store and pass normal values to viewport
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@@ -1,6 +1,9 @@
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#include "Gui/Viewport/GLMesh.h"
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#include <GL/gl.h>
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#include <iostream>
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#include "Engine/Operator/AttributeHandle.h"
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GLMesh::GLMesh()
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{
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@@ -34,30 +37,35 @@ void GLMesh::initBuffers()
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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// gives the shader a way to read buffer data
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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// read normal
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
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// disable vertex attrib array
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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}
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void GLMesh::setPosBuffer(std::vector<enzo::bt::Vector3> data)
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void GLMesh::setPosBuffer(enzo::geo::Geometry& geometry)
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{
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bind();
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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vertexPosData.clear();
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std::cout << "pos data\n-------\n";
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for(auto vector : data)
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vertices.clear();
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std::shared_ptr<enzo::ga::Attribute> PAttr = geometry.getAttribByName(enzo::ga::AttrOwner::POINT, "P");
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enzo::ga::AttributeHandleVector3 PAttrHandle = enzo::ga::AttributeHandleVector3(PAttr);
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auto pointPositions = PAttrHandle.getAllValues();
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for(auto position : pointPositions)
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{
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vertexPosData.push_back(vector.x());
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vertexPosData.push_back(vector.y());
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vertexPosData.push_back(vector.z());
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std::cout << vector.x() << " " << vector.y() << " " << vector.z() << "\n";
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vertices.push_back({{position.x(), position.y(), position.z()}, {position.x(), position.y(), position.z()}});
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std::cout << position.x() << " " << position.y() << " " << position.z() << "\n";
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}
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glBufferData(GL_ARRAY_BUFFER, vertexPosData.size()*sizeof(GLfloat), vertexPosData.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
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unbind();
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}
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@@ -110,7 +118,7 @@ void GLMesh::draw()
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bind();
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// wireframe
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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// glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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glDrawElements(GL_TRIANGLES, indexData.size(), GL_UNSIGNED_INT, 0);
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}
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