conworlds
diff src/mesh.cc @ 13:283cdfa7dda2
added a crapload of code from goat3dgfx
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 24 Aug 2014 09:41:24 +0300 |
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children |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/mesh.cc Sun Aug 24 09:41:24 2014 +0300 1.3 @@ -0,0 +1,1024 @@ 1.4 +#include <stdio.h> 1.5 +#include <stdlib.h> 1.6 +#include <float.h> 1.7 +#include <assert.h> 1.8 +#include "opengl.h" 1.9 +#include "mesh.h" 1.10 +#include "xform_node.h" 1.11 +#include "shader.h" 1.12 +#include "logger.h" 1.13 + 1.14 +int Mesh::global_sdr_loc[NUM_MESH_ATTR] = { 0, 1, 2, 3, 4, 5 }; 1.15 +unsigned int Mesh::intersect_mode = ISECT_DEFAULT; 1.16 +float Mesh::vertex_sel_dist = 0.01; 1.17 +float Mesh::vis_vecsize = 1.0; 1.18 + 1.19 +Mesh::Mesh() 1.20 +{ 1.21 + clear(); 1.22 + 1.23 + glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects); 1.24 + 1.25 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.26 + vattr[i].vbo = buffer_objects[i]; 1.27 + } 1.28 + ibo = buffer_objects[NUM_MESH_ATTR]; 1.29 + wire_ibo = 0; 1.30 +} 1.31 + 1.32 +Mesh::~Mesh() 1.33 +{ 1.34 + glDeleteBuffers(NUM_MESH_ATTR + 1, buffer_objects); 1.35 + 1.36 + if(wire_ibo) { 1.37 + glDeleteBuffers(1, &wire_ibo); 1.38 + } 1.39 +} 1.40 + 1.41 +void Mesh::set_name(const char *name) 1.42 +{ 1.43 + this->name = name; 1.44 +} 1.45 + 1.46 +const char *Mesh::get_name() const 1.47 +{ 1.48 + return name.c_str(); 1.49 +} 1.50 + 1.51 +bool Mesh::has_attrib(int attr) const 1.52 +{ 1.53 + if(attr < 0 || attr >= NUM_MESH_ATTR) { 1.54 + return false; 1.55 + } 1.56 + 1.57 + // if neither of these is valid, then nobody has set this attribute 1.58 + return vattr[attr].vbo_valid || vattr[attr].data_valid; 1.59 +} 1.60 + 1.61 +void Mesh::clear() 1.62 +{ 1.63 + bones.clear(); 1.64 + 1.65 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.66 + vattr[i].nelem = 0; 1.67 + vattr[i].vbo_valid = false; 1.68 + vattr[i].data_valid = false; 1.69 + //vattr[i].sdr_loc = -1; 1.70 + vattr[i].data.clear(); 1.71 + } 1.72 + ibo_valid = idata_valid = false; 1.73 + idata.clear(); 1.74 + 1.75 + wire_ibo_valid = false; 1.76 + 1.77 + nverts = nfaces = 0; 1.78 + 1.79 + bsph_valid = false; 1.80 + aabb_valid = false; 1.81 +} 1.82 + 1.83 +float *Mesh::set_attrib_data(int attrib, int nelem, unsigned int num, const float *data) 1.84 +{ 1.85 + if(attrib < 0 || attrib >= NUM_MESH_ATTR) { 1.86 + error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib); 1.87 + return 0; 1.88 + } 1.89 + 1.90 + if(nverts && num != nverts) { 1.91 + error_log("%s: attribute count missmatch (%d instead of %d)\n", __FUNCTION__, num, nverts); 1.92 + return 0; 1.93 + } 1.94 + nverts = num; 1.95 + 1.96 + vattr[attrib].data.clear(); 1.97 + vattr[attrib].nelem = nelem; 1.98 + vattr[attrib].data.resize(num * nelem); 1.99 + 1.100 + if(data) { 1.101 + memcpy(&vattr[attrib].data[0], data, num * nelem * sizeof *data); 1.102 + } 1.103 + 1.104 + vattr[attrib].data_valid = true; 1.105 + vattr[attrib].vbo_valid = false; 1.106 + return &vattr[attrib].data[0]; 1.107 +} 1.108 + 1.109 +float *Mesh::get_attrib_data(int attrib) 1.110 +{ 1.111 + if(attrib < 0 || attrib >= NUM_MESH_ATTR) { 1.112 + error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib); 1.113 + return 0; 1.114 + } 1.115 + 1.116 + vattr[attrib].vbo_valid = false; 1.117 + return (float*)((const Mesh*)this)->get_attrib_data(attrib); 1.118 +} 1.119 + 1.120 +const float *Mesh::get_attrib_data(int attrib) const 1.121 +{ 1.122 + if(attrib < 0 || attrib >= NUM_MESH_ATTR) { 1.123 + error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib); 1.124 + return 0; 1.125 + } 1.126 + 1.127 + if(!vattr[attrib].data_valid) { 1.128 +#if GL_ES_VERSION_2_0 1.129 + error_log("%s: can't read back attrib data on CrippledGL ES\n", __FUNCTION__); 1.130 + return 0; 1.131 +#else 1.132 + if(!vattr[attrib].vbo_valid) { 1.133 + error_log("%s: unavailable attrib: %d\n", __FUNCTION__, attrib); 1.134 + return 0; 1.135 + } 1.136 + 1.137 + // local data copy is unavailable, grab the data from the vbo 1.138 + Mesh *m = (Mesh*)this; 1.139 + m->vattr[attrib].data.resize(nverts * vattr[attrib].nelem); 1.140 + 1.141 + glBindBuffer(GL_ARRAY_BUFFER, vattr[attrib].vbo); 1.142 + void *data = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY); 1.143 + memcpy(&m->vattr[attrib].data[0], data, nverts * vattr[attrib].nelem * sizeof(float)); 1.144 + glUnmapBuffer(GL_ARRAY_BUFFER); 1.145 + 1.146 + vattr[attrib].data_valid = true; 1.147 +#endif 1.148 + } 1.149 + 1.150 + return &vattr[attrib].data[0]; 1.151 +} 1.152 + 1.153 +void Mesh::set_attrib(int attrib, int idx, const Vector4 &v) 1.154 +{ 1.155 + float *data = get_attrib_data(attrib); 1.156 + if(data) { 1.157 + data += idx * vattr[attrib].nelem; 1.158 + for(int i=0; i<vattr[attrib].nelem; i++) { 1.159 + data[i] = v[i]; 1.160 + } 1.161 + } 1.162 +} 1.163 + 1.164 +Vector4 Mesh::get_attrib(int attrib, int idx) const 1.165 +{ 1.166 + Vector4 v(0.0, 0.0, 0.0, 1.0); 1.167 + const float *data = get_attrib_data(attrib); 1.168 + if(data) { 1.169 + data += idx * vattr[attrib].nelem; 1.170 + for(int i=0; i<vattr[attrib].nelem; i++) { 1.171 + v[i] = data[i]; 1.172 + } 1.173 + } 1.174 + return v; 1.175 +} 1.176 + 1.177 +unsigned int *Mesh::set_index_data(int num, const unsigned int *indices) 1.178 +{ 1.179 + int nidx = nfaces * 3; 1.180 + if(nidx && num != nidx) { 1.181 + error_log("%s: index count missmatch (%d instead of %d)\n", __FUNCTION__, num, nidx); 1.182 + return 0; 1.183 + } 1.184 + nfaces = num / 3; 1.185 + 1.186 + idata.clear(); 1.187 + idata.resize(num); 1.188 + 1.189 + if(indices) { 1.190 + memcpy(&idata[0], indices, num * sizeof *indices); 1.191 + } 1.192 + 1.193 + idata_valid = true; 1.194 + ibo_valid = false; 1.195 + 1.196 + return &idata[0]; 1.197 +} 1.198 + 1.199 +unsigned int *Mesh::get_index_data() 1.200 +{ 1.201 + ibo_valid = false; 1.202 + return (unsigned int*)((const Mesh*)this)->get_index_data(); 1.203 +} 1.204 + 1.205 +const unsigned int *Mesh::get_index_data() const 1.206 +{ 1.207 + if(!idata_valid) { 1.208 +#if GL_ES_VERSION_2_0 1.209 + error_log("%s: can't read back index data in CrippledGL ES\n", __FUNCTION__); 1.210 + return 0; 1.211 +#else 1.212 + if(!ibo_valid) { 1.213 + error_log("%s: indices unavailable\n", __FUNCTION__); 1.214 + return 0; 1.215 + } 1.216 + 1.217 + // local data copy is unavailable, gram the data from the ibo 1.218 + Mesh *m = (Mesh*)this; 1.219 + int nidx = nfaces * 3; 1.220 + m->idata.resize(nidx); 1.221 + 1.222 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); 1.223 + void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY); 1.224 + memcpy(&m->idata[0], data, nidx * sizeof(unsigned int)); 1.225 + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); 1.226 + 1.227 + idata_valid = true; 1.228 +#endif 1.229 + } 1.230 + 1.231 + return &idata[0]; 1.232 +} 1.233 + 1.234 +void Mesh::append(const Mesh &mesh) 1.235 +{ 1.236 + unsigned int idxoffs = nverts; 1.237 + 1.238 + nverts += mesh.nverts; 1.239 + nfaces += mesh.nfaces; 1.240 + 1.241 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.242 + if(has_attrib(i) && mesh.has_attrib(i)) { 1.243 + // force validating the data arrays 1.244 + get_attrib_data(i); 1.245 + mesh.get_attrib_data(i); 1.246 + 1.247 + // append the mesh data 1.248 + vattr[i].data.insert(vattr[i].data.end(), mesh.vattr[i].data.begin(), mesh.vattr[i].data.end()); 1.249 + } 1.250 + } 1.251 + 1.252 + if(ibo_valid || idata_valid) { 1.253 + // make index arrays valid 1.254 + get_index_data(); 1.255 + mesh.get_index_data(); 1.256 + 1.257 + size_t orig_sz = idata.size(); 1.258 + 1.259 + idata.insert(idata.end(), mesh.idata.begin(), mesh.idata.end()); 1.260 + 1.261 + // fixup all the