tavli

annotate src/mesh.cc @ 0:52e0dd47753b

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 21 Jun 2015 06:30:39 +0300
parents
children 3fcd7b4d631f
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@0 8 #include "shader.h"
nuclear@0 9
nuclear@0 10 int Mesh::global_sdr_loc[NUM_MESH_ATTR] = {
nuclear@0 11 (int)SDR_ATTR_VERTEX,
nuclear@0 12 (int)SDR_ATTR_NORMAL,
nuclear@0 13 (int)SDR_ATTR_TANGENT,
nuclear@0 14 (int)SDR_ATTR_TEXCOORD,
nuclear@0 15 (int)SDR_ATTR_COLOR,
nuclear@0 16 -1, -1};
nuclear@0 17 unsigned int Mesh::intersect_mode = ISECT_DEFAULT;
nuclear@0 18 float Mesh::vertex_sel_dist = 0.01;
nuclear@0 19 float Mesh::vis_vecsize = 1.0;
nuclear@0 20
nuclear@0 21 Mesh::Mesh()
nuclear@0 22 {
nuclear@0 23 clear();
nuclear@0 24
nuclear@0 25 glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 26
nuclear@0 27 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 28 vattr[i].vbo = buffer_objects[i];
nuclear@0 29 }
nuclear@0 30 ibo = buffer_objects[NUM_MESH_ATTR];
nuclear@0 31 wire_ibo = 0;
nuclear@0 32 }
nuclear@0 33
nuclear@0 34 Mesh::~Mesh()
nuclear@0 35 {
nuclear@0 36 glDeleteBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 37
nuclear@0 38 if(wire_ibo) {
nuclear@0 39 glDeleteBuffers(1, &wire_ibo);
nuclear@0 40 }
nuclear@0 41 }
nuclear@0 42
nuclear@0 43 Mesh::Mesh(const Mesh &rhs)
nuclear@0 44 {
nuclear@0 45 clear();
nuclear@0 46
nuclear@0 47 glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 48
nuclear@0 49 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 50 vattr[i].vbo = buffer_objects[i];
nuclear@0 51 }
nuclear@0 52 ibo = buffer_objects[NUM_MESH_ATTR];
nuclear@0 53 wire_ibo = 0;
nuclear@0 54
nuclear@0 55 clone(rhs);
nuclear@0 56 }
nuclear@0 57
nuclear@0 58 Mesh &Mesh::operator =(const Mesh &rhs)
nuclear@0 59 {
nuclear@0 60 if(&rhs != this) {
nuclear@0 61 clone(rhs);
nuclear@0 62 }
nuclear@0 63 return *this;
nuclear@0 64 }
nuclear@0 65
nuclear@0 66 bool Mesh::clone(const Mesh &m)
nuclear@0 67 {
nuclear@0 68 clear();
nuclear@0 69
nuclear@0 70 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 71 if(m.has_attrib(i)) {
nuclear@0 72 m.get_attrib_data(i); // force validation of the actual data on the source mesh
nuclear@0 73
nuclear@0 74 vattr[i].nelem = m.vattr[i].nelem;
nuclear@0 75 vattr[i].data = m.vattr[i].data; // copy the actual data
nuclear@0 76 vattr[i].data_valid = true;
nuclear@0 77 }
nuclear@0 78 }
nuclear@0 79
nuclear@0 80 if(m.is_indexed()) {
nuclear@0 81 m.get_index_data(); // again, force validation
nuclear@0 82
nuclear@0 83 // copy the index data
nuclear@0 84 idata = m.idata;
nuclear@0 85 idata_valid = true;
nuclear@0 86 }
nuclear@0 87
nuclear@0 88 name = m.name;
nuclear@0 89 nverts = m.nverts;
nuclear@0 90 nfaces = m.nfaces;
nuclear@0 91
nuclear@0 92 //bones = m.bones;
nuclear@0 93
nuclear@0 94 memcpy(cur_val, m.cur_val, sizeof cur_val);
nuclear@0 95
nuclear@0 96 aabb = m.aabb;
nuclear@0 97 aabb_valid = m.aabb_valid;
nuclear@0 98 bsph = m.bsph;
nuclear@0 99 bsph_valid = m.bsph_valid;
nuclear@0 100
nuclear@0 101 hitface = m.hitface;
nuclear@0 102 hitvert = m.hitvert;
nuclear@0 103
nuclear@0 104 intersect_mode = m.intersect_mode;
nuclear@0 105 vertex_sel_dist = m.vertex_sel_dist;
nuclear@0 106 vis_vecsize = m.vis_vecsize;
nuclear@0 107
nuclear@0 108 return true;
nuclear@0 109 }
nuclear@0 110
nuclear@0 111 void Mesh::set_name(const char *name)
nuclear@0 112 {
nuclear@0 113 this->name = name;
nuclear@0 114 }
nuclear@0 115
nuclear@0 116 const char *Mesh::get_name() const
nuclear@0 117 {
nuclear@0 118 return name.c_str();
nuclear@0 119 }
nuclear@0 120
nuclear@0 121 bool Mesh::has_attrib(int attr) const
nuclear@0 122 {
nuclear@0 123 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 124 return false;
nuclear@0 125 }
nuclear@0 126
nuclear@0 127 // if neither of these is valid, then nobody has set this attribute
nuclear@0 128 return vattr[attr].vbo_valid || vattr[attr].data_valid;
nuclear@0 129 }
nuclear@0 130
nuclear@0 131 bool Mesh::is_indexed() const
nuclear@0 132 {
nuclear@0 133 return ibo_valid || idata_valid;
nuclear@0 134 }
nuclear@0 135
nuclear@0 136 void Mesh::clear()
nuclear@0 137 {
nuclear@0 138 //bones.clear();
nuclear@0 139
nuclear@0 140 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 141 vattr[i].nelem = 0;
nuclear@0 142 vattr[i].vbo_valid = false;
nuclear@0 143 vattr[i].data_valid = false;
nuclear@0 144 //vattr[i].sdr_loc = -1;
nuclear@0 145 vattr[i].data.clear();
nuclear@0 146 }
nuclear@0 147 ibo_valid = idata_valid = false;
nuclear@0 148 idata.clear();
nuclear@0 149
nuclear@0 150 wire_ibo_valid = false;
nuclear@0 151
nuclear@0 152 nverts = nfaces = 0;
nuclear@0 153
nuclear@0 154 bsph_valid = false;
nuclear@0 155 aabb_valid = false;
nuclear@0 156 }
nuclear@0 157
nuclear@0 158 float *Mesh::set_attrib_data(int attrib, int nelem, unsigned int num, const float *data)
nuclear@0 159 {
nuclear@0 160 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 161 fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 162 return 0;
nuclear@0 163 }
nuclear@0 164
nuclear@0 165 if(nverts && num != nverts) {
nuclear@0 166 fprintf(stderr, "%s: attribute count missmatch (%d instead of %d)\n", __FUNCTION__, num, nverts);
nuclear@0 167 return 0;
