diff options
Diffstat (limited to '2d')
-rw-r--r-- | 2d/softbody/softbody_2/SpringRectangle.h | 31 | ||||
-rw-r--r-- | 2d/softbody/softbody_2/dist/output.js | 9 | ||||
-rwxr-xr-x | 2d/softbody/softbody_2/dist/output.wasm | bin | 33390 -> 36383 bytes | |||
-rw-r--r-- | 2d/softbody/softbody_2/main.cpp | 1 |
4 files changed, 37 insertions, 4 deletions
diff --git a/2d/softbody/softbody_2/SpringRectangle.h b/2d/softbody/softbody_2/SpringRectangle.h index b45bd3c..bc8eed8 100644 --- a/2d/softbody/softbody_2/SpringRectangle.h +++ b/2d/softbody/softbody_2/SpringRectangle.h @@ -2,24 +2,33 @@ #include "../../../shared_cpp/types.h" #include "../../../shared_cpp/mathlib.h" +struct SoftbodyUpdateVertexData { + Vector2 position; +}; struct SoftbodyRectangle { float32 width = 100; float32 height = 100; + Vector2 position = Vector2(300, 400); + // Represents the density of springs that will be in the rectangle. int32 springDensity = 10; - - int32 numSubdivisions = 0; + SoftbodyUpdateVertexData* updateData = NULL; Mesh2d mesh; + Mesh2d pointsMesh; + + Vertex2d* pointsVertices = NULL; void load(Renderer2d* renderer) { int32 numVertices = springDensity * springDensity; // Each subdivision is a square. int32 numIndices = 6 * ((springDensity - 1) * (springDensity - 1)); auto vertices = new Vertex2d[numVertices]; + updateData = new SoftbodyUpdateVertexData[numVertices]; auto indices = new GLuint[numIndices]; + // Load a square with the desired density int32 vIdx = 0; int32 iIdx = 0; float32 inverseDensity = 1.f / springDensity; @@ -28,6 +37,7 @@ struct SoftbodyRectangle { for (int32 x = 0; x < springDensity; x++) { // Columns Vector2 position = Vector2(x * inverseDensity - halfInv, y * inverseDensity- halfInv); vertices[vIdx] = { position, Vector4(1, 0, 0, 1) }; + updateData[vIdx].position = position; if (y != springDensity - 1 && x != springDensity - 1) { indices[iIdx++] = vIdx; @@ -42,22 +52,35 @@ struct SoftbodyRectangle { } } - mesh.load(vertices, numVertices, indices, numIndices, renderer); + mesh.load(vertices, numVertices, indices, numIndices, renderer, GL_DYNAMIC_DRAW); mesh.model = Mat4x4().scale(Vector3(width, height, 0)).translateByVec2(Vector2(300, 400)); + pointsVertices = new Vertex2d[numVertices]; + for (int32 v = 0; v < numVertices; v++) { + pointsVertices[v].position = vertices[v].position; + pointsVertices[v].color = Vector4(1, 1, 0, 1); + } + pointsMesh.load(pointsVertices, numVertices, renderer, GL_DYNAMIC_DRAW); + delete [] vertices; delete [] indices; } void update(float32 dtSeconds) { - + for (int32 v = 0; v < pointsMesh.numVertices; v++) { + pointsVertices[v].position = Vector2(updateData[v].position.x * width, updateData[v].position.y * height) + position; + } + pointsMesh.updateVertices(pointsVertices); } void render(Renderer2d* renderer) { mesh.render(renderer); + pointsMesh.render(renderer, GL_POINTS); } void unload() { mesh.unload(); + pointsMesh.unload(); + delete [] pointsVertices; } }; diff --git a/2d/softbody/softbody_2/dist/output.js b/2d/softbody/softbody_2/dist/output.js index 864fed6..2502d5e 100644 --- a/2d/softbody/softbody_2/dist/output.js +++ b/2d/softbody/softbody_2/dist/output.js @@ -2573,6 +2573,14 @@ var ASM_CONSTS = { } } + function _glBufferSubData(target, offset, size, data) { + if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible. + GLctx.bufferSubData(target, offset, HEAPU8, data, size); + return; + } + GLctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size)); + } + function _glClear(x0) { GLctx['clear'](x0) } function _glClearColor(x0, x1, x2, x3) { GLctx['clearColor'](x0, x1, x2, x3) } @@ -3062,6 +3070,7 @@ var asmLibraryArg = { "glBindBuffer": _glBindBuffer, "glBindVertexArray": _glBindVertexArray, "glBufferData": _glBufferData, + "glBufferSubData": _glBufferSubData, "glClear": _glClear, "glClearColor": _glClearColor, "glClearDepth": _glClearDepth, diff --git a/2d/softbody/softbody_2/dist/output.wasm b/2d/softbody/softbody_2/dist/output.wasm Binary files differindex 8f52a3d..4d1241e 100755 --- a/2d/softbody/softbody_2/dist/output.wasm +++ b/2d/softbody/softbody_2/dist/output.wasm diff --git a/2d/softbody/softbody_2/main.cpp b/2d/softbody/softbody_2/main.cpp index 80686f9..29cecd6 100644 --- a/2d/softbody/softbody_2/main.cpp +++ b/2d/softbody/softbody_2/main.cpp @@ -46,6 +46,7 @@ void load() { void update(float32 deltaTimeSeconds, void* userData) { // -- Update + rectangle.update(deltaTimeSeconds); // -- Render renderer.render(); |