goat3dgfx

annotate src/mesh.cc @ 21:7c593721547f

integrated support for the multiple animation system of libanim
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 27 Dec 2013 11:59:32 +0200
parents 6f82b9b6d6c3
children
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <float.h>
nuclear@0 4 #include <assert.h>
nuclear@0 5 #include "opengl.h"
nuclear@0 6 #include "mesh.h"
nuclear@0 7 #include "xform_node.h"
nuclear@18 8 #include "shader.h"
nuclear@0 9 #include "logger.h"
nuclear@0 10
nuclear@15 11 using namespace goatgfx;
nuclear@15 12
nuclear@0 13 int Mesh::global_sdr_loc[NUM_MESH_ATTR] = { 0, 1, 2, 3, 4, 5 };
nuclear@0 14 unsigned int Mesh::intersect_mode = ISECT_DEFAULT;
nuclear@0 15 float Mesh::vertex_sel_dist = 0.01;
nuclear@0 16 float Mesh::vis_vecsize = 1.0;
nuclear@0 17
nuclear@0 18 Mesh::Mesh()
nuclear@0 19 {
nuclear@0 20 clear();
nuclear@0 21
nuclear@0 22 glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 23
nuclear@0 24 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 25 vattr[i].vbo = buffer_objects[i];
nuclear@0 26 }
nuclear@0 27 ibo = buffer_objects[NUM_MESH_ATTR];
nuclear@0 28 wire_ibo = 0;
nuclear@0 29 }
nuclear@0 30
nuclear@0 31 Mesh::~Mesh()
nuclear@0 32 {
nuclear@0 33 glDeleteBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 34
nuclear@0 35 if(wire_ibo) {
nuclear@0 36 glDeleteBuffers(1, &wire_ibo);
nuclear@0 37 }
nuclear@0 38 }
nuclear@0 39
nuclear@0 40 void Mesh::set_name(const char *name)
nuclear@0 41 {
nuclear@0 42 this->name = name;
nuclear@0 43 }
nuclear@0 44
nuclear@0 45 const char *Mesh::get_name() const
nuclear@0 46 {
nuclear@0 47 return name.c_str();
nuclear@0 48 }
nuclear@0 49
nuclear@0 50 bool Mesh::has_attrib(int attr) const
nuclear@0 51 {
nuclear@0 52 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 53 return false;
nuclear@0 54 }
nuclear@0 55
nuclear@0 56 // if neither of these is valid, then nobody has set this attribute
nuclear@0 57 return vattr[attr].vbo_valid || vattr[attr].data_valid;
nuclear@0 58 }
nuclear@0 59
nuclear@0 60 void Mesh::clear()
nuclear@0 61 {
nuclear@0 62 bones.clear();
nuclear@0 63
nuclear@0 64 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 65 vattr[i].nelem = 0;
nuclear@0 66 vattr[i].vbo_valid = false;
nuclear@0 67 vattr[i].data_valid = false;
nuclear@0 68 //vattr[i].sdr_loc = -1;
nuclear@0 69 vattr[i].data.clear();
nuclear@0 70 }
nuclear@19 71 ibo_valid = idata_valid = false;
nuclear@0 72 idata.clear();
nuclear@0 73
nuclear@0 74 wire_ibo_valid = false;
nuclear@0 75
nuclear@0 76 nverts = nfaces = 0;
nuclear@0 77
nuclear@0 78 bsph_valid = false;
nuclear@0 79 aabb_valid = false;
nuclear@0 80 }
nuclear@0 81
nuclear@0 82 float *Mesh::set_attrib_data(int attrib, int nelem, unsigned int num, const float *data)
nuclear@0 83 {
nuclear@0 84 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 85 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 86 return 0;
nuclear@0 87 }
nuclear@0 88
nuclear@0 89 if(nverts && num != nverts) {
nuclear@0 90 error_log("%s: attribute count missmatch (%d instead of %d)\n", __FUNCTION__, num, nverts);
nuclear@0 91 return 0;
nuclear@0 92 }
nuclear@0 93 nverts = num;
nuclear@0 94
nuclear@0 95 vattr[attrib].data.clear();
nuclear@0 96 vattr[attrib].nelem = nelem;
nuclear@0 97 vattr[attrib].data.resize(num * nelem);
nuclear@0 98
nuclear@0 99 if(data) {
nuclear@0 100 memcpy(&vattr[attrib].data[0], data, num * nelem * sizeof *data);
nuclear@0 101 }
nuclear@0 102
nuclear@0 103 vattr[attrib].data_valid = true;
nuclear@0 104 vattr[attrib].vbo_valid = false;
nuclear@0 105 return &vattr[attrib].data[0];
nuclear@0 106 }
nuclear@0 107
nuclear@0 108 float *Mesh::get_attrib_data(int attrib)
nuclear@0 109 {
nuclear@0 110 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 111 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 112 return 0;
nuclear@0 113 }
nuclear@0 114
nuclear@0 115 vattr[attrib].vbo_valid = false;
nuclear@0 116 return (float*)((const Mesh*)this)->get_attrib_data(attrib);
nuclear@0 117 }
nuclear@0 118
nuclear@0 119 const float *Mesh::get_attrib_data(int attrib) const
nuclear@0 120 {
nuclear@0 121 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 122 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 123 return 0;
nuclear@0 124 }
nuclear@0 125
nuclear@0 126 if(!vattr[attrib].data_valid) {
nuclear@0 127 #if GL_ES_VERSION_2_0
nuclear@0 128 error_log("%s: can't read back attrib data on CrippledGL ES\n", __FUNCTION__);
nuclear@0 129 return 0;
nuclear@0 130 #else
