dungeon_crawler

annotate prototype/src/mesh.cc @ 66:6a471c87f9ca

- added visual studio project files - changed some __func__ into __FUNCTION__ to compile on visual studio
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 07 Oct 2012 00:19:48 +0200
parents 84a56fb24850
children e198e94435c8
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@37 19
nuclear@37 20 bsph_valid = false;
nuclear@2 21 }
nuclear@2 22
nuclear@2 23 Mesh::~Mesh()
nuclear@2 24 {
nuclear@2 25 destroy();
nuclear@2 26 }
nuclear@2 27
nuclear@7 28 void Mesh::set_name(const char *name)
nuclear@7 29 {
nuclear@7 30 this->name = name;
nuclear@7 31 }
nuclear@7 32
nuclear@4 33 const char *Mesh::get_name() const
nuclear@4 34 {
nuclear@4 35 return name.c_str();
nuclear@4 36 }
nuclear@4 37
nuclear@2 38 bool Mesh::create(const aiScene *scn, aiMesh *aim)
nuclear@2 39 {
nuclear@37 40 if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
nuclear@66 41 fprintf(stderr, "%s: non-triangle mesh!? primtype mask: %x\n", __FUNCTION__, aim->mPrimitiveTypes);
nuclear@37 42 return false;
nuclear@37 43 }
nuclear@37 44
nuclear@2 45 if(vbo[MESH_ATTR_VERTEX]) {
nuclear@2 46 destroy();
nuclear@2 47 }
nuclear@2 48
nuclear@5 49 name = aim->mName.data;
nuclear@5 50
nuclear@2 51 nverts = aim->mNumVertices;
nuclear@2 52 nfaces = aim->mNumFaces;
nuclear@2 53
nuclear@2 54 glGenBuffers(1, vbo + MESH_ATTR_VERTEX);
nuclear@2 55 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@2 56 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mVertices, aim->mVertices, GL_STATIC_DRAW);
nuclear@2 57
nuclear@2 58 if(aim->mNormals) {
nuclear@2 59 glGenBuffers(1, vbo + MESH_ATTR_NORMAL);
nuclear@2 60 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@2 61 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mNormals, aim->mNormals, GL_STATIC_DRAW);
nuclear@2 62 }
nuclear@2 63 if(aim->mTangents) {
nuclear@2 64 glGenBuffers(1, vbo + MESH_ATTR_TANGENT);
nuclear@2 65 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
nuclear@2 66 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTangents, aim->mTangents, GL_STATIC_DRAW);
nuclear@2 67 }
nuclear@2 68 if(aim->mTextureCoords[0]) {
nuclear@2 69 glGenBuffers(1, vbo + MESH_ATTR_TEXCOORD);
nuclear@2 70 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
nuclear@2 71 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTextureCoords[0], aim->mTextureCoords[0], GL_STATIC_DRAW);
nuclear@2 72 }
nuclear@2 73
nuclear@2 74 glGenBuffers(1, &ibo);
nuclear@2 75 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@37 76 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), 0, GL_STATIC_DRAW);
nuclear@2 77
nuclear@2 78 /* map the buffer and fill it up */
nuclear@2 79 unsigned int *iptr = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
nuclear@2 80
nuclear@4 81 for(int i=0; i<(int)nfaces; i++) {
nuclear@2 82 for(int j=0; j<3; j++) {
nuclear@2 83 *iptr++ = aim->mFaces[i].mIndices[j];
nuclear@2 84 }
nuclear@2 85 }
nuclear@2 86 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
nuclear@27 87 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@27 88 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@2 89 return true;
nuclear@2 90 }
nuclear@2 91
nuclear@2 92 void Mesh::destroy()
nuclear@2 93 {
nuclear@2 94 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@2 95 if(vbo[i]) {
nuclear@2 96 glDeleteBuffers(1, vbo + i);
nuclear@2 97 vbo[i] = 0;
nuclear@2 98 }
nuclear@2 99 }
nuclear@2 100 glDeleteBuffers(1, &ibo);
nuclear@2 101 ibo = 0;
nuclear@2 102
nuclear@2 103 nverts = nfaces = 0;
nuclear@2 104 tang_loc = -1;
nuclear@2 105 }
nuclear@2 106
nuclear@7 107 void Mesh::set_xform(const Matrix4x4 &mat)
nuclear@7 108 {
nuclear@7 109 xform = mat;
nuclear@7 110 }
nuclear@7 111
nuclear@7 112 const Matrix4x4 &Mesh::get_xform() const
nuclear@7 113 {
nuclear@7 114 return xform;
nuclear@7 115 }
nuclear@7 116
nuclear@11 117 void Mesh::set_material(const Material &mat)
nuclear@11 118 {
nuclear@11 119 this->mat = mat;
nuclear@11 120 }
nuclear@11 121
nuclear@11 122 const Material &Mesh::get_material() const
nuclear@11 123 {
nuclear@11 124 return mat;
nuclear@11 125 }
nuclear@11 126
nuclear@2 127 void Mesh::set_attrib_location(int attr, int loc)
nuclear@2 128 {
nuclear@2 129 if(attr == MESH_ATTR_TANGENT) {
nuclear@2 130 tang_loc = loc;
nuclear@2 131 }
nuclear@2 132 }
nuclear@2 133
nuclear@2 134 int Mesh::get_attrib_location(int attr) const
nuclear@2 135 {
nuclear@2 136 return tang_loc;
nuclear@2 137 }
nuclear@2 138
nuclear@2 139 void Mesh::draw() const
nuclear@2 140 {
nuclear@11 141 mat.setup();
nuclear@11 142
nuclear@7 143 glMatrixMode(GL_MODELVIEW);
nuclear@7 144 glPushMatrix();