nuclear@0 168 }
nuclear@0 169 nverts = num;
nuclear@0 170
nuclear@0 171 vattr[attrib].data.clear();
nuclear@0 172 vattr[attrib].nelem = nelem;
nuclear@0 173 vattr[attrib].data.resize(num * nelem);
nuclear@0 174
nuclear@0 175 if(data) {
nuclear@0 176 memcpy(&vattr[attrib].data[0], data, num * nelem * sizeof *data);
nuclear@0 177 }
nuclear@0 178
nuclear@0 179 vattr[attrib].data_valid = true;
nuclear@0 180 vattr[attrib].vbo_valid = false;
nuclear@0 181 return &vattr[attrib].data[0];
nuclear@0 182 }
nuclear@0 183
nuclear@0 184 float *Mesh::get_attrib_data(int attrib)
nuclear@0 185 {
nuclear@0 186 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 187 fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 188 return 0;
nuclear@0 189 }
nuclear@0 190
nuclear@0 191 vattr[attrib].vbo_valid = false;
nuclear@0 192 return (float*)((const Mesh*)this)->get_attrib_data(attrib);
nuclear@0 193 }
nuclear@0 194
nuclear@0 195 const float *Mesh::get_attrib_data(int attrib) const
nuclear@0 196 {
nuclear@0 197 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 198 fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 199 return 0;
nuclear@0 200 }
nuclear@0 201
nuclear@0 202 if(!vattr[attrib].data_valid) {
nuclear@0 203 #if GL_ES_VERSION_2_0
nuclear@0 204 fprintf(stderr, "%s: can't read back attrib data on CrippledGL ES\n", __FUNCTION__);
nuclear@0 205 return 0;
nuclear@0 206 #else
nuclear@0 207 if(!vattr[attrib].vbo_valid) {
nuclear@0 208 fprintf(stderr, "%s: unavailable attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 209 return 0;
nuclear@0 210 }
nuclear@0 211
nuclear@0 212 // local data copy is unavailable, grab the data from the vbo
nuclear@0 213 Mesh *m = (Mesh*)this;
nuclear@0 214 m->vattr[attrib].data.resize(nverts * vattr[attrib].nelem);
nuclear@0 215
nuclear@0 216 glBindBuffer(GL_ARRAY_BUFFER, vattr[attrib].vbo);
nuclear@0 217 void *data = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 218 memcpy(&m->vattr[attrib].data[0], data, nverts * vattr[attrib].nelem * sizeof(float));
nuclear@0 219 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@0 220
nuclear@0 221 vattr[attrib].data_valid = true;
nuclear@0 222 #endif
nuclear@0 223 }
nuclear@0 224
nuclear@0 225 return &vattr[attrib].data[0];
nuclear@0 226 }
nuclear@0 227
nuclear@0 228 void Mesh::set_attrib(int attrib, int idx, const Vector4 &v)
nuclear@0 229 {
nuclear@0 230 float *data = get_attrib_data(attrib);
nuclear@0 231 if(data) {
nuclear@0 232 data += idx * vattr[attrib].nelem;
nuclear@0 233 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 234 data[i] = v[i];
nuclear@0 235 }
nuclear@0 236 }
nuclear@0 237 }
nuclear@0 238
nuclear@0 239 Vector4 Mesh::get_attrib(int attrib, int idx) const
nuclear@0 240 {
nuclear@0 241 Vector4 v(0.0, 0.0, 0.0, 1.0);
nuclear@0 242 const float *data = get_attrib_data(attrib);
nuclear@0 243 if(data) {
nuclear@0 244 data += idx * vattr[attrib].nelem;
nuclear@0 245 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 246 v[i] = data[i];
nuclear@0 247 }
nuclear@0 248 }
nuclear@0 249 return v;
nuclear@0 250 }
nuclear@0 251
nuclear@0 252 int Mesh::get_attrib_count(int attrib) const
nuclear@0 253 {
nuclear@0 254 return has_attrib(attrib) ? nverts : 0;
nuclear@0 255 }
nuclear@0 256
nuclear@0 257
nuclear@0 258 unsigned int *Mesh::set_index_data(int num, const unsigned int *indices)
nuclear@0 259 {
nuclear@0 260 int nidx = nfaces * 3;
nuclear@0 261 if(nidx && num != nidx) {
nuclear@0 262 fprintf(stderr, "%s: index count missmatch (%d instead of %d)\n", __FUNCTION__, num, nidx);
nuclear@0 263 return 0;
nuclear@0 264 }
nuclear@0 265 nfaces = num / 3;
nuclear@0 266
nuclear@0 267 idata.clear();
nuclear@0 268 idata.resize(num);
nuclear@0 269
nuclear@0 270 if(indices) {
nuclear@0 271 memcpy(&idata[0], indices, num * sizeof *indices);
nuclear@0 272 }
nuclear@0 273
nuclear@0 274 idata_valid = true;
nuclear@0 275 ibo_valid = false;
nuclear@0 276
nuclear@0 277 return &idata[0];
nuclear@0 278 }
nuclear@0 279
nuclear@0 280 unsigned int *Mesh::get_index_data()
nuclear@0 281 {
nuclear@0 282 ibo_valid = false;
nuclear@0 283 return (unsigned int*)((const Mesh*)this)->get_index_data();
nuclear@0 284 }
nuclear@0 285
nuclear@0 286 const unsigned int *Mesh::get_index_data() const
nuclear@0 287 {
nuclear@0 288 if(!idata_valid) {
nuclear@0 289 #if GL_ES_VERSION_2_0
nuclear@0 290 fprintf(stderr, "%s: can't read back index data in CrippledGL ES\n", __FUNCTION__);
nuclear@0 291 return 0;
nuclear@0 292 #else
nuclear@0 293 if(!ibo_valid) {
nuclear@0 294 fprintf(stderr, "%s: indices unavailable\n", __FUNCTION__);
nuclear@0 295 return 0;
nuclear@0 296 }
nuclear@0 297
nuclear@0 298 // local data copy is unavailable, gram the data from the ibo
nuclear@0 299 Mesh *m = (Mesh*)this;
nuclear@0 300 int nidx = nfaces * 3;
nuclear@0 301 m->idata.resize(nidx);
nuclear@0 302
nuclear@0 303 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 304 void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 305 memcpy(&m->idata[0], data, nidx * sizeof(unsigned int));
nuclear@0 306 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
nuclear@0 307
nuclear@0 308 idata_valid = true;
nuclear@0 309 #endif
nuclear@0 310 }
nuclear@0 311