nuclear@0 131 if(!vattr[attrib].vbo_valid) {
nuclear@0 132 error_log("%s: unavailable attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 133 return 0;
nuclear@0 134 }
nuclear@0 135
nuclear@0 136 // local data copy is unavailable, grab the data from the vbo
nuclear@0 137 Mesh *m = (Mesh*)this;
nuclear@0 138 m->vattr[attrib].data.resize(nverts * vattr[attrib].nelem);
nuclear@0 139
nuclear@0 140 glBindBuffer(GL_ARRAY_BUFFER, vattr[attrib].vbo);
nuclear@0 141 void *data = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 142 memcpy(&m->vattr[attrib].data[0], data, nverts * vattr[attrib].nelem * sizeof(float));
nuclear@0 143 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@0 144
nuclear@0 145 vattr[attrib].data_valid = true;
nuclear@0 146 #endif
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 return &vattr[attrib].data[0];
nuclear@0 150 }
nuclear@0 151
nuclear@0 152 void Mesh::set_attrib(int attrib, int idx, const Vector4 &v)
nuclear@0 153 {
nuclear@0 154 float *data = get_attrib_data(attrib);
nuclear@0 155 if(data) {
nuclear@0 156 data += idx * vattr[attrib].nelem;
nuclear@0 157 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 158 data[i] = v[i];
nuclear@0 159 }
nuclear@0 160 }
nuclear@0 161 }
nuclear@0 162
nuclear@0 163 Vector4 Mesh::get_attrib(int attrib, int idx) const
nuclear@0 164 {
nuclear@0 165 Vector4 v(0.0, 0.0, 0.0, 1.0);
nuclear@0 166 const float *data = get_attrib_data(attrib);
nuclear@0 167 if(data) {
nuclear@0 168 data += idx * vattr[attrib].nelem;
nuclear@0 169 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 170 v[i] = data[i];
nuclear@0 171 }
nuclear@0 172 }
nuclear@0 173 return v;
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 unsigned int *Mesh::set_index_data(int num, const unsigned int *indices)
nuclear@0 177 {
nuclear@0 178 int nidx = nfaces * 3;
nuclear@0 179 if(nidx && num != nidx) {
nuclear@0 180 error_log("%s: index count missmatch (%d instead of %d)\n", __FUNCTION__, num, nidx);
nuclear@0 181 return 0;
nuclear@0 182 }
nuclear@0 183 nfaces = num / 3;
nuclear@0 184
nuclear@0 185 idata.clear();
nuclear@0 186 idata.resize(num);
nuclear@0 187
nuclear@0 188 if(indices) {
nuclear@0 189 memcpy(&idata[0], indices, num * sizeof *indices);
nuclear@0 190 }
nuclear@0 191
nuclear@0 192 idata_valid = true;
nuclear@0 193 ibo_valid = false;
nuclear@0 194
nuclear@0 195 return &idata[0];
nuclear@0 196 }
nuclear@0 197
nuclear@0 198 unsigned int *Mesh::get_index_data()
nuclear@0 199 {
nuclear@0 200 ibo_valid = false;
nuclear@0 201 return (unsigned int*)((const Mesh*)this)->get_index_data();
nuclear@0 202 }
nuclear@0 203
nuclear@0 204 const unsigned int *Mesh::get_index_data() const
nuclear@0 205 {
nuclear@0 206 if(!idata_valid) {
nuclear@0 207 #if GL_ES_VERSION_2_0
nuclear@0 208 error_log("%s: can't read back index data in CrippledGL ES\n", __FUNCTION__);
nuclear@0 209 return 0;
nuclear@0 210 #else
nuclear@0 211 if(!ibo_valid) {
nuclear@0 212 error_log("%s: indices unavailable\n", __FUNCTION__);
nuclear@0 213 return 0;
nuclear@0 214 }
nuclear@0 215
nuclear@0 216 // local data copy is unavailable, gram the data from the ibo
nuclear@0 217 Mesh *m = (Mesh*)this;
nuclear@0 218 int nidx = nfaces * 3;
nuclear@0 219 m->idata.resize(nidx);
nuclear@0 220
nuclear@0 221 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 222 void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 223 memcpy(&m->idata[0], data, nidx * sizeof(unsigned int));
nuclear@0 224 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
nuclear@0 225
nuclear@0 226 idata_valid = true;
nuclear@0 227 #endif
nuclear@0 228 }
nuclear@0 229
nuclear@0 230 return &idata[0];
nuclear@0 231 }
nuclear@0 232
nuclear@0 233 void Mesh::append(const Mesh &mesh)
nuclear@0 234 {
nuclear@0 235 unsigned int idxoffs = nverts;
nuclear@0 236
nuclear@0 237 nverts += mesh.nverts;
nuclear@0 238 nfaces += mesh.nfaces;
nuclear@0 239
nuclear@0 240 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 241 if(has_attrib(i) && mesh.has_attrib(i)) {
nuclear@0 242 // force validating the data arrays
nuclear@0 243 get_attrib_data(i);
nuclear@0 244 mesh.get_attrib_data(i);
nuclear@0 245
nuclear@0 246 // append the mesh data
nuclear@0 247 vattr[i].data.insert(vattr[i].data.end(), mesh.vattr[i].data.begin(), mesh.vattr[i].data.end());
nuclear@0 248 }
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 if(ibo_valid || idata_valid) {
nuclear@0 252 // make index arrays valid
nuclear@0 253 get_index_data();
nuclear@0 254 mesh.get_index_data();
nuclear@0 255
