tavli

annotate src/object.cc @ 18:986c0b76513f

shadows, not completed
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 29 Jun 2015 01:29:36 +0300
parents b1a195c3ee16
children 37dead56f01e
rev   line source
nuclear@1 1 #include "object.h"
nuclear@1 2 #include "opengl.h"
nuclear@1 3
nuclear@14 4 Material::Material()
nuclear@14 5 : diffuse(1, 1, 1), specular(0, 0, 0)
nuclear@14 6 {
nuclear@14 7 shininess = 60.0;
nuclear@14 8 alpha = 1.0;
nuclear@14 9 }
nuclear@14 10
nuclear@14 11 RenderOps::RenderOps()
nuclear@14 12 {
nuclear@14 13 zwrite = true;
nuclear@14 14 }
nuclear@14 15
nuclear@14 16 void RenderOps::setup() const
nuclear@14 17 {
nuclear@14 18 if(!zwrite) {
nuclear@14 19 glDepthMask(0);
nuclear@14 20 }
nuclear@14 21 }
nuclear@14 22
nuclear@1 23 Object::Object()
nuclear@1 24 {
nuclear@1 25 mesh = 0;
nuclear@4 26 tex = 0;
nuclear@15 27 sdr = 0;
nuclear@1 28 }
nuclear@1 29
nuclear@1 30 Object::~Object()
nuclear@1 31 {
nuclear@1 32 delete mesh;
nuclear@1 33 }
nuclear@1 34
nuclear@1 35 Matrix4x4 &Object::xform()
nuclear@1 36 {
nuclear@1 37 return matrix;
nuclear@1 38 }
nuclear@1 39
nuclear@1 40 const Matrix4x4 &Object::xform() const
nuclear@1 41 {
nuclear@1 42 return matrix;
nuclear@1 43 }
nuclear@1 44
nuclear@6 45 Matrix4x4 &Object::tex_xform()
nuclear@6 46 {
nuclear@6 47 return tex_matrix;
nuclear@6 48 }
nuclear@6 49
nuclear@6 50 const Matrix4x4 &Object::tex_xform() const
nuclear@6 51 {
nuclear@6 52 return tex_matrix;
nuclear@6 53 }
nuclear@6 54
nuclear@1 55 void Object::set_mesh(Mesh *m)
nuclear@1 56 {
nuclear@1 57 this->mesh = m;
nuclear@1 58 }
nuclear@1 59
nuclear@1 60 Mesh *Object::get_mesh() const
nuclear@1 61 {
nuclear@1 62 return mesh;
nuclear@1 63 }
nuclear@1 64
nuclear@4 65 void Object::set_texture(unsigned int tex)
nuclear@4 66 {
nuclear@4 67 this->tex = tex;
nuclear@4 68 }
nuclear@4 69
nuclear@15 70 void Object::set_shader(unsigned int sdr)
nuclear@15 71 {
nuclear@16 72 if(GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader) {
nuclear@16 73 this->sdr = sdr;
nuclear@16 74 }
nuclear@15 75 }
nuclear@15 76
nuclear@1 77 void Object::draw() const
nuclear@1 78 {
nuclear@1 79 if(!mesh) return;
nuclear@1 80
nuclear@14 81 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@14 82 rop.setup();
nuclear@14 83
nuclear@15 84 if(sdr) {
nuclear@15 85 glUseProgram(sdr);
nuclear@15 86 }
nuclear@15 87
nuclear@4 88 if(tex) {
nuclear@4 89 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 90 glEnable(GL_TEXTURE_2D);
nuclear@6 91
nuclear@6 92 glMatrixMode(GL_TEXTURE);
nuclear@6 93 glPushMatrix();
nuclear@6 94 glLoadTransposeMatrixf(tex_matrix[0]);
nuclear@4 95 } else {
nuclear@4 96 glDisable(GL_TEXTURE_2D);
nuclear@4 97 }
nuclear@4 98
nuclear@1 99 glMatrixMode(GL_MODELVIEW);
nuclear@1 100 glPushMatrix();
nuclear@2 101 glMultTransposeMatrixf(matrix[0]);
nuclear@1 102
nuclear@6 103 float dcol[] = {mtl.diffuse.x, mtl.diffuse.y, mtl.diffuse.z, mtl.alpha};
nuclear@6 104 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