nuclear@0 312 return &idata[0];
nuclear@0 313 }
nuclear@0 314
nuclear@0 315 int Mesh::get_index_count() const
nuclear@0 316 {
nuclear@0 317 return nfaces * 3;
nuclear@0 318 }
nuclear@0 319
nuclear@0 320 void Mesh::append(const Mesh &mesh)
nuclear@0 321 {
nuclear@0 322 unsigned int idxoffs = nverts;
nuclear@0 323
nuclear@0 324 nverts += mesh.nverts;
nuclear@0 325 nfaces += mesh.nfaces;
nuclear@0 326
nuclear@0 327 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 328 if(has_attrib(i) && mesh.has_attrib(i)) {
nuclear@0 329 // force validating the data arrays
nuclear@0 330 get_attrib_data(i);
nuclear@0 331 mesh.get_attrib_data(i);
nuclear@0 332
nuclear@0 333 // append the mesh data
nuclear@0 334 vattr[i].data.insert(vattr[i].data.end(), mesh.vattr[i].data.begin(), mesh.vattr[i].data.end());
nuclear@0 335 }
nuclear@0 336 }
nuclear@0 337
nuclear@0 338 if(ibo_valid || idata_valid) {
nuclear@0 339 // make index arrays valid
nuclear@0 340 get_index_data();
nuclear@0 341 mesh.get_index_data();
nuclear@0 342
nuclear@0 343 size_t orig_sz = idata.size();
nuclear@0 344
nuclear@0 345 idata.insert(idata.end(), mesh.idata.begin(), mesh.idata.end());
nuclear@0 346
nuclear@0 347 // fixup all the new indices
nuclear@0 348 for(size_t i=orig_sz; i<idata.size(); i++) {
nuclear@0 349 idata[i] += idxoffs;
nuclear@0 350 }
nuclear@0 351 }
nuclear@0 352
nuclear@0 353 // fuck everything
nuclear@0 354 wire_ibo_valid = false;
nuclear@0 355 aabb_valid = false;
nuclear@0 356 bsph_valid = false;
nuclear@0 357 }
nuclear@0 358
nuclear@0 359 // assemble a complete vertex by adding all the useful attributes
nuclear@0 360 void Mesh::vertex(float x, float y, float z)
nuclear@0 361 {
nuclear@0 362 cur_val[MESH_ATTR_VERTEX] = Vector4(x, y, z, 1.0f);
nuclear@0 363 vattr[MESH_ATTR_VERTEX].data_valid = true;
nuclear@0 364 vattr[MESH_ATTR_VERTEX].nelem = 3;
nuclear@0 365
nuclear@0 366 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 367 if(vattr[i].data_valid) {
nuclear@0 368 for(int j=0; j<vattr[MESH_ATTR_VERTEX].nelem; j++) {
nuclear@0 369 vattr[i].data.push_back(cur_val[i][j]);
nuclear@0 370 }
nuclear@0 371 }
nuclear@0 372 vattr[i].vbo_valid = false;
nuclear@0 373 }
nuclear@0 374
nuclear@0 375 if(idata_valid) {
nuclear@0 376 idata.clear();
nuclear@0 377 }
nuclear@0 378 ibo_valid = idata_valid = false;
nuclear@0 379 }
nuclear@0 380
nuclear@0 381 void Mesh::normal(float nx, float ny, float nz)
nuclear@0 382 {
nuclear@0 383 cur_val[MESH_ATTR_NORMAL] = Vector4(nx, ny, nz, 1.0f);
nuclear@0 384 vattr[MESH_ATTR_NORMAL].data_valid = true;
nuclear@0 385 vattr[MESH_ATTR_NORMAL].nelem = 3;
nuclear@0 386 }
nuclear@0 387
nuclear@0 388 void Mesh::tangent(float tx, float ty, float tz)
nuclear@0 389 {
nuclear@0 390 cur_val[MESH_ATTR_TANGENT] = Vector4(tx, ty, tz, 1.0f);
nuclear@0 391 vattr[MESH_ATTR_TANGENT].data_valid = true;
nuclear@0 392 vattr[MESH_ATTR_TANGENT].nelem = 3;
nuclear@0 393 }
nuclear@0 394
nuclear@0 395 void Mesh::texcoord(float u, float v, float w)
nuclear@0 396 {
nuclear@0 397 cur_val[MESH_ATTR_TEXCOORD] = Vector4(u, v, w, 1.0f);
nuclear@0 398 vattr[MESH_ATTR_TEXCOORD].data_valid = true;
nuclear@0 399 vattr[MESH_ATTR_TEXCOORD].nelem = 3;
nuclear@0 400 }
nuclear@0 401
nuclear@0 402 void Mesh::boneweights(float w1, float w2, float w3, float w4)
nuclear@0 403 {
nuclear@0 404 cur_val[MESH_ATTR_BONEWEIGHTS] = Vector4(w1, w2, w3, w4);
nuclear@0 405 vattr[MESH_ATTR_BONEWEIGHTS].data_valid = true;
nuclear@0 406 vattr[MESH_ATTR_BONEWEIGHTS].nelem = 4;
nuclear@0 407 }
nuclear@0 408
nuclear@0 409 void Mesh::boneidx(int idx1, int idx2, int idx3, int idx4)
nuclear@0 410 {
nuclear@0 411 cur_val[MESH_ATTR_BONEIDX] = Vector4(idx1, idx2, idx3, idx4);
nuclear@0 412 vattr[MESH_ATTR_BONEIDX].data_valid = true;
nuclear@0 413 vattr[MESH_ATTR_BONEIDX].nelem = 4;
nuclear@0 414 }
nuclear@0 415
nuclear@0 416 int Mesh::get_poly_count() const
nuclear@0 417 {
nuclear@0 418 if(nfaces) {
nuclear@0 419 return nfaces;
nuclear@0 420 }
nuclear@0 421 if(nverts) {
nuclear@0 422 return nverts / 3;
nuclear@0 423 }
nuclear@0 424 return 0;
nuclear@0 425 }
nuclear@0 426
nuclear@0 427 /// static function
nuclear@0 428 void Mesh::set_attrib_location(int attr, int loc)
nuclear@0 429 {
nuclear@0 430 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 431 return;
nuclear@0 432 }
nuclear@0 433 Mesh::global_sdr_loc[attr] = loc;
nuclear@0 434 }
nuclear@0 435
nuclear@0 436 /// static function
nuclear@0 437 int Mesh::get_attrib_location(int attr)
nuclear@0 438 {
nuclear@0 439 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 440 return -1;
nuclear@0 441 }
nuclear@0 442 return Mesh::global_sdr_loc[attr];
nuclear@0 443 }
nuclear@0 444
nuclear@0 445 /// static function
nuclear@0 446 void Mesh::clear_attrib_locations()
nuclear@0 447 {
nuclear@0 448 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 449 Mesh::global_sdr_loc[i] = -1;
nuclear@0 450 }
nuclear@0 451 }
nuclear@0 452
nuclear@0 453 /// static function
nuclear@0 454 void Mesh::set_vis_vecsize(float sz)
nuclear@0 455 {
nuclear@0 456 Mesh::vis_vecsize = sz;
nuclear@0 457 }
nuclear@0 458
nuclear@0 459 float Mesh::get_vis_vecsize()
nuclear@0 460 {
nuclear@0 461 return Mesh::vis_vecsize;
nuclear@0 462 }
