Open Source Tomb Raider Engine
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Mesh.cpp 12KB

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  1. /*!
  2. * \file src/Mesh.cpp
  3. * \brief OpenGL Mesh
  4. *
  5. * \author Mongoose
  6. */
  7. #include <stdlib.h>
  8. #include "global.h"
  9. #include "Mesh.h"
  10. ////////////////////////////////////////////////////////////
  11. // Constructors
  12. ////////////////////////////////////////////////////////////
  13. Mesh::Mesh()
  14. {
  15. mNumVertices = 0;
  16. mVertices = 0x0;
  17. mNumNormals = 0;
  18. mNormals = 0x0;
  19. mNumColors = 0;
  20. mColors = 0x0;
  21. mNumTris = 0;
  22. mTris = 0x0;
  23. mNumQuads = 0;
  24. mQuads = 0x0;
  25. mVertexArray = 0x0;
  26. mNormalArray = 0x0;
  27. mColorArray = 0x0;
  28. mTriangleCount = 0;
  29. mTriangleTextures = 0x0;
  30. mTriangleIndices = 0x0;
  31. mTriangleFlags = 0x0;
  32. mTriangleTexCoordArray = 0x0;
  33. mFlags = 0;
  34. mMode = MeshModeTexture;
  35. }
  36. Mesh::~Mesh()
  37. {
  38. delete [] mVertices;
  39. mVertices = NULL;
  40. delete [] mNormals;
  41. mNormals = NULL;
  42. delete [] mColors;
  43. mColors = NULL;
  44. if (mTris)
  45. {
  46. for (unsigned int i = 0; i < mNumTris; ++i)
  47. {
  48. delete [] mTris[i].triangles;
  49. delete [] mTris[i].alpha_triangles;
  50. delete [] mTris[i].texcoors;
  51. delete [] mTris[i].texcoors2;
  52. }
  53. delete [] mTris;
  54. mTris = NULL;
  55. }
  56. if (mQuads)
  57. {
  58. for (unsigned int i = 0; i < mNumQuads; ++i)
  59. {
  60. delete [] mQuads[i].quads;
  61. delete [] mQuads[i].alpha_quads;
  62. delete [] mQuads[i].texcoors;
  63. delete [] mQuads[i].texcoors2;
  64. }
  65. delete [] mQuads;
  66. mQuads = NULL;
  67. }
  68. delete [] mVertexArray;
  69. mVertexArray = NULL;
  70. delete [] mNormalArray;
  71. mNormalArray = NULL;
  72. delete [] mColorArray;
  73. mColorArray = NULL;
  74. delete [] mTriangleTextures;
  75. mTriangleTextures = NULL;
  76. delete [] mTriangleIndices;
  77. mTriangleIndices = NULL;
  78. delete [] mTriangleFlags;
  79. mTriangleFlags = NULL;
  80. delete [] mTriangleTexCoordArray;
  81. mTriangleTexCoordArray = NULL;
  82. }
  83. ////////////////////////////////////////////////////////////
  84. // Public Accessors
  85. ////////////////////////////////////////////////////////////
  86. void Mesh::drawAlpha()
  87. {
  88. unsigned int i, j, k, index;
  89. // Render quadralaterals
  90. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i)
  91. {
  92. switch (mMode)
  93. {
  94. case MeshModeWireframe:
  95. glColor3f(0.0, 0.0, 1.0);
  96. glBindTexture(GL_TEXTURE_2D, 0);
  97. break;
  98. case MeshModeSolid:
  99. // Bind WHITE texture for solid colors
  100. glBindTexture(GL_TEXTURE_2D, 0);
  101. break;
  102. case MeshModeTexture:
  103. case MeshModeMultiTexture:
  104. // Bind texture id for textures
  105. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  106. break;
  107. }
  108. glBegin(GL_QUADS);
  109. for (j = 0; j < mQuads[i].num_alpha_quads; ++j)
  110. {
  111. for (k = 0; k < 4; ++k)
  112. {
  113. index = mQuads[i].alpha_quads[j*4+k];
  114. glTexCoord2fv(mQuads[i].texcoors2[j*4+k]);
  115. glColor4fv(mColors[index]);
  116. glVertex3fv(mVertices[index]);
  117. }
  118. }
  119. glEnd();
  120. }
  121. // Render triangles
  122. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i)
  123. {
  124. switch (mMode)
  125. {
  126. case MeshModeWireframe:
  127. glColor3f(0.0, 1.0, 0.0);
  128. glBindTexture(GL_TEXTURE_2D, 0);
  129. break;
  130. case MeshModeSolid:
  131. // Bind WHITE texture for solid colors
  132. glBindTexture(GL_TEXTURE_2D, 0);
  133. break;
  134. case MeshModeTexture:
  135. case MeshModeMultiTexture:
  136. // Bind texture id for textures
  137. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  138. break;
  139. }
  140. glBegin(GL_TRIANGLES);
  141. for (j = 0; j < mTris[i].num_alpha_triangles; ++j)
  142. {
  143. for (k = 0; k < 3; ++k)
  144. {
  145. index = mTris[i].alpha_triangles[j*3+k];
  146. glTexCoord2fv(mTris[i].texcoors2[j*3+k]);
  147. glColor4fv(mColors[index]);
  148. glVertex3fv(mVertices[index]);
