cubemapper

diff src/mesh.cc @ 0:8fc9e1d3aad2

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 27 Jul 2017 20:36:12 +0300
parents
children 2bfafdced01a
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/mesh.cc	Thu Jul 27 20:36:12 2017 +0300
     1.3 @@ -0,0 +1,1362 @@
     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 +
    1.12 +#define USE_OLDGL
    1.13 +
    1.14 +bool Mesh::use_custom_sdr_attr = true;
    1.15 +int Mesh::global_sdr_loc[NUM_MESH_ATTR] = { 0, 1, 2, 3, 4, 5, 6 };
    1.16 +/*
    1.17 +	(int)SDR_ATTR_VERTEX,
    1.18 +	(int)SDR_ATTR_NORMAL,
    1.19 +	(int)SDR_ATTR_TANGENT,
    1.20 +	(int)SDR_ATTR_TEXCOORD,
    1.21 +	(int)SDR_ATTR_COLOR,
    1.22 +	-1, -1};
    1.23 +*/
    1.24 +unsigned int Mesh::intersect_mode = ISECT_DEFAULT;
    1.25 +float Mesh::vertex_sel_dist = 0.01;
    1.26 +float Mesh::vis_vecsize = 1.0;
    1.27 +
    1.28 +Mesh::Mesh()
    1.29 +{
    1.30 +	clear();
    1.31 +
    1.32 +	glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
    1.33 +
    1.34 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
    1.35 +		vattr[i].vbo = buffer_objects[i];
    1.36 +	}
    1.37 +	ibo = buffer_objects[NUM_MESH_ATTR];
    1.38 +	wire_ibo = 0;
    1.39 +}
    1.40 +
    1.41 +Mesh::~Mesh()
    1.42 +{
    1.43 +	glDeleteBuffers(NUM_MESH_ATTR + 1, buffer_objects);
    1.44 +
    1.45 +	if(wire_ibo) {
    1.46 +		glDeleteBuffers(1, &wire_ibo);
    1.47 +	}
    1.48 +}
    1.49 +
    1.50 +Mesh::Mesh(const Mesh &rhs)
    1.51 +{
    1.52 +	clear();
    1.53 +
    1.54 +	glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
    1.55 +
    1.56 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
    1.57 +		vattr[i].vbo = buffer_objects[i];
    1.58 +	}
    1.59 +	ibo = buffer_objects[NUM_MESH_ATTR];
    1.60 +	wire_ibo = 0;
    1.61 +
    1.62 +	clone(rhs);
    1.63 +}
    1.64 +
    1.65 +Mesh &Mesh::operator =(const Mesh &rhs)
    1.66 +{
    1.67 +	if(&rhs != this) {
    1.68 +		clone(rhs);
    1.69 +	}
    1.70 +	return *this;
    1.71 +}
    1.72 +
    1.73 +bool Mesh::clone(const Mesh &m)
    1.74 +{
    1.75 +	clear();
    1.76 +
    1.77 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
    1.78 +		if(m.has_attrib(i)) {
    1.79 +			m.get_attrib_data(i);	// force validation of the actual data on the source mesh
    1.80 +
    1.81 +			vattr[i].nelem = m.vattr[i].nelem;
    1.82 +			vattr[i].data = m.vattr[i].data;	// copy the actual data
    1.83 +			vattr[i].data_valid = true;
    1.84 +		}
    1.85 +	}
    1.86 +
    1.87 +	if(m.is_indexed()) {
    1.88 +		m.get_index_data();		// again, force validation
    1.89 +
    1.90 +		// copy the index data
    1.91 +		idata = m.idata;
    1.92 +		idata_valid = true;
    1.93 +	}
    1.94 +
    1.95 +	name = m.name;
    1.96 +	nverts = m.nverts;
    1.97 +	nfaces = m.nfaces;
    1.98 +
    1.99 +	//bones = m.bones;
   1.100 +
   1.101 +	memcpy(cur_val, m.cur_val, sizeof cur_val);
   1.102 +
   1.103 +	aabb = m.aabb;
   1.104 +	aabb_valid = m.aabb_valid;
   1.105 +	bsph = m.bsph;
   1.106 +	bsph_valid = m.bsph_valid;
   1.107 +
   1.108 +	hitface = m.hitface;
   1.109 +	hitvert = m.hitvert;
   1.110 +
   1.111 +	intersect_mode = m.intersect_mode;
   1.112 +	vertex_sel_dist = m.vertex_sel_dist;
   1.113 +	vis_vecsize = m.vis_vecsize;
   1.114 +
   1.115 +	return true;
   1.116 +}
   1.117 +
   1.118 +void Mesh::set_name(const char *name)
   1.119 +{
   1.120 +	this->name = name;
   1.121 +}
   1.122 +
   1.123 +const char *Mesh::get_name() const
   1.124 +{
   1.125 +	return name.c_str();
   1.126 +}
   1.127 +
   1.128 +bool Mesh::has_attrib(int attr) const
   1.129 +{
   1.130 +	if(attr < 0 || attr >= NUM_MESH_ATTR) {
   1.131 +		return false;
   1.132 +	}
   1.133 +
   1.134 +	// if neither of these is valid, then nobody has set this attribute
   1.135 +	return vattr[attr].vbo_valid || vattr[attr].data_valid;
   1.136 +}
   1.137 +
   1.138 +bool Mesh::is_indexed() const
   1.139 +{
   1.140 +	return ibo_valid || idata_valid;
   1.141 +}
   1.142 +
   1.143 +void Mesh::clear()
   1.144 +{
   1.145 +	//bones.clear();
   1.146 +
   1.147 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
   1.148 +		vattr[i].nelem = 0;
   1.149 +		vattr[i].vbo_valid = false;
   1.150 +		vattr[i].data_valid = false;
   1.151 +		//vattr[i].sdr_loc = -1;
   1.152 +		vattr[i].data.clear();
   1.153 +	}
   1.154 +	ibo_valid = idata_valid = false;
   1.155 +	idata.clear();
   1.156 +
   1.157 +	wire_ibo_valid = false;
   1.158 +
   1.159 +	nverts = nfaces = 0;
   1.160 +
   1.161 +	bsph_valid = false;
   1.162 +	aabb_valid = false;
   1.163 +}
   1.164 +
   1.165 +float *Mesh::set_attrib_data(int attrib, int nelem, unsigned int num, const float *data)
   1.166 +{
   1.167 +	if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
   1.168 +		fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
   1.169 +		return 0;
   1.170 +	}
   1.171 +
   1.172 +	if(nverts && num != nverts) {
   1.173 +		fprintf(stderr, "%s: attribute count missmatch (%d instead of %d)\n", __FUNCTION__, num, nverts);
   1.174 +		return 0;
   1.175 +	}
   1.176 +	nverts = num;
   1.177 +
   1.178 +	vattr[attrib].data.clear();
   1.179 +	vattr[attrib].nelem = nelem;
   1.180 +	vattr[attrib].data.resize(num * nelem);
   1.181 +
   1.182 +	if(data) {
   1.183 +		memcpy(&vattr[attrib].data[0], data, num * nelem * sizeof *data);
   1.184 +	}
   1.185 +
   1.186 +	vattr[attrib].data_valid = true;
   1.187 +	vattr[attrib].vbo_valid = false;
   1.188 +	return &vattr[attrib].data[0];
   1.189 +}
   1.190 +
