dungeon_crawler

annotate prototype/src/mesh.cc @ 10:22562582c82d

foo
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 18 Aug 2012 03:47:13 +0300
parents 8fb37db44fd8
children e5567ddbf2ef
rev   line source
nuclear@10 1 #include <stdio.h>
nuclear@10 2 #include <stdlib.h>
nuclear@2 3 #include "mesh.h"
nuclear@2 4 #include "opengl.h"
nuclear@2 5
nuclear@10 6 /*
nuclear@10 7 #define DBG_NORMALS
nuclear@10 8 #define NSZ 0.1
nuclear@10 9 */
nuclear@10 10
nuclear@2 11 Mesh::Mesh()
nuclear@2 12 {
nuclear@2 13 nverts = nfaces = 0;
nuclear@2 14 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@2 15 vbo[i] = 0;
nuclear@2 16 }
nuclear@2 17 ibo = 0;
nuclear@2 18 tang_loc = -1;
nuclear@2 19 }
nuclear@2 20
nuclear@2 21 Mesh::~Mesh()
nuclear@2 22 {
nuclear@2 23 destroy();
nuclear@2 24 }
nuclear@2 25
nuclear@7 26 void Mesh::set_name(const char *name)
nuclear@7 27 {
nuclear@7 28 this->name = name;
nuclear@7 29 }
nuclear@7 30
nuclear@4 31 const char *Mesh::get_name() const
nuclear@4 32 {
nuclear@4 33 return name.c_str();
nuclear@4 34 }
nuclear@4 35
nuclear@2 36 bool Mesh::create(const aiScene *scn, aiMesh *aim)
nuclear@2 37 {
nuclear@2 38 if(vbo[MESH_ATTR_VERTEX]) {
nuclear@2 39 destroy();
nuclear@2 40 }
nuclear@2 41
nuclear@5 42 name = aim->mName.data;
nuclear@5 43
nuclear@2 44 nverts = aim->mNumVertices;
nuclear@2 45 nfaces = aim->mNumFaces;
nuclear@2 46
nuclear@2 47 glGenBuffers(1, vbo + MESH_ATTR_VERTEX);
nuclear@2 48 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@2 49 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mVertices, aim->mVertices, GL_STATIC_DRAW);
nuclear@2 50
nuclear@2 51 if(aim->mNormals) {
nuclear@2 52 glGenBuffers(1, vbo + MESH_ATTR_NORMAL);
nuclear@2 53 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@2 54 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mNormals, aim->mNormals, GL_STATIC_DRAW);
nuclear@2 55 }
nuclear@2 56 if(aim->mTangents) {
nuclear@2 57 glGenBuffers(1, vbo + MESH_ATTR_TANGENT);
nuclear@2 58 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
nuclear@2 59 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTangents, aim->mTangents, GL_STATIC_DRAW);
nuclear@2 60 }
nuclear@2 61 if(aim->mTextureCoords[0]) {
nuclear@2 62 glGenBuffers(1, vbo + MESH_ATTR_TEXCOORD);
nuclear@2 63 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
nuclear@2 64 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTextureCoords[0], aim->mTextureCoords[0], GL_STATIC_DRAW);
nuclear@2 65 }
nuclear@2 66
nuclear@2 67 glGenBuffers(1, &ibo);
nuclear@2 68 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@2 69 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof *aim->mFaces[0].mIndices, 0, GL_STATIC_DRAW);
nuclear@2 70
nuclear@2 71 /* map the buffer and fill it up */
nuclear@2 72 unsigned int *iptr = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
nuclear@2 73
nuclear@4 74 for(int i=0; i<(int)nfaces; i++) {
nuclear@2 75 for(int j=0; j<3; j++) {
nuclear@2 76 *iptr++ = aim->mFaces[i].mIndices[j];
nuclear@2 77 }
nuclear@2 78 }
nuclear@2 79 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
nuclear@2 80 return true;
nuclear@2 81 }
nuclear@2 82
nuclear@2 83 void Mesh::destroy()
nuclear@2 84 {
nuclear@2 85 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@2 86 if(vbo[i]) {
nuclear@2 87 glDeleteBuffers(1, vbo + i);
nuclear@2 88 vbo[i] = 0;
nuclear@2 89 }
nuclear@2 90 }
nuclear@2 91 glDeleteBuffers(1, &ibo);
nuclear@2 92 ibo = 0;
nuclear@2 93
nuclear@2 94 nverts = nfaces = 0;
nuclear@2 95 tang_loc = -1;