nuclear@6 105 float scol[] = {mtl.specular.x, mtl.specular.y, mtl.specular.z, 1.0f};
nuclear@6 106 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
nuclear@6 107 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mtl.shininess);
nuclear@6 108
nuclear@1 109 mesh->draw();
nuclear@1 110
nuclear@4 111 if(tex) {
nuclear@4 112 glDisable(GL_TEXTURE_2D);
nuclear@6 113
nuclear@6 114 glMatrixMode(GL_TEXTURE);
nuclear@6 115 glPopMatrix();
nuclear@4 116 }
nuclear@6 117
nuclear@15 118 if(sdr) {
nuclear@15 119 glUseProgram(0);
nuclear@15 120 }
nuclear@15 121
nuclear@6 122 glMatrixMode(GL_MODELVIEW);
nuclear@6 123 glPopMatrix();
nuclear@14 124
nuclear@14 125 glPopAttrib();
nuclear@1 126 }
nuclear@3 127
nuclear@11 128 void Object::draw_wire(const Vector4 &col) const
nuclear@11 129 {
nuclear@11 130 glPushAttrib(GL_ENABLE_BIT);
nuclear@11 131 glDisable(GL_LIGHTING);
nuclear@11 132
nuclear@11 133 glMatrixMode(GL_MODELVIEW);
nuclear@11 134 glPushMatrix();
nuclear@11 135 glMultTransposeMatrixf(matrix[0]);
nuclear@11 136
nuclear@11 137 glColor4f(col.x, col.y, col.z, col.w);
nuclear@11 138 mesh->draw_wire();
nuclear@11 139
nuclear@11 140 glPopMatrix();
nuclear@11 141 glPopAttrib();
nuclear@11 142 }
nuclear@11 143
nuclear@11 144 void Object::draw_vertices(const Vector4 &col) const
nuclear@11 145 {
nuclear@11 146 glPushAttrib(GL_ENABLE_BIT);
nuclear@11 147 glDisable(GL_LIGHTING);
nuclear@11 148
nuclear@11 149 glMatrixMode(GL_MODELVIEW);
nuclear@11 150 glPushMatrix();
nuclear@11 151 glMultTransposeMatrixf(matrix[0]);
nuclear@11 152
nuclear@11 153 glColor4f(col.x, col.y, col.z, col.w);
nuclear@11 154 mesh->draw_vertices();
nuclear@11 155
nuclear@11 156 glPopMatrix();
nuclear@11 157 glPopAttrib();
nuclear@11 158 }
nuclear@11 159
nuclear@11 160 void Object::draw_normals(float len, const Vector4 &col) const
nuclear@11 161 {
nuclear@11 162 glPushAttrib(GL_ENABLE_BIT);
nuclear@11 163 glDisable(GL_LIGHTING);
nuclear@11 164
nuclear@11 165 glMatrixMode(GL_MODELVIEW);
nuclear@11 166 glPushMatrix();
nuclear@11 167 glMultTransposeMatrixf(matrix[0]);
nuclear@11 168
nuclear@11 169 glColor4f(col.x, col.y, col.z, col.w);
nuclear@11 170 mesh->set_vis_vecsize(len);
nuclear@11 171 mesh->draw_normals();
nuclear@11 172
nuclear@11 173 glPopMatrix();
nuclear@11 174 glPopAttrib();
nuclear@11 175 }
nuclear@11 176
nuclear@11 177 void Object::draw_tangents(float len, const Vector4 &col) const
nuclear@11 178 {
nuclear@11 179 glPushAttrib(GL_ENABLE_BIT);
nuclear@11 180 glDisable(GL_LIGHTING);
nuclear@11 181
nuclear@11 182 glMatrixMode(GL_MODELVIEW);
nuclear@11 183 glPushMatrix();
nuclear@11 184 glMultTransposeMatrixf(matrix[0]);
nuclear@11 185
nuclear@11 186 glColor4f(col.x, col.y, col.z, col.w);
nuclear@11 187 mesh->set_vis_vecsize(len);
nuclear@11 188 mesh->draw_tangents();
nuclear@11 189
nuclear@11 190 glPopMatrix();
nuclear@11 191 glPopAttrib();
nuclear@11 192 }
nuclear@11 193
nuclear@3 194 bool Object::intersect(const Ray &ray, HitPoint *hit) const
nuclear@3 195 {
nuclear@3 196 return false; // TODO
nuclear@3 197 }