515 lines
18 KiB
C++
515 lines
18 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2020 Oleg Endo <olegendo@gcc.gnu.org>
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* Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file c_ogl_3dmodel.cpp
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* @brief
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*/
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#include <gal/opengl/kiglew.h> // Must be included first
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#include "3d_model.h"
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#include "ogl_legacy_utils.h"
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#include "../common_ogl/ogl_utils.h"
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#include "../3d_math.h"
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#include <wx/debug.h>
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#include <wx/log.h>
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#include <chrono>
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#include <memory>
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/*
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* Flag to enable connectivity profiling.
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*
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* @ingroup trace_env_vars
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*/
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const wxChar* MODEL_3D::m_logTrace = wxT( "KI_TRACE_EDA_OGL_3DMODEL" );
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void MODEL_3D::MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut,
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GLuint* aIdxOut, const glm::vec4& aColor )
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{
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aVtxOut[0].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Min().z };
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aVtxOut[1].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Min().z };
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aVtxOut[2].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Min().z };
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aVtxOut[3].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Min().z };
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aVtxOut[4].m_pos = { aBox.Min().x, aBox.Min().y, aBox.Max().z };
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aVtxOut[5].m_pos = { aBox.Max().x, aBox.Min().y, aBox.Max().z };
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aVtxOut[6].m_pos = { aBox.Max().x, aBox.Max().y, aBox.Max().z };
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aVtxOut[7].m_pos = { aBox.Min().x, aBox.Max().y, aBox.Max().z };
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for( unsigned int i = 0; i < 8; ++i )
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aVtxOut[i].m_color = aVtxOut[i].m_cad_color = glm::clamp( aColor * 255.0f, 0.0f, 255.0f );
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#define bbox_line( vtx_a, vtx_b )\
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do { *aIdxOut++ = vtx_a + aIdxOffset; \
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*aIdxOut++ = vtx_b + aIdxOffset; } while( 0 )
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bbox_line( 0, 1 );
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bbox_line( 1, 2 );
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bbox_line( 2, 3 );
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bbox_line( 3, 0 );
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bbox_line( 4, 5 );
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bbox_line( 5, 6 );
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bbox_line( 6, 7 );
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bbox_line( 7, 4 );
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bbox_line( 0, 4 );
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bbox_line( 1, 5 );
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bbox_line( 2, 6 );
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bbox_line( 3, 7 );
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#undef bbox_line
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}
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MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
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{
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wxLogTrace( m_logTrace, wxT( "MODEL_3D::MODEL_3D %u meshes %u materials" ),
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static_cast<unsigned int>( a3DModel.m_MeshesSize ),
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static_cast<unsigned int>( a3DModel.m_MaterialsSize ) );
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auto start_time = std::chrono::high_resolution_clock::now();
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// Validate a3DModel pointers
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wxASSERT( a3DModel.m_Materials != nullptr );
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wxASSERT( a3DModel.m_Meshes != nullptr );
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wxASSERT( a3DModel.m_MaterialsSize > 0 );
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wxASSERT( a3DModel.m_MeshesSize > 0 );
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m_materialMode = aMaterialMode;
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if( a3DModel.m_Materials == nullptr || a3DModel.m_Meshes == nullptr
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|| a3DModel.m_MaterialsSize == 0 || a3DModel.m_MeshesSize == 0 )
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return;
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// create empty bbox for each mesh. it will be updated when the vertices are copied.
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m_meshes_bbox.resize( a3DModel.m_MeshesSize );
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// copy materials for later use during rendering.
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m_materials.reserve( a3DModel.m_MaterialsSize );
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for( unsigned int i = 0; i < a3DModel.m_MaterialsSize; ++i )
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m_materials.emplace_back( a3DModel.m_Materials[i] );
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// build temporary vertex and index buffers for bounding boxes.
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// the first box is the outer box.
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std::vector<VERTEX> bbox_tmp_vertices( ( m_meshes_bbox.size() + 1 ) * bbox_vtx_count );
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std::vector<GLuint> bbox_tmp_indices( ( m_meshes_bbox.size() + 1 ) * bbox_idx_count );
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// group all meshes by material.
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// for each material create a combined vertex and index buffer.
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// some models might have many sub-meshes. so iterate over the
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// input meshes only once.
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struct MESH_GROUP
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{
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std::vector<VERTEX> m_vertices;
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std::vector<GLuint> m_indices;
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};
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std::vector<MESH_GROUP> mesh_groups( m_materials.size() );
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for( unsigned int mesh_i = 0; mesh_i < a3DModel.m_MeshesSize; ++mesh_i )
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{
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const auto& mesh = a3DModel.m_Meshes[mesh_i];
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// silently ignore meshes that have invalid material references or invalid geometry.