  149. }
  150. }
  151. glEnd();
  152. }
  153. }
  154. void Mesh::drawSolid()
  155. {
  156. unsigned int i, j, k, index;
  157. if (mFlags & fMesh_UseVertexArray)
  158. {
  159. //glEnableClientState(GL_VERTEX_ARRAY);
  160. //glVertexPointer(3, GL_FLOAT, 0, mVertexArray);
  161. glPointSize(2.0f);
  162. glColor3f(1.0f, 1.0f, 1.0f);
  163. glBegin(GL_TRIANGLES);
  164. for (i = 0; i < mTriangleCount*3; ++i)
  165. {
  166. //glArrayElement(mTriangleIndices[i]);
  167. glVertex3fv(mVertexArray+mTriangleIndices[i]);
  168. }
  169. glEnd();
  170. glPointSize(1.0f);
  171. //! \fixme
  172. /*
  173. for (j = 0; j < mQuads[i].num_quads; ++j)
  174. {
  175. for (k = 0; k < 4; ++k)
  176. {
  177. index = mQuads[i].quads[j*4+k];
  178. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  179. glArrayElement(mQuads[i].quads[j*4+k]);
  180. }
  181. }
  182. */
  183. return;
  184. }
  185. // Render quadralaterals
  186. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i)
  187. {
  188. switch (mMode)
  189. {
  190. case MeshModeSolid:
  191. glColor3f(0.0, 0.0, 0.0);
  192. break;
  193. case MeshModeWireframe:
  194. // Bind WHITE texture for solid colors
  195. glBindTexture(GL_TEXTURE_2D, 0);
  196. break;
  197. #ifdef MULTITEXTURE
  198. case MeshModeMultiTexture:
  199. glActiveTextureARB(GL_TEXTURE0_ARB);
  200. glEnable(GL_TEXTURE_2D);
  201. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  202. glActiveTextureARB(GL_TEXTURE1_ARB);
  203. glEnable(GL_TEXTURE_2D);
  204. glBindTexture(GL_TEXTURE_2D, mQuads[i].bumpmap+1);
  205. break;
  206. #else
  207. case MeshModeMultiTexture:
  208. #endif
  209. case MeshModeTexture:
  210. // Bind texture id for textures
  211. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  212. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  213. break;
  214. }
  215. glBegin(GL_QUADS);
  216. for (j = 0; j < mQuads[i].num_quads; ++j)
  217. {
  218. for (k = 0; k < 4; ++k)
  219. {
  220. index = mQuads[i].quads[j*4+k];
  221. glColor4fv(mColors[index]);
  222. #ifdef MULTITEXTURE
  223. if (mMode == MeshModeMultiTexture)
  224. {
  225. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  226. mQuads[i].texcoors[j*4+k]);
  227. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  228. mQuads[i].texcoors[j*4+k]);
  229. }
  230. else
  231. #endif
  232. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  233. glVertex3fv(mVertices[index]);
  234. }
  235. }
  236. glEnd();
  237. }
  238. // Render triangles
  239. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i)
  240. {
  241. switch (mMode)
  242. {
  243. case MeshModeSolid:
  244. glColor3f(1.0, 0.0, 0.0);
  245. break;
  246. case MeshModeWireframe:
  247. // Bind WHITE texture for solid colors
  248. glBindTexture(GL_TEXTURE_2D, 0);
  249. break;
  250. #ifdef MULTITEXTURE
  251. case MeshModeMultiTexture:
  252. glActiveTextureARB(GL_TEXTURE0_ARB);
  253. glEnable(GL_TEXTURE_2D);
  254. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  255. glActiveTextureARB(GL_TEXTURE1_ARB);
  256. glEnable(GL_TEXTURE_2D);
  257. glBindTexture(GL_TEXTURE_2D, mTris[i].bumpmap+1);
  258. break;
  259. #else
  260. case MeshModeMultiTexture:
  261. #endif
  262. case MeshModeTexture:
  263. // Bind texture id for textures
  264. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  265. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  266. break;
  267. }
  268. glBegin(GL_TRIANGLES);
  269. for (j = 0; j < mTris[i].num_triangles; ++j)
  270. {
  271. for (k = 0; k < 3; ++k)
  272. {
  273. index = mTris[i].triangles[j*3+k];
  274. #ifdef MULTITEXTURE
  275. if (mMode == MeshModeMultiTexture)
  276. {
  277. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  278. mTris[i].texcoors[j*3+k]);
  279. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  280. mTris[i].texcoors[j*3+k]);
  281. }
  282. else
  283. #endif
  284. glTexCoord2fv(mTris[i].texcoors[j*3+k]);
  285. glColor4fv(mColors[index]);
  286. glVertex3fv(mVertices[index]);
  287. }
  288. }
  289. glEnd();
  290. }
  291. #ifdef MULTITEXTURE
  292. if (mMode == MeshModeMultiTexture)
  293. {
  294. glDisable(GL_TEXTURE_2D);