nuclear@0 463
nuclear@0 464 void Mesh::apply_xform(const Matrix4x4 &xform)
nuclear@0 465 {
nuclear@0 466 Matrix4x4 dir_xform = xform;
nuclear@0 467 dir_xform[0][3] = dir_xform[1][3] = dir_xform[2][3] = 0.0f;
nuclear@0 468 dir_xform[3][0] = dir_xform[3][1] = dir_xform[3][2] = 0.0f;
nuclear@0 469 dir_xform[3][3] = 1.0f;
nuclear@0 470
nuclear@0 471 apply_xform(xform, dir_xform);
nuclear@0 472 }
nuclear@0 473
nuclear@0 474 void Mesh::apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform)
nuclear@0 475 {
nuclear@0 476 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 477 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 478 set_attrib(MESH_ATTR_VERTEX, i, v.transformed(xform));
nuclear@0 479
nuclear@0 480 if(has_attrib(MESH_ATTR_NORMAL)) {
nuclear@0 481 Vector3 n = get_attrib(MESH_ATTR_NORMAL, i);
nuclear@0 482 set_attrib(MESH_ATTR_NORMAL, i, n.transformed(dir_xform));
nuclear@0 483 }
nuclear@0 484 if(has_attrib(MESH_ATTR_TANGENT)) {
nuclear@0 485 Vector3 t = get_attrib(MESH_ATTR_TANGENT, i);
nuclear@0 486 set_attrib(MESH_ATTR_TANGENT, i, t.transformed(dir_xform));
nuclear@0 487 }
nuclear@0 488 }
nuclear@0 489 }
nuclear@0 490
nuclear@0 491 void Mesh::flip()
nuclear@0 492 {
nuclear@0 493 flip_faces();
nuclear@0 494 flip_normals();
nuclear@0 495 }
nuclear@0 496
nuclear@0 497 void Mesh::flip_faces()
nuclear@0 498 {
nuclear@0 499 if(is_indexed()) {
nuclear@0 500 unsigned int *indices = get_index_data();
nuclear@0 501 if(!indices) return;
nuclear@0 502
nuclear@0 503 int idxnum = get_index_count();
nuclear@0 504 for(int i=0; i<idxnum; i+=3) {
nuclear@0 505 unsigned int tmp = indices[i + 2];
nuclear@0 506 indices[i + 2] = indices[i + 1];
nuclear@0 507 indices[i + 1] = tmp;
nuclear@0 508 }
nuclear@0 509
nuclear@0 510 } else {
nuclear@0 511 Vector3 *verts = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 512 if(!verts) return;
nuclear@0 513
nuclear@0 514 int vnum = get_attrib_count(MESH_ATTR_VERTEX);
nuclear@0 515 for(int i=0; i<vnum; i+=3) {
nuclear@0 516 Vector3 tmp = verts[i + 2];
nuclear@0 517 verts[i + 2] = verts[i + 1];
nuclear@0 518 verts[i + 1] = tmp;
nuclear@0 519 }
nuclear@0 520 }
nuclear@0 521 }
nuclear@0 522
nuclear@0 523 void Mesh::flip_normals()
nuclear@0 524 {
nuclear@0 525 Vector3 *normals = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 526 if(!normals) return;
nuclear@0 527
nuclear@0 528 int num = get_attrib_count(MESH_ATTR_NORMAL);
nuclear@0 529 for(int i=0; i<num; i++) {
nuclear@0 530 normals[i] = -normals[i];
nuclear@0 531 }
nuclear@0 532 }
nuclear@0 533
nuclear@0 534 /*
nuclear@0 535 int Mesh::add_bone(XFormNode *bone)
nuclear@0 536 {
nuclear@0 537 int idx = bones.size();
nuclear@0 538 bones.push_back(bone);
nuclear@0 539 return idx;
nuclear@0 540 }
nuclear@0 541
nuclear@0 542 const XFormNode *Mesh::get_bone(int idx) const
nuclear@0 543 {
nuclear@0 544 if(idx < 0 || idx >= (int)bones.size()) {
nuclear@0 545 return 0;
nuclear@0 546 }
nuclear@0 547 return bones[idx];
nuclear@0 548 }
nuclear@0 549
nuclear@0 550 int Mesh::get_bones_count() const
nuclear@0 551 {
nuclear@0 552 return (int)bones.size();
nuclear@0 553 }
nuclear@0 554 */
nuclear@0 555
nuclear@0 556 void Mesh::draw() const
nuclear@0 557 {
nuclear@0 558 #ifdef GL_ES_VERSION_2_0
nuclear@0 559 if(!SdrProg::active) {
nuclear@0 560 fprintf(stderr, "%s: CrippledGL ES can't draw without a shader\n", __FUNCTION__);
nuclear@0 561 return;
nuclear@0 562 }
nuclear@0 563 #endif
nuclear@0 564
nuclear@0 565 ((Mesh*)this)->update_buffers();
nuclear@0 566
nuclear@0 567 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 568 fprintf(stderr, "%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 569 return;
nuclear@0 570 }
nuclear@0 571
nuclear@0 572 if(SdrProg::active) {
nuclear@0 573 // rendering with shaders
nuclear@0 574 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 575 fprintf(stderr, "%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 576 return;
nuclear@0 577 }
nuclear@0 578
nuclear@0 579 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 580 int loc = global_sdr_loc[i];
nuclear@0 581 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 582 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 583 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 584 glEnableVertexAttribArray(loc);
nuclear@0 585 }
nuclear@0 586 }
nuclear@0 587 } else {
nuclear@0 588 #ifndef GL_ES_VERSION_2_0
nuclear@0 589 // rendering with fixed-function (not available in GLES2)
nuclear@0 590 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_VERTEX].vbo);
nuclear@0 591 glVertexPointer(vattr[MESH_ATTR_VERTEX].nelem, GL_FLOAT, 0, 0);
nuclear@0 592 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@0 593
nuclear@0 594 if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
nuclear@0 595 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_NORMAL].vbo);
nuclear@0 596 glNormalPointer(GL_FLOAT, 0, 0);
nuclear@0 597 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@0 598 }
nuclear@0 599 if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
nuclear@0 600 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_TEXCOORD].vbo);
nuclear@0 601 glTexCoordPointer(vattr[MESH_ATTR_TEXCOORD].nelem, GL_FLOAT, 0, 0);
