Open Source Tomb Raider Engine
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Mesh.cpp 13KB

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  1. /*!
  2. * \file src/Mesh.cpp
  3. * \brief OpenGL Mesh
  4. *
  5. * \author Mongoose
  6. */
  7. #ifdef __APPLE__
  8. #include <OpenGL/gl.h>
  9. #else
  10. #include <GL/gl.h>
  11. #endif
  12. #include <Mesh.h>
  13. ////////////////////////////////////////////////////////////
  14. // Constructors
  15. ////////////////////////////////////////////////////////////
  16. Mesh::Mesh()
  17. {
  18. mNumVertices = 0;
  19. mVertices = 0x0;
  20. mNumNormals = 0;
  21. mNormals = 0x0;
  22. mNumColors = 0;
  23. mColors = 0x0;
  24. mNumTris = 0;
  25. mTris = 0x0;
  26. mNumQuads = 0;
  27. mQuads = 0x0;
  28. mVertexArray = 0x0;
  29. mNormalArray = 0x0;
  30. mColorArray = 0x0;
  31. mTriangleCount = 0;
  32. mTriangleTextures = 0x0;
  33. mTriangleIndices = 0x0;
  34. mTriangleFlags = 0x0;
  35. mTriangleTexCoordArray = 0x0;
  36. mFlags = 0;
  37. mMode = MeshModeTexture;
  38. }
  39. Mesh::~Mesh()
  40. {
  41. unsigned int i;
  42. if (mVertices)
  43. {
  44. delete [] mVertices;
  45. }
  46. if (mNormals)
  47. {
  48. delete [] mNormals;
  49. }
  50. if (mColors)
  51. {
  52. delete [] mColors;
  53. }
  54. if (mTris)
  55. {
  56. for (i = 0; i < mNumTris; ++i)
  57. {
  58. if (mTris[i].triangles)
  59. delete [] mTris[i].triangles;
  60. if (mTris[i].alpha_triangles)
  61. delete [] mTris[i].alpha_triangles;
  62. if (mTris[i].texcoors)
  63. delete [] mTris[i].texcoors;
  64. if (mTris[i].texcoors2)
  65. delete [] mTris[i].texcoors2;
  66. }
  67. delete [] mTris;
  68. }
  69. if (mQuads)
  70. {
  71. for (i = 0; i < mNumQuads; ++i)
  72. {
  73. if (mQuads[i].quads)
  74. delete [] mQuads[i].quads;
  75. if (mQuads[i].alpha_quads)
  76. delete [] mQuads[i].alpha_quads;
  77. if (mQuads[i].texcoors)
  78. delete [] mQuads[i].texcoors;
  79. if (mQuads[i].texcoors2)
  80. delete [] mQuads[i].texcoors2;
  81. }
  82. delete [] mQuads;
  83. }
  84. if (mVertexArray)
  85. {
  86. delete [] mVertexArray;
  87. }
  88. if (mNormalArray)
  89. {
  90. delete [] mNormalArray;
  91. }
  92. if (mColorArray)
  93. {
  94. delete [] mColorArray;
  95. }
  96. if (mTriangleTextures)
  97. {
  98. delete [] mTriangleTextures;
  99. }
  100. if (mTriangleIndices)
  101. {
  102. delete [] mTriangleIndices;
  103. }
  104. if (mTriangleFlags)
  105. {
  106. delete [] mTriangleFlags;
  107. }
  108. if (mTriangleTexCoordArray)
  109. {
  110. delete [] mTriangleTexCoordArray;
  111. }
  112. }
  113. ////////////////////////////////////////////////////////////
  114. // Public Accessors
  115. ////////////////////////////////////////////////////////////
  116. void Mesh::drawAlpha()
  117. {
  118. unsigned int i, j, k, index;
  119. // Render quadralaterals
  120. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i)
  121. {
  122. switch (mMode)
  123. {
  124. case MeshModeWireframe:
  125. glColor3f(0.0, 0.0, 1.0);
  126. glBindTexture(GL_TEXTURE_2D, 0);
  127. break;
  128. case MeshModeSolid:
  129. // Bind WHITE texture for solid colors
  130. glBindTexture(GL_TEXTURE_2D, 0);
  131. break;
  132. default:
  133. case MeshModeTexture:
  134. case MeshModeMultiTexture:
  135. // Bind texture id for textures
  136. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  137. }
  138. glBegin(GL_QUADS);
  139. for (j = 0; j < mQuads[i].num_alpha_quads; ++j)
  140. {
  141. for (k = 0; k < 4; ++k)
  142. {
  143. index = mQuads[i].alpha_quads[j*4+k];
  144. glTexCoord2fv(mQuads[i].texcoors2[j*4+k]);
  145. glColor4fv(mColors[index]);
  146. glVertex3fv(mVertices[index]);
  147. }
  148. }
  149. glEnd();
  150. }
  151. // Render triangles
  152. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i)
  153. {
  154. switch (mMode)
  155. {
  156. case MeshModeWireframe:
  157. glColor3f(0.0, 1.0, 0.0);
  158. glBindTexture(GL_TEXTURE_2D, 0);
  159. break;
  160. case MeshModeSolid:
  161. // Bind WHITE texture for solid colors
  162. glBindTexture(GL_TEXTURE_2D, 0);
  163. break;
  164. default:
  165. case MeshModeTexture:
  166. case MeshModeMultiTexture:
  167. // Bind texture id for textures
  168. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  169. }
  170. glBegin(GL_TRIANGLES);
  171. for (j = 0; j < mTris[i].num_alpha_triangles; ++j)
  172. {
  173. for (k = 0; k < 3; ++k)
  174. {
  175. index = mTris[i].alpha_triangles[j*3+k];
  176. glTexCoord2fv(mTris[i].texcoors2[j*3+k]);
  177. glColor4fv(mColors[index]);
  178. glVertex3fv(mVertices[index]);
  179. }
  180. }
  181. glEnd();
  182. }
  183. }
  184. void Mesh::drawSolid()
  185. {
  186. unsigned int i, j, k, index;
  187. if (mFlags & fMesh_UseVertexArray)
  188. {
  189. //glEnableClientState(GL_VERTEX_ARRAY);
  190. //glVertexPointer(3, GL_FLOAT, 0, mVertexArray);
  191. glPointSize(2.0f);
  192. glColor3f(1.0f, 1.0f, 1.0f);
  193. glBegin(GL_TRIANGLES);
  194. for (i = 0; i < mTriangleCount*3; ++i)
  195. {
  196. //glArrayElement(mTriangleIndices[i]);
  197. glVertex3fv(mVertexArray+mTriangleIndices[i]);
  198. }
  199. glEnd();
  200. glPointSize(1.0f);
  201. //! \fixme
  202. /*
  203. for (j = 0; j < mQuads[i].num_quads; ++j)
  204. {
  205. for (k = 0; k < 4; ++k)
  206. {
  207. index = mQuads[i].quads[j*4+k];
  208. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  209. glArrayElement(mQuads[i].quads[j*4+k]);
  210. }
  211. }
  212. */
  213. return;
  214. }
  215. // Render quadralaterals
  216. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i)
  217. {
  218. switch (mMode)
  219. {
  220. case MeshModeSolid:
  221. glColor3f(0.0, 0.0, 0.0);
  222. break;
  223. case MeshModeWireframe:
  224. // Bind WHITE texture for solid colors
  225. glBindTexture(GL_TEXTURE_2D, 0);
  226. break;
  227. #ifdef MULTITEXTURE
  228. case MeshModeMultiTexture:
  229. glActiveTextureARB(GL_TEXTURE0_ARB);
  230. glEnable(GL_TEXTURE_2D);
  231. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  232. glActiveTextureARB(GL_TEXTURE1_ARB);
  233. glEnable(GL_TEXTURE_2D);
  234. glBindTexture(GL_TEXTURE_2D, mQuads[i].bumpmap+1);
  235. break;
  236. #else
  237. case MeshModeMultiTexture:
  238. #endif
  239. default:
  240. case MeshModeTexture:
  241. // Bind texture id for textures
  242. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  243. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  244. }
  245. glBegin(GL_QUADS);
  246. for (j = 0; j < mQuads[i].num_quads; ++j)
  247. {