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if( mesh.m_MaterialIdx >= m_materials.size()
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|| mesh.m_Positions == nullptr
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|| mesh.m_FaceIdx == nullptr
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|| mesh.m_Normals == nullptr
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|| mesh.m_FaceIdxSize == 0
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|| mesh.m_VertexSize == 0 )
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continue;
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auto& mesh_group = mesh_groups[mesh.m_MaterialIdx];
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auto& material = m_materials[mesh.m_MaterialIdx];
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if( material.IsTransparent() )
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m_have_transparent_meshes = true;
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else
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m_have_opaque_meshes = true;
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const unsigned int vtx_offset = mesh_group.m_vertices.size();
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mesh_group.m_vertices.resize( mesh_group.m_vertices.size() + mesh.m_VertexSize );
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// copy vertex data and update the bounding box.
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// use material color for mesh bounding box or some sort of average vertex color.
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glm::vec3 avg_color = material.m_Diffuse;
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for( unsigned int vtx_i = 0; vtx_i < mesh.m_VertexSize; ++vtx_i )
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{
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m_meshes_bbox[mesh_i].Union( mesh.m_Positions[vtx_i] );
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auto& vtx_out = mesh_group.m_vertices[vtx_offset + vtx_i];
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vtx_out.m_pos = mesh.m_Positions[vtx_i];
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vtx_out.m_nrm = glm::clamp( glm::vec4( mesh.m_Normals[vtx_i], 1.0f ) * 127.0f,
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-127.0f, 127.0f );
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vtx_out.m_tex_uv = mesh.m_Texcoords != nullptr
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? mesh.m_Texcoords[vtx_i]
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: glm::vec2 (0);
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if( mesh.m_Color != nullptr )
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{
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avg_color = ( avg_color + mesh.m_Color[vtx_i] ) * 0.5f;
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vtx_out.m_color =
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glm::clamp( glm::vec4( mesh.m_Color[vtx_i],
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1 - material.m_Transparency ) * 255.0f,
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0.0f, 255.0f );
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vtx_out.m_cad_color =
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glm::clamp( glm::vec4( MaterialDiffuseToColorCAD( mesh.m_Color[vtx_i] ),
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1 ) * 255.0f, 0.0f, 255.0f );
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}
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else
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{
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// the mesh will be rendered with other meshes that might have
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// vertex colors. thus, we can't enable/disable vertex colors
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// for individual meshes during rendering.
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// if there are no vertex colors, use material color instead.
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vtx_out.m_color =
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glm::clamp( glm::vec4( material.m_Diffuse,
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1 - material.m_Transparency ) * 255.0f,
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0.0f, 255.0f );
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vtx_out.m_cad_color =
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glm::clamp( glm::vec4 ( MaterialDiffuseToColorCAD( material.m_Diffuse ),
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1 ) * 255.0f,
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0.0f, 255.0f );
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}
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}
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if( m_meshes_bbox[mesh_i].IsInitialized() )
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{
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// generate geometry for the bounding box
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MakeBbox( m_meshes_bbox[mesh_i], ( mesh_i + 1 ) * bbox_vtx_count,
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&bbox_tmp_vertices[( mesh_i + 1 ) * bbox_vtx_count],
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&bbox_tmp_indices[( mesh_i + 1 ) * bbox_idx_count],
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{ avg_color, 1.0f } );
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// bump the outer bounding box
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m_model_bbox.Union( m_meshes_bbox[mesh_i] );
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}
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// append indices of this mesh to the mesh group.