nuclear@0 602 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@0 603 }
nuclear@0 604 if(vattr[MESH_ATTR_COLOR].vbo_valid) {
nuclear@0 605 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_COLOR].vbo);
nuclear@0 606 glColorPointer(vattr[MESH_ATTR_COLOR].nelem, GL_FLOAT, 0, 0);
nuclear@0 607 glEnableClientState(GL_COLOR_ARRAY);
nuclear@0 608 }
nuclear@0 609 #endif
nuclear@0 610 }
nuclear@0 611 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 612
nuclear@0 613 if(ibo_valid) {
nuclear@0 614 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 615 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
nuclear@0 616 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 617 } else {
nuclear@0 618 glDrawArrays(GL_TRIANGLES, 0, nverts);
nuclear@0 619 }
nuclear@0 620
nuclear@0 621 if(SdrProg::active) {
nuclear@0 622 // rendered with shaders
nuclear@0 623 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 624 int loc = global_sdr_loc[i];
nuclear@0 625 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 626 glDisableVertexAttribArray(loc);
nuclear@0 627 }
nuclear@0 628 }
nuclear@0 629 } else {
nuclear@0 630 #ifndef GL_ES_VERSION_2_0
nuclear@0 631 // rendered with fixed-function
nuclear@0 632 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@0 633 if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
nuclear@0 634 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@0 635 }
nuclear@0 636 if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
nuclear@0 637 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@0 638 }
nuclear@0 639 if(vattr[MESH_ATTR_COLOR].vbo_valid) {
nuclear@0 640 glDisableClientState(GL_COLOR_ARRAY);
nuclear@0 641 }
nuclear@0 642 #endif
nuclear@0 643 }
nuclear@0 644 }
nuclear@0 645
nuclear@0 646 void Mesh::draw_wire() const
nuclear@0 647 {
nuclear@0 648 ((Mesh*)this)->update_wire_ibo();
nuclear@0 649
nuclear@0 650 if(!vattr[MESH_ATTR_VERTEX].vbo_valid || !wire_ibo_valid) {
nuclear@0 651 fprintf(stderr, "%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 652 return;
nuclear@0 653 }
nuclear@0 654 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 655 fprintf(stderr, "%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 656 return;
nuclear@0 657 }
nuclear@0 658
nuclear@0 659 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 660 int loc = global_sdr_loc[i];
nuclear@0 661 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 662 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 663 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 664 glEnableVertexAttribArray(loc);
nuclear@0 665 }
nuclear@0 666 }
nuclear@0 667 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 668
nuclear@0 669 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 670 glDrawElements(GL_LINES, nfaces * 6, GL_UNSIGNED_INT, 0);
nuclear@0 671 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 672
nuclear@0 673 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 674 int loc = global_sdr_loc[i];
nuclear@0 675 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 676 glDisableVertexAttribArray(loc);
nuclear@0 677 }
nuclear@0 678 }
nuclear@0 679 }
nuclear@0 680
nuclear@0 681 void Mesh::draw_vertices() const
nuclear@0 682 {
nuclear@0 683 ((Mesh*)this)->update_buffers();
nuclear@0 684
nuclear@0 685 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 686 fprintf(stderr, "%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 687 return;
nuclear@0 688 }
nuclear@0 689 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 690 fprintf(stderr, "%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 691 return;
nuclear@0 692 }
nuclear@0 693
nuclear@0 694 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 695 int loc = global_sdr_loc[i];
nuclear@0 696 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 697 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 698 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 699 glEnableVertexAttribArray(loc);
nuclear@0 700 }
nuclear@0 701 }
nuclear@0 702 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 703
nuclear@0 704 glDrawArrays(GL_POINTS, 0, nverts);
nuclear@0 705
nuclear@0 706 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 707 int loc = global_sdr_loc[i];
nuclear@0 708 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 709 glDisableVertexAttribArray(loc);
nuclear@0 710 }
nuclear@0 711 }
nuclear@0 712 }
nuclear@0 713
nuclear@0 714 void Mesh::draw_normals() const
nuclear@0 715 {
nuclear@0 716 #ifdef USE_OLDGL
nuclear@0 717 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 718 Vector3 *norm = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 719 if(!varr || !norm) {
nuclear@0 720 return;
nuclear@0 721 }
nuclear@0 722
nuclear@0 723 glBegin(GL_LINES);
nuclear@0 724 if(get_current_shader()) {
nuclear@0 725 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 726 if(vert_loc < 0) {
nuclear@0 727 glEnd();
nuclear@0 728 return;
nuclear@0 729 }
nuclear@0 730
nuclear@0 731 for(size_t i=0; i<nverts; i++) {
nuclear@0 732 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 733 Vector3 end = varr[i] + norm[i] * vis_vecsize;
nuclear@0 734 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 735 }
nuclear@0 736 } else {
