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https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-04 01:39:47 -05:00
Solved merge conflict
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@@ -27,12 +27,14 @@ include(${OPENSPACE_CMAKE_EXT_DIR}/module_definition.cmake)
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set(HEADER_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/rendering/planet.h
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${CMAKE_CURRENT_SOURCE_DIR}/rendering/distanceswitch.h
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${CMAKE_CURRENT_SOURCE_DIR}/rendering/geometry.h
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)
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source_group("Header Files" FILES ${HEADER_FILES})
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set(SOURCE_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/rendering/planet.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/rendering/distanceswitch.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/rendering/geometry.cpp
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)
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source_group("Source Files" FILES ${SOURCE_FILES})
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@@ -0,0 +1,135 @@
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#include <modules/planetbrowsing/rendering/geometry.h>
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#include <ghoul/logging/logmanager.h>
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namespace {
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const std::string _loggerCat = "Geometry";
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}
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namespace openspace
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{
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Geometry::Geometry(
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std::vector<unsigned int> elements,
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Positions usePositions,
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Textures useTextures,
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Normals useNormals) :
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_vaoID(0),
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_vertexBufferID(0),
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_elementBufferID(0),
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_usePositions(usePositions == Positions::Yes ? true : false),
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_useTextures(useTextures == Textures::Yes ? true : false),
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_useNormals(useNormals == Normals::Yes ? true : false)
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{
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setElementData(elements);
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}
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Geometry::~Geometry() {
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glDeleteBuffers(1, &_vertexBufferID);
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glDeleteBuffers(1, &_elementBufferID);
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glDeleteVertexArrays(1, &_vaoID);
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}
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void Geometry::setPositionData(std::vector<glm::vec4> positions) {
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for (size_t i = 0; i < positions.size(); i++)
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{
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_vertexData[i].position[0] = static_cast<GLfloat>(positions[i].x);
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_vertexData[i].position[1] = static_cast<GLfloat>(positions[i].y);
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_vertexData[i].position[2] = static_cast<GLfloat>(positions[i].z);
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_vertexData[i].position[3] = static_cast<GLfloat>(positions[i].w);
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}
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}
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void Geometry::setTextureData(std::vector<glm::vec2> textures) {
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for (size_t i = 0; i < textures.size(); i++)
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{
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_vertexData[i].texture[0] = static_cast<GLfloat>(textures[i].s);
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_vertexData[i].texture[1] = static_cast<GLfloat>(textures[i].t);
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}
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}
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void Geometry::setNormalData(std::vector<glm::vec3> normals) {
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for (size_t i = 0; i < normals.size(); i++)
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{
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_vertexData[i].normal[0] = static_cast<GLfloat>(normals[i].x);
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_vertexData[i].normal[1] = static_cast<GLfloat>(normals[i].y);
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_vertexData[i].normal[2] = static_cast<GLfloat>(normals[i].z);
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}
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}
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void Geometry::setElementData(std::vector<unsigned int> elements) {
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for (size_t i = 0; i < elements.size(); i++)
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{
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_elementData[i] = static_cast<GLuint>(elements[i]);
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}
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}
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bool Geometry::initialize() {
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// Create VAO
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if (_vaoID == 0)
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glGenVertexArrays(1, &_vaoID);
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// Create VBOs
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if (_vertexBufferID == 0 && _vertexData.size() > 0) {
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glGenBuffers(1, &_vertexBufferID);
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if (_vertexBufferID == 0) {
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LERROR("Could not create vertex buffer");
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return false;
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}
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}
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if (_elementBufferID == 0 && _elementData.size() > 0) {
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glGenBuffers(1, &_elementBufferID);
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if (_elementBufferID == 0) {
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LERROR("Could not create vertex element buffer");
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return false;
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}
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}
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// First VAO setup
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glBindVertexArray(_vaoID);
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// Vertex buffer
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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_elementData.size() * sizeof(Vertex),
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&_elementData[0],
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GL_STATIC_DRAW);
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// Positions at location 0
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if (_usePositions) {
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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reinterpret_cast<const GLvoid*>(offsetof(Vertex, position)));
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}
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// Textures at location 1
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if (_useTextures) {
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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reinterpret_cast<const GLvoid*>(offsetof(Vertex, texture)));
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}
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// Normals at location 2
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if (_useNormals) {
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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reinterpret_cast<const GLvoid*>(offsetof(Vertex, normal)));
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}
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// Element buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _elementBufferID);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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_elementData.size() * sizeof(GLint),
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&_elementData[0],
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GL_STATIC_DRAW);
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glBindVertexArray(0);
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return true;
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}
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void Geometry::render() const {
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glBindVertexArray(_vaoID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _elementBufferID);
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glDrawElements(GL_TRIANGLES, _elementData.size(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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} // namespace openspace
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@@ -0,0 +1,91 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __GEOMETRY_H__
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#define __GEOMETRY_H__
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#include <ghoul/opengl/ghoul_gl.h>
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#include <glm/glm.hpp>
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#include <vector>
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namespace openspace {
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/**
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Class to hold vertex data and handling OpenGL interfacing and rendering. A Geometry
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has all data needed such as position buffer and normal buffer but all data is not
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necessarily needed for all purpouses so the Geometry can disable use of normals for
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example.
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*/
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class Geometry
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{
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public:
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enum class Positions { Yes, No };
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enum class Textures { Yes, No };
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enum class Normals { Yes, No };
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Geometry(
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std::vector<unsigned int> elements, // At least elements are required
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Positions usePositions,
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Textures useTextures,
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Normals useNormals);
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~Geometry();
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// Setters
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void setPositionData(std::vector<glm::vec4> positions);
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void setTextureData(std::vector<glm::vec2> textures);
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void setNormalData(std::vector<glm::vec3> normals);
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void setElementData(std::vector<unsigned int> elements);
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/**
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Initialize GPU handles. Before calling this function, the data must be set.
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*/
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bool initialize();
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void render() const;
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private:
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typedef struct {
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GLfloat position[4];
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GLfloat texture[2];
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GLfloat normal[3];
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GLubyte padding[28]; // Pads the struct out to 64 bytes for performance increase
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} Vertex;
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// Vertex data
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std::vector<Vertex> _vertexData;
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std::vector<GLuint> _elementData;
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// GL handles
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GLuint _vaoID;
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GLuint _vertexBufferID;
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GLuint _elementBufferID;
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// Determines what attribute data is in use
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const bool _usePositions;
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const bool _useTextures;
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const bool _useNormals;
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};
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} // namespace openspace
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#endif // __GEOMETRY_H__
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