* Copyright (C) 2015 Liangliang Nan <liangliang.nan@gmail.com>
* https://3d.bk.tudelft.nl/liangliang/
*
* This file is part of Easy3D. If it is useful in your research/work,
* I would be grateful if you show your appreciation by citing it:
* ------------------------------------------------------------------
* Liangliang Nan.
* Easy3D: a lightweight, easy-to-use, and efficient C++ library
* for processing and rendering 3D data.
* Journal of Open Source Software, 6(64), 3255, 2021.
* ------------------------------------------------------------------
*
* Easy3D is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License Version 3
* as published by the Free Software Foundation.
*
* Easy3D is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
********************************************************************/
#include <easy3d/viewer/viewer.h>
#include <easy3d/renderer/vertex_array_object.h>
#include <easy3d/renderer/drawable_triangles.h>
#include <easy3d/util/resource.h>
#include <easy3d/util/initializer.h>
* \example{lineno} Tutorial_311_Animation/main.cpp
* This example shows how to map an array buffer for dynamic buffer update (useful for animation).
*/
using namespace easy3d;
int main(int argc, char **argv) {
initialize();
Viewer viewer(EXAMPLE_TITLE);
const std::vector<vec3> &points = resource::bunny_vertices;
const std::vector<unsigned int> &indices = resource::bunny_indices;
auto surface = new TrianglesDrawable("faces");
surface->update_vertex_buffer(points, true);
surface->update_element_buffer(indices);
viewer.add_drawable(std::shared_ptr<TrianglesDrawable>(surface));
viewer.fit_screen();
viewer.set_animation(true);
viewer.animation_func_ = [&](easy3d::Viewer* v) -> bool {
(void)v;
void* pointer = VertexArrayObject::map_buffer(GL_ARRAY_BUFFER, surface->vertex_buffer(), GL_WRITE_ONLY);
vec3* vertices = reinterpret_cast<vec3*>(pointer);
if (!vertices)
return false;
static float total_scale = 1.0f;
float scale = 1.01f;
if (total_scale > 1.5f) {
scale = 1.0f / total_scale;
total_scale = 1.0f;
}
else
total_scale *= scale;
for (std::size_t i=0; i<points.size(); ++i)
vertices[i].z *= scale;
VertexArrayObject::unmap_buffer(GL_ARRAY_BUFFER, surface->vertex_buffer());
viewer.update();
return true;
};
return viewer.run();
}