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nuclear@10
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1 #include <stdio.h>
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nuclear@10
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2 #include <stdlib.h>
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nuclear@2
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3 #include "mesh.h"
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nuclear@2
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4 #include "opengl.h"
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5
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nuclear@10
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6 /*
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nuclear@10
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7 #define DBG_NORMALS
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nuclear@10
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8 #define NSZ 0.1
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nuclear@10
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9 */
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nuclear@10
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10
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nuclear@2
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11 Mesh::Mesh()
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12 {
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13 nverts = nfaces = 0;
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14 for(int i=0; i<NUM_MESH_ATTR; i++) {
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15 vbo[i] = 0;
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16 }
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17 ibo = 0;
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18 tang_loc = -1;
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nuclear@37
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19
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20 bsph_valid = false;
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21 }
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22
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23 Mesh::~Mesh()
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24 {
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25 destroy();
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26 }
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27
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nuclear@7
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28 void Mesh::set_name(const char *name)
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29 {
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30 this->name = name;
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nuclear@7
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31 }
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32
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nuclear@4
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33 const char *Mesh::get_name() const
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34 {
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nuclear@4
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35 return name.c_str();
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36 }
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37
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nuclear@2
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38 bool Mesh::create(const aiScene *scn, aiMesh *aim)
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39 {
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40 if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
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41 fprintf(stderr, "%s: non-triangle mesh!? primtype mask: %x\n", __func__, aim->mPrimitiveTypes);
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42 return false;
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nuclear@37
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43 }
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nuclear@37
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44
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nuclear@2
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45 if(vbo[MESH_ATTR_VERTEX]) {
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nuclear@2
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46 destroy();
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47 }
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48
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nuclear@5
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49 name = aim->mName.data;
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50
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nuclear@2
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51 nverts = aim->mNumVertices;
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52 nfaces = aim->mNumFaces;
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53
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54 glGenBuffers(1, vbo + MESH_ATTR_VERTEX);
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55 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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56 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mVertices, aim->mVertices, GL_STATIC_DRAW);
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57
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58 if(aim->mNormals) {
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59 glGenBuffers(1, vbo + MESH_ATTR_NORMAL);
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60 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
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61 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mNormals, aim->mNormals, GL_STATIC_DRAW);
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62 }
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63 if(aim->mTangents) {
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64 glGenBuffers(1, vbo + MESH_ATTR_TANGENT);
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65 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
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66 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTangents, aim->mTangents, GL_STATIC_DRAW);
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67 }
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68 if(aim->mTextureCoords[0]) {
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69 glGenBuffers(1, vbo + MESH_ATTR_TEXCOORD);
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70 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
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71 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTextureCoords[0], aim->mTextureCoords[0], GL_STATIC_DRAW);
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72 }
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73
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74 glGenBuffers(1, &ibo);
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75 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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76 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), 0, GL_STATIC_DRAW);
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77
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nuclear@2
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78 /* map the buffer and fill it up */
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79 unsigned int *iptr = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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80
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nuclear@4
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81 for(int i=0; i<(int)nfaces; i++) {
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82 for(int j=0; j<3; j++) {
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83 *iptr++ = aim->mFaces[i].mIndices[j];
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84 }
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nuclear@2
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85 }
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nuclear@2
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86 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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nuclear@27
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87 glBindBuffer(GL_ARRAY_BUFFER, 0);
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nuclear@27
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88 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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nuclear@2
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89 return true;
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nuclear@2
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90 }
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nuclear@2
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91
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nuclear@2
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92 void Mesh::destroy()
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nuclear@2
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93 {
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nuclear@2
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94 for(int i=0; i<NUM_MESH_ATTR; i++) {
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95 if(vbo[i]) {
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96 glDeleteBuffers(1, vbo + i);
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97 vbo[i] = 0;
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98 }
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99 }
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nuclear@2
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100 glDeleteBuffers(1, &ibo);
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101 ibo = 0;
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102
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103 nverts = nfaces = 0;
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104 tang_loc = -1;
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105 }
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106
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nuclear@7
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107 void Mesh::set_xform(const Matrix4x4 &mat)
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nuclear@7
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108 {
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nuclear@7
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109 xform = mat;
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110 }
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nuclear@7
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111
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nuclear@7
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112 const Matrix4x4 &Mesh::get_xform() const
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nuclear@7
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113 {
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114 return xform;
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nuclear@7
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115 }
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nuclear@7
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116
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nuclear@11
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117 void Mesh::set_material(const Material &mat)
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nuclear@11
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118 {
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nuclear@11
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119 this->mat = mat;
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120 }
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121
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nuclear@11
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122 const Material &Mesh::get_material() const
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123 {
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124 return mat;
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125 }
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126
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nuclear@2
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127 void Mesh::set_attrib_location(int attr, int loc)
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128 {
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129 if(attr == MESH_ATTR_TANGENT) {
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130 tang_loc = loc;
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131 }
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132 }
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nuclear@2
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133
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134 int Mesh::get_attrib_location(int attr) const
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135 {
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136 return tang_loc;
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137 }
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138
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139 void Mesh::draw() const