nuclear@0 737 for(size_t i=0; i<nverts; i++) {
nuclear@0 738 glVertex3f(varr[i].x, varr[i].y, varr[i].z);
nuclear@0 739 Vector3 end = varr[i] + norm[i] * vis_vecsize;
nuclear@0 740 glVertex3f(end.x, end.y, end.z);
nuclear@0 741 }
nuclear@0 742 }
nuclear@0 743 glEnd();
nuclear@0 744 #endif // USE_OLDGL
nuclear@0 745 }
nuclear@0 746
nuclear@0 747 void Mesh::draw_tangents() const
nuclear@0 748 {
nuclear@0 749 #ifdef USE_OLDGL
nuclear@0 750 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 751 Vector3 *tang = (Vector3*)get_attrib_data(MESH_ATTR_TANGENT);
nuclear@0 752 if(!varr || !tang) {
nuclear@0 753 return;
nuclear@0 754 }
nuclear@0 755
nuclear@0 756 glBegin(GL_LINES);
nuclear@0 757 if(get_current_shader()) {
nuclear@0 758 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 759 if(vert_loc < 0) {
nuclear@0 760 glEnd();
nuclear@0 761 return;
nuclear@0 762 }
nuclear@0 763
nuclear@0 764 for(size_t i=0; i<nverts; i++) {
nuclear@0 765 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 766 Vector3 end = varr[i] + tang[i] * vis_vecsize;
nuclear@0 767 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 768 }
nuclear@0 769 } else {
nuclear@0 770 for(size_t i=0; i<nverts; i++) {
nuclear@0 771 glVertex3f(varr[i].x, varr[i].y, varr[i].z);
nuclear@0 772 Vector3 end = varr[i] + tang[i] * vis_vecsize;
nuclear@0 773 glVertex3f(end.x, end.y, end.z);
nuclear@0 774 }
nuclear@0 775 }
nuclear@0 776 glEnd();
nuclear@0 777 #endif // USE_OLDGL
nuclear@0 778 }
nuclear@0 779
nuclear@0 780 void Mesh::get_aabbox(Vector3 *vmin, Vector3 *vmax) const
nuclear@0 781 {
nuclear@0 782 if(!aabb_valid) {
nuclear@0 783 ((Mesh*)this)->calc_aabb();
nuclear@0 784 }
nuclear@0 785 *vmin = aabb.min;
nuclear@0 786 *vmax = aabb.max;
nuclear@0 787 }
nuclear@0 788
nuclear@0 789 const AABox &Mesh::get_aabbox() const
nuclear@0 790 {
nuclear@0 791 if(!aabb_valid) {
nuclear@0 792 ((Mesh*)this)->calc_aabb();
nuclear@0 793 }
nuclear@0 794 return aabb;
nuclear@0 795 }
nuclear@0 796
nuclear@0 797 float Mesh::get_bsphere(Vector3 *center, float *rad) const
nuclear@0 798 {
nuclear@0 799 if(!bsph_valid) {
nuclear@0 800 ((Mesh*)this)->calc_bsph();
nuclear@0 801 }
nuclear@0 802 *center = bsph.center;
nuclear@0 803 *rad = bsph.radius;
nuclear@0 804 return bsph.radius;
nuclear@0 805 }
nuclear@0 806
nuclear@0 807 const Sphere &Mesh::get_bsphere() const
nuclear@0 808 {
nuclear@0 809 if(!bsph_valid) {
nuclear@0 810 ((Mesh*)this)->calc_bsph();
nuclear@0 811 }
nuclear@0 812 return bsph;
nuclear@0 813 }
nuclear@0 814
nuclear@0 815 /// static function
nuclear@0 816 void Mesh::set_intersect_mode(unsigned int mode)
nuclear@0 817 {
nuclear@0 818 Mesh::intersect_mode = mode;
nuclear@0 819 }
nuclear@0 820
nuclear@0 821 /// static function
nuclear@0 822 unsigned int Mesh::get_intersect_mode()
nuclear@0 823 {
nuclear@0 824 return Mesh::intersect_mode;
nuclear@0 825 }
nuclear@0 826
nuclear@0 827 /// static function
nuclear@0 828 void Mesh::set_vertex_select_distance(float dist)
nuclear@0 829 {
nuclear@0 830 Mesh::vertex_sel_dist = dist;
nuclear@0 831 }
nuclear@0 832
nuclear@0 833 /// static function
nuclear@0 834 float Mesh::get_vertex_select_distance()
nuclear@0 835 {
nuclear@0 836 return Mesh::vertex_sel_dist;
nuclear@0 837 }
nuclear@0 838
nuclear@0 839 bool Mesh::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 840 {
nuclear@0 841 assert((Mesh::intersect_mode & (ISECT_VERTICES | ISECT_FACE)) != (ISECT_VERTICES | ISECT_FACE));
nuclear@0 842
nuclear@0 843 const Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 844 const Vector3 *narr = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 845 if(!varr) {
nuclear@0 846 return false;
nuclear@0 847 }
nuclear@0 848 const unsigned int *idxarr = get_index_data();
nuclear@0 849
nuclear@0 850 // first test with the bounding box
nuclear@0 851 AABox box;
nuclear@0 852 get_aabbox(&box.min, &box.max);
nuclear@0 853 if(!box.intersect(ray)) {
nuclear@0 854 return false;
nuclear@0 855 }
nuclear@0 856
nuclear@0 857 HitPoint nearest_hit;
nuclear@0 858 nearest_hit.dist = FLT_MAX;
nuclear@0 859 nearest_hit.obj = 0;
nuclear@0 860
nuclear@0 861 if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 862 // we asked for "intersections" with the vertices of the mesh
nuclear@0 863 long nearest_vidx = -1;
nuclear@0 864 float thres_sq = Mesh::vertex_sel_dist * Mesh::vertex_sel_dist;
nuclear@0 865
nuclear@0 866 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 867
nuclear@0 868 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(narr[i], ray.dir) > 0) {
nuclear@0 869 continue;
nuclear@0 870 }
nuclear@0 871
nuclear@0 872 // project the vertex onto the ray line
nuclear@0 873 float t = dot_product(varr[i] - ray.origin, ray.dir);
nuclear@0 874 Vector3 vproj = ray.origin + ray.dir * t;
nuclear@0 875
nuclear@0 876 float dist_sq = (vproj - varr[i]).length_sq();
nuclear@0 877 if(dist_sq < thres_sq) {
nuclear@0 878 if(!hit) {
nuclear@0 879 return true;
nuclear@0 880 }
nuclear@0 881 if(t < nearest_hit.dist) {
nuclear@0 882 nearest_hit.dist = t;
nuclear@0 883 nearest_vidx = i;
nuclear@0 884 }
nuclear@0 885 }
nuclear@0 886 }
nuclear@0 887
nuclear@0 888 if(nearest_vidx != -1) {
nuclear@0 889 hitvert = varr[nearest_vidx];