  248. for (k = 0; k < 4; ++k)
  249. {
  250. index = mQuads[i].quads[j*4+k];
  251. glColor4fv(mColors[index]);
  252. #ifdef MULTITEXTURE
  253. if (mMode == MeshModeMultiTexture)
  254. {
  255. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  256. mQuads[i].texcoors[j*4+k]);
  257. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  258. mQuads[i].texcoors[j*4+k]);
  259. }
  260. else
  261. #endif
  262. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  263. glVertex3fv(mVertices[index]);
  264. }
  265. }
  266. glEnd();
  267. }
  268. // Render triangles
  269. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i)
  270. {
  271. switch (mMode)
  272. {
  273. case MeshModeSolid:
  274. glColor3f(1.0, 0.0, 0.0);
  275. break;
  276. case MeshModeWireframe:
  277. // Bind WHITE texture for solid colors
  278. glBindTexture(GL_TEXTURE_2D, 0);
  279. break;
  280. #ifdef MULTITEXTURE
  281. case MeshModeMultiTexture:
  282. glActiveTextureARB(GL_TEXTURE0_ARB);
  283. glEnable(GL_TEXTURE_2D);
  284. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  285. glActiveTextureARB(GL_TEXTURE1_ARB);
  286. glEnable(GL_TEXTURE_2D);
  287. glBindTexture(GL_TEXTURE_2D, mTris[i].bumpmap+1);
  288. break;
  289. #else
  290. case MeshModeMultiTexture:
  291. #endif
  292. default:
  293. case MeshModeTexture:
  294. // Bind texture id for textures
  295. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  296. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  297. }
  298. glBegin(GL_TRIANGLES);
  299. for (j = 0; j < mTris[i].num_triangles; ++j)
  300. {
  301. for (k = 0; k < 3; ++k)
  302. {
  303. index = mTris[i].triangles[j*3+k];
  304. #ifdef MULTITEXTURE
  305. if (mMode == MeshModeMultiTexture)
  306. {
  307. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  308. mTris[i].texcoors[j*3+k]);
  309. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  310. mTris[i].texcoors[j*3+k]);
  311. }
  312. else
  313. #endif
  314. glTexCoord2fv(mTris[i].texcoors[j*3+k]);
  315. glColor4fv(mColors[index]);
  316. glVertex3fv(mVertices[index]);
  317. }
  318. }
  319. glEnd();
  320. }
  321. #ifdef MULTITEXTURE
  322. if (mMode == MeshModeMultiTexture)
  323. {
  324. glDisable(GL_TEXTURE_2D);
  325. glActiveTextureARB(GL_TEXTURE0_ARB);
  326. }
  327. #endif
  328. }
  329. ////////////////////////////////////////////////////////////
  330. // Public Mutators
  331. ////////////////////////////////////////////////////////////
  332. void Mesh::allocateColors(unsigned int n)
  333. {
  334. if (mColors)
  335. {
  336. mNumColors = 0;
  337. delete [] mColors;
  338. }
  339. if (!n)
  340. {
  341. return;
  342. }
  343. mNumColors = n;
  344. mColors = new vec4_t[mNumColors];
  345. }
  346. void Mesh::allocateNormals(unsigned int n)
  347. {
  348. if (mNormals)
  349. {
  350. mNumNormals = 0;
  351. delete [] mNormals;
  352. }
  353. if (!n)
  354. {
  355. return;
  356. }
  357. mNumNormals = n;
  358. mNormals = new vec3_t[mNumNormals];
  359. }
  360. void Mesh::allocateRectangles(unsigned int n)
  361. {
  362. if (mQuads)
  363. {
  364. mNumQuads = 0;
  365. delete [] mQuads;
  366. }
  367. if (!n)
  368. {
  369. return;
  370. }
  371. mNumQuads = n;
  372. mQuads = new rect_t[mNumQuads];
  373. }
