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. #include <stdlib.h>
  8. #include <assert.h>
  9. #ifdef __APPLE__
  10. #include <OpenGL/gl.h>
  11. #elif defined WIN32
  12. #include <gl/glew.h>
  13. #include <gl/wglew.h>
  14. #else
  15. #include <GL/gl.h>
  16. #endif
  17. #include "Mesh.h"
  18. ////////////////////////////////////////////////////////////
  19. // Constructors
  20. ////////////////////////////////////////////////////////////
  21. Mesh::Mesh()
  22. {
  23. mNumVertices = 0;
  24. mVertices = 0x0;
  25. mNumNormals = 0;
  26. mNormals = 0x0;
  27. mNumColors = 0;
  28. mColors = 0x0;
  29. mNumTris = 0;
  30. mTris = 0x0;
  31. mNumQuads = 0;
  32. mQuads = 0x0;
  33. mVertexArray = 0x0;
  34. mNormalArray = 0x0;
  35. mColorArray = 0x0;
  36. mTriangleCount = 0;
  37. mTriangleTextures = 0x0;
  38. mTriangleIndices = 0x0;
  39. mTriangleFlags = 0x0;
  40. mTriangleTexCoordArray = 0x0;
  41. mFlags = 0;
  42. mMode = MeshModeTexture;
  43. }
  44. Mesh::~Mesh()
  45. {
  46. unsigned int i;
  47. if (mVertices)
  48. {
  49. delete [] mVertices;
  50. }
  51. if (mNormals)
  52. {
  53. delete [] mNormals;
  54. }
  55. if (mColors)
  56. {
  57. delete [] mColors;
  58. }
  59. if (mTris)
  60. {
  61. for (i = 0; i < mNumTris; ++i)
  62. {
  63. if (mTris[i].triangles)
  64. delete [] mTris[i].triangles;
  65. if (mTris[i].alpha_triangles)
  66. delete [] mTris[i].alpha_triangles;
  67. if (mTris[i].texcoors)
  68. delete [] mTris[i].texcoors;
  69. if (mTris[i].texcoors2)
  70. delete [] mTris[i].texcoors2;
  71. }
  72. delete [] mTris;
  73. }
  74. if (mQuads)
  75. {
  76. for (i = 0; i < mNumQuads; ++i)
  77. {
  78. if (mQuads[i].quads)
  79. delete [] mQuads[i].quads;
  80. if (mQuads[i].alpha_quads)
  81. delete [] mQuads[i].alpha_quads;
  82. if (mQuads[i].texcoors)
  83. delete [] mQuads[i].texcoors;
  84. if (mQuads[i].texcoors2)
  85. delete [] mQuads[i].texcoors2;
  86. }
  87. delete [] mQuads;
  88. }
  89. if (mVertexArray)
  90. {
  91. delete [] mVertexArray;
  92. }
  93. if (mNormalArray)
  94. {
  95. delete [] mNormalArray;
  96. }
  97. if (mColorArray)
  98. {
  99. delete [] mColorArray;
  100. }
  101. if (mTriangleTextures)
  102. {
  103. delete [] mTriangleTextures;
  104. }
  105. if (mTriangleIndices)
  106. {
  107. delete [] mTriangleIndices;
  108. }
  109. if (mTriangleFlags)
  110. {
  111. delete [] mTriangleFlags;
  112. }
  113. if (mTriangleTexCoordArray)
  114. {
  115. delete [] mTriangleTexCoordArray;
  116. }
  117. }
  118. ////////////////////////////////////////////////////////////
  119. // Public Accessors
  120. ////////////////////////////////////////////////////////////
  121. void Mesh::drawAlpha()
  122. {
  123. unsigned int i, j, k, index;
  124. // Render quadralaterals
  125. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i)
  126. {
  127. switch (mMode)
  128. {
  129. case MeshModeWireframe:
  130. glColor3f(0.0, 0.0, 1.0);
  131. glBindTexture(GL_TEXTURE_2D, 0);
  132. break;
  133. case MeshModeSolid:
  134. // Bind WHITE texture for solid colors
  135. glBindTexture(GL_TEXTURE_2D, 0);
  136. break;
  137. case MeshModeTexture:
  138. case MeshModeMultiTexture:
  139. // Bind texture id for textures
  140. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  141. break;
  142. }
  143. glBegin(GL_QUADS);
  144. for (j = 0; j < mQuads[i].num_alpha_quads; ++j)
  145. {
  146. for (k = 0; k < 4; ++k)
  147. {
  148. index = mQuads[i].alpha_quads[j*4+k];
  149. glTexCoord2fv(mQuads[i].texcoors2[j*4+k]);
  150. glColor4fv(mColors[index]);
  151. glVertex3fv(mVertices[index]);
  152. }
  153. }
  154. glEnd();
  155. }
  156. // Render triangles
  157. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i)
  158. {
  159. switch (mMode)
  160. {
  161. case MeshModeWireframe:
  162. glColor3f(0.0, 1.0, 0.0);
  163. glBindTexture(GL_TEXTURE_2D, 0);
  164. break;
  165. case MeshModeSolid:
  166. // Bind WHITE texture for solid colors
  167. glBindTexture(GL_TEXTURE_2D, 0);
  168. break;
  169. case MeshModeTexture:
  170. case MeshModeMultiTexture:
  171. // Bind texture id for textures
  172. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  173. break;
  174. }
  175. glBegin(GL_TRIANGLES);
  176. for (j = 0; j < mTris[i].num_alpha_triangles; ++j)
  177. {
  178. for (k = 0; k < 3; ++k)
  179. {
  180. index = mTris[i].alpha_triangles[j*3+k];
  181. glTexCoord2fv(mTris[i].texcoors2[j*3+k]);
  182. glColor4fv(mColors[index]);
  183. glVertex3fv(mVertices[index]);
  184. }
  185. }
  186. glEnd();
  187. }
  188. }
  189. void Mesh::drawSolid()
  190. {
  191. unsigned int i, j, k, index;
  192. if (mFlags & fMesh_UseVertexArray)
  193. {
  194. //glEnableClientState(GL_VERTEX_ARRAY);
  195. //glVertexPointer(3, GL_FLOAT, 0, mVertexArray);