nuclear@0 890 nearest_hit.obj = &hitvert;
nuclear@0 891 }
nuclear@0 892
nuclear@0 893 } else {
nuclear@0 894 // regular intersection test with polygons
nuclear@0 895
nuclear@0 896 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 897 Triangle face(i, varr, idxarr);
nuclear@0 898
nuclear@0 899 // ignore back-facing polygons if the mode flags include ISECT_FRONT
nuclear@0 900 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(face.get_normal(), ray.dir) > 0) {
nuclear@0 901 continue;
nuclear@0 902 }
nuclear@0 903
nuclear@0 904 HitPoint fhit;
nuclear@0 905 if(face.intersect(ray, hit ? &fhit : 0)) {
nuclear@0 906 if(!hit) {
nuclear@0 907 return true;
nuclear@0 908 }
nuclear@0 909 if(fhit.dist < nearest_hit.dist) {
nuclear@0 910 nearest_hit = fhit;
nuclear@0 911 hitface = face;
nuclear@0 912 }
nuclear@0 913 }
nuclear@0 914 }
nuclear@0 915 }
nuclear@0 916
nuclear@0 917 if(nearest_hit.obj) {
nuclear@0 918 if(hit) {
nuclear@0 919 *hit = nearest_hit;
nuclear@0 920
nuclear@0 921 // if we are interested in the mesh and not the faces set obj to this
nuclear@0 922 if(Mesh::intersect_mode & ISECT_FACE) {
nuclear@0 923 hit->obj = &hitface;
nuclear@0 924 } else if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 925 hit->obj = &hitvert;
nuclear@0 926 } else {
nuclear@0 927 hit->obj = this;
nuclear@0 928 }
nuclear@0 929 }
nuclear@0 930 return true;
nuclear@0 931 }
nuclear@0 932 return false;
nuclear@0 933 }
nuclear@0 934
nuclear@0 935
nuclear@0 936 // ------ private member functions ------
nuclear@0 937
nuclear@0 938 void Mesh::calc_aabb()
nuclear@0 939 {
nuclear@0 940 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 941 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 942 return;
nuclear@0 943 }
nuclear@0 944
nuclear@0 945 aabb.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
nuclear@0 946 aabb.max = -aabb.min;
nuclear@0 947
nuclear@0 948 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 949 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 950 for(int j=0; j<3; j++) {
nuclear@0 951 if(v[j] < aabb.min[j]) {
nuclear@0 952 aabb.min[j] = v[j];
nuclear@0 953 }
nuclear@0 954 if(v[j] > aabb.max[j]) {
nuclear@0 955 aabb.max[j] = v[j];
nuclear@0 956 }
nuclear@0 957 }
nuclear@0 958 }
nuclear@0 959 aabb_valid = true;
nuclear@0 960 }
nuclear@0 961
nuclear@0 962 void Mesh::calc_bsph()
nuclear@0 963 {
nuclear@0 964 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 965 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 966 return;
nuclear@0 967 }
nuclear@0 968
nuclear@0 969 Vector3 v;
nuclear@0 970 bsph.center = Vector3(0, 0, 0);
nuclear@0 971
nuclear@0 972 // first find the center
nuclear@0 973 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 974 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 975 bsph.center += v;
nuclear@0 976 }
nuclear@0 977 bsph.center /= (float)nverts;
nuclear@0 978
nuclear@0 979 bsph.radius = 0.0f;
nuclear@0 980 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 981 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 982 float dist_sq = (v - bsph.center).length_sq();
nuclear@0 983 if(dist_sq > bsph.radius) {
nuclear@0 984 bsph.radius = dist_sq;
nuclear@0 985 }
nuclear@0 986 }
nuclear@0 987 bsph.radius = sqrt(bsph.radius);
nuclear@0 988
nuclear@0 989 bsph_valid = true;
nuclear@0 990 }
nuclear@0 991
nuclear@0 992 void Mesh::update_buffers()
nuclear@0 993 {
nuclear@0 994 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 995 if(has_attrib(i) && !vattr[i].vbo_valid) {
nuclear@0 996 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 997 glBufferData(GL_ARRAY_BUFFER, nverts * vattr[i].nelem * sizeof(float), &vattr[i].data[0], GL_STATIC_DRAW);
nuclear@0 998 vattr[i].vbo_valid = true;
nuclear@0 999 }
nuclear@0 1000 }
nuclear@0 1001 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 1002
nuclear@0 1003 if(idata_valid && !ibo_valid) {
nuclear@0 1004 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 1005 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), &idata[0], GL_STATIC_DRAW);
nuclear@0 1006 ibo_valid = true;
nuclear@0 1007 }
nuclear@0 1008 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 1009 }
nuclear@0 1010
nuclear@0 1011 void Mesh::update_wire_ibo()
nuclear@0 1012 {
nuclear@0 1013 update_buffers();
nuclear@0 1014
nuclear@0 1015 if(wire_ibo_valid) {
nuclear@0 1016 return;
nuclear@0 1017 }
nuclear@0 1018
nuclear@0 1019 if(!wire_ibo) {
nuclear@0 1020 glGenBuffers(1, &wire_ibo);
nuclear@0 1021 }
nuclear@0 1022
nuclear@0 1023 unsigned int *wire_idxarr = new unsigned int[nfaces * 6];
nuclear@0 1024 unsigned int *dest = wire_idxarr;
nuclear@0 1025
nuclear@0 1026 if(ibo_valid) {
nuclear@0 1027 // we're dealing with an indexed mesh
nuclear@0 1028 const unsigned int *idxarr = ((const Mesh*)this)->get_index_data();
nuclear@0 1029
nuclear@0 1030 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 1031 *dest++ = idxarr[0];
nuclear@0 1032 *dest++ = idxarr[1];
nuclear@0 1033 *dest++ = idxarr[1];
nuclear@0 1034 *dest++ = idxarr[2];
nuclear@0 1035 *dest++ = idxarr[2];
nuclear@0 1036 *dest++ = idxarr[0];
nuclear@0 1037 idxarr += 3;
nuclear@0 1038 }
nuclear@0 1039 } else {
nuclear@0 1040 // not an indexed mesh ...