   1.191 +float *Mesh::get_attrib_data(int attrib)
   1.192 +{
   1.193 +	if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
   1.194 +		fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
   1.195 +		return 0;
   1.196 +	}
   1.197 +
   1.198 +	vattr[attrib].vbo_valid = false;
   1.199 +	return (float*)((const Mesh*)this)->get_attrib_data(attrib);
   1.200 +}
   1.201 +
   1.202 +const float *Mesh::get_attrib_data(int attrib) const
   1.203 +{
   1.204 +	if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
   1.205 +		fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
   1.206 +		return 0;
   1.207 +	}
   1.208 +
   1.209 +	if(!vattr[attrib].data_valid) {
   1.210 +#if GL_ES_VERSION_2_0
   1.211 +		fprintf(stderr, "%s: can't read back attrib data on CrippledGL ES\n", __FUNCTION__);
   1.212 +		return 0;
   1.213 +#else
   1.214 +		if(!vattr[attrib].vbo_valid) {
   1.215 +			fprintf(stderr, "%s: unavailable attrib: %d\n", __FUNCTION__, attrib);
   1.216 +			return 0;
   1.217 +		}
   1.218 +
   1.219 +		// local data copy is unavailable, grab the data from the vbo
   1.220 +		Mesh *m = (Mesh*)this;
   1.221 +		m->vattr[attrib].data.resize(nverts * vattr[attrib].nelem);
   1.222 +
   1.223 +		glBindBuffer(GL_ARRAY_BUFFER, vattr[attrib].vbo);
   1.224 +		void *data = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
   1.225 +		memcpy(&m->vattr[attrib].data[0], data, nverts * vattr[attrib].nelem * sizeof(float));
   1.226 +		glUnmapBuffer(GL_ARRAY_BUFFER);
   1.227 +
   1.228 +		vattr[attrib].data_valid = true;
   1.229 +#endif
   1.230 +	}
   1.231 +
   1.232 +	return &vattr[attrib].data[0];
   1.233 +}
   1.234 +
   1.235 +void Mesh::set_attrib(int attrib, int idx, const Vec4 &v)
   1.236 +{
   1.237 +	float *data = get_attrib_data(attrib);
   1.238 +	if(data) {
   1.239 +		data += idx * vattr[attrib].nelem;
   1.240 +		for(int i=0; i<vattr[attrib].nelem; i++) {
   1.241 +			data[i] = v[i];
   1.242 +		}
   1.243 +	}
   1.244 +}
   1.245 +
   1.246 +Vec4 Mesh::get_attrib(int attrib, int idx) const
   1.247 +{
   1.248 +	Vec4 v(0.0, 0.0, 0.0, 1.0);
   1.249 +	const float *data = get_attrib_data(attrib);
   1.250 +	if(data) {
   1.251 +		data += idx * vattr[attrib].nelem;
   1.252 +		for(int i=0; i<vattr[attrib].nelem; i++) {
   1.253 +			v[i] = data[i];
   1.254 +		}
   1.255 +	}
   1.256 +	return v;
   1.257 +}
   1.258 +
   1.259 +int Mesh::get_attrib_count(int attrib) const
   1.260 +{
   1.261 +	return has_attrib(attrib) ? nverts : 0;
   1.262 +}
   1.263 +
   1.264 +
   1.265 +unsigned int *Mesh::set_index_data(int num, const unsigned int *indices)
   1.266 +{
   1.267 +	int nidx = nfaces * 3;
   1.268 +	if(nidx && num != nidx) {
   1.269 +		fprintf(stderr, "%s: index count missmatch (%d instead of %d)\n", __FUNCTION__, num, nidx);
   1.270 +		return 0;
   1.271 +	}
   1.272 +	nfaces = num / 3;
   1.273 +
   1.274 +	idata.clear();
   1.275 +	idata.resize(num);
   1.276 +
   1.277 +	if(indices) {
   1.278 +		memcpy(&idata[0], indices, num * sizeof *indices);
   1.279 +	}
   1.280 +
   1.281 +	idata_valid = true;
   1.282 +	ibo_valid = false;
   1.283 +
   1.284 +	return &idata[0];
   1.285 +}
   1.286 +
   1.287 +unsigned int *Mesh::get_index_data()
   1.288 +{
   1.289 +	ibo_valid = false;
   1.290 +	return (unsigned int*)((const Mesh*)this)->get_index_data();
   1.291 +}
   1.292 +
   1.293 +const unsigned int *Mesh::get_index_data() const
   1.294 +{
   1.295 +	if(!idata_valid) {
   1.296 +#if GL_ES_VERSION_2_0
   1.297 +		fprintf(stderr, "%s: can't read back index data in CrippledGL ES\n", __FUNCTION__);
   1.298 +		return 0;
   1.299 +#else
   1.300 +		if(!ibo_valid) {
   1.301 +			fprintf(stderr, "%s: indices unavailable\n", __FUNCTION__);
   1.302 +			return 0;
   1.303 +		}
   1.304 +
   1.305 +		// local data copy is unavailable, gram the data from the ibo
   1.306 +		Mesh *m = (Mesh*)this;
   1.307 +		int nidx = nfaces * 3;
   1.308 +		m->idata.resize(nidx);
   1.309 +
   1.310 +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
   1.311 +		void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
   1.312 +		memcpy(&m->idata[0], data, nidx * sizeof(unsigned int));
   1.313 +		glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
   1.314 +
   1.315 +		idata_valid = true;
   1.316 +#endif
   1.317 +	}
   1.318 +
   1.319 +	return &idata[0];
   1.320 +}
   1.321 +
   1.322 +int Mesh::get_index_count() const
   1.323 +{
   1.324 +	return nfaces * 3;
   1.325 +}
   1.326 +
   1.327 +void Mesh::append(const Mesh &mesh)
   1.328 +{
   1.329 +	unsigned int idxoffs = nverts;
   1.330 +
   1.331 +	if(!nverts) {
   1.332 +		clone(mesh);
   1.333 +		return;
   1.334 +	}
   1.335 +
   1.336 +	nverts += mesh.nverts;
   1.337 +	nfaces += mesh.nfaces;
   1.338 +
   1.339 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
   1.340 +		if(has_attrib(i) && mesh.has_attrib(i)) {
   1.341 +			// force validating the data arrays
   1.342 +			get_attrib_data(i);
   1.343 +			mesh.get_attrib_data(i);
   1.344 +
   1.345 +			// append the mesh data
   1.346 +			vattr[i].data.insert(vattr[i].data.end(), mesh.vattr[i].data.begin(), mesh.vattr[i].data.end());
   1.347 +		}
   1.348 +	}
   1.349 +
   1.350 +	if(ibo_valid || idata_valid) {
   1.351 +		// make index arrays valid
   1.352 +		get_index_data();
   1.353 +		mesh.get_index_data();
   1.354 +
   1.355 +		size_t orig_sz = idata.size();
   1.356 +
   1.357 +		idata.insert(idata.end(), mesh.idata.begin(), mesh.idata.end());
   1.358 +
   1.359 +		// fixup all the new indices
   1.360 +		for(size_t i=orig_sz; i<idata.size(); i++) {