nuclear@2 96 }
nuclear@2 97
nuclear@7 98 void Mesh::set_xform(const Matrix4x4 &mat)
nuclear@7 99 {
nuclear@7 100 xform = mat;
nuclear@7 101 }
nuclear@7 102
nuclear@7 103 const Matrix4x4 &Mesh::get_xform() const
nuclear@7 104 {
nuclear@7 105 return xform;
nuclear@7 106 }
nuclear@7 107
nuclear@2 108 void Mesh::set_attrib_location(int attr, int loc)
nuclear@2 109 {
nuclear@2 110 if(attr == MESH_ATTR_TANGENT) {
nuclear@2 111 tang_loc = loc;
nuclear@2 112 }
nuclear@2 113 }
nuclear@2 114
nuclear@2 115 int Mesh::get_attrib_location(int attr) const
nuclear@2 116 {
nuclear@2 117 return tang_loc;
nuclear@2 118 }
nuclear@2 119
nuclear@2 120 void Mesh::draw() const
nuclear@2 121 {
nuclear@7 122 glMatrixMode(GL_MODELVIEW);
nuclear@7 123 glPushMatrix();
nuclear@7 124 mult_matrix(xform);
nuclear@7 125
nuclear@2 126 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@2 127 glVertexPointer(3, GL_FLOAT, 0, 0);
nuclear@2 128 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@2 129
nuclear@2 130 if(vbo[MESH_ATTR_NORMAL]) {
nuclear@2 131 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@2 132 glNormalPointer(GL_FLOAT, 0, 0);
nuclear@2 133 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@2 134 }
nuclear@2 135 if(vbo[MESH_ATTR_TANGENT] && tang_loc >= 0) {
nuclear@2 136 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
nuclear@2 137 glVertexAttribPointer(tang_loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@2 138 glEnableVertexAttribArray(tang_loc);
nuclear@2 139 }
nuclear@2 140 if(vbo[MESH_ATTR_TEXCOORD]) {
nuclear@2 141 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
nuclear@2 142 glTexCoordPointer(3, GL_FLOAT, 0, 0);
nuclear@2 143 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@2 144 }
nuclear@2 145
nuclear@2 146 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@2 147 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
nuclear@2 148
nuclear@2 149 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@2 150 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@2 151 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@2 152 if(tang_loc >= 0) {
nuclear@2 153 glDisableVertexAttribArray(tang_loc);
nuclear@2 154 }
nuclear@7 155
nuclear@10 156 #ifdef DBG_NORMALS
nuclear@10 157 glPushAttrib(GL_ENABLE_BIT);
nuclear@10 158 glDisable(GL_LIGHTING);
nuclear@10 159
nuclear@10 160 int prog;
nuclear@10 161 glGetIntegerv(GL_CURRENT_PROGRAM, &prog);
nuclear@10 162 glUseProgram(0);
nuclear@10 163
nuclear@10 164 Vector3 *varr, *narr;
nuclear@10 165
nuclear@10 166 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@10 167 varr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@10 168
nuclear@10 169 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@10 170 narr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@10 171
nuclear@10 172 glBegin(GL_LINES);
nuclear@10 173 for(unsigned int i=0; i<nverts; i++) {
nuclear@10 174 glColor3f(0, 1, 0);
nuclear@10 175 glVertex3f(varr->x, varr->y, varr->z);
nuclear@10 176 glVertex3f(varr->x + narr->x * NSZ, varr->y + narr->y * NSZ, varr->z + narr->z * NSZ);
nuclear@10 177 varr++;
nuclear@10 178 narr++;
nuclear@10 179 }
nuclear@10 180 glEnd();
nuclear@10 181
nuclear@10 182 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@10 183 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@10 184 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@10 185
nuclear@10 186 glUseProgram(prog);
nuclear@10 187 glPopAttrib();
nuclear@10 188 #endif
nuclear@10 189
nuclear@7 190 glPopMatrix();
nuclear@2 191 }