -17,31 +52,41 @@ void genTorusPoint(float outerRadius, float innerRadius, float tubeSides, float
float y = (outerRadius + xL) * sin(outerAngle);
float z = yL;
// return vec { x, y, z };
glVertex3f(x, y, z);
vertex[0] = x; vertex[1] = y; vertex[2] = z;
// TODO: Add normals and tex coords
}
// made by yours truly
void genTorus(float outerRadius, float innerRadius, int tubeSides, int ringSides) {
glBegin(GL_TRIANGLES);
// Automatically generate VBO ad-hoc
if (lastSize != tubeSides * ringSides)
initTorus(tubeSides, ringSides);
float* vertices = new float[(tubeSides * ringSides * 6) * 8];
int vi = 0;
for (int i = 0; i < tubeSides; i++) {
float tube = float(i) / tubeSides;
for (int j = 0; j < ringSides; j++) {
float ring = float(j) / ringSides;
int in = (i+1) % tubeSides;
int jn = (j+1) % tubeSides;
genTorusPoint(outerRadius, innerRadius, tubeSides, ringSides, i, j);
genTorusPoint(outerRadius, innerRadius, tubeSides, ringSides, in, j);
genTorusPoint(outerRadius, innerRadius, tubeSides, ringSides, in, jn);
genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, i, j);
genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, in, j);
genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, in, jn);
genTorusPoint(outerRadius, innerRadius, tubeSides, ringSides, in, jn);
genTorusPoint(outerRadius, innerRadius, tubeSides, ringSides, i, jn);
genTorusPoint(outerRadius, innerRadius, tubeSides, ringSides, i, j);
genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, in, jn);
genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, i, jn);
genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, i, j);
}
}
glEnd();
// Bind new data
glBindBuffer(GL_ARRAY_BUFFER, torusVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * 8 * 6 * tubeSides * ringSides, vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Draw
glBindVertexArray(torusVAO);
glDrawArrays(GL_TRIANGLES, 0, tubeSides * ringSides * 6);
}