   1.361 +			idata[i] += idxoffs;
   1.362 +		}
   1.363 +	}
   1.364 +
   1.365 +	// fuck everything
   1.366 +	wire_ibo_valid = false;
   1.367 +	aabb_valid = false;
   1.368 +	bsph_valid = false;
   1.369 +}
   1.370 +
   1.371 +// assemble a complete vertex by adding all the useful attributes
   1.372 +void Mesh::vertex(float x, float y, float z)
   1.373 +{
   1.374 +	cur_val[MESH_ATTR_VERTEX] = Vec4(x, y, z, 1.0f);
   1.375 +	vattr[MESH_ATTR_VERTEX].data_valid = true;
   1.376 +	vattr[MESH_ATTR_VERTEX].nelem = 3;
   1.377 +
   1.378 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
   1.379 +		if(vattr[i].data_valid) {
   1.380 +			for(int j=0; j<vattr[MESH_ATTR_VERTEX].nelem; j++) {
   1.381 +				vattr[i].data.push_back(cur_val[i][j]);
   1.382 +			}
   1.383 +		}
   1.384 +		vattr[i].vbo_valid = false;
   1.385 +	}
   1.386 +
   1.387 +	if(idata_valid) {
   1.388 +		idata.clear();
   1.389 +	}
   1.390 +	ibo_valid = idata_valid = false;
   1.391 +}
   1.392 +
   1.393 +void Mesh::normal(float nx, float ny, float nz)
   1.394 +{
   1.395 +	cur_val[MESH_ATTR_NORMAL] = Vec4(nx, ny, nz, 1.0f);
   1.396 +	vattr[MESH_ATTR_NORMAL].data_valid = true;
   1.397 +	vattr[MESH_ATTR_NORMAL].nelem = 3;
   1.398 +}
   1.399 +
   1.400 +void Mesh::tangent(float tx, float ty, float tz)
   1.401 +{
   1.402 +	cur_val[MESH_ATTR_TANGENT] = Vec4(tx, ty, tz, 1.0f);
   1.403 +	vattr[MESH_ATTR_TANGENT].data_valid = true;
   1.404 +	vattr[MESH_ATTR_TANGENT].nelem = 3;
   1.405 +}
   1.406 +
   1.407 +void Mesh::texcoord(float u, float v, float w)
   1.408 +{
   1.409 +	cur_val[MESH_ATTR_TEXCOORD] = Vec4(u, v, w, 1.0f);
   1.410 +	vattr[MESH_ATTR_TEXCOORD].data_valid = true;
   1.411 +	vattr[MESH_ATTR_TEXCOORD].nelem = 3;
   1.412 +}
   1.413 +
   1.414 +void Mesh::boneweights(float w1, float w2, float w3, float w4)
   1.415 +{
   1.416 +	cur_val[MESH_ATTR_BONEWEIGHTS] = Vec4(w1, w2, w3, w4);
   1.417 +	vattr[MESH_ATTR_BONEWEIGHTS].data_valid = true;
   1.418 +	vattr[MESH_ATTR_BONEWEIGHTS].nelem = 4;
   1.419 +}
   1.420 +
   1.421 +void Mesh::boneidx(int idx1, int idx2, int idx3, int idx4)
   1.422 +{
   1.423 +	cur_val[MESH_ATTR_BONEIDX] = Vec4(idx1, idx2, idx3, idx4);
   1.424 +	vattr[MESH_ATTR_BONEIDX].data_valid = true;
   1.425 +	vattr[MESH_ATTR_BONEIDX].nelem = 4;
   1.426 +}
   1.427 +
   1.428 +int Mesh::get_poly_count() const
   1.429 +{
   1.430 +	if(nfaces) {
   1.431 +		return nfaces;
   1.432 +	}
   1.433 +	if(nverts) {
   1.434 +		return nverts / 3;
   1.435 +	}
   1.436 +	return 0;
   1.437 +}
   1.438 +
   1.439 +/// static function
   1.440 +void Mesh::set_attrib_location(int attr, int loc)
   1.441 +{
   1.442 +	if(attr < 0 || attr >= NUM_MESH_ATTR) {
   1.443 +		return;
   1.444 +	}
   1.445 +	Mesh::global_sdr_loc[attr] = loc;
   1.446 +}
   1.447 +
   1.448 +/// static function
   1.449 +int Mesh::get_attrib_location(int attr)
   1.450 +{
   1.451 +	if(attr < 0 || attr >= NUM_MESH_ATTR) {
   1.452 +		return -1;
   1.453 +	}
   1.454 +	return Mesh::global_sdr_loc[attr];
   1.455 +}
   1.456 +
   1.457 +/// static function
   1.458 +void Mesh::clear_attrib_locations()
   1.459 +{
   1.460 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
   1.461 +		Mesh::global_sdr_loc[i] = -1;
   1.462 +	}
   1.463 +}
   1.464 +
   1.465 +/// static function
   1.466 +void Mesh::set_vis_vecsize(float sz)
   1.467 +{
   1.468 +	Mesh::vis_vecsize = sz;
   1.469 +}
   1.470 +
   1.471 +float Mesh::get_vis_vecsize()
   1.472 +{
   1.473 +	return Mesh::vis_vecsize;
   1.474 +}
   1.475 +
   1.476 +void Mesh::apply_xform(const Mat4 &xform)
   1.477 +{
   1.478 +	Mat4 dir_xform = xform.upper3x3();
   1.479 +	apply_xform(xform, dir_xform);
   1.480 +}
   1.481 +
   1.482 +void Mesh::apply_xform(const Mat4 &xform, const Mat4 &dir_xform)
   1.483 +{
   1.484 +	for(unsigned int i=0; i<nverts; i++) {
   1.485 +		Vec4 v = get_attrib(MESH_ATTR_VERTEX, i);
   1.486 +		set_attrib(MESH_ATTR_VERTEX, i, xform * v);
   1.487 +
   1.488 +		if(has_attrib(MESH_ATTR_NORMAL)) {
   1.489 +			Vec3 n = get_attrib(MESH_ATTR_NORMAL, i).xyz();
   1.490 +			set_attrib(MESH_ATTR_NORMAL, i, Vec4(dir_xform * n));
   1.491 +		}
   1.492 +		if(has_attrib(MESH_ATTR_TANGENT)) {
   1.493 +			Vec3 t = get_attrib(MESH_ATTR_TANGENT, i).xyz();
   1.494 +			set_attrib(MESH_ATTR_TANGENT, i, Vec4(dir_xform * t));
   1.495 +		}
   1.496 +	}
   1.497 +}
   1.498 +
   1.499 +void Mesh::flip()
   1.500 +{
   1.501 +	flip_faces();
   1.502 +	flip_normals();
   1.503 +}
   1.504 +
   1.505 +void Mesh::flip_faces()
   1.506 +{
   1.507 +	if(is_indexed()) {
   1.508 +		unsigned int *indices = get_index_data();
   1.509 +		if(!indices) return;
   1.510 +
   1.511 +		int idxnum = get_index_count();
   1.512 +		for(int i=0; i<idxnum; i+=3) {
   1.513 +			unsigned int tmp = indices[i + 2];
   1.514 +			indices[i + 2] = indices[i + 1];
   1.515 +			indices[i + 1] = tmp;
   1.516 +		}
   1.517 +
   1.518 +	} else {
   1.519 +		Vec3 *verts = (Vec3*)get_attrib_data(MESH_ATTR_VERTEX);
   1.520 +		if(!verts) return;
   1.521 +
   1.522 +		int vnum = get_attrib_count(MESH_ATTR_VERTEX);
   1.523 +		for(int i=0; i<vnum; i+=3) {
   1.524 +			Vec3 tmp = verts[i + 2];
   1.525 +			verts[i + 2] = verts[i + 1];
   1.526 +			verts[i + 1] = tmp;
   1.527 +		}
   1.528 +	}
   1.529 +}
   1.530 +
   1.531 +void Mesh::flip_normals()
   1.532 +{
   1.533 +	Vec3 *normals = (Vec3*)get_attrib_data(MESH_ATTR_NORMAL);
   1.534 +	if(!normals) return;
   1.535 +
   1.536 +	int num = get_attrib_count(MESH_ATTR_NORMAL);
   1.537 +	for(int i=0; i<num; i++) {