  295. glActiveTextureARB(GL_TEXTURE0_ARB);
  296. }
  297. #endif
  298. }
  299. ////////////////////////////////////////////////////////////
  300. // Public Mutators
  301. ////////////////////////////////////////////////////////////
  302. void Mesh::allocateColors(unsigned int n)
  303. {
  304. if (mColors)
  305. {
  306. mNumColors = 0;
  307. delete [] mColors;
  308. }
  309. if (!n)
  310. {
  311. return;
  312. }
  313. mNumColors = n;
  314. mColors = new vec4_t[mNumColors];
  315. }
  316. void Mesh::allocateNormals(unsigned int n)
  317. {
  318. if (mNormals)
  319. {
  320. mNumNormals = 0;
  321. delete [] mNormals;
  322. }
  323. if (!n)
  324. {
  325. return;
  326. }
  327. mNumNormals = n;
  328. mNormals = new vec3_t[mNumNormals];
  329. }
  330. void Mesh::allocateRectangles(unsigned int n)
  331. {
  332. if (mQuads)
  333. {
  334. mNumQuads = 0;
  335. delete [] mQuads;
  336. }
  337. if (!n)
  338. {
  339. return;
  340. }
  341. mNumQuads = n;
  342. mQuads = new rect_t[mNumQuads];
  343. }
  344. void Mesh::allocateTriangles(unsigned int n)
  345. {
  346. if (mTris)
  347. {
  348. mNumTris = 0;
  349. delete [] mTris;
  350. }
  351. if (!n)
  352. {
  353. return;
  354. }
  355. mNumTris = n;
  356. mTris = new tris_t[mNumTris];
  357. }
  358. void Mesh::allocateVertices(unsigned int n)
  359. {
  360. if (mVertices)
  361. {
  362. mNumVertices = 0;
  363. delete [] mVertices;
  364. }
  365. if (!n)
  366. {
  367. return;
  368. }
  369. mNumVertices = n;
  370. mVertices = new vec3_t[mNumVertices];
  371. }
  372. void Mesh::bufferColorArray(unsigned int colorCount, vec_t *colors)
  373. {
  374. if (mColors)
  375. {
  376. mNumColors = 0;
  377. delete [] mColors;
  378. }
  379. if (!colorCount)
  380. {
  381. return;
  382. }
  383. mNumColors = colorCount;
  384. mColorArray = colors;
  385. }
  386. void Mesh::bufferNormalArray(unsigned int normalCount, vec_t *normals)
  387. {
  388. if (mNormals)
  389. {
  390. mNumNormals = 0;
  391. delete [] mNormals;
  392. }
  393. if (!normalCount)
  394. {
  395. return;
  396. }
  397. mNumNormals = normalCount;
  398. mNormalArray = normals;
  399. }
  400. void Mesh::bufferTriangles(unsigned int count,
  401. unsigned int *indices, vec_t *texCoords,
  402. int *textures, unsigned int *flags)
  403. {
  404. mTriangleCount = count;
  405. mTriangleTextures = textures;
  406. mTriangleIndices = indices;
  407. mTriangleFlags = flags;
  408. mTriangleTexCoordArray = texCoords;
  409. //! \fixme sortTrianglesByTexture();
  410. }
  411. void Mesh::bufferVertexArray(unsigned int vertexCount, vec_t *vertices)
  412. {
  413. if (mVertices)
  414. {
  415. mNumVertices = 0;
  416. delete [] mVertices;
  417. }
  418. if (!vertexCount)
  419. {
  420. return;
  421. }
  422. mNumVertices = vertexCount;
  423. mVertexArray = vertices;
  424. mFlags |= fMesh_UseVertexArray;
  425. }
  426. void Mesh::setColor(unsigned int index,
  427. float r, float g, float b, float a)
  428. {
  429. assert(index < mNumColors);
  430. mColors[index][0] = r;
  431. mColors[index][1] = g;
  432. mColors[index][2] = b;
  433. mColors[index][3] = a;
  434. }
  435. void Mesh::setColor(unsigned int index, float rgba[4])
  436. {
  437. assert(index < mNumColors);
  438. mColors[index][0] = rgba[0];
  439. mColors[index][1] = rgba[1];
  440. mColors[index][2] = rgba[2];
  441. mColors[index][3] = rgba[3];
  442. }
  443. void Mesh::setNormal(unsigned int index, float i, float j, float k)
  444. {
  445. assert(index < mNumNormals);
  446. mNormals[index][0] = i;
  447. mNormals[index][1] = j;
  448. mNormals[index][2] = k;
  449. }
  450. void Mesh::setVertex(unsigned int index, float x, float y, float z)
  451. {
  452. assert(index < mNumVertices);
  453. mVertices[index][0] = x;
  454. mVertices[index][1] = y;
  455. mVertices[index][2] = z;
  456. }
  457. ////////////////////////////////////////////////////////////
  458. // Private Accessors
  459. ////////////////////////////////////////////////////////////
  460. ////////////////////////////////////////////////////////////
  461. // Private Mutators
  462. ////////////////////////////////////////////////////////////