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140 {
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nuclear@11
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141 mat.setup();
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142
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nuclear@7
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143 glMatrixMode(GL_MODELVIEW);
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144 glPushMatrix();
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nuclear@7
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145 mult_matrix(xform);
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nuclear@7
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146
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147 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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148 glVertexPointer(3, GL_FLOAT, 0, 0);
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149 glEnableClientState(GL_VERTEX_ARRAY);
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150
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151 if(vbo[MESH_ATTR_NORMAL]) {
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152 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
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153 glNormalPointer(GL_FLOAT, 0, 0);
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154 glEnableClientState(GL_NORMAL_ARRAY);
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155 }
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156 if(vbo[MESH_ATTR_TANGENT] && tang_loc >= 0) {
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157 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
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158 glVertexAttribPointer(tang_loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
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159 glEnableVertexAttribArray(tang_loc);
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160 }
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161 if(vbo[MESH_ATTR_TEXCOORD]) {
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162 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
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163 glTexCoordPointer(3, GL_FLOAT, 0, 0);
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164 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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nuclear@2
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165 }
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nuclear@2
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166
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167 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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168 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
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169
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170 glDisableClientState(GL_VERTEX_ARRAY);
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nuclear@2
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171 glDisableClientState(GL_NORMAL_ARRAY);
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172 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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173 if(tang_loc >= 0) {
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174 glDisableVertexAttribArray(tang_loc);
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175 }
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nuclear@7
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176
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nuclear@27
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177 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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178
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nuclear@10
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179 #ifdef DBG_NORMALS
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180 glPushAttrib(GL_ENABLE_BIT);
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181 glDisable(GL_LIGHTING);
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182
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183 int prog;
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184 glGetIntegerv(GL_CURRENT_PROGRAM, &prog);
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185 glUseProgram(0);
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186
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187 Vector3 *varr, *narr, *tarr;
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188
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189 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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190 varr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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191
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192 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
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193 narr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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194
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195 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
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196 tarr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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197
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nuclear@10
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198 glBegin(GL_LINES);
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nuclear@10
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199 for(unsigned int i=0; i<nverts; i++) {
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200 glColor3f(0, 1, 0);
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nuclear@10
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201 glVertex3f(varr->x, varr->y, varr->z);
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202 glVertex3f(varr->x + narr->x * NSZ, varr->y + narr->y * NSZ, varr->z + narr->z * NSZ);
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203
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204 glColor3f(1, 1, 0);
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205 glVertex3f(varr->x, varr->y, varr->z);
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206 glVertex3f(varr->x + tarr->x * NSZ, varr->y + tarr->y * NSZ, varr->z + tarr->z * NSZ);
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207 varr++;
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208 narr++;
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209 tarr++;
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210 }
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211 glEnd();
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212
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213 glUnmapBuffer(GL_ARRAY_BUFFER);
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nuclear@35
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214 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
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nuclear@35
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215 glUnmapBuffer(GL_ARRAY_BUFFER);
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nuclear@10
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216 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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nuclear@10
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217 glUnmapBuffer(GL_ARRAY_BUFFER);
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218
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219 glUseProgram(prog);
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220 glPopAttrib();
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nuclear@10
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221 #endif
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222
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nuclear@27
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223 glBindBuffer(GL_ARRAY_BUFFER, 0);
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nuclear@27
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224
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nuclear@7
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225 glPopMatrix();
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nuclear@2
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226 }
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nuclear@21
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227
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nuclear@21
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228
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nuclear@21
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229 void Mesh::calc_bsph()
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nuclear@21
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230 {
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nuclear@21
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231 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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nuclear@21
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232 Vector3 *varr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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nuclear@21
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233
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nuclear@21
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234 bsph_center = Vector3(0, 0, 0);
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nuclear@21
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235
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nuclear@21
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236 for(unsigned int i=0; i<nverts; i++) {
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nuclear@21
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237 bsph_center += varr[i];
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nuclear@21
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238 }
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nuclear@21
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239 bsph_center /= (float)nverts;
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nuclear@21
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240
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nuclear@21
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241 // assume all vertices are equidistant from the center
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nuclear@21
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242 bsph_rad = (varr[0] - bsph_center).length();
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nuclear@21
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243
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nuclear@21
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244 glUnmapBuffer(GL_ARRAY_BUFFER);
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nuclear@21
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245 bsph_valid = true;
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nuclear@21
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246 }
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nuclear@21
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247
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nuclear@21
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248 const Vector3 &Mesh::get_bsph_center() const
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nuclear@21
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249 {
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nuclear@21
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250 if(!bsph_valid) {
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nuclear@21
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251 ((Mesh*)this)->calc_bsph();
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nuclear@21
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252 }
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nuclear@21
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253 return bsph_center;
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nuclear@21
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254 }
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nuclear@21
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255
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nuclear@21
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256 float Mesh::get_bsph_radius() const
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nuclear@21
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257 {
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nuclear@21
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258 if(!bsph_valid) {
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nuclear@21
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259 ((Mesh*)this)->calc_bsph();
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nuclear@21
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260 }
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nuclear@21
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261 return bsph_rad;
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nuclear@21
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262 }
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