new indices 1.262 + for(size_t i=orig_sz; i<idata.size(); i++) { 1.263 + idata[i] += idxoffs; 1.264 + } 1.265 + } 1.266 + 1.267 + // fuck everything 1.268 + wire_ibo_valid = false; 1.269 + aabb_valid = false; 1.270 + bsph_valid = false; 1.271 +} 1.272 + 1.273 +// assemble a complete vertex by adding all the useful attributes 1.274 +void Mesh::vertex(float x, float y, float z) 1.275 +{ 1.276 + cur_val[MESH_ATTR_VERTEX] = Vector4(x, y, z, 1.0f); 1.277 + vattr[MESH_ATTR_VERTEX].data_valid = true; 1.278 + vattr[MESH_ATTR_VERTEX].nelem = 3; 1.279 + 1.280 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.281 + if(vattr[i].data_valid) { 1.282 + for(int j=0; j<vattr[MESH_ATTR_VERTEX].nelem; j++) { 1.283 + vattr[i].data.push_back(cur_val[i][j]); 1.284 + } 1.285 + } 1.286 + vattr[i].vbo_valid = false; 1.287 + } 1.288 + 1.289 + if(idata_valid) { 1.290 + idata.clear(); 1.291 + } 1.292 + ibo_valid = idata_valid = false; 1.293 +} 1.294 + 1.295 +void Mesh::normal(float nx, float ny, float nz) 1.296 +{ 1.297 + cur_val[MESH_ATTR_NORMAL] = Vector4(nx, ny, nz, 1.0f); 1.298 + vattr[MESH_ATTR_NORMAL].data_valid = true; 1.299 + vattr[MESH_ATTR_NORMAL].nelem = 3; 1.300 +} 1.301 + 1.302 +void Mesh::tangent(float tx, float ty, float tz) 1.303 +{ 1.304 + cur_val[MESH_ATTR_TANGENT] = Vector4(tx, ty, tz, 1.0f); 1.305 + vattr[MESH_ATTR_TANGENT].data_valid = true; 1.306 + vattr[MESH_ATTR_TANGENT].nelem = 3; 1.307 +} 1.308 + 1.309 +void Mesh::texcoord(float u, float v, float w) 1.310 +{ 1.311 + cur_val[MESH_ATTR_TEXCOORD] = Vector4(u, v, w, 1.0f); 1.312 + vattr[MESH_ATTR_TEXCOORD].data_valid = true; 1.313 + vattr[MESH_ATTR_TEXCOORD].nelem = 3; 1.314 +} 1.315 + 1.316 +void Mesh::boneweights(float w1, float w2, float w3, float w4) 1.317 +{ 1.318 + cur_val[MESH_ATTR_BONEWEIGHTS] = Vector4(w1, w2, w3, w4); 1.319 + vattr[MESH_ATTR_BONEWEIGHTS].data_valid = true; 1.320 + vattr[MESH_ATTR_BONEWEIGHTS].nelem = 4; 1.321 +} 1.322 + 1.323 +void Mesh::boneidx(int idx1, int idx2, int idx3, int idx4) 1.324 +{ 1.325 + cur_val[MESH_ATTR_BONEIDX] = Vector4(idx1, idx2, idx3, idx4); 1.326 + vattr[MESH_ATTR_BONEIDX].data_valid = true; 1.327 + vattr[MESH_ATTR_BONEIDX].nelem = 4; 1.328 +} 1.329 + 1.330 +/// static function 1.331 +void Mesh::set_attrib_location(int attr, int loc) 1.332 +{ 1.333 + if(attr < 0 || attr >= NUM_MESH_ATTR) { 1.334 + return; 1.335 + } 1.336 + Mesh::global_sdr_loc[attr] = loc; 1.337 +} 1.338 + 1.339 +/// static function 1.340 +int Mesh::get_attrib_location(int attr) 1.341 +{ 1.342 + if(attr < 0 || attr >= NUM_MESH_ATTR) { 1.343 + return -1; 1.344 + } 1.345 + return Mesh::global_sdr_loc[attr]; 1.346 +} 1.347 + 1.348 +/// static function 1.349 +void Mesh::clear_attrib_locations() 1.350 +{ 1.351 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.352 + Mesh::global_sdr_loc[i] = -1; 1.353 + } 1.354 +} 1.355 + 1.356 +/// static function 1.357 +void Mesh::set_vis_vecsize(float sz) 1.358 +{ 1.359 + Mesh::vis_vecsize = sz; 1.360 +} 1.361 + 1.362 +float Mesh::get_vis_vecsize() 1.363 +{ 1.364 + return Mesh::vis_vecsize; 1.365 +} 1.366 + 1.367 +void Mesh::apply_xform(const Matrix4x4 &xform) 1.368 +{ 1.369 + Matrix4x4 dir_xform = xform; 1.370 + dir_xform[0][3] = dir_xform[1][3] = dir_xform[2][3] = 0.0f; 1.371 + dir_xform[3][0] = dir_xform[3][1] = dir_xform[3][2] = 0.0f; 1.372 + dir_xform[3][3] = 1.0f; 1.373 + 1.374 + apply_xform(xform, dir_xform); 1.375 +} 1.376 + 1.377 +void Mesh::apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform) 1.378 +{ 1.379 + for(unsigned int i=0; i<nverts; i++) { 1.380 + Vector4 v = get_attrib(MESH_ATTR_VERTEX, i); 1.381 + set_attrib(MESH_ATTR_VERTEX, i, v.transformed(xform)); 1.382 + 1.383 + if(has_attrib(MESH_ATTR_NORMAL)) { 1.384 + Vector3 n = get_attrib(MESH_ATTR_NORMAL, i); 1.385 + set_attrib(MESH_ATTR_NORMAL, i, n.transformed(dir_xform)); 1.386 + } 1.387 + if(has_attrib(MESH_ATTR_TANGENT)) { 