nuclear@0 256 size_t orig_sz = idata.size();
nuclear@0 257
nuclear@0 258 idata.insert(idata.end(), mesh.idata.begin(), mesh.idata.end());
nuclear@0 259
nuclear@0 260 // fixup all the new indices
nuclear@0 261 for(size_t i=orig_sz; i<idata.size(); i++) {
nuclear@0 262 idata[i] += idxoffs;
nuclear@0 263 }
nuclear@0 264 }
nuclear@0 265
nuclear@0 266 // fuck everything
nuclear@0 267 wire_ibo_valid = false;
nuclear@0 268 aabb_valid = false;
nuclear@0 269 bsph_valid = false;
nuclear@0 270 }
nuclear@0 271
nuclear@0 272 // assemble a complete vertex by adding all the useful attributes
nuclear@0 273 void Mesh::vertex(float x, float y, float z)
nuclear@0 274 {
nuclear@0 275 cur_val[MESH_ATTR_VERTEX] = Vector4(x, y, z, 1.0f);
nuclear@0 276 vattr[MESH_ATTR_VERTEX].data_valid = true;
nuclear@0 277 vattr[MESH_ATTR_VERTEX].nelem = 3;
nuclear@0 278
nuclear@0 279 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 280 if(vattr[i].data_valid) {
nuclear@0 281 for(int j=0; j<vattr[MESH_ATTR_VERTEX].nelem; j++) {
nuclear@0 282 vattr[i].data.push_back(cur_val[i][j]);
nuclear@0 283 }
nuclear@0 284 }
nuclear@0 285 vattr[i].vbo_valid = false;
nuclear@0 286 }
nuclear@0 287
nuclear@0 288 if(idata_valid) {
nuclear@0 289 idata.clear();
nuclear@0 290 }
nuclear@0 291 ibo_valid = idata_valid = false;
nuclear@0 292 }
nuclear@0 293
nuclear@0 294 void Mesh::normal(float nx, float ny, float nz)
nuclear@0 295 {
nuclear@0 296 cur_val[MESH_ATTR_NORMAL] = Vector4(nx, ny, nz, 1.0f);
nuclear@0 297 vattr[MESH_ATTR_NORMAL].data_valid = true;
nuclear@0 298 vattr[MESH_ATTR_NORMAL].nelem = 3;
nuclear@0 299 }
nuclear@0 300
nuclear@0 301 void Mesh::tangent(float tx, float ty, float tz)
nuclear@0 302 {
nuclear@0 303 cur_val[MESH_ATTR_TANGENT] = Vector4(tx, ty, tz, 1.0f);
nuclear@0 304 vattr[MESH_ATTR_TANGENT].data_valid = true;
nuclear@0 305 vattr[MESH_ATTR_TANGENT].nelem = 3;
nuclear@0 306 }
nuclear@0 307
nuclear@0 308 void Mesh::texcoord(float u, float v, float w)
nuclear@0 309 {
nuclear@0 310 cur_val[MESH_ATTR_TEXCOORD] = Vector4(u, v, w, 1.0f);
nuclear@0 311 vattr[MESH_ATTR_TEXCOORD].data_valid = true;
nuclear@0 312 vattr[MESH_ATTR_TEXCOORD].nelem = 3;
nuclear@0 313 }
nuclear@0 314
nuclear@0 315 void Mesh::boneweights(float w1, float w2, float w3, float w4)
nuclear@0 316 {
nuclear@0 317 cur_val[MESH_ATTR_BONEWEIGHTS] = Vector4(w1, w2, w3, w4);
nuclear@0 318 vattr[MESH_ATTR_BONEWEIGHTS].data_valid = true;
nuclear@0 319 vattr[MESH_ATTR_BONEWEIGHTS].nelem = 4;
nuclear@0 320 }
nuclear@0 321
nuclear@0 322 void Mesh::boneidx(int idx1, int idx2, int idx3, int idx4)
nuclear@0 323 {
nuclear@0 324 cur_val[MESH_ATTR_BONEIDX] = Vector4(idx1, idx2, idx3, idx4);
nuclear@0 325 vattr[MESH_ATTR_BONEIDX].data_valid = true;
nuclear@0 326 vattr[MESH_ATTR_BONEIDX].nelem = 4;
nuclear@0 327 }
nuclear@0 328
nuclear@0 329 /// static function
nuclear@0 330 void Mesh::set_attrib_location(int attr, int loc)
nuclear@0 331 {
nuclear@0 332 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 333 return;
nuclear@0 334 }
nuclear@0 335 Mesh::global_sdr_loc[attr] = loc;
nuclear@0 336 }
nuclear@0 337
nuclear@0 338 /// static function
nuclear@0 339 int Mesh::get_attrib_location(int attr)
nuclear@0 340 {
nuclear@0 341 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 342 return -1;
nuclear@0 343 }
nuclear@0 344 return Mesh::global_sdr_loc[attr];
nuclear@0 345 }
nuclear@0 346
nuclear@0 347 /// static function
nuclear@0 348 void Mesh::clear_attrib_locations()
nuclear@0 349 {
nuclear@0 350 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 351 Mesh::global_sdr_loc[i] = -1;
nuclear@0 352 }
nuclear@0 353 }
nuclear@0 354
nuclear@0 355 /// static function
nuclear@0 356 void Mesh::set_vis_vecsize(float sz)
nuclear@0 357 {
nuclear@0 358 Mesh::vis_vecsize = sz;
nuclear@0 359 }
nuclear@0 360
nuclear@0 361 float Mesh::get_vis_vecsize()
nuclear@0 362 {
nuclear@0 363 return Mesh::vis_vecsize;
nuclear@0 364 }
nuclear@0 365
nuclear@0 366 void Mesh::apply_xform(const Matrix4x4 &xform)
nuclear@0 367 {
nuclear@0 368 Matrix4x4 dir_xform = xform;
nuclear@0 369 dir_xform[0][3] = dir_xform[1][3] = dir_xform[2][3] = 0.0f;
nuclear@0 370 dir_xform[3][0] = dir_xform[3][1] = dir_xform[3][2] = 0.0f;
nuclear@0 371 dir_xform[3][3] = 1.0f;
nuclear@0 372
nuclear@0 373 apply_xform(xform, dir_xform);
nuclear@0 374 }
nuclear@0 375
nuclear@0 376 void Mesh::apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform)
nuclear@0 377 {