   1.538 +		normals[i] = -normals[i];
   1.539 +	}
   1.540 +}
   1.541 +
   1.542 +/*
   1.543 +int Mesh::add_bone(XFormNode *bone)
   1.544 +{
   1.545 +	int idx = bones.size();
   1.546 +	bones.push_back(bone);
   1.547 +	return idx;
   1.548 +}
   1.549 +
   1.550 +const XFormNode *Mesh::get_bone(int idx) const
   1.551 +{
   1.552 +	if(idx < 0 || idx >= (int)bones.size()) {
   1.553 +		return 0;
   1.554 +	}
   1.555 +	return bones[idx];
   1.556 +}
   1.557 +
   1.558 +int Mesh::get_bones_count() const
   1.559 +{
   1.560 +	return (int)bones.size();
   1.561 +}
   1.562 +*/
   1.563 +
   1.564 +bool Mesh::pre_draw() const
   1.565 +{
   1.566 +	cur_sdr = 0;
   1.567 +	glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
   1.568 +
   1.569 +	((Mesh*)this)->update_buffers();
   1.570 +
   1.571 +	if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
   1.572 +		fprintf(stderr, "%s: invalid vertex buffer\n", __FUNCTION__);
   1.573 +		return false;
   1.574 +	}
   1.575 +
   1.576 +	if(cur_sdr && use_custom_sdr_attr) {
   1.577 +		// rendering with shaders
   1.578 +		if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
   1.579 +			fprintf(stderr, "%s: shader attribute location for vertices unset\n", __FUNCTION__);
   1.580 +			return false;
   1.581 +		}
   1.582 +
   1.583 +		for(int i=0; i<NUM_MESH_ATTR; i++) {
   1.584 +			int loc = global_sdr_loc[i];
   1.585 +			if(loc >= 0 && vattr[i].vbo_valid) {
   1.586 +				glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
   1.587 +				glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
   1.588 +				glEnableVertexAttribArray(loc);
   1.589 +			}
   1.590 +		}
   1.591 +	} else {
   1.592 +#ifndef GL_ES_VERSION_2_0
   1.593 +		// rendering with fixed-function (not available in GLES2)
   1.594 +		glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_VERTEX].vbo);
   1.595 +		glVertexPointer(vattr[MESH_ATTR_VERTEX].nelem, GL_FLOAT, 0, 0);
   1.596 +		glEnableClientState(GL_VERTEX_ARRAY);
   1.597 +
   1.598 +		if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
   1.599 +			glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_NORMAL].vbo);
   1.600 +			glNormalPointer(GL_FLOAT, 0, 0);
   1.601 +			glEnableClientState(GL_NORMAL_ARRAY);
   1.602 +		}
   1.603 +		if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
   1.604 +			glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_TEXCOORD].vbo);
   1.605 +			glTexCoordPointer(vattr[MESH_ATTR_TEXCOORD].nelem, GL_FLOAT, 0, 0);
   1.606 +			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
   1.607 +		}
   1.608 +		if(vattr[MESH_ATTR_COLOR].vbo_valid) {
   1.609 +			glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_COLOR].vbo);
   1.610 +			glColorPointer(vattr[MESH_ATTR_COLOR].nelem, GL_FLOAT, 0, 0);
   1.611 +			glEnableClientState(GL_COLOR_ARRAY);
   1.612 +		}
   1.613 +#endif
   1.614 +	}
   1.615 +	glBindBuffer(GL_ARRAY_BUFFER, 0);
   1.616 +
   1.617 +	return true;
   1.618 +}
   1.619 +
   1.620 +void Mesh::draw() const
   1.621 +{
   1.622 +	if(!pre_draw()) return;
   1.623 +
   1.624 +	if(ibo_valid) {
   1.625 +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
   1.626 +		glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
   1.627 +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   1.628 +	} else {
   1.629 +		glDrawArrays(GL_TRIANGLES, 0, nverts);
   1.630 +	}
   1.631 +
   1.632 +	post_draw();
   1.633 +}
   1.634 +
   1.635 +void Mesh::post_draw() const
   1.636 +{
   1.637 +	if(cur_sdr && use_custom_sdr_attr) {
   1.638 +		// rendered with shaders
   1.639 +		for(int i=0; i<NUM_MESH_ATTR; i++) {
   1.640 +			int loc = global_sdr_loc[i];
   1.641 +			if(loc >= 0 && vattr[i].vbo_valid) {
   1.642 +				glDisableVertexAttribArray(loc);
   1.643 +			}
   1.644 +		}
   1.645 +	} else {
   1.646 +#ifndef GL_ES_VERSION_2_0
   1.647 +		// rendered with fixed-function
   1.648 +		glDisableClientState(GL_VERTEX_ARRAY);
   1.649 +		if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
   1.650 +			glDisableClientState(GL_NORMAL_ARRAY);
   1.651 +		}
   1.652 +		if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
   1.653 +			glDisableClientState(GL_TEXTURE_COORD_ARRAY);
   1.654 +		}
   1.655 +		if(vattr[MESH_ATTR_COLOR].vbo_valid) {
   1.656 +			glDisableClientState(GL_COLOR_ARRAY);
   1.657 +		}
   1.658 +#endif
   1.659 +	}
   1.660 +}
   1.661 +
   1.662 +void Mesh::draw_wire() const
   1.663 +{
   1.664 +	if(!pre_draw()) return;
   1.665 +
   1.666 +	((Mesh*)this)->update_wire_ibo();
   1.667 +
   1.668 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
   1.669 +	glDrawElements(GL_LINES, nfaces * 6, GL_UNSIGNED_INT, 0);
   1.670 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   1.671 +
   1.672 +	post_draw();
   1.673 +}
   1.674 +
   1.675 +void Mesh::draw_vertices() const
   1.676 +{
   1.677 +	if(!pre_draw()) return;
   1.678 +
   1.679 +	glDrawArrays(GL_POINTS, 0, nverts);
   1.680 +
   1.681 +	post_draw();
   1.682 +}
   1.683 +
   1.684 +void Mesh::draw_normals() const
   1.685 +{
   1.686 +#ifdef USE_OLDGL
   1.687 +	int cur_sdr = 0;
   1.688 +	glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
   1.689 +
   1.690 +	Vec3 *varr = (Vec3*)get_attrib_data(MESH_ATTR_VERTEX);
   1.691 +	Vec3 *norm = (Vec3*)get_attrib_data(MESH_ATTR_NORMAL);
   1.692 +	if(!varr || !norm) {
   1.693 +		return;
   1.694 +	}
   1.695 +
   1.696 +	glBegin(GL_LINES);
   1.697 +	if(cur_sdr && use_custom_sdr_attr) {
   1.698 +		int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
   1.699 +		if(vert_loc < 0) {