1.388 + Vector3 t = get_attrib(MESH_ATTR_TANGENT, i); 1.389 + set_attrib(MESH_ATTR_TANGENT, i, t.transformed(dir_xform)); 1.390 + } 1.391 + } 1.392 +} 1.393 + 1.394 +int Mesh::add_bone(XFormNode *bone) 1.395 +{ 1.396 + int idx = bones.size(); 1.397 + bones.push_back(bone); 1.398 + return idx; 1.399 +} 1.400 + 1.401 +const XFormNode *Mesh::get_bone(int idx) const 1.402 +{ 1.403 + if(idx < 0 || idx >= (int)bones.size()) { 1.404 + return 0; 1.405 + } 1.406 + return bones[idx]; 1.407 +} 1.408 + 1.409 +int Mesh::get_bones_count() const 1.410 +{ 1.411 + return (int)bones.size(); 1.412 +} 1.413 + 1.414 +void Mesh::draw() const 1.415 +{ 1.416 + const ShaderProg *cur_sdr = get_current_shader(); 1.417 +#ifdef GL_ES_VERSION_2_0 1.418 + if(!cur_sdr) { 1.419 + error_log("%s: CrippledGL ES can't draw without a shader\n", __FUNCTION__); 1.420 + return; 1.421 + } 1.422 +#endif 1.423 + 1.424 + ((Mesh*)this)->update_buffers(); 1.425 + 1.426 + if(!vattr[MESH_ATTR_VERTEX].vbo_valid) { 1.427 + error_log("%s: invalid vertex buffer\n", __FUNCTION__); 1.428 + return; 1.429 + } 1.430 + 1.431 + if(cur_sdr) { 1.432 + // rendering with shaders 1.433 + if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) { 1.434 + error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__); 1.435 + return; 1.436 + } 1.437 + 1.438 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.439 + int loc = global_sdr_loc[i]; 1.440 + if(loc >= 0 && vattr[i].vbo_valid) { 1.441 + glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo); 1.442 + glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0); 1.443 + glEnableVertexAttribArray(loc); 1.444 + } 1.445 + } 1.446 + } else { 1.447 +#ifndef GL_ES_VERSION_2_0 1.448 + // rendering with fixed-function (not available in GLES2) 1.449 + glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_VERTEX].vbo); 1.450 + glVertexPointer(vattr[MESH_ATTR_VERTEX].nelem, GL_FLOAT, 0, 0); 1.451 + glEnableClientState(GL_VERTEX_ARRAY); 1.452 + 1.453 + if(vattr[MESH_ATTR_NORMAL].vbo_valid) { 1.454 + glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_NORMAL].vbo); 1.455 + glNormalPointer(GL_FLOAT, 0, 0); 1.456 + glEnableClientState(GL_NORMAL_ARRAY); 1.457 + } 1.458 + if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) { 1.459 + glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_TEXCOORD].vbo); 1.460 + glTexCoordPointer(vattr[MESH_ATTR_TEXCOORD].nelem, GL_FLOAT, 0, 0); 1.461 + glEnableClientState(GL_TEXTURE_COORD_ARRAY); 1.462 + } 1.463 + if(vattr[MESH_ATTR_COLOR].vbo_valid) { 1.464 + glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_COLOR].vbo); 1.465 + glColorPointer(vattr[MESH_ATTR_COLOR].nelem, GL_FLOAT, 0, 0); 1.466 + glEnableClientState(GL_COLOR_ARRAY); 1.467 + } 1.468 +#endif 1.469 + } 1.470 + glBindBuffer(GL_ARRAY_BUFFER, 0); 1.471 + 1.472 + if(ibo_valid) { 1.473 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); 1.474 + glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0); 1.475 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1.476 + } else { 1.477 + glDrawArrays(GL_TRIANGLES, 0, nverts); 1.478 + } 1.479 + 1.480 + if(cur_sdr) { 1.481 + // rendered with shaders 1.482 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.483 + int loc = global_sdr_loc[i]; 1.484 + if(loc >= 0 && vattr[i].vbo_valid) { 1.485 + glDisableVertexAttribArray(loc); 1.486 + } 1.487 + } 1.488 + } else { 1.489 +#ifndef GL_ES_VERSION_2_0 1.490 + // rendered with fixed-function 1.491 + glDisableClientState(GL_VERTEX_ARRAY); 1.492 + if(vattr[MESH_ATTR_NORMAL].vbo_valid) { 1.493 + glDisableClientState(GL_NORMAL_ARRAY); 1.494 + } 1.495 + if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) { 1.496 + glDisableClientState(GL_TEXTURE_COORD_ARRAY); 1.497 + } 1.498 + if(vattr[MESH_ATTR_COLOR].vbo_valid) { 1.499 + glDisableClientState(GL_COLOR_ARRAY); 1.500 + } 1.501 +#endif 1.502 + } 