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#include "fluid_cell_buffer.h"
#include <vector>
FluidCellBuffer::FluidCellBuffer(GLuint nX, GLuint nY, std::function<int(int,int)>&& geometry):
_nX(nX), _nY(nY) {
glGenBuffers(1, &_buffer);
enable();
init(std::forward<decltype(geometry)>(geometry));
}
FluidCellBuffer::~FluidCellBuffer() {
glDeleteBuffers(1, &_buffer);
glDeleteVertexArrays(1, &_array);
}
void FluidCellBuffer::enable() {
glBindVertexArray(_array);
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
}
void FluidCellBuffer::init(std::function<int(int,int)>&& geometry) {
std::vector<GLfloat> data(3*_nX*_nY, GLfloat{});
for ( int x = 0; x < _nX; ++x ) {
for ( int y = 0; y < _nY; ++y ) {
data[3*_nX*y + 3*x + 2] = geometry(x,y);
}
}
glBufferData(
GL_ARRAY_BUFFER,
data.size() * sizeof(GLfloat),
data.data(),
GL_DYNAMIC_DRAW
);
}
GLuint FluidCellBuffer::getBuffer() const {
return _buffer;
}
void FluidCellBuffer::draw() const {
glBindVertexArray(_array);
glDrawArrays(GL_POINTS, 0, _nX*_nY);
}
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