   1.700 +			glEnd();
   1.701 +			return;
   1.702 +		}
   1.703 +
   1.704 +		for(size_t i=0; i<nverts; i++) {
   1.705 +			glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
   1.706 +			Vec3 end = varr[i] + norm[i] * vis_vecsize;
   1.707 +			glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
   1.708 +		}
   1.709 +	} else {
   1.710 +		for(size_t i=0; i<nverts; i++) {
   1.711 +			glVertex3f(varr[i].x, varr[i].y, varr[i].z);
   1.712 +			Vec3 end = varr[i] + norm[i] * vis_vecsize;
   1.713 +			glVertex3f(end.x, end.y, end.z);
   1.714 +		}
   1.715 +	}
   1.716 +	glEnd();
   1.717 +#endif	// USE_OLDGL
   1.718 +}
   1.719 +
   1.720 +void Mesh::draw_tangents() const
   1.721 +{
   1.722 +#ifdef USE_OLDGL
   1.723 +	int cur_sdr = 0;
   1.724 +	glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
   1.725 +
   1.726 +	Vec3 *varr = (Vec3*)get_attrib_data(MESH_ATTR_VERTEX);
   1.727 +	Vec3 *tang = (Vec3*)get_attrib_data(MESH_ATTR_TANGENT);
   1.728 +	if(!varr || !tang) {
   1.729 +		return;
   1.730 +	}
   1.731 +
   1.732 +	glBegin(GL_LINES);
   1.733 +	if(cur_sdr && use_custom_sdr_attr) {
   1.734 +		int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
   1.735 +		if(vert_loc < 0) {
   1.736 +			glEnd();
   1.737 +			return;
   1.738 +		}
   1.739 +
   1.740 +		for(size_t i=0; i<nverts; i++) {
   1.741 +			glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
   1.742 +			Vec3 end = varr[i] + tang[i] * vis_vecsize;
   1.743 +			glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
   1.744 +		}
   1.745 +	} else {
   1.746 +		for(size_t i=0; i<nverts; i++) {
   1.747 +			glVertex3f(varr[i].x, varr[i].y, varr[i].z);
   1.748 +			Vec3 end = varr[i] + tang[i] * vis_vecsize;
   1.749 +			glVertex3f(end.x, end.y, end.z);
   1.750 +		}
   1.751 +	}
   1.752 +	glEnd();
   1.753 +#endif	// USE_OLDGL
   1.754 +}
   1.755 +
   1.756 +void Mesh::get_aabbox(Vec3 *vmin, Vec3 *vmax) const
   1.757 +{
   1.758 +	if(!aabb_valid) {
   1.759 +		((Mesh*)this)->calc_aabb();
   1.760 +	}
   1.761 +	*vmin = aabb.min;
   1.762 +	*vmax = aabb.max;
   1.763 +}
   1.764 +
   1.765 +const AABox &Mesh::get_aabbox() const
   1.766 +{
   1.767 +	if(!aabb_valid) {
   1.768 +		((Mesh*)this)->calc_aabb();
   1.769 +	}
   1.770 +	return aabb;
   1.771 +}
   1.772 +
   1.773 +float Mesh::get_bsphere(Vec3 *center, float *rad) const
   1.774 +{
   1.775 +	if(!bsph_valid) {
   1.776 +		((Mesh*)this)->calc_bsph();
   1.777 +	}
   1.778 +	*center = bsph.center;
   1.779 +	*rad = bsph.radius;
   1.780 +	return bsph.radius;
   1.781 +}
   1.782 +
   1.783 +const Sphere &Mesh::get_bsphere() const
   1.784 +{
   1.785 +	if(!bsph_valid) {
   1.786 +		((Mesh*)this)->calc_bsph();
   1.787 +	}
   1.788 +	return bsph;
   1.789 +}
   1.790 +
   1.791 +/// static function
   1.792 +void Mesh::set_intersect_mode(unsigned int mode)
   1.793 +{
   1.794 +	Mesh::intersect_mode = mode;
   1.795 +}
   1.796 +
   1.797 +/// static function
   1.798 +unsigned int Mesh::get_intersect_mode()
   1.799 +{
   1.800 +	return Mesh::intersect_mode;
   1.801 +}
   1.802 +
   1.803 +/// static function
   1.804 +void Mesh::set_vertex_select_distance(float dist)
   1.805 +{
   1.806 +	Mesh::vertex_sel_dist = dist;
   1.807 +}
   1.808 +
   1.809 +/// static function
   1.810 +float Mesh::get_vertex_select_distance()
   1.811 +{
   1.812 +	return Mesh::vertex_sel_dist;
   1.813 +}
   1.814 +
   1.815 +bool Mesh::intersect(const Ray &ray, HitPoint *hit) const
   1.816 +{
   1.817 +	assert((Mesh::intersect_mode & (ISECT_VERTICES | ISECT_FACE)) != (ISECT_VERTICES | ISECT_FACE));
   1.818 +
   1.819 +	const Vec3 *varr = (Vec3*)get_attrib_data(MESH_ATTR_VERTEX);
   1.820 +	const Vec3 *narr = (Vec3*)get_attrib_data(MESH_ATTR_NORMAL);
   1.821 +	if(!varr) {
   1.822 +		return false;
   1.823 +	}
   1.824 +	const unsigned int *idxarr = get_index_data();
   1.825 +
   1.826 +	// first test with the bounding box
   1.827 +	AABox box;
   1.828 +	get_aabbox(&box.min, &box.max);
   1.829 +	if(!box.intersect(ray)) {
   1.830 +		return false;
   1.831 +	}
   1.832 +
   1.833 +	HitPoint nearest_hit;
   1.834 +	nearest_hit.dist = FLT_MAX;
   1.835 +	nearest_hit.obj = 0;
   1.836 +
   1.837 +	if(Mesh::intersect_mode & ISECT_VERTICES) {
   1.838 +		// we asked for "intersections" with the vertices of the mesh
   1.839 +		long nearest_vidx = -1;
   1.840 +		float thres_sq = Mesh::vertex_sel_dist * Mesh::vertex_sel_dist;
   1.841 +
   1.842 +		for(unsigned int i=0; i<nverts; i++) {
   1.843 +
   1.844 +			if((Mesh::intersect_mode & ISECT_FRONT) && dot(narr[i], ray.dir) > 0) {
   1.845 +				continue;
   1.846 +			}
   1.847 +
   1.848 +			// project the vertex onto the ray line
   1.849 +			float t = dot(varr[i] - ray.origin, ray.dir);
   1.850 +			Vec3 vproj = ray.origin + ray.dir * t;
   1.851 +
   1.852 +			float dist_sq = length_sq(vproj - varr[i]);
   1.853 +			if(dist_sq < thres_sq) {
   1.854 +				if(!hit) {
   1.855 +					return true;
   1.856 +				}
   1.857 +				if(t < nearest_hit.dist) {
   1.858 +					nearest_hit.dist = t;
   1.859 +					nearest_vidx = i;
   1.860 +				}
   1.861 +			}
   1.862 +		}
   1.863 +
   1.864 +		if(nearest_vidx != -1) {
   1.865 +			hitvert = varr[nearest_vidx];
   1.866 +			nearest_hit.obj = &hitvert;
   1.867 +		}
   1.868 +
   1.869 +	} else {
   1.870 +		// regular intersection test with polygons
   1.871 +
   1.872 +		for(unsigned int i=0; i<nfaces; i++) {
   1.873 +			Triangle face(i, varr, idxarr);
   1.874 +
   1.875 +			// ignore back-facing polygons if the mode flags include ISECT_FRONT