nuclear@0 378 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 379 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 380 set_attrib(MESH_ATTR_VERTEX, i, v.transformed(xform));
nuclear@0 381
nuclear@0 382 if(has_attrib(MESH_ATTR_NORMAL)) {
nuclear@0 383 Vector3 n = get_attrib(MESH_ATTR_NORMAL, i);
nuclear@0 384 set_attrib(MESH_ATTR_NORMAL, i, n.transformed(dir_xform));
nuclear@0 385 }
nuclear@0 386 if(has_attrib(MESH_ATTR_TANGENT)) {
nuclear@0 387 Vector3 t = get_attrib(MESH_ATTR_TANGENT, i);
nuclear@0 388 set_attrib(MESH_ATTR_TANGENT, i, t.transformed(dir_xform));
nuclear@0 389 }
nuclear@0 390 }
nuclear@0 391 }
nuclear@0 392
nuclear@0 393 int Mesh::add_bone(XFormNode *bone)
nuclear@0 394 {
nuclear@0 395 int idx = bones.size();
nuclear@0 396 bones.push_back(bone);
nuclear@0 397 return idx;
nuclear@0 398 }
nuclear@0 399
nuclear@0 400 const XFormNode *Mesh::get_bone(int idx) const
nuclear@0 401 {
nuclear@0 402 if(idx < 0 || idx >= (int)bones.size()) {
nuclear@0 403 return 0;
nuclear@0 404 }
nuclear@0 405 return bones[idx];
nuclear@0 406 }
nuclear@0 407
nuclear@0 408 int Mesh::get_bones_count() const
nuclear@0 409 {
nuclear@0 410 return (int)bones.size();
nuclear@0 411 }
nuclear@0 412
nuclear@0 413 void Mesh::draw() const
nuclear@0 414 {
nuclear@18 415 const ShaderProg *cur_sdr = get_current_shader();
nuclear@18 416 #ifdef GL_ES_VERSION_2_0
nuclear@18 417 if(!cur_sdr) {
nuclear@18 418 error_log("%s: CrippledGL ES can't draw without a shader\n", __FUNCTION__);
nuclear@18 419 return;
nuclear@18 420 }
nuclear@18 421 #endif
nuclear@18 422
nuclear@0 423 ((Mesh*)this)->update_buffers();
nuclear@0 424
nuclear@0 425 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 426 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 427 return;
nuclear@0 428 }
nuclear@0 429
nuclear@18 430 if(cur_sdr) {
nuclear@18 431 // rendering with shaders
nuclear@18 432 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@18 433 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@18 434 return;
nuclear@0 435 }
nuclear@18 436
nuclear@18 437 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@18 438 int loc = global_sdr_loc[i];
nuclear@18 439 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@18 440 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@18 441 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@18 442 glEnableVertexAttribArray(loc);
nuclear@18 443 }
nuclear@18 444 }
nuclear@18 445 } else {
nuclear@18 446 #ifndef GL_ES_VERSION_2_0
nuclear@18 447 // rendering with fixed-function (not available in GLES2)
nuclear@18 448 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_VERTEX].vbo);
nuclear@18 449 glVertexPointer(vattr[MESH_ATTR_VERTEX].nelem, GL_FLOAT, 0, 0);
nuclear@18 450 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@18 451
nuclear@18 452 if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
nuclear@18 453 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_NORMAL].vbo);
nuclear@18 454 glNormalPointer(GL_FLOAT, 0, 0);
nuclear@18 455 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@18 456 }
nuclear@18 457 if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
nuclear@18 458 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_TEXCOORD].vbo);
nuclear@18 459 glTexCoordPointer(vattr[MESH_ATTR_TEXCOORD].nelem, GL_FLOAT, 0, 0);
nuclear@18 460 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@18 461 }
nuclear@18 462 if(vattr[MESH_ATTR_COLOR].vbo_valid) {
nuclear@18 463 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_COLOR].vbo);
nuclear@18 464 glColorPointer(vattr[MESH_ATTR_COLOR].nelem, GL_FLOAT, 0, 0);
nuclear@18 465 glEnableClientState(GL_COLOR_ARRAY);
nuclear@18 466 }
nuclear@18 467 #endif
nuclear@0 468 }
nuclear@0 469 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 470
nuclear@0 471 if(ibo_valid) {
nuclear@0 472 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 473 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
nuclear@0 474 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 475 } else {
nuclear@0 476 glDrawArrays(GL_TRIANGLES, 0, nverts);
nuclear@0 477 }
nuclear@0 478
nuclear@18 479 if(cur_sdr) {
nuclear@18 480 // rendered with shaders
nuclear@18 481 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@18 482 int loc = global_sdr_loc[i];
nuclear@18 483 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@18 484 glDisableVertexAttribArray(loc);
nuclear@18 485 }
nuclear@0 486 }
nuclear@18 487 } else {
nuclear@18 488 #ifndef GL_ES_VERSION_2_0
nuclear@18 489 // rendered with fixed-function
