goat3dgfx

view src/scene.cc @ 18:6f82b9b6d6c3

added the ability to render in fixed function with the mesh class
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 08 Dec 2013 01:35:30 +0200
parents 7d6b667821cf
children d9c8cd19c606
line source
1 #include "scene.h"
2 #include "opengl.h"
3 #include "goat3d.h"
5 using namespace goatgfx;
7 static Mesh *load_mesh(goat3d_mesh *gmesh);
9 Scene::~Scene()
10 {
11 destroy();
12 }
14 void Scene::destroy()
15 {
16 for(size_t i=0; i<objects.size(); i++) {
17 delete objects[i];
18 }
19 objects.clear();
21 for(size_t i=0; i<meshes.size(); i++) {
22 delete meshes[i];
23 }
24 meshes.clear();
26 for(size_t i=0; i<curves.size(); i++) {
27 delete curves[i];
28 }
29 curves.clear();
30 }
32 bool Scene::load(const char *fname)
33 {
34 goat3d *goat = goat3d_create();
35 if(!goat) {
36 return false;
37 }
38 if(goat3d_load(goat, fname) == -1) {
39 return false;
40 }
42 int num_meshes = goat3d_get_mesh_count(goat);
43 for(int i=0; i<num_meshes; i++) {
44 goat3d_mesh *gmesh = goat3d_get_mesh(goat, i);
45 Mesh *mesh = load_mesh(gmesh);
46 if(mesh) {
47 meshes.push_back(mesh);
48 }
49 }
51 goat3d_free(goat);
52 return true;
53 }
55 bool Scene::save(const char *fname) const
56 {
57 return false; // TODO
58 }
60 void Scene::draw(long msec) const
61 {
62 for(size_t i=0; i<objects.size(); i++) {
63 objects[i]->draw(msec);
64 }
66 if(objects.empty()) {
67 for(size_t i=0; i<meshes.size(); i++) {
68 meshes[i]->draw();
69 }
70 }
71 }
73 static Mesh *load_mesh(goat3d_mesh *gmesh)
74 {
75 int nverts = goat3d_get_mesh_attrib_count(gmesh, GOAT3D_MESH_ATTR_VERTEX);
76 float *data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_VERTEX);
78 if(!nverts || !data) {
79 return 0;
80 }
81 int nfaces = goat3d_get_mesh_face_count(gmesh);
83 Mesh *mesh = new Mesh;
84 const char *name = goat3d_get_mesh_name(gmesh);
85 if(name) {
86 mesh->set_name(name);
87 }
89 mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, nverts, data);
91 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_NORMAL))) {
92 mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, nverts, data);
93 }
94 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_TANGENT))) {
95 mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, nverts, data);
96 }
97 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
98 mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts, data);
99 }
100 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_COLOR))) {
101 mesh->set_attrib_data(MESH_ATTR_COLOR, 4, nverts, data);
102 }
103 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_SKIN_WEIGHT))) {
104 mesh->set_attrib_data(MESH_ATTR_BONEWEIGHTS, 4, nverts, data);
105 }
106 int *idata = (int*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_SKIN_MATRIX);
107 if(idata) {
108 for(int i=0; i<nverts; i++) {
109 mesh->set_attrib(MESH_ATTR_BONEIDX, i, Vector4(idata[0], idata[1], idata[2], idata[3]));
110 idata += 4;
111 }
112 }
114 if(nfaces && !(idata = goat3d_get_mesh_faces(gmesh))) {
115 mesh->set_index_data(nfaces * 3, (unsigned int*)idata);
116 }
117 return mesh;
118 }