nuclear@7 145 mult_matrix(xform);
nuclear@7 146
nuclear@2 147 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@2 148 glVertexPointer(3, GL_FLOAT, 0, 0);
nuclear@2 149 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@2 150
nuclear@2 151 if(vbo[MESH_ATTR_NORMAL]) {
nuclear@2 152 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@2 153 glNormalPointer(GL_FLOAT, 0, 0);
nuclear@2 154 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@2 155 }
nuclear@2 156 if(vbo[MESH_ATTR_TANGENT] && tang_loc >= 0) {
nuclear@2 157 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
nuclear@2 158 glVertexAttribPointer(tang_loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@2 159 glEnableVertexAttribArray(tang_loc);
nuclear@2 160 }
nuclear@2 161 if(vbo[MESH_ATTR_TEXCOORD]) {
nuclear@2 162 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
nuclear@2 163 glTexCoordPointer(3, GL_FLOAT, 0, 0);
nuclear@2 164 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@2 165 }
nuclear@2 166
nuclear@2 167 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@2 168 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
nuclear@2 169
nuclear@2 170 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@2 171 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@2 172 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@2 173 if(tang_loc >= 0) {
nuclear@2 174 glDisableVertexAttribArray(tang_loc);
nuclear@2 175 }
nuclear@7 176
nuclear@27 177 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@27 178
nuclear@10 179 #ifdef DBG_NORMALS
nuclear@10 180 glPushAttrib(GL_ENABLE_BIT);
nuclear@10 181 glDisable(GL_LIGHTING);
nuclear@10 182
nuclear@10 183 int prog;
nuclear@10 184 glGetIntegerv(GL_CURRENT_PROGRAM, &prog);
nuclear@10 185 glUseProgram(0);
nuclear@10 186
nuclear@35 187 Vector3 *varr, *narr, *tarr;
nuclear@10 188
nuclear@10 189 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@10 190 varr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@10 191
nuclear@10 192 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@10 193 narr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@10 194
nuclear@35 195 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
nuclear@35 196 tarr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@35 197
nuclear@10 198 glBegin(GL_LINES);
nuclear@10 199 for(unsigned int i=0; i<nverts; i++) {
nuclear@10 200 glColor3f(0, 1, 0);
nuclear@10 201 glVertex3f(varr->x, varr->y, varr->z);
nuclear@10 202 glVertex3f(varr->x + narr->x * NSZ, varr->y + narr->y * NSZ, varr->z + narr->z * NSZ);
nuclear@35 203
nuclear@35 204 glColor3f(1, 1, 0);
nuclear@35 205 glVertex3f(varr->x, varr->y, varr->z);
nuclear@35 206 glVertex3f(varr->x + tarr->x * NSZ, varr->y + tarr->y * NSZ, varr->z + tarr->z * NSZ);
nuclear@10 207 varr++;
nuclear@10 208 narr++;
nuclear@35 209 tarr++;
nuclear@10 210 }
nuclear@10 211 glEnd();
nuclear@10 212
nuclear@10 213 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@35 214 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
nuclear@35 215 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@10 216 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@10 217 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@10 218
nuclear@10 219 glUseProgram(prog);
nuclear@10 220 glPopAttrib();
nuclear@10 221 #endif
nuclear@10 222
nuclear@27 223 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@27 224
nuclear@7 225 glPopMatrix();
nuclear@2 226 }
nuclear@21 227
nuclear@21 228
nuclear@21 229 void Mesh::calc_bsph()
nuclear@21 230 {
nuclear@21 231 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
nuclear@21 232 Vector3 *varr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@21 233
nuclear@21 234 bsph_center = Vector3(0, 0, 0);
nuclear@21 235
nuclear@21 236 for(unsigned int i=0; i<nverts; i++) {
nuclear@21 237 bsph_center += varr[i];
nuclear@21 238 }
nuclear@21 239 bsph_center /= (float)nverts;
nuclear@21 240
nuclear@21 241 // assume all vertices are equidistant from the center
nuclear@21 242 bsph_rad = (varr[0] - bsph_center).length();
nuclear@21 243
nuclear@21 244 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@21 245 bsph_valid = true;
nuclear@21 246 }
nuclear@21 247
nuclear@21 248 const Vector3 &Mesh::get_bsph_center() const
nuclear@21 249 {
nuclear@21 250 if(!bsph_valid) {
nuclear@21 251 ((Mesh*)this)->calc_bsph();
nuclear@21 252 }
nuclear@21 253 return bsph_center;
nuclear@21 254 }
nuclear@21 255
nuclear@21 256 float Mesh::get_bsph_radius() const
nuclear@21 257 {
nuclear@21 258 if(!bsph_valid) {
nuclear@21 259 ((Mesh*)this)->calc_bsph();
nuclear@21 260 }
nuclear@21 261 return bsph_rad;
nuclear@21 262 }