nuclear@18 490 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@18 491 if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
nuclear@18 492 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@18 493 }
nuclear@18 494 if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
nuclear@18 495 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@18 496 }
nuclear@18 497 if(vattr[MESH_ATTR_COLOR].vbo_valid) {
nuclear@18 498 glDisableClientState(GL_COLOR_ARRAY);
nuclear@18 499 }
nuclear@18 500 #endif
nuclear@0 501 }
nuclear@0 502 }
nuclear@0 503
nuclear@0 504 void Mesh::draw_wire() const
nuclear@0 505 {
nuclear@0 506 ((Mesh*)this)->update_wire_ibo();
nuclear@0 507
nuclear@0 508 if(!vattr[MESH_ATTR_VERTEX].vbo_valid || !wire_ibo_valid) {
nuclear@0 509 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 510 return;
nuclear@0 511 }
nuclear@0 512 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 513 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 514 return;
nuclear@0 515 }
nuclear@0 516
nuclear@0 517 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 518 int loc = global_sdr_loc[i];
nuclear@0 519 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 520 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 521 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 522 glEnableVertexAttribArray(loc);
nuclear@0 523 }
nuclear@0 524 }
nuclear@0 525 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 526
nuclear@0 527 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 528 glDrawElements(GL_LINES, nfaces * 6, GL_UNSIGNED_INT, 0);
nuclear@0 529 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 530
nuclear@0 531 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 532 int loc = global_sdr_loc[i];
nuclear@0 533 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 534 glDisableVertexAttribArray(loc);
nuclear@0 535 }
nuclear@0 536 }
nuclear@0 537 }
nuclear@0 538
nuclear@0 539 void Mesh::draw_vertices() const
nuclear@0 540 {
nuclear@0 541 ((Mesh*)this)->update_buffers();
nuclear@0 542
nuclear@0 543 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 544 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 545 return;
nuclear@0 546 }
nuclear@0 547 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 548 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 549 return;
nuclear@0 550 }
nuclear@0 551
nuclear@0 552 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 553 int loc = global_sdr_loc[i];
nuclear@0 554 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 555 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 556 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 557 glEnableVertexAttribArray(loc);
nuclear@0 558 }
nuclear@0 559 }
nuclear@0 560 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 561
nuclear@0 562 glDrawArrays(GL_POINTS, 0, nverts);
nuclear@0 563
nuclear@0 564 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 565 int loc = global_sdr_loc[i];
nuclear@0 566 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 567 glDisableVertexAttribArray(loc);
nuclear@0 568 }
nuclear@0 569 }
nuclear@0 570 }
nuclear@0 571
nuclear@0 572 void Mesh::draw_normals() const
nuclear@0 573 {
nuclear@0 574 #ifdef USE_OLDGL
nuclear@0 575 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 576 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 577 Vector3 *norm = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 578
nuclear@0 579 if(!varr || !norm || vert_loc < 0) {
nuclear@0 580 return;
nuclear@0 581 }
nuclear@0 582
nuclear@0 583 glBegin(GL_LINES);
nuclear@0 584 for(size_t i=0; i<nverts; i++) {
nuclear@0 585 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 586 Vector3 end = varr[i] + norm[i] * vis_vecsize;
nuclear@0 587 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 588 }
nuclear@0 589 glEnd();
nuclear@0 590
nuclear@0 591 #endif // USE_OLDGL
nuclear@0 592 }
nuclear@0 593
nuclear@0 594 void Mesh::draw_tangents() const
nuclear@0 595 {
nuclear@0 596 #ifdef USE_OLDGL
nuclear@0 597 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 598 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 599 Vector3 *tang = (Vector3*)get_attrib_data(MESH_ATTR_TANGENT);
nuclear@0 600
nuclear@0 601 if(!varr || !tang || vert_loc < 0) {
nuclear@0 602 return;
nuclear@0 603 }
nuclear@0 604
nuclear@0 605 glBegin(GL_LINES);
nuclear@0 606 for(size_t i=0; i<nverts; i++) {
nuclear@0 607 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 608 Vector3 end = varr[i] + tang[i] * vis_vecsize;