1.503 +} 1.504 + 1.505 +void Mesh::draw_wire() const 1.506 +{ 1.507 + ((Mesh*)this)->update_wire_ibo(); 1.508 + 1.509 + if(!vattr[MESH_ATTR_VERTEX].vbo_valid || !wire_ibo_valid) { 1.510 + error_log("%s: invalid vertex buffer\n", __FUNCTION__); 1.511 + return; 1.512 + } 1.513 + if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) { 1.514 + error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__); 1.515 + return; 1.516 + } 1.517 + 1.518 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.519 + int loc = global_sdr_loc[i]; 1.520 + if(loc >= 0 && vattr[i].vbo_valid) { 1.521 + glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo); 1.522 + glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0); 1.523 + glEnableVertexAttribArray(loc); 1.524 + } 1.525 + } 1.526 + glBindBuffer(GL_ARRAY_BUFFER, 0); 1.527 + 1.528 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo); 1.529 + glDrawElements(GL_LINES, nfaces * 6, GL_UNSIGNED_INT, 0); 1.530 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1.531 + 1.532 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.533 + int loc = global_sdr_loc[i]; 1.534 + if(loc >= 0 && vattr[i].vbo_valid) { 1.535 + glDisableVertexAttribArray(loc); 1.536 + } 1.537 + } 1.538 +} 1.539 + 1.540 +void Mesh::draw_vertices() const 1.541 +{ 1.542 + ((Mesh*)this)->update_buffers(); 1.543 + 1.544 + if(!vattr[MESH_ATTR_VERTEX].vbo_valid) { 1.545 + error_log("%s: invalid vertex buffer\n", __FUNCTION__); 1.546 + return; 1.547 + } 1.548 + if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) { 1.549 + error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__); 1.550 + return; 1.551 + } 1.552 + 1.553 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.554 + int loc = global_sdr_loc[i]; 1.555 + if(loc >= 0 && vattr[i].vbo_valid) { 1.556 + glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo); 1.557 + glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0); 1.558 + glEnableVertexAttribArray(loc); 1.559 + } 1.560 + } 1.561 + glBindBuffer(GL_ARRAY_BUFFER, 0); 1.562 + 1.563 + glDrawArrays(GL_POINTS, 0, nverts); 1.564 + 1.565 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.566 + int loc = global_sdr_loc[i]; 1.567 + if(loc >= 0 && vattr[i].vbo_valid) { 1.568 + glDisableVertexAttribArray(loc); 1.569 + } 1.570 + } 1.571 +} 1.572 + 1.573 +void Mesh::draw_normals() const 1.574 +{ 1.575 +#ifdef USE_OLDGL 1.576 + int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX]; 1.577 + Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX); 1.578 + Vector3 *norm = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL); 1.579 + 1.580 + if(!varr || !norm || vert_loc < 0) { 1.581 + return; 1.582 + } 1.583 + 1.584 + glBegin(GL_LINES); 1.585 + for(size_t i=0; i<nverts; i++) { 1.586 + glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z); 1.587 + Vector3 end = varr[i] + norm[i] * vis_vecsize; 1.588 + glVertexAttrib3f(vert_loc, end.x, end.y, end.z); 1.589 + } 1.590 + glEnd(); 1.591 + 1.592 +#endif // USE_OLDGL 1.593 +} 1.594 + 1.595 +void Mesh::draw_tangents() const 1.596 +{ 1.597 +#ifdef USE_OLDGL 1.598 + int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX]; 1.599 + Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX); 1.600 + Vector3 *tang = (Vector3*)get_attrib_data(MESH_ATTR_TANGENT); 1.601 + 1.602 + if(!varr || !tang || vert_loc < 0) { 1.603 + return; 1.604 + } 1.605 + 1.606 + glBegin(GL_LINES); 1.607 + for(size_t i=0; i<nverts; i++) { 1.608 + glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z); 1.609 + Vector3 end = varr[i] + tang[i] * vis_vecsize; 1.610 + glVertexAttrib3f(vert_loc, end.x, end.y, end.z); 1.611 + } 1.612 + glEnd(); 1.613 + 1.614 +#endif // USE_OLDGL 1.615 +} 1.616 + 1.617 +void Mesh::get_aabbox(Vector3 *vmin, Vector3 *vmax) const 1.618 +{ 1.619 + if(!aabb_valid) { 1.620 + ((Mesh*)this)->calc_aabb(); 1.621 + } 1.622 + *vmin = aabb.min; 