diff --git a/core/src/rendering/renderer.cpp b/core/src/rendering/renderer.cpp index c0a1723..fc2f802 100644 --- a/core/src/rendering/renderer.cpp +++ b/core/src/rendering/renderer.cpp @@ -577,6 +577,7 @@ void renderRotationArcs() { handleShader->set("viewPos", camera.cameraPos); PartAssembly assembly = PartAssembly::FromSelection(gDataModel->GetService()); + 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; diff --git a/core/src/rendering/torus.cpp b/core/src/rendering/torus.cpp index f83b21c..c60026d 100644 --- a/core/src/rendering/torus.cpp +++ b/core/src/rendering/torus.cpp @@ -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); } \ No newline at end of file