nuclear@0 609 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 610 }
nuclear@0 611 glEnd();
nuclear@0 612
nuclear@0 613 #endif // USE_OLDGL
nuclear@0 614 }
nuclear@0 615
nuclear@0 616 void Mesh::get_aabbox(Vector3 *vmin, Vector3 *vmax) const
nuclear@0 617 {
nuclear@0 618 if(!aabb_valid) {
nuclear@0 619 ((Mesh*)this)->calc_aabb();
nuclear@0 620 }
nuclear@0 621 *vmin = aabb.min;
nuclear@0 622 *vmax = aabb.max;
nuclear@0 623 }
nuclear@0 624
nuclear@0 625 const AABox &Mesh::get_aabbox() const
nuclear@0 626 {
nuclear@0 627 if(!aabb_valid) {
nuclear@0 628 ((Mesh*)this)->calc_aabb();
nuclear@0 629 }
nuclear@0 630 return aabb;
nuclear@0 631 }
nuclear@0 632
nuclear@0 633 float Mesh::get_bsphere(Vector3 *center, float *rad) const
nuclear@0 634 {
nuclear@0 635 if(!bsph_valid) {
nuclear@0 636 ((Mesh*)this)->calc_bsph();
nuclear@0 637 }
nuclear@0 638 *center = bsph.center;
nuclear@0 639 *rad = bsph.radius;
nuclear@0 640 return bsph.radius;
nuclear@0 641 }
nuclear@0 642
nuclear@0 643 const Sphere &Mesh::get_bsphere() const
nuclear@0 644 {
nuclear@0 645 if(!bsph_valid) {
nuclear@0 646 ((Mesh*)this)->calc_bsph();
nuclear@0 647 }
nuclear@0 648 return bsph;
nuclear@0 649 }
nuclear@0 650
nuclear@0 651 /// static function
nuclear@0 652 void Mesh::set_intersect_mode(unsigned int mode)
nuclear@0 653 {
nuclear@0 654 Mesh::intersect_mode = mode;
nuclear@0 655 }
nuclear@0 656
nuclear@0 657 /// static function
nuclear@0 658 unsigned int Mesh::get_intersect_mode()
nuclear@0 659 {
nuclear@0 660 return Mesh::intersect_mode;
nuclear@0 661 }
nuclear@0 662
nuclear@0 663 /// static function
nuclear@0 664 void Mesh::set_vertex_select_distance(float dist)
nuclear@0 665 {
nuclear@0 666 Mesh::vertex_sel_dist = dist;
nuclear@0 667 }
nuclear@0 668
nuclear@0 669 /// static function
nuclear@0 670 float Mesh::get_vertex_select_distance()
nuclear@0 671 {
nuclear@0 672 return Mesh::vertex_sel_dist;
nuclear@0 673 }
nuclear@0 674
nuclear@0 675 bool Mesh::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 676 {
nuclear@0 677 assert((Mesh::intersect_mode & (ISECT_VERTICES | ISECT_FACE)) != (ISECT_VERTICES | ISECT_FACE));
nuclear@0 678
nuclear@0 679 const Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 680 const Vector3 *narr = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 681 if(!varr) {
nuclear@0 682 return false;
nuclear@0 683 }
nuclear@0 684 const unsigned int *idxarr = get_index_data();
nuclear@0 685
nuclear@0 686 // first test with the bounding box
nuclear@0 687 AABox box;
nuclear@0 688 get_aabbox(&box.min, &box.max);
nuclear@0 689 if(!box.intersect(ray)) {
nuclear@0 690 return false;
nuclear@0 691 }
nuclear@0 692
nuclear@0 693 HitPoint nearest_hit;
nuclear@0 694 nearest_hit.dist = FLT_MAX;
nuclear@0 695 nearest_hit.obj = 0;
nuclear@0 696
nuclear@0 697 if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 698 // we asked for "intersections" with the vertices of the mesh
nuclear@0 699 long nearest_vidx = -1;
nuclear@0 700 float thres_sq = Mesh::vertex_sel_dist * Mesh::vertex_sel_dist;
nuclear@0 701
nuclear@0 702 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 703
nuclear@0 704 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(narr[i], ray.dir) > 0) {
nuclear@0 705 continue;
nuclear@0 706 }
nuclear@0 707
nuclear@0 708 // project the vertex onto the ray line
nuclear@0 709 float t = dot_product(varr[i] - ray.origin, ray.dir);
nuclear@0 710 Vector3 vproj = ray.origin + ray.dir * t;
nuclear@0 711
nuclear@0 712 float dist_sq = (vproj - varr[i]).length_sq();
nuclear@0 713 if(dist_sq < thres_sq) {
nuclear@0 714 if(!hit) {
nuclear@0 715 return true;
nuclear@0 716 }
nuclear@0 717 if(t < nearest_hit.dist) {
nuclear@0 718 nearest_hit.dist = t;
nuclear@0 719 nearest_vidx = i;
nuclear@0 720 }
nuclear@0 721 }
nuclear@0 722 }
nuclear@0 723
nuclear@0 724 if(nearest_vidx != -1) {
nuclear@0 725 hitvert = varr[nearest_vidx];
nuclear@0 726 nearest_hit.obj = &hitvert;
nuclear@0 727 }
nuclear@0 728
nuclear@0 729 } else {
nuclear@0 730 // regular intersection test with polygons
nuclear@0 731
nuclear@0 732 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 733 Triangle face(i, varr, idxarr);
nuclear@0 734
nuclear@0 735 // ignore back-facing polygons if the mode flags include ISECT_FRONT
nuclear@0 736 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(face.get_normal(), ray.dir) > 0) {
nuclear@0 737 continue;
nuclear@0 738 }
nuclear@0 739
nuclear@0 740 HitPoint fhit;
nuclear@0 741 if(face.intersect(ray, hit ? &fhit : 0)) {
nuclear@0 742 if(!hit) {