1.623 + *vmax = aabb.max; 1.624 +} 1.625 + 1.626 +const AABox &Mesh::get_aabbox() const 1.627 +{ 1.628 + if(!aabb_valid) { 1.629 + ((Mesh*)this)->calc_aabb(); 1.630 + } 1.631 + return aabb; 1.632 +} 1.633 + 1.634 +float Mesh::get_bsphere(Vector3 *center, float *rad) const 1.635 +{ 1.636 + if(!bsph_valid) { 1.637 + ((Mesh*)this)->calc_bsph(); 1.638 + } 1.639 + *center = bsph.center; 1.640 + *rad = bsph.radius; 1.641 + return bsph.radius; 1.642 +} 1.643 + 1.644 +const Sphere &Mesh::get_bsphere() const 1.645 +{ 1.646 + if(!bsph_valid) { 1.647 + ((Mesh*)this)->calc_bsph(); 1.648 + } 1.649 + return bsph; 1.650 +} 1.651 + 1.652 +/// static function 1.653 +void Mesh::set_intersect_mode(unsigned int mode) 1.654 +{ 1.655 + Mesh::intersect_mode = mode; 1.656 +} 1.657 + 1.658 +/// static function 1.659 +unsigned int Mesh::get_intersect_mode() 1.660 +{ 1.661 + return Mesh::intersect_mode; 1.662 +} 1.663 + 1.664 +/// static function 1.665 +void Mesh::set_vertex_select_distance(float dist) 1.666 +{ 1.667 + Mesh::vertex_sel_dist = dist; 1.668 +} 1.669 + 1.670 +/// static function 1.671 +float Mesh::get_vertex_select_distance() 1.672 +{ 1.673 + return Mesh::vertex_sel_dist; 1.674 +} 1.675 + 1.676 +bool Mesh::intersect(const Ray &ray, HitPoint *hit) const 1.677 +{ 1.678 + assert((Mesh::intersect_mode & (ISECT_VERTICES | ISECT_FACE)) != (ISECT_VERTICES | ISECT_FACE)); 1.679 + 1.680 + const Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX); 1.681 + const Vector3 *narr = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL); 1.682 + if(!varr) { 1.683 + return false; 1.684 + } 1.685 + const unsigned int *idxarr = get_index_data(); 1.686 + 1.687 + // first test with the bounding box 1.688 + AABox box; 1.689 + get_aabbox(&box.min, &box.max); 1.690 + if(!box.intersect(ray)) { 1.691 + return false; 1.692 + } 1.693 + 1.694 + HitPoint nearest_hit; 1.695 + nearest_hit.dist = FLT_MAX; 1.696 + nearest_hit.obj = 0; 1.697 + 1.698 + if(Mesh::intersect_mode & ISECT_VERTICES) { 1.699 + // we asked for "intersections" with the vertices of the mesh 1.700 + long nearest_vidx = -1; 1.701 + float thres_sq = Mesh::vertex_sel_dist * Mesh::vertex_sel_dist; 1.702 + 1.703 + for(unsigned int i=0; i<nverts; i++) { 1.704 + 1.705 + if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(narr[i], ray.dir) > 0) { 1.706 + continue; 1.707 + } 1.708 + 1.709 + // project the vertex onto the ray line 1.710 + float t = dot_product(varr[i] - ray.origin, ray.dir); 1.711 + Vector3 vproj = ray.origin + ray.dir * t; 1.712 + 1.713 + float dist_sq = (vproj - varr[i]).length_sq(); 1.714 + if(dist_sq < thres_sq) { 1.715 + if(!hit) { 1.716 + return true; 1.717 + } 1.718 + if(t < nearest_hit.dist) { 1.719 + nearest_hit.dist = t; 1.720 + nearest_vidx = i; 1.721 + } 1.722 + } 1.723 + } 1.724 + 1.725 + if(nearest_vidx != -1) { 1.726 + hitvert = varr[nearest_vidx]; 1.727 + nearest_hit.obj = &hitvert; 1.728 + } 1.729 + 1.730 + } else { 1.731 + // regular intersection test with polygons 1.732 + 1.733 + for(unsigned int i=0; i<nfaces; i++) { 1.734 + Triangle face(i, varr, idxarr); 1.735 + 1.736 + // ignore back-facing polygons if the mode flags include ISECT_FRONT 1.737 + if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(face.get_normal(), ray.dir) > 0) { 1.738 + continue; 1.739 + } 1.740 + 1.741 + HitPoint fhit; 1.742 + if(face.intersect(ray, hit ? &fhit : 0)) { 1.743 + if(!hit) { 1.744 + return true; 1.745 + } 1.746 + if(fhit.dist < nearest_hit.dist) { 1.747 + nearest_hit = fhit; 1.748 + hitface = face; 1.749 + } 1.750 + } 1.751 + } 1.752 + } 1.753 + 1.754 + if(nearest_hit.obj) { 1.755 + if(hit) { 1.756 + *hit = nearest_hit; 1.757 + 1.758 + // if we are interested in the mesh and not the faces set obj to this 1.759 + if(Mesh::intersect_mode & ISECT_FACE) { 1.760 + hit->obj = &hitface; 1.761 + } else if(Mesh::intersect_mode & ISECT_VERTICES) { 1.762 + hit->obj = &hitvert; 1.763 + } else { 1.764 + hit->obj = this; 1.765 + } 1.766 + } 1.767 + return true; 1.768 + } 1.769 + return false; 1.770 +} 1.771 + 1.772 + 1.773 +// ------ private member functions ------ 1.774 + 1.775 +void Mesh::calc_aabb() 1.776 +{ 1.777 + // the cast is to force calling the const version which doesn't invalidate 1.778 + if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) { 1.779 + return; 1.780 + } 1.781 + 1.782 + aabb.