   1.876 +			if((Mesh::intersect_mode & ISECT_FRONT) && dot(face.get_normal(), ray.dir) > 0) {
   1.877 +				continue;
   1.878 +			}
   1.879 +
   1.880 +			HitPoint fhit;
   1.881 +			if(face.intersect(ray, hit ? &fhit : 0)) {
   1.882 +				if(!hit) {
   1.883 +					return true;
   1.884 +				}
   1.885 +				if(fhit.dist < nearest_hit.dist) {
   1.886 +					nearest_hit = fhit;
   1.887 +					hitface = face;
   1.888 +				}
   1.889 +			}
   1.890 +		}
   1.891 +	}
   1.892 +
   1.893 +	if(nearest_hit.obj) {
   1.894 +		if(hit) {
   1.895 +			*hit = nearest_hit;
   1.896 +
   1.897 +			// if we are interested in the mesh and not the faces set obj to this
   1.898 +			if(Mesh::intersect_mode & ISECT_FACE) {
   1.899 +				hit->obj = &hitface;
   1.900 +			} else if(Mesh::intersect_mode & ISECT_VERTICES) {
   1.901 +				hit->obj = &hitvert;
   1.902 +			} else {
   1.903 +				hit->obj = this;
   1.904 +			}
   1.905 +		}
   1.906 +		return true;
   1.907 +	}
   1.908 +	return false;
   1.909 +}
   1.910 +
   1.911 +
   1.912 +// texture coordinate manipulation
   1.913 +void Mesh::texcoord_apply_xform(const Mat4 &xform)
   1.914 +{
   1.915 +	if(!has_attrib(MESH_ATTR_TEXCOORD)) {
   1.916 +		return;
   1.917 +	}
   1.918 +
   1.919 +	for(unsigned int i=0; i<nverts; i++) {
   1.920 +		Vec4 tc = get_attrib(MESH_ATTR_TEXCOORD, i);
   1.921 +		set_attrib(MESH_ATTR_TEXCOORD, i, xform * tc);
   1.922 +	}
   1.923 +}
   1.924 +
   1.925 +void Mesh::texcoord_gen_plane(const Vec3 &norm, const Vec3 &tang)
   1.926 +{
   1.927 +	if(!nverts) return;
   1.928 +
   1.929 +	if(!has_attrib(MESH_ATTR_TEXCOORD)) {
   1.930 +		// allocate texture coordinate attribute array
   1.931 +		set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts);
   1.932 +	}
   1.933 +
   1.934 +	Vec3 n = normalize(norm);
   1.935 +	Vec3 b = normalize(cross(n, tang));
   1.936 +	Vec3 t = cross(b, n);
   1.937 +
   1.938 +	for(unsigned int i=0; i<nverts; i++) {
   1.939 +		Vec3 pos = get_attrib(MESH_ATTR_VERTEX, i).xyz();
   1.940 +
   1.941 +		// distance along the tangent direction
   1.942 +		float u = dot(pos, t);
   1.943 +		// distance along the bitangent direction
   1.944 +		float v = dot(pos, b);
   1.945 +
   1.946 +		set_attrib(MESH_ATTR_TEXCOORD, i, Vec4(u, v, 0, 1));
   1.947 +	}
   1.948 +}
   1.949 +
   1.950 +void Mesh::texcoord_gen_box()
   1.951 +{
   1.952 +	if(!nverts || !has_attrib(MESH_ATTR_NORMAL)) return;
   1.953 +
   1.954 +	if(!has_attrib(MESH_ATTR_TEXCOORD)) {
   1.955 +		// allocate texture coordinate attribute array
   1.956 +		set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts);
   1.957 +	}
   1.958 +
   1.959 +	for(unsigned int i=0; i<nverts; i++) {
   1.960 +		Vec3 pos = Vec3(get_attrib(MESH_ATTR_VERTEX, i)) * 0.5 + Vec3(0.5, 0.5, 0.5);
   1.961 +		Vec3 norm = get_attrib(MESH_ATTR_NORMAL, i).xyz();
   1.962 +
   1.963 +		float abs_nx = fabs(norm.x);
   1.964 +		float abs_ny = fabs(norm.y);
   1.965 +		float abs_nz = fabs(norm.z);
   1.966 +		int dom = abs_nx > abs_ny && abs_nx > abs_nz ? 0 : (abs_ny > abs_nz ? 1 : 2);
   1.967 +
   1.968 +		float uv[2], *uvptr = uv;
   1.969 +		for(int j=0; j<3; j++) {
   1.970 +			if(j == dom) continue;	// skip dominant axis
   1.971 +
   1.972 +			*uvptr++ = pos[j];
   1.973 +		}
   1.974 +		set_attrib(MESH_ATTR_TEXCOORD, i, Vec4(uv[0], uv[1], 0, 1));
   1.975 +	}
   1.976 +}
   1.977 +
   1.978 +void Mesh::texcoord_gen_cylinder()
   1.979 +{
   1.980 +	if(!nverts) return;
   1.981 +
   1.982 +	if(!has_attrib(MESH_ATTR_TEXCOORD)) {
   1.983 +		// allocate texture coordinate attribute array
   1.984 +		set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts);
   1.985 +	}
   1.986 +
   1.987 +	for(unsigned int i=0; i<nverts; i++) {
   1.988 +		Vec3 pos = get_attrib(MESH_ATTR_VERTEX, i).xyz();
   1.989 +
   1.990 +		float rho = sqrt(pos.x * pos.x + pos.z * pos.z);
   1.991 +		float theta = rho == 0.0 ? 0.0 : atan2(pos.z / rho, pos.x / rho);
   1.992 +
   1.993 +		float u = theta / (2.0 * M_PI) + 0.5;
   1.994 +		float v = pos.y;
   1.995 +
   1.996 +		set_attrib(MESH_ATTR_TEXCOORD, i, Vec4(u, v, 0, 1));
   1.997 +	}
   1.998 +}
   1.999 +
  1.1000 +
  1.1001 +bool Mesh::dump(const char *fname) const
  1.1002 +{
  1.1003 +	FILE *fp = fopen(fname, "wb");
  1.1004 +	if(fp) {
  1.1005 +		bool res = dump(fp);
  1.1006 +		fclose(fp);
  1.1007 +		return res;
  1.1008 +	}
  1.1009 +	return false;
  1.1010 +}
  1.1011 +
  1.1012 +bool Mesh::dump(FILE *fp) const
  1.1013 +{
  1.1014 +	if(!has_attrib(MESH_ATTR_VERTEX)) {
  1.1015 +		return false;
  1.1016 +	}
  1.1017 +
  1.1018 +	fprintf(fp, "VERTEX ATTRIBUTES\n");
  1.1019 +	static const char *label[] = { "pos", "nor", "tan", "tex", "col", "bw", "bid" };
  1.1020 +	static const char *elemfmt[] = { 0, " %s(%g)", " %s(%g, %g)", " %s(%g, %g, %g)", " %s(%g, %g, %g, %g)", 0 };
  1.1021 +
  1.1022 +	for(int i=0; i<(int)nverts; i++) {
  1.1023 +		fprintf(fp, "%5u:", i);
  1.1024 +		for(int j=0; j<NUM_MESH_ATTR; j++) {
  1.1025 +			if(has_attrib(j)) {
  1.1026 +				Vec4 v = get_attrib(j, i);
  1.1027 +				int nelem = vattr[j].nelem;
  1.1028 +				fprintf(fp, elemfmt[nelem], label[j], v.x, v.y, v.z, v.w);
  1.1029 +			}
  1.1030 +		}
  1.1031 +		fputc('\n', fp);
  1.1032 +	}
  1.1033 +
  1.1034 +	if(is_indexed()) {
  1.1035 +		const unsigned int *idx = get_index_data();
  1.1036 +		int numidx = get_index_count();
  1.1037 +		int numtri = numidx / 3;
  1.1038 +		assert(numidx % 3 == 0);
  1.1039 +
  1.1040 +		fprintf(fp, "FACES\n");
  1.1041 +
  1.1042 +		for(int i=0; i<numtri; i++) {
