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