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX); 1.783 + aabb.max = -aabb.min; 1.784 + 1.785 + for(unsigned int i=0; i<nverts; i++) { 1.786 + Vector4 v = get_attrib(MESH_ATTR_VERTEX, i); 1.787 + for(int j=0; j<3; j++) { 1.788 + if(v[j] < aabb.min[j]) { 1.789 + aabb.min[j] = v[j]; 1.790 + } 1.791 + if(v[j] > aabb.max[j]) { 1.792 + aabb.max[j] = v[j]; 1.793 + } 1.794 + } 1.795 + } 1.796 + aabb_valid = true; 1.797 +} 1.798 + 1.799 +void Mesh::calc_bsph() 1.800 +{ 1.801 + // the cast is to force calling the const version which doesn't invalidate 1.802 + if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) { 1.803 + return; 1.804 + } 1.805 + 1.806 + Vector3 v; 1.807 + bsph.center = Vector3(0, 0, 0); 1.808 + 1.809 + // first find the center 1.810 + for(unsigned int i=0; i<nverts; i++) { 1.811 + v = get_attrib(MESH_ATTR_VERTEX, i); 1.812 + bsph.center += v; 1.813 + } 1.814 + bsph.center /= (float)nverts; 1.815 + 1.816 + bsph.radius = 0.0f; 1.817 + for(unsigned int i=0; i<nverts; i++) { 1.818 + v = get_attrib(MESH_ATTR_VERTEX, i); 1.819 + float dist_sq = (v - bsph.center).length_sq(); 1.820 + if(dist_sq > bsph.radius) { 1.821 + bsph.radius = dist_sq; 1.822 + } 1.823 + } 1.824 + bsph.radius = sqrt(bsph.radius); 1.825 + 1.826 + bsph_valid = true; 1.827 +} 1.828 + 1.829 +void Mesh::update_buffers() 1.830 +{ 1.831 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.832 + if(has_attrib(i) && !vattr[i].vbo_valid) { 1.833 + glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo); 1.834 + glBufferData(GL_ARRAY_BUFFER, nverts * vattr[i].nelem * sizeof(float), &vattr[i].data[0], GL_STATIC_DRAW); 1.835 + vattr[i].vbo_valid = true; 1.836 + } 1.837 + } 1.838 + glBindBuffer(GL_ARRAY_BUFFER, 0); 1.839 + 1.840 + if(idata_valid && !ibo_valid) { 1.841 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); 1.842 + glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), &idata[0], GL_STATIC_DRAW); 1.843 + ibo_valid = true; 1.844 + } 1.845 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1.846 +} 1.847 + 1.848 +void Mesh::update_wire_ibo() 1.849 +{ 1.850 + update_buffers(); 1.851 + 1.852 + if(wire_ibo_valid) { 1.853 + return; 1.854 + } 1.855 + 1.856 + if(!wire_ibo) { 1.857 + glGenBuffers(1, &wire_ibo); 1.858 + } 1.859 + 1.860 + unsigned int *wire_idxarr = new unsigned int[nfaces * 6]; 1.861 + unsigned int *dest = wire_idxarr; 1.862 + 1.863 + if(ibo_valid) { 1.864 + // we're dealing with an indexed mesh 1.865 + const unsigned int *idxarr = ((const Mesh*)this)->get_index_data(); 1.866 + 1.867 + for(unsigned int i=0; i<nfaces; i++) { 1.868 + *dest++ = idxarr[0]; 1.869 + *dest++ = idxarr[1]; 1.870 + *dest++ = idxarr[1]; 1.871 + *dest++ = idxarr[2]; 1.872 + *dest++ = idxarr[2]; 1.873 + *dest++ = idxarr[0]; 1.874 + idxarr += 3; 1.875 + } 1.876 + } else { 1.877 + // not an indexed mesh ... 