Open Source Tomb Raider Engine
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Mesh.h 3.8KB

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  1. /*!
  2. * \file include/Mesh.h
  3. * \brief OpenGL Mesh
  4. *
  5. * \author Mongoose
  6. *
  7. * \todo Unify the parallel systems here, arrays and the allocate/set
  8. */
  9. #ifndef _OPENGLMESH_H_
  10. #define _OPENGLMESH_H_
  11. #include <MatMath.h>
  12. /*!
  13. * \brief OpenGL Mesh
  14. */
  15. class Mesh {
  16. public:
  17. typedef enum {
  18. MeshModeSolid,
  19. MeshModeWireframe,
  20. MeshModeTexture,
  21. MeshModeMultiTexture
  22. } MeshMode;
  23. typedef enum {
  24. fMesh_UseVertexArray = (1 << 0)
  25. } MeshFlags;
  26. typedef struct tris_s {
  27. int texture;
  28. #ifdef MULTITEXTURE
  29. int bumpmap;
  30. #endif
  31. unsigned int cnum_triangles;
  32. unsigned int cnum_alpha_triangles;
  33. unsigned int num_texcoors;
  34. vec2_t *texcoors;
  35. unsigned int num_texcoors2;
  36. vec2_t *texcoors2;
  37. //! Arrays of triangle indices sorted by texture
  38. unsigned int num_triangles;
  39. unsigned int *triangles; //!< ABCABCABC...
  40. //! Arrays of alpha triangle indices sorted by texture
  41. unsigned int num_alpha_triangles;
  42. unsigned int *alpha_triangles; //!< ABCABCABC...
  43. } tris_t;
  44. typedef struct rect_s {
  45. int texture;
  46. #ifdef MULTITEXTURE
  47. int bumpmap;
  48. #endif
  49. unsigned int cnum_quads;
  50. unsigned int cnum_alpha_quads;
  51. unsigned int num_texcoors;
  52. vec2_t *texcoors;
  53. unsigned int num_texcoors2;
  54. vec2_t *texcoors2;
  55. //! Arrays of rectangle indices sorted by texture
  56. unsigned int num_quads;
  57. unsigned int *quads; //!< ABCDABCDABCD...
  58. //! Arrays of alpha rectangle indices sorted by texture
  59. unsigned int num_alpha_quads;
  60. unsigned int *alpha_quads; //!< ABCDABCDABCD...
  61. } rect_t;
  62. /*!
  63. * \brief Constructs an object of Mesh
  64. */
  65. Mesh();
  66. /*!
  67. * \brief Deconstructs an object of Mesh
  68. */
  69. ~Mesh();
  70. void drawAlpha();
  71. void drawSolid();
  72. void allocateColors(unsigned int n);
  73. void allocateNormals(unsigned int n);
  74. void allocateRectangles(unsigned int n);
  75. void allocateTriangles(unsigned int n);
  76. void allocateVertices(unsigned int n);
  77. void bufferColorArray(unsigned int colorCount, vec_t *colors);
  78. void bufferNormalArray(unsigned int normalCount, vec_t *normals);
  79. void bufferTriangles(unsigned int count,
  80. unsigned int *indices, vec_t *texCoords,
  81. int *textures, unsigned int *flags);
  82. void bufferVertexArray(unsigned int vertexCount, vec_t *vertices);
  83. void setColor(unsigned int index, float r, float g, float b, float a);
  84. void setColor(unsigned int index, float rgba[4]);
  85. void setNormal(unsigned int index, float i, float j, float k);
  86. void setVertex(unsigned int index, float x, float y, float z);
  87. #ifdef NOT_IMPLEMENTED
  88. void sortFacesByTexture();
  89. void addFace(int textureIndex, int textureIndexB, unsigned int flags,
  90. unsigned int vertexIndexCount, vec_t *vertexIndices);
  91. void addTexTiledFace(int textureIndex, int textureIndexB,
  92. unsigned int flags, unsigned int indexCount,
  93. vec_t *vertexIndices, vec_t *texcoords);
  94. void bufferTexcoords(unsigned int texcoordCount, vec_t *texcoords);
  95. void duplicateArraysForTexTiledTexcoords();
  96. #endif
  97. unsigned int mFlags;
  98. MeshMode mMode;
  99. unsigned int mNumVertices;
  100. vec3_t *mVertices; //!< XYZ
  101. unsigned int mNumNormals;
  102. vec3_t *mNormals; //!< IJK
  103. unsigned int mNumColors;
  104. vec4_t *mColors; //!< RGBA
  105. unsigned int mNumTris;
  106. tris_t *mTris;
  107. unsigned int mNumQuads;
  108. rect_t *mQuads;
  109. unsigned int mTriangleCount;
  110. int *mTriangleTextures;
  111. unsigned int *mTriangleIndices;
  112. unsigned int *mTriangleFlags;
  113. vec_t *mTriangleTexCoordArray;
  114. vec_t *mVertexArray;
  115. vec_t *mNormalArray;
  116. vec_t *mColorArray;
  117. };
  118. #endif