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const unsigned int idx_offset = mesh_group.m_indices.size();
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unsigned int use_idx_count = mesh.m_FaceIdxSize;
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if( use_idx_count % 3 != 0 )
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{
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wxLogTrace( m_logTrace, wxT( " index count %u not multiple of 3, truncating" ),
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static_cast<unsigned int>( use_idx_count ) );
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use_idx_count = ( use_idx_count / 3 ) * 3;
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}
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mesh_group.m_indices.resize( mesh_group.m_indices.size() + use_idx_count );
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for( unsigned int idx_i = 0; idx_i < use_idx_count; ++idx_i )
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{
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if( mesh.m_FaceIdx[idx_i] >= mesh.m_VertexSize )
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{
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wxLogTrace( m_logTrace, wxT( " index %u out of range (%u)" ),
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static_cast<unsigned int>( mesh.m_FaceIdx[idx_i] ),
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static_cast<unsigned int>( mesh.m_VertexSize ) );
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// FIXME: should skip this triangle
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}
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mesh_group.m_indices[idx_offset + idx_i] = mesh.m_FaceIdx[idx_i] + vtx_offset;
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}
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}
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// generate geometry for the outer bounding box
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if( m_model_bbox.IsInitialized() )
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MakeBbox( m_model_bbox, 0, &bbox_tmp_vertices[0], &bbox_tmp_indices[0],
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{ 0.0f, 1.0f, 0.0f, 1.0f } );
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// create bounding box buffers
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glGenBuffers( 1, &m_bbox_vertex_buffer );
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glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
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glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * bbox_tmp_vertices.size(),
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bbox_tmp_vertices.data(), GL_STATIC_DRAW );
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glGenBuffers( 1, &m_bbox_index_buffer );
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
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if( bbox_tmp_vertices.size() <= std::numeric_limits<GLushort>::max() )
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{
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m_bbox_index_buffer_type = GL_UNSIGNED_SHORT;
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auto u16buf = std::make_unique<GLushort[]>( bbox_tmp_indices.size() );
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for( unsigned int i = 0; i < bbox_tmp_indices.size(); ++i )
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u16buf[i] = static_cast<GLushort>( bbox_tmp_indices[i] );
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLushort ) * bbox_tmp_indices.size(),
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u16buf.get(), GL_STATIC_DRAW );
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}
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else
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{
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m_bbox_index_buffer_type = GL_UNSIGNED_INT;
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( GLuint ) * bbox_tmp_indices.size(),
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bbox_tmp_indices.data(), GL_STATIC_DRAW );
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}
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// merge the mesh group geometry data.
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unsigned int total_vertex_count = 0;
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unsigned int total_index_count = 0;
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for( auto& mg : mesh_groups )
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{
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total_vertex_count += mg.m_vertices.size();
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total_index_count += mg.m_indices.size();
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}
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wxLogTrace( m_logTrace, wxT( " total %u vertices, %u indices" ),
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total_vertex_count, total_index_count );
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glGenBuffers( 1, &m_vertex_buffer );
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glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
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glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * total_vertex_count,
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nullptr, GL_STATIC_DRAW );
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unsigned int idx_size = 0;
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if( total_vertex_count <= std::numeric_limits<GLushort>::max() )
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{
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m_index_buffer_type = GL_UNSIGNED_SHORT;
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idx_size = sizeof( GLushort );
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}
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else
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{
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m_index_buffer_type = GL_UNSIGNED_INT;
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idx_size = sizeof( GLuint );
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}
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// temporary index buffer which will contain either GLushort or GLuint
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// type indices. allocate with a bit of meadow at the end.
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auto tmp_idx = std::make_unique<GLuint[]>(
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( idx_size * total_index_count + 8 ) / sizeof( GLuint ) );
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unsigned int prev_vtx_count = 0;
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unsigned int idx_offset = 0;
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unsigned int vtx_offset = 0;
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for( unsigned int mg_i = 0; mg_i < mesh_groups.size (); ++mg_i )
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{
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auto& mg = mesh_groups[mg_i];
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auto& mat = m_materials[mg_i];
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if( m_index_buffer_type == GL_UNSIGNED_SHORT )
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{
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auto idx_out = reinterpret_cast<GLushort*>(
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reinterpret_cast<uintptr_t>( tmp_idx.get() ) + idx_offset );
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for( auto idx : mg.m_indices )
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*idx_out++ = static_cast<GLushort>( idx + prev_vtx_count );
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}
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else if( m_index_buffer_type == GL_UNSIGNED_INT )
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{