1.878 + for(unsigned int i=0; i<nfaces; i++) { 1.879 + int vidx = i * 3; 1.880 + *dest++ = vidx; 1.881 + *dest++ = vidx + 1; 1.882 + *dest++ = vidx + 1; 1.883 + *dest++ = vidx + 2; 1.884 + *dest++ = vidx + 2; 1.885 + *dest++ = vidx; 1.886 + } 1.887 + } 1.888 + 1.889 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo); 1.890 + glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 6 * sizeof(unsigned int), wire_idxarr, GL_STATIC_DRAW); 1.891 + delete [] wire_idxarr; 1.892 + wire_ibo_valid = true; 1.893 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1.894 +} 1.895 + 1.896 + 1.897 +// ------ class Triangle ------ 1.898 +Triangle::Triangle() 1.899 +{ 1.900 + normal_valid = false; 1.901 + id = -1; 1.902 +} 1.903 + 1.904 +Triangle::Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2) 1.905 +{ 1.906 + v[0] = v0; 1.907 + v[1] = v1; 1.908 + v[2] = v2; 1.909 + normal_valid = false; 1.910 + id = -1; 1.911 +} 1.912 + 1.913 +Triangle::Triangle(int n, const Vector3 *varr, const unsigned int *idxarr) 1.914 +{ 1.915 + if(idxarr) { 1.916 + v[0] = varr[idxarr[n * 3]]; 1.917 + v[1] = varr[idxarr[n * 3 + 1]]; 1.918 + v[2] = varr[idxarr[n * 3 + 2]]; 1.919 + } else { 1.920 + v[0] = varr[n * 3]; 1.921 + v[1] = varr[n * 3 + 1]; 1.922 + v[2] = varr[n * 3 + 2]; 1.923 + } 1.924 + normal_valid = false; 1.925 + id = n; 1.926 +} 1.927 + 1.928 +void Triangle::calc_normal() 1.929 +{ 1.930 + normal = cross_product(v[1] - v[0], v[2] - v[0]).normalized(); 1.931 + normal_valid = true; 1.932 +} 1.933 + 1.934 +const Vector3 &Triangle::get_normal() const 1.935 +{ 1.936 + if(!normal_valid) { 1.937 + ((Triangle*)this)->calc_normal(); 1.938 + } 1.939 + return normal; 1.940 +} 1.941 + 1.942 +void Triangle::transform(const Matrix4x4 &xform) 1.943 +{ 1.944 + v[0].transform(xform); 1.945 + v[1].transform(xform); 1.946 + v[2].transform(xform); 1.947 + normal_valid = false; 1.948 +} 1.949 + 1.950 +void Triangle::draw() const 1.951 +{ 1.952 + Vector3 n[3]; 1.953 + n[0] = get_normal(); 1.954 + n[1] = get_normal(); 1.955 + n[2] = get_normal(); 1.956 + 1.957 + int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX); 1.958 + int nloc = Mesh::get_attrib_location(MESH_ATTR_NORMAL); 1.959 + 1.960 + glEnableVertexAttribArray(vloc); 1.961 + glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x); 1.962 + glVertexAttribPointer(nloc, 3, GL_FLOAT, GL_FALSE, 0, &n[0].x); 1.963 + 1.964 + glDrawArrays(GL_TRIANGLES, 0, 3); 1.965 + 1.966 + glDisableVertexAttribArray(vloc); 1.967 + glDisableVertexAttribArray(nloc); 1.968 + CHECKGLERR; 1.969 +} 1.970 + 1.971 +void Triangle::draw_wire() const 1.972 +{ 1.973 + static const int idxarr[] = {0, 1, 1, 2, 2, 0}; 1.974 + int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX); 1.975 + 1.976 + glEnableVertexAttribArray(vloc); 1.977 + glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x); 1.978 + 1.979 + glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, idxarr); 1.980 + 1.981 + glDisableVertexAttribArray(vloc); 1.982 + CHECKGLERR; 1.983 +} 1.984 + 1.985 +Vector3 Triangle::calc_barycentric(const Vector3 &pos) const 1.986 +{ 1.987 + Vector3 norm = get_normal(); 1.988 + 1.989 + float area_sq = fabs(dot_product(cross_product(v[1] - v[0], v[2] - v[0]), norm)); 1.990 + if(area_sq < 1e-5) { 1.991 + return Vector3(0, 0, 0); 1.992 + } 1.993 + 1.994 + float asq0 = fabs(dot_product(cross_product(v[1] - pos, v[2] - pos), norm)); 1.995 + float asq1 = fabs(dot_product(cross_product(v[2] - pos, v[0] - pos), norm)); 1.996 + float asq2 = fabs(dot_product(cross_product(v[0] - pos, v[1] - pos), norm)); 1.997 + 1.998 + return Vector3(asq0 / area_sq, asq1 / area_sq, asq2 / area_sq); 1.999 +} 1.1000 + 1.1001 +bool Triangle::intersect(const Ray &ray, HitPoint *hit) const 1.1002 +{ 1.1003 + Vector3 normal = get_normal(); 1.1004 + 1.1005 + float ndotdir = dot_product(ray.dir, normal); 1.1006 + if(fabs(ndotdir) < 1e-4) { 1.1007 + return false; 1.1008 + } 1.1009 + 1.1010 + Vector3 vertdir = v[0] - ray.origin; 1.1011 + float t = dot_product(normal, vertdir) / ndotdir; 1.1012 + 1.1013 + Vector3 pos = ray.origin + ray.dir * t; 1.1014 + Vector3 bary = calc_barycentric(pos); 1.1015 + 1.1016 + if(bary.x + bary.y + bary.z > 1.00001) { 1.1017 + return false; 1.1018 + } 1.1019 + 1.1020 + if(hit) { 1.1021 + hit->dist = t; 1.1022 + hit->pos = ray.origin + ray.dir * t; 1.1023 + hit->normal = normal; 1.1024 + hit->obj = this; 1.1025 + } 1.1026 + return true; 1.1027 +}