nuclear@0 743 return true;
nuclear@0 744 }
nuclear@0 745 if(fhit.dist < nearest_hit.dist) {
nuclear@0 746 nearest_hit = fhit;
nuclear@0 747 hitface = face;
nuclear@0 748 }
nuclear@0 749 }
nuclear@0 750 }
nuclear@0 751 }
nuclear@0 752
nuclear@0 753 if(nearest_hit.obj) {
nuclear@0 754 if(hit) {
nuclear@0 755 *hit = nearest_hit;
nuclear@0 756
nuclear@0 757 // if we are interested in the mesh and not the faces set obj to this
nuclear@0 758 if(Mesh::intersect_mode & ISECT_FACE) {
nuclear@0 759 hit->obj = &hitface;
nuclear@0 760 } else if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 761 hit->obj = &hitvert;
nuclear@0 762 } else {
nuclear@0 763 hit->obj = this;
nuclear@0 764 }
nuclear@0 765 }
nuclear@0 766 return true;
nuclear@0 767 }
nuclear@0 768 return false;
nuclear@0 769 }
nuclear@0 770
nuclear@0 771
nuclear@0 772 // ------ private member functions ------
nuclear@0 773
nuclear@0 774 void Mesh::calc_aabb()
nuclear@0 775 {
nuclear@0 776 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 777 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 778 return;
nuclear@0 779 }
nuclear@0 780
nuclear@0 781 aabb.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
nuclear@0 782 aabb.max = -aabb.min;
nuclear@0 783
nuclear@0 784 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 785 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 786 for(int j=0; j<3; j++) {
nuclear@0 787 if(v[j] < aabb.min[j]) {
nuclear@0 788 aabb.min[j] = v[j];
nuclear@0 789 }
nuclear@0 790 if(v[j] > aabb.max[j]) {
nuclear@0 791 aabb.max[j] = v[j];
nuclear@0 792 }
nuclear@0 793 }
nuclear@0 794 }
nuclear@0 795 aabb_valid = true;
nuclear@0 796 }
nuclear@0 797
nuclear@0 798 void Mesh::calc_bsph()
nuclear@0 799 {
nuclear@0 800 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 801 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 802 return;
nuclear@0 803 }
nuclear@0 804
nuclear@0 805 Vector3 v;
nuclear@0 806 bsph.center = Vector3(0, 0, 0);
nuclear@0 807
nuclear@0 808 // first find the center
nuclear@0 809 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 810 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 811 bsph.center += v;
nuclear@0 812 }
nuclear@0 813 bsph.center /= (float)nverts;
nuclear@0 814
nuclear@0 815 bsph.radius = 0.0f;
nuclear@0 816 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 817 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 818 float dist_sq = (v - bsph.center).length_sq();
nuclear@0 819 if(dist_sq > bsph.radius) {
nuclear@0 820 bsph.radius = dist_sq;
nuclear@0 821 }
nuclear@0 822 }
nuclear@0 823 bsph.radius = sqrt(bsph.radius);
nuclear@0 824
nuclear@0 825 bsph_valid = true;
nuclear@0 826 }
nuclear@0 827
nuclear@0 828 void Mesh::update_buffers()
nuclear@0 829 {
nuclear@0 830 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 831 if(has_attrib(i) && !vattr[i].vbo_valid) {
nuclear@0 832 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 833 glBufferData(GL_ARRAY_BUFFER, nverts * vattr[i].nelem * sizeof(float), &vattr[i].data[0], GL_STATIC_DRAW);
nuclear@0 834 vattr[i].vbo_valid = true;
nuclear@0 835 }
nuclear@0 836 }
nuclear@0 837 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 838
nuclear@0 839 if(idata_valid && !ibo_valid) {
nuclear@0 840 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 841 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), &idata[0], GL_STATIC_DRAW);
nuclear@0 842 ibo_valid = true;
nuclear@0 843 }
nuclear@0 844 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 845 }
nuclear@0 846
nuclear@0 847 void Mesh::update_wire_ibo()
nuclear@0 848 {
nuclear@0 849 update_buffers();
nuclear@0 850
nuclear@0 851 if(wire_ibo_valid) {
nuclear@0 852 return;
nuclear@0 853 }
nuclear@0 854
nuclear@0 855 if(!wire_ibo) {
nuclear@0 856 glGenBuffers(1, &wire_ibo);
nuclear@0 857 }
nuclear@0 858
nuclear@0 859 unsigned int *wire_idxarr = new unsigned int[nfaces * 6];
nuclear@0 860 unsigned int *dest = wire_idxarr;
nuclear@0 861
nuclear@0 862 if(ibo_valid) {
nuclear@0 863 // we're dealing with an indexed mesh
nuclear@0 864 const unsigned int *idxarr = ((const Mesh*)this)->get_index_data();
nuclear@0 865
nuclear@0 866 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 867 *dest++ = idxarr[0];
nuclear@0 868 *dest++ = idxarr[1];
nuclear@0 869 *dest++ = idxarr[1];
nuclear@0 870 *dest++ = idxarr[2];
nuclear@0 871 *dest++ = idxarr[2];
nuclear@0 872 *dest++ = idxarr[0];
nuclear@0 873 idxarr += 3;
nuclear@0 874 }
nuclear@0 875 } else {
nuclear@0 876 // not an indexed mesh ...