  374. void Mesh::allocateTriangles(unsigned int n)
  375. {
  376. if (mTris)
  377. {
  378. mNumTris = 0;
  379. delete [] mTris;
  380. }
  381. if (!n)
  382. {
  383. return;
  384. }
  385. mNumTris = n;
  386. mTris = new tris_t[mNumTris];
  387. }
  388. void Mesh::allocateVertices(unsigned int n)
  389. {
  390. if (mVertices)
  391. {
  392. mNumVertices = 0;
  393. delete [] mVertices;
  394. }
  395. if (!n)
  396. {
  397. return;
  398. }
  399. mNumVertices = n;
  400. mVertices = new vec3_t[mNumVertices];
  401. }
  402. void Mesh::bufferColorArray(unsigned int colorCount, vec_t *colors)
  403. {
  404. if (mColors)
  405. {
  406. mNumColors = 0;
  407. delete [] mColors;
  408. }
  409. if (!colorCount)
  410. {
  411. return;
  412. }
  413. mNumColors = colorCount;
  414. mColorArray = colors;
  415. }
  416. void Mesh::bufferNormalArray(unsigned int normalCount, vec_t *normals)
  417. {
  418. if (mNormals)
  419. {
  420. mNumNormals = 0;
  421. delete [] mNormals;
  422. }
  423. if (!normalCount)
  424. {
  425. return;
  426. }
  427. mNumNormals = normalCount;
  428. mNormalArray = normals;
  429. }
  430. void Mesh::bufferTriangles(unsigned int count,
  431. unsigned int *indices, vec_t *texCoords,
  432. int *textures, unsigned int *flags)
  433. {
  434. mTriangleCount = count;
  435. mTriangleTextures = textures;
  436. mTriangleIndices = indices;
  437. mTriangleFlags = flags;
  438. mTriangleTexCoordArray = texCoords;
  439. //! \fixme sortTrianglesByTexture();
  440. }
  441. void Mesh::bufferVertexArray(unsigned int vertexCount, vec_t *vertices)
  442. {
  443. if (mVertices)
  444. {
  445. mNumVertices = 0;
  446. delete [] mVertices;
  447. }
  448. if (!vertexCount)
  449. {
  450. return;
  451. }
  452. mNumVertices = vertexCount;
  453. mVertexArray = vertices;
  454. mFlags |= fMesh_UseVertexArray;
  455. }
  456. void Mesh::setColor(unsigned int index,
  457. float r, float g, float b, float a)
  458. {
  459. if (index > mNumColors)
  460. {
  461. return;
  462. }
  463. mColors[index][0] = r;
  464. mColors[index][1] = g;
  465. mColors[index][2] = b;
  466. mColors[index][3] = a;
  467. }
  468. void Mesh::setColor(unsigned int index, float rgba[4])
  469. {
  470. if (index > mNumColors)
  471. {
  472. return;
  473. }
  474. mColors[index][0] = rgba[0];
  475. mColors[index][1] = rgba[1];
  476. mColors[index][2] = rgba[2];
  477. mColors[index][3] = rgba[3];
  478. }
  479. void Mesh::setNormal(unsigned int index, float i, float j, float k)
  480. {
  481. if (index > mNumNormals)
  482. {
  483. return;
  484. }
  485. mNormals[index][0] = i;
  486. mNormals[index][1] = j;
  487. mNormals[index][2] = k;
  488. }
  489. void Mesh::setVertex(unsigned int index, float x, float y, float z)
  490. {
  491. if (index > mNumVertices)
  492. {
  493. return;
  494. }
  495. mVertices[index][0] = x;
  496. mVertices[index][1] = y;
  497. mVertices[index][2] = z;
  498. }
  499. ////////////////////////////////////////////////////////////
  500. // Private Accessors
  501. ////////////////////////////////////////////////////////////
  502. ////////////////////////////////////////////////////////////
  503. // Private Mutators
  504. ////////////////////////////////////////////////////////////