nuclear@0 1041 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 1042 int vidx = i * 3;
nuclear@0 1043 *dest++ = vidx;
nuclear@0 1044 *dest++ = vidx + 1;
nuclear@0 1045 *dest++ = vidx + 1;
nuclear@0 1046 *dest++ = vidx + 2;
nuclear@0 1047 *dest++ = vidx + 2;
nuclear@0 1048 *dest++ = vidx;
nuclear@0 1049 }
nuclear@0 1050 }
nuclear@0 1051
nuclear@0 1052 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 1053 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 6 * sizeof(unsigned int), wire_idxarr, GL_STATIC_DRAW);
nuclear@0 1054 delete [] wire_idxarr;
nuclear@0 1055 wire_ibo_valid = true;
nuclear@0 1056 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 1057 }
nuclear@0 1058
nuclear@0 1059
nuclear@0 1060 // ------ class Triangle ------
nuclear@0 1061 Triangle::Triangle()
nuclear@0 1062 {
nuclear@0 1063 normal_valid = false;
nuclear@0 1064 id = -1;
nuclear@0 1065 }
nuclear@0 1066
nuclear@0 1067 Triangle::Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2)
nuclear@0 1068 {
nuclear@0 1069 v[0] = v0;
nuclear@0 1070 v[1] = v1;
nuclear@0 1071 v[2] = v2;
nuclear@0 1072 normal_valid = false;
nuclear@0 1073 id = -1;
nuclear@0 1074 }
nuclear@0 1075
nuclear@0 1076 Triangle::Triangle(int n, const Vector3 *varr, const unsigned int *idxarr)
nuclear@0 1077 {
nuclear@0 1078 if(idxarr) {
nuclear@0 1079 v[0] = varr[idxarr[n * 3]];
nuclear@0 1080 v[1] = varr[idxarr[n * 3 + 1]];
nuclear@0 1081 v[2] = varr[idxarr[n * 3 + 2]];
nuclear@0 1082 } else {
nuclear@0 1083 v[0] = varr[n * 3];
nuclear@0 1084 v[1] = varr[n * 3 + 1];
nuclear@0 1085 v[2] = varr[n * 3 + 2];
nuclear@0 1086 }
nuclear@0 1087 normal_valid = false;
nuclear@0 1088 id = n;
nuclear@0 1089 }
nuclear@0 1090
nuclear@0 1091 void Triangle::calc_normal()
nuclear@0 1092 {
nuclear@0 1093 normal = cross_product(v[1] - v[0], v[2] - v[0]).normalized();
nuclear@0 1094 normal_valid = true;
nuclear@0 1095 }
nuclear@0 1096
nuclear@0 1097 const Vector3 &Triangle::get_normal() const
nuclear@0 1098 {
nuclear@0 1099 if(!normal_valid) {
nuclear@0 1100 ((Triangle*)this)->calc_normal();
nuclear@0 1101 }
nuclear@0 1102 return normal;
nuclear@0 1103 }
nuclear@0 1104
nuclear@0 1105 void Triangle::transform(const Matrix4x4 &xform)
nuclear@0 1106 {
nuclear@0 1107 v[0].transform(xform);
nuclear@0 1108 v[1].transform(xform);
nuclear@0 1109 v[2].transform(xform);
nuclear@0 1110 normal_valid = false;
nuclear@0 1111 }
nuclear@0 1112
nuclear@0 1113 void Triangle::draw() const
nuclear@0 1114 {
nuclear@0 1115 Vector3 n[3];
nuclear@0 1116 n[0] = get_normal();
nuclear@0 1117 n[1] = get_normal();
nuclear@0 1118 n[2] = get_normal();
nuclear@0 1119
nuclear@0 1120 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 1121 int nloc = Mesh::get_attrib_location(MESH_ATTR_NORMAL);
nuclear@0 1122
nuclear@0 1123 glEnableVertexAttribArray(vloc);
nuclear@0 1124 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 1125 glVertexAttribPointer(nloc, 3, GL_FLOAT, GL_FALSE, 0, &n[0].x);
nuclear@0 1126
nuclear@0 1127 glDrawArrays(GL_TRIANGLES, 0, 3);
nuclear@0 1128
nuclear@0 1129 glDisableVertexAttribArray(vloc);
nuclear@0 1130 glDisableVertexAttribArray(nloc);
nuclear@0 1131 CHECK_GLERROR;
nuclear@0 1132 }
nuclear@0 1133
nuclear@0 1134 void Triangle::draw_wire() const
nuclear@0 1135 {
nuclear@0 1136 static const int idxarr[] = {0, 1, 1, 2, 2, 0};
nuclear@0 1137 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 1138
nuclear@0 1139 glEnableVertexAttribArray(vloc);
nuclear@0 1140 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 1141
nuclear@0 1142 glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, idxarr);
nuclear@0 1143
nuclear@0 1144 glDisableVertexAttribArray(vloc);
nuclear@0 1145 CHECK_GLERROR;
nuclear@0 1146 }
nuclear@0 1147
nuclear@0 1148 Vector3 Triangle::calc_barycentric(const Vector3 &pos) const
nuclear@0 1149 {
nuclear@0 1150 Vector3 norm = get_normal();
nuclear@0 1151
nuclear@0 1152 float area_sq = fabs(dot_product(cross_product(v[1] - v[0], v[2] - v[0]), norm));
nuclear@0 1153 if(area_sq < 1e-5) {
nuclear@0 1154 return Vector3(0, 0, 0);
nuclear@0 1155 }
nuclear@0 1156
nuclear@0 1157 float asq0 = fabs(dot_product(cross_product(v[1] - pos, v[2] - pos), norm));
nuclear@0 1158 float asq1 = fabs(dot_product(cross_product(v[2] - pos, v[0] - pos), norm));
nuclear@0 1159 float asq2 = fabs(dot_product(cross_product(v[0] - pos, v[1] - pos), norm));
nuclear@0 1160
nuclear@0 1161 return Vector3(asq0 / area_sq, asq1 / area_sq, asq2 / area_sq);
nuclear@0 1162 }
nuclear@0 1163
nuclear@0 1164 bool Triangle::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 1165 {
nuclear@0 1166 Vector3 normal = get_normal();
nuclear@0 1167
nuclear@0 1168 float ndotdir = dot_product(ray.dir, normal);
nuclear@0 1169 if(fabs(ndotdir) < 1e-4) {
nuclear@0 1170 return false;
nuclear@0 1171 }
nuclear@0 1172
nuclear@0 1173 Vector3 vertdir = v[0] - ray.origin;
nuclear@0 1174 float t = dot_product(normal, vertdir) / ndotdir;
nuclear@0 1175
nuclear@0 1176 Vector3 pos = ray.origin + ray.dir * t;
nuclear@0 1177 Vector3 bary = calc_barycentric(pos);
nuclear@0 1178
nuclear@0 1179 if(bary.x + bary.y + bary.z > 1.00001) {
nuclear@0 1180 return false;
nuclear@0 1181 }
nuclear@0 1182
nuclear@0 1183 if(hit) {
nuclear@0 1184 hit->dist = t;
nuclear@0 1185 hit->pos = ray.origin + ray.dir * t;
nuclear@0 1186 hit->normal = normal;
nuclear@0 1187 hit->obj = this;
nuclear@0 1188 }
nuclear@0 1189 return true;
nuclear@0 1190 }