nuclear@0 877 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 878 int vidx = i * 3;
nuclear@0 879 *dest++ = vidx;
nuclear@0 880 *dest++ = vidx + 1;
nuclear@0 881 *dest++ = vidx + 1;
nuclear@0 882 *dest++ = vidx + 2;
nuclear@0 883 *dest++ = vidx + 2;
nuclear@0 884 *dest++ = vidx;
nuclear@0 885 }
nuclear@0 886 }
nuclear@0 887
nuclear@0 888 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 889 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 6 * sizeof(unsigned int), wire_idxarr, GL_STATIC_DRAW);
nuclear@0 890 delete [] wire_idxarr;
nuclear@0 891 wire_ibo_valid = true;
nuclear@0 892 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 893 }
nuclear@0 894
nuclear@0 895
nuclear@0 896 // ------ class Triangle ------
nuclear@0 897 Triangle::Triangle()
nuclear@0 898 {
nuclear@0 899 normal_valid = false;
nuclear@0 900 id = -1;
nuclear@0 901 }
nuclear@0 902
nuclear@0 903 Triangle::Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2)
nuclear@0 904 {
nuclear@0 905 v[0] = v0;
nuclear@0 906 v[1] = v1;
nuclear@0 907 v[2] = v2;
nuclear@0 908 normal_valid = false;
nuclear@0 909 id = -1;
nuclear@0 910 }
nuclear@0 911
nuclear@0 912 Triangle::Triangle(int n, const Vector3 *varr, const unsigned int *idxarr)
nuclear@0 913 {
nuclear@0 914 if(idxarr) {
nuclear@0 915 v[0] = varr[idxarr[n * 3]];
nuclear@0 916 v[1] = varr[idxarr[n * 3 + 1]];
nuclear@0 917 v[2] = varr[idxarr[n * 3 + 2]];
nuclear@0 918 } else {
nuclear@0 919 v[0] = varr[n * 3];
nuclear@0 920 v[1] = varr[n * 3 + 1];
nuclear@0 921 v[2] = varr[n * 3 + 2];
nuclear@0 922 }
nuclear@0 923 normal_valid = false;
nuclear@0 924 id = n;
nuclear@0 925 }
nuclear@0 926
nuclear@0 927 void Triangle::calc_normal()
nuclear@0 928 {
nuclear@0 929 normal = cross_product(v[1] - v[0], v[2] - v[0]).normalized();
nuclear@0 930 normal_valid = true;
nuclear@0 931 }
nuclear@0 932
nuclear@0 933 const Vector3 &Triangle::get_normal() const
nuclear@0 934 {
nuclear@0 935 if(!normal_valid) {
nuclear@0 936 ((Triangle*)this)->calc_normal();
nuclear@0 937 }
nuclear@0 938 return normal;
nuclear@0 939 }
nuclear@0 940
nuclear@0 941 void Triangle::transform(const Matrix4x4 &xform)
nuclear@0 942 {
nuclear@0 943 v[0].transform(xform);
nuclear@0 944 v[1].transform(xform);
nuclear@0 945 v[2].transform(xform);
nuclear@0 946 normal_valid = false;
nuclear@0 947 }
nuclear@0 948
nuclear@0 949 void Triangle::draw() const
nuclear@0 950 {
nuclear@0 951 Vector3 n[3];
nuclear@0 952 n[0] = get_normal();
nuclear@0 953 n[1] = get_normal();
nuclear@0 954 n[2] = get_normal();
nuclear@0 955
nuclear@0 956 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 957 int nloc = Mesh::get_attrib_location(MESH_ATTR_NORMAL);
nuclear@0 958
nuclear@0 959 glEnableVertexAttribArray(vloc);
nuclear@0 960 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 961 glVertexAttribPointer(nloc, 3, GL_FLOAT, GL_FALSE, 0, &n[0].x);
nuclear@0 962
nuclear@0 963 glDrawArrays(GL_TRIANGLES, 0, 3);
nuclear@0 964
nuclear@0 965 glDisableVertexAttribArray(vloc);
nuclear@0 966 glDisableVertexAttribArray(nloc);
nuclear@0 967 CHECKGLERR;
nuclear@0 968 }
nuclear@0 969
nuclear@0 970 void Triangle::draw_wire() const
nuclear@0 971 {
nuclear@0 972 static const int idxarr[] = {0, 1, 1, 2, 2, 0};
nuclear@0 973 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 974
nuclear@0 975 glEnableVertexAttribArray(vloc);
nuclear@0 976 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 977
nuclear@0 978 glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, idxarr);
nuclear@0 979
nuclear@0 980 glDisableVertexAttribArray(vloc);
nuclear@0 981 CHECKGLERR;
nuclear@0 982 }
nuclear@0 983
nuclear@0 984 Vector3 Triangle::calc_barycentric(const Vector3 &pos) const
nuclear@0 985 {
nuclear@0 986 Vector3 norm = get_normal();
nuclear@0 987
nuclear@0 988 float area_sq = fabs(dot_product(cross_product(v[1] - v[0], v[2] - v[0]), norm));
nuclear@0 989 if(area_sq < 1e-5) {
nuclear@0 990 return Vector3(0, 0, 0);
nuclear@0 991 }
nuclear@0 992
nuclear@0 993 float asq0 = fabs(dot_product(cross_product(v[1] - pos, v[2] - pos), norm));
nuclear@0 994 float asq1 = fabs(dot_product(cross_product(v[2] - pos, v[0] - pos), norm));
nuclear@0 995 float asq2 = fabs(dot_product(cross_product(v[0] - pos, v[1] - pos), norm));
nuclear@0 996
nuclear@0 997 return Vector3(asq0 / area_sq, asq1 / area_sq, asq2 / area_sq);
nuclear@0 998 }
nuclear@0 999
nuclear@0 1000 bool Triangle::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 1001 {
nuclear@0 1002 Vector3 normal = get_normal();
nuclear@0 1003
nuclear@0 1004 float ndotdir = dot_product(ray.dir, normal);
nuclear@0 1005 if(fabs(ndotdir) < 1e-4) {
nuclear@0 1006 return false;
nuclear@0 1007 }
nuclear@0 1008
nuclear@0 1009 Vector3 vertdir = v[0] - ray.origin;
nuclear@0 1010 float t = dot_product(normal, vertdir) / ndotdir;
nuclear@0 1011
nuclear@0 1012 Vector3 pos = ray.origin + ray.dir * t;
nuclear@0 1013 Vector3 bary = calc_barycentric(pos);
nuclear@0 1014
nuclear@0 1015 if(bary.x + bary.y + bary.z > 1.00001) {
nuclear@0 1016 return false;
nuclear@0 1017 }
nuclear@0 1018
nuclear@0 1019 if(hit) {
nuclear@0 1020 hit->dist = t;
nuclear@0 1021 hit->pos = ray.origin + ray.dir * t;
nuclear@0 1022 hit->normal = normal;
nuclear@0 1023 hit->obj = this;
nuclear@0 1024 }
nuclear@0 1025 return true;
nuclear@0 1026 }