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auto idx_out = reinterpret_cast<GLuint*>(
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reinterpret_cast<uintptr_t>( tmp_idx.get() ) + idx_offset );
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for( auto idx : mg.m_indices )
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*idx_out++ = static_cast<GLuint>( idx + prev_vtx_count );
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}
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glBufferSubData( GL_ARRAY_BUFFER, vtx_offset, mg.m_vertices.size() * sizeof( VERTEX ),
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mg.m_vertices.data() );
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mat.m_render_idx_buffer_offset = idx_offset;
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mat.m_render_idx_count = mg.m_indices.size();
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prev_vtx_count += mg.m_vertices.size();
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idx_offset += mg.m_indices.size() * idx_size;
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vtx_offset += mg.m_vertices.size() * sizeof( VERTEX );
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}
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glGenBuffers( 1, &m_index_buffer );
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, idx_size * total_index_count, tmp_idx.get(),
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GL_STATIC_DRAW );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
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auto end_time = std::chrono::high_resolution_clock::now();
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wxLogTrace( m_logTrace, wxT( " loaded in %u ms\n" ),
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(unsigned int)std::chrono::duration_cast<std::chrono::milliseconds> (
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end_time - start_time).count() );
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}
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void MODEL_3D::BeginDrawMulti( bool aUseColorInformation )
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{
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_NORMAL_ARRAY );
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if( aUseColorInformation )
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{
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glEnableClientState( GL_COLOR_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glEnable( GL_COLOR_MATERIAL );
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}
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glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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}
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void MODEL_3D::EndDrawMulti()
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{
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glDisable( GL_COLOR_MATERIAL );
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_NORMAL_ARRAY );
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
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}
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void MODEL_3D::Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial,
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SFVEC3F& aSelectionColor ) const
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{
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if( aOpacity <= FLT_EPSILON )
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return;
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if( !glBindBuffer )
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throw std::runtime_error( "The OpenGL context no longer exists: unable to draw" );
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glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
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glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
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reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
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glNormalPointer( GL_BYTE, sizeof( VERTEX ),
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reinterpret_cast<const void*>( offsetof( VERTEX, m_nrm ) ) );
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glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
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reinterpret_cast<const void*>(
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m_materialMode == MATERIAL_MODE::CAD_MODE
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? offsetof( VERTEX, m_cad_color )
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: offsetof( VERTEX, m_color ) ) );
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glTexCoordPointer( 2, GL_FLOAT, sizeof( VERTEX ),
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reinterpret_cast<const void*>( offsetof( VERTEX, m_tex_uv ) ) );
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const SFVEC4F param = SFVEC4F( 1.0f, 1.0f, 1.0f, aOpacity );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (const float*)¶m.x );
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// BeginDrawMulti();
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for( auto& mat : m_materials )
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{
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if( ( mat.IsTransparent() != aTransparent ) && ( aOpacity >= 1.0f ) )
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continue;
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switch( m_materialMode )
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{
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case MATERIAL_MODE::NORMAL:
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OglSetMaterial( mat, aOpacity, aUseSelectedMaterial, aSelectionColor );
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break;
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case MATERIAL_MODE::DIFFUSE_ONLY:
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OglSetDiffuseMaterial( mat.m_Diffuse, aOpacity );
|
|
break;
|
|
|
|
case MATERIAL_MODE::CAD_MODE:
|
|
OglSetDiffuseMaterial( MaterialDiffuseToColorCAD( mat.m_Diffuse ), aOpacity );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
glDrawElements( GL_TRIANGLES, mat.m_render_idx_count, m_index_buffer_type,
|
|
reinterpret_cast<const void*>( mat.m_render_idx_buffer_offset ) );
|
|
}
|
|
}
|
|
|
|
|
|
MODEL_3D::~MODEL_3D()
|
|
{
|
|
if( glDeleteBuffers )
|
|
{
|
|
glDeleteBuffers( 1, &m_vertex_buffer );
|
|
glDeleteBuffers( 1, &m_index_buffer );
|
|
glDeleteBuffers( 1, &m_bbox_vertex_buffer );
|
|
glDeleteBuffers( 1, &m_bbox_index_buffer );
|
|
}
|
|
}
|
|
|
|
|
|
void MODEL_3D::DrawBbox() const
|
|
{
|
|
if( !glBindBuffer )
|
|
throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bbox" );
|
|
|
|
glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
|
|
|
|
glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
|
|
reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
|
|
|
|
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
|
|
reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
|
|
|
|
glDrawElements( GL_LINES, bbox_idx_count, m_bbox_index_buffer_type,
|
|
reinterpret_cast<const void*>( NULL ) );
|
|
}
|
|
|
|
|
|
void MODEL_3D::DrawBboxes() const
|
|
{
|
|
if( !glBindBuffer )
|
|
throw std::runtime_error( "The OpenGL context no longer exists: unable to draw bboxes" );
|
|
|
|
glBindBuffer( GL_ARRAY_BUFFER, m_bbox_vertex_buffer );
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
|
|
|
|
glVertexPointer( 3, GL_FLOAT, sizeof( VERTEX ),
|
|
reinterpret_cast<const void*>( offsetof( VERTEX, m_pos ) ) );
|
|
|
|
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( VERTEX ),
|
|
reinterpret_cast<const void*>( offsetof( VERTEX, m_color ) ) );
|
|
|
|
unsigned int idx_size = m_bbox_index_buffer_type == GL_UNSIGNED_SHORT
|
|
? sizeof( GLushort ) : sizeof( GLuint );
|
|
|
|
glDrawElements( GL_LINES, bbox_idx_count * m_meshes_bbox.size(), m_bbox_index_buffer_type,
|
|
reinterpret_cast<const void*>( bbox_idx_count * idx_size ) );
|
|
}
|
|
|