dungeon_crawler

annotate prototype/src/mesh.cc @ 5:252a00508411

more stuff
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 12 Aug 2012 07:07:57 +0300
parents 158de53b4e18
children 8fb37db44fd8
rev   line source
nuclear@2 1 #include "mesh.h"
nuclear@2 2 #include "opengl.h"
nuclear@2 3
nuclear@2 4 Mesh::Mesh()
nuclear@2 5 {
nuclear@2 6 nverts = nfaces = 0;
nuclear@2 7 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@2 8 vbo[i] = 0;
nuclear@2 9 }
nuclear@2 10 ibo = 0;
nuclear@2 11 tang_loc = -1;
nuclear@2 12 }
nuclear@2 13
nuclear@2 14 Mesh::~Mesh()
nuclear@2 15 {
nuclear@2 16 destroy();
nuclear@2 17 }
nuclear@2 18
nuclear@4 19 const char *Mesh::get_name() const
nuclear@4 20 {
nuclear@4 21 return name.c_str();
nuclear@4 22 }
nuclear@4 23
nuclear@2 24 bool Mesh::create(const aiScene *scn, aiMesh *aim)
nuclear@2 25 {
nuclear@2 26 if(vbo[MESH_ATTR_VERTEX]) {
nuclear@2 27 destroy();
nuclear@2 28 }
nuclear@2 29
nuclear@5 30 name = aim->mName.data;
nuclear@5 31
nuclear@2 32 nverts = aim->mNumVertices;
nuclear@2 33 nfaces = aim->mNumFaces;
nuclear@2 34
nuclear@2 35 glGenBuffers(1, vbo + MESH_ATTR_VERTEX);
nuclear@2 36 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@2 37 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mVertices, aim->mVertices, GL_STATIC_DRAW);
nuclear@2 38
nuclear@2 39 if(aim->mNormals) {
nuclear@2 40 glGenBuffers(1, vbo + MESH_ATTR_NORMAL);
nuclear@2 41 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@2 42 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mNormals, aim->mNormals, GL_STATIC_DRAW);
nuclear@2 43 }
nuclear@2 44 if(aim->mTangents) {
nuclear@2 45 glGenBuffers(1, vbo + MESH_ATTR_TANGENT);
nuclear@2 46 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
nuclear@2 47 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTangents, aim->mTangents, GL_STATIC_DRAW);
nuclear@2 48 }
nuclear@2 49 if(aim->mTextureCoords[0]) {
nuclear@2 50 glGenBuffers(1, vbo + MESH_ATTR_TEXCOORD);
nuclear@2 51 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
nuclear@2 52 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTextureCoords[0], aim->mTextureCoords[0], GL_STATIC_DRAW);
nuclear@2 53 }
nuclear@2 54
nuclear@2 55 glGenBuffers(1, &ibo);
nuclear@2 56 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@2 57 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof *aim->mFaces[0].mIndices, 0, GL_STATIC_DRAW);
nuclear@2 58
nuclear@2 59 /* map the buffer and fill it up */
nuclear@2 60 unsigned int *iptr = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
nuclear@2 61
nuclear@4 62 for(int i=0; i<(int)nfaces; i++) {
nuclear@2 63 for(int j=0; j<3; j++) {
nuclear@2 64 *iptr++ = aim->mFaces[i].mIndices[j];
nuclear@2 65 }
nuclear@2 66 }
nuclear@2 67 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
nuclear@2 68 return true;
nuclear@2 69 }
nuclear@2 70
nuclear@2 71 void Mesh::destroy()
nuclear@2 72 {
nuclear@2 73 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@2 74 if(vbo[i]) {
nuclear@2 75 glDeleteBuffers(1, vbo + i);
nuclear@2 76 vbo[i] = 0;
nuclear@2 77 }
nuclear@2 78 }
nuclear@2 79 glDeleteBuffers(1, &ibo);
nuclear@2 80 ibo = 0;
nuclear@2 81
nuclear@2 82 nverts = nfaces = 0;
nuclear@2 83 tang_loc = -1;
nuclear@2 84 }
nuclear@2 85
nuclear@2 86 void Mesh::set_attrib_location(int attr, int loc)
nuclear@2 87 {
nuclear@2 88 if(attr == MESH_ATTR_TANGENT) {
nuclear@2 89 tang_loc = loc;
nuclear@2 90 }
nuclear@2 91 }
nuclear@2 92
nuclear@2 93 int Mesh::get_attrib_location(int attr) const
nuclear@2 94 {
nuclear@2 95 return tang_loc;
nuclear@2 96 }
nuclear@2 97
nuclear@2 98 void Mesh::draw() const
nuclear@2 99 {
nuclear@2 100 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@2 101 glVertexPointer(3, GL_FLOAT, 0, 0);
nuclear@2 102 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@2 103
nuclear@2 104 if(vbo[MESH_ATTR_NORMAL]) {
nuclear@2 105 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@2 106 glNormalPointer(GL_FLOAT, 0, 0);
nuclear@2 107 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@2 108 }
nuclear@2 109 if(vbo[MESH_ATTR_TANGENT] && tang_loc >= 0) {
nuclear@2 110 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
nuclear@2 111 glVertexAttribPointer(tang_loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@2 112 glEnableVertexAttribArray(tang_loc);
nuclear@2 113 }
nuclear@2 114 if(vbo[MESH_ATTR_TEXCOORD]) {
nuclear@2 115 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
nuclear@2 116 glTexCoordPointer(3, GL_FLOAT, 0, 0);
nuclear@2 117 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@2 118 }
nuclear@2 119
nuclear@2 120 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@2 121 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
nuclear@2 122
nuclear@2 123 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@2 124 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@2 125 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@2 126 if(tang_loc >= 0) {
nuclear@2 127 glDisableVertexAttribArray(tang_loc);
nuclear@2 128 }
nuclear@2 129 }