  1.1043 +			fprintf(fp, "%5d: %d %d %d\n", i, idx[0], idx[1], idx[2]);
  1.1044 +			idx += 3;
  1.1045 +		}
  1.1046 +	}
  1.1047 +	return true;
  1.1048 +}
  1.1049 +
  1.1050 +bool Mesh::dump_obj(const char *fname) const
  1.1051 +{
  1.1052 +	FILE *fp = fopen(fname, "wb");
  1.1053 +	if(fp) {
  1.1054 +		bool res = dump_obj(fp);
  1.1055 +		fclose(fp);
  1.1056 +		return res;
  1.1057 +	}
  1.1058 +	return false;
  1.1059 +}
  1.1060 +
  1.1061 +bool Mesh::dump_obj(FILE *fp) const
  1.1062 +{
  1.1063 +	if(!has_attrib(MESH_ATTR_VERTEX)) {
  1.1064 +		return false;
  1.1065 +	}
  1.1066 +
  1.1067 +	for(int i=0; i<(int)nverts; i++) {
  1.1068 +		Vec4 v = get_attrib(MESH_ATTR_VERTEX, i);
  1.1069 +		fprintf(fp, "v %g %g %g\n", v.x, v.y, v.z);
  1.1070 +	}
  1.1071 +
  1.1072 +	if(has_attrib(MESH_ATTR_NORMAL)) {
  1.1073 +		for(int i=0; i<(int)nverts; i++) {
  1.1074 +			Vec4 v = get_attrib(MESH_ATTR_NORMAL, i);
  1.1075 +			fprintf(fp, "vn %g %g %g\n", v.x, v.y, v.z);
  1.1076 +		}
  1.1077 +	}
  1.1078 +
  1.1079 +	if(has_attrib(MESH_ATTR_TEXCOORD)) {
  1.1080 +		for(int i=0; i<(int)nverts; i++) {
  1.1081 +			Vec4 v = get_attrib(MESH_ATTR_TEXCOORD, i);
  1.1082 +			fprintf(fp, "vt %g %g\n", v.x, v.y);
  1.1083 +		}
  1.1084 +	}
  1.1085 +
  1.1086 +	if(is_indexed()) {
  1.1087 +		const unsigned int *idxptr = get_index_data();
  1.1088 +		int numidx = get_index_count();
  1.1089 +		int numtri = numidx / 3;
  1.1090 +		assert(numidx % 3 == 0);
  1.1091 +
  1.1092 +		for(int i=0; i<numtri; i++) {
  1.1093 +			fputc('f', fp);
  1.1094 +			for(int j=0; j<3; j++) {
  1.1095 +				unsigned int idx = *idxptr++ + 1;
  1.1096 +				fprintf(fp, " %u/%u/%u", idx, idx, idx);
  1.1097 +			}
  1.1098 +			fputc('\n', fp);
  1.1099 +		}
  1.1100 +	} else {
  1.1101 +		int numtri = nverts / 3;
  1.1102 +		unsigned int idx = 1;
  1.1103 +		for(int i=0; i<numtri; i++) {
  1.1104 +			fputc('f', fp);
  1.1105 +			for(int j=0; j<3; j++) {
  1.1106 +				fprintf(fp, " %u/%u/%u", idx, idx, idx);
  1.1107 +				++idx;
  1.1108 +			}
  1.1109 +			fputc('\n', fp);
  1.1110 +		}
  1.1111 +	}
  1.1112 +	return true;
  1.1113 +}
  1.1114 +
  1.1115 +// ------ private member functions ------
  1.1116 +
  1.1117 +void Mesh::calc_aabb()
  1.1118 +{
  1.1119 +	// the cast is to force calling the const version which doesn't invalidate
  1.1120 +	if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
  1.1121 +		return;
  1.1122 +	}
  1.1123 +
  1.1124 +	aabb.min = Vec3(FLT_MAX, FLT_MAX, FLT_MAX);
  1.1125 +	aabb.max = -aabb.min;
  1.1126 +
  1.1127 +	for(unsigned int i=0; i<nverts; i++) {
  1.1128 +		Vec4 v = get_attrib(MESH_ATTR_VERTEX, i);
  1.1129 +		for(int j=0; j<3; j++) {
  1.1130 +			if(v[j] < aabb.min[j]) {
  1.1131 +				aabb.min[j] = v[j];
  1.1132 +			}
  1.1133 +			if(v[j] > aabb.max[j]) {
  1.1134 +				aabb.max[j] = v[j];
  1.1135 +			}
  1.1136 +		}
  1.1137 +	}
  1.1138 +	aabb_valid = true;
  1.1139 +}
  1.1140 +
  1.1141 +void Mesh::calc_bsph()
  1.1142 +{
  1.1143 +	// the cast is to force calling the const version which doesn't invalidate
  1.1144 +	if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
  1.1145 +		return;
  1.1146 +	}
  1.1147 +
  1.1148 +	Vec3 v;
  1.1149 +	bsph.center = Vec3(0, 0, 0);
  1.1150 +
  1.1151 +	// first find the center
  1.1152 +	for(unsigned int i=0; i<nverts; i++) {
  1.1153 +		v = get_attrib(MESH_ATTR_VERTEX, i).xyz();
  1.1154 +		bsph.center += v;
  1.1155 +	}
  1.1156 +	bsph.center /= (float)nverts;
  1.1157 +
  1.1158 +	bsph.radius = 0.0f;
  1.1159 +	for(unsigned int i=0; i<nverts; i++) {
  1.1160 +		v = get_attrib(MESH_ATTR_VERTEX, i).xyz();
  1.1161 +		float dist_sq = length_sq(v - bsph.center);
  1.1162 +		if(dist_sq > bsph.radius) {
  1.1163 +			bsph.radius = dist_sq;
  1.1164 +		}
  1.1165 +	}
  1.1166 +	bsph.radius = sqrt(bsph.radius);
  1.1167 +
  1.1168 +	bsph_valid = true;
  1.1169 +}
  1.1170 +
  1.1171 +void Mesh::update_buffers()
  1.1172 +{
  1.1173 +	for(int i=0; i<NUM_MESH_ATTR; i++) {
  1.1174 +		if(has_attrib(i) && !vattr[i].vbo_valid) {
  1.1175 +			glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
  1.1176 +			glBufferData(GL_ARRAY_BUFFER, nverts * vattr[i].nelem * sizeof(float), &vattr[i].data[0], GL_STATIC_DRAW);
  1.1177 +			vattr[i].vbo_valid = true;
  1.1178 +		}
  1.1179 +	}
  1.1180 +	glBindBuffer(GL_ARRAY_BUFFER, 0);
  1.1181 +
  1.1182 +	if(idata_valid && !ibo_valid) {
  1.1183 +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
  1.1184 +		glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), &idata[0], GL_STATIC_DRAW);
  1.1185 +		ibo_valid = true;
  1.1186 +	}
  1.1187 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1.1188 +}
  1.1189 +
  1.1190 +void Mesh::update_wire_ibo()
  1.1191 +{
  1.1192 +	update_buffers();
  1.1193 +
  1.1194 +	if(wire_ibo_valid) {
  1.1195 +		return;
  1.1196 +	}
  1.1197 +
  1.1198 +	if(!wire_ibo) {
  1.1199 +		glGenBuffers(1, &wire_ibo);
  1.1200 +	}
  1.1201 +
  1.1202 +	unsigned int *wire_idxarr = new unsigned int[nfaces * 6];
  1.1203 +	unsigned int *dest = wire_idxarr;
  1.1204 +
  1.1205 +	if(ibo_valid) {
  1.1206 +		// we're dealing with an indexed mesh
  1.1207 +		const unsigned int *idxarr = ((const Mesh*)this)->get_index_data();
  1.1208 +
  1.1209 +		for(unsigned int i=0; i<nfaces; i++) {
  1.1210 +			*dest++ = idxarr[0];
  1.1211 +			*dest++ = idxarr[1];
  1.1212 +			*dest++ = idxarr[1];
  1.1213 +			*dest++ = idxarr[2];
  1.1214 +			*dest++ = idxarr[2];
  1.1215 +			*dest++ = idxarr[0];
  1.1216 +			idxarr += 3;
  1.1217 +		}
  1.1218 +	} else {
  1.1219 +		// not an indexed mesh ...
  1.1220 +		for(unsigned int i=0; i<nfaces; i++) {
  1.1221 +			int vidx = i * 3;
  1.1222 +			*dest++ = vidx;
  1.1223 +			*dest++ = vidx + 1;
  1.1224 +			*dest++ = vidx + 1;
  1.1225 +			*dest++ = vidx + 2;
  1.1226 +			*dest++ = vidx + 2;
  1.1227 +			*dest++ = vidx;
  1.1228 +		}
  1.1229 +	}
  1.1230 +
  1.1231 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
  1.1232 +	glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 6 * sizeof(unsigned int), wire_idxarr, GL_STATIC_DRAW);
  1.1233 +	delete [] wire_idxarr;
  1.1234 +	wire_ibo_valid = true;
  1.1235 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1.1236 +}
  1.1237 +
  1.1238 +
  1.1239 +// ------ class Triangle ------
  1.1240 +Triangle::Triangle()
  1.1241 +{
  1.1242 +	normal_valid = false;
  1.1243 +	id = -1;
  1.1244 +}
  1.1245 +
  1.1246 +Triangle::Triangle(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2)
  1.1247 +{
  1.1248 +	v[0] = v0;
  1.1249 +	v[1] = v1;
  1.1250 +	v[2] = v2;
  1.1251 +	normal_valid = false;
  1.1252 +	id = -1;
  1.1253 +}
  1.1254 +
  1.1255 +Triangle::Triangle(int n, const Vec3 *varr, const unsigned int *idxarr)
  1.1256 +{
  1.1257 +	if(idxarr) {
  1.1258 +		v[0] = varr[idxarr[n * 3]];
  1.1259 +		v[1] = varr[idxarr[n * 3 + 1]];
  1.1260 +		v[2] = varr[idxarr[n * 3 + 2]];
  1.1261 +	} else {
  1.1262 +		v[0] = varr[n * 3];
  1.1263 +		v[1] = varr[n * 3 + 1];
  1.1264 +		v[2] = varr[n * 3 + 2];
  1.1265 +	}
  1.1266 +	normal_valid = false;
  1.1267 +	id = n;
  1.1268 +}
  1.1269 +
  1.1270 +void Triangle::calc_normal()
  1.1271 +{
  1.1272 +	normal = normalize(cross(v[1] - v[0], v[2] - v[0]));
  1.1273 +	normal_valid = true;
  1.1274 +}
  1.1275 +
  1.1276 +const Vec3 &Triangle::get_normal() const
  1.1277 +{
  1.1278 +	if(!normal_valid) {
  1.1279 +		((Triangle*)this)->calc_normal();
  1.1280 +	}
  1.1281 +	return normal;
  1.1282 +}
  1.1283 +
  1.1284 +void Triangle::transform(const Mat4 &xform)
  1.1285 +{
  1.1286 +	v[0] = xform * v[0];
  1.1287 +	v[1] = xform * v[1];
  1.1288 +	v[2] = xform * v[2];
  1.1289 +	normal_valid = false;
  1.1290 +}
  1.1291 +
  1.1292 +void Triangle::draw() const
  1.1293 +{
  1.1294 +	Vec3 n[3];
  1.1295 +	n[0] = n[1] = n[2] = get_normal();
  1.1296 +
  1.1297 +	int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
  1.1298 +	int nloc = Mesh::get_attrib_location(MESH_ATTR_NORMAL);
  1.1299 +
  1.1300 +	glEnableVertexAttribArray(vloc);
  1.1301 +	glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
  1.1302 +	glVertexAttribPointer(nloc, 3, GL_FLOAT, GL_FALSE, 0, &n[0].x);
  1.1303 +
  1.1304 +	glDrawArrays(GL_TRIANGLES, 0, 3);
  1.1305 +
  1.1306 +	glDisableVertexAttribArray(vloc);
  1.1307 +	glDisableVertexAttribArray(nloc);
  1.1308 +}
  1.1309 +
  1.1310 +void Triangle::draw_wire() const
  1.1311 +{
  1.1312 +	static const int idxarr[] = {0, 1, 1, 2, 2, 0};
  1.1313 +	int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
  1.1314 +
  1.1315 +	glEnableVertexAttribArray(vloc);
  1.1316 +	glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
  1.1317 +
  1.1318 +	glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, idxarr);
  1.1319 +
  1.1320 +	glDisableVertexAttribArray(vloc);
  1.1321 +}
  1.1322 +
  1.1323 +Vec3 Triangle::calc_barycentric(const Vec3 &pos) const
  1.1324 +{
  1.1325 +	Vec3 norm = get_normal();
  1.1326 +
  1.1327 +	float area_sq = fabs(dot(cross(v[1] - v[0], v[2] - v[0]), norm));
  1.1328 +	if(area_sq < 1e-5) {
  1.1329 +		return Vec3(0, 0, 0);
  1.1330 +	}
  1.1331 +
  1.1332 +	float asq0 = fabs(dot(cross(v[1] - pos, v[2] - pos), norm));
  1.1333 +	float asq1 = fabs(dot(cross(v[2] - pos, v[0] - pos), norm));
  1.1334 +	float asq2 = fabs(dot(cross(v[0] - pos, v[1] - pos), norm));
  1.1335 +
  1.1336 +	return Vec3(asq0 / area_sq, asq1 / area_sq, asq2 / area_sq);
  1.1337 +}
  1.1338 +
  1.1339 +bool Triangle::intersect(const Ray &ray, HitPoint *hit) const
  1.1340 +{
  1.1341 +	Vec3 normal = get_normal();
  1.1342 +
  1.1343 +	float ndotdir = dot(ray.dir, normal);
  1.1344 +	if(fabs(ndotdir) < 1e-4) {
  1.1345 +		return false;
  1.1346 +	}
  1.1347 +
  1.1348 +	Vec3 vertdir = v[0] - ray.origin;
  1.1349 +	float t = dot(normal, vertdir) / ndotdir;
  1.1350 +
  1.1351 +	Vec3 pos = ray.origin + ray.dir * t;
  1.1352 +	Vec3 bary = calc_barycentric(pos);
  1.1353 +
  1.1354 +	if(bary.x + bary.y + bary.z > 1.00001) {
  1.1355 +		return false;
  1.1356 +	}
  1.1357 +
  1.1358 +	if(hit) {
  1.1359 +		hit->dist = t;
  1.1360 +		hit->pos = ray.origin + ray.dir * t;
  1.1361 +		hit->normal = normal;
  1.1362 +		hit->obj = this;
  1.1363 +	}
  1.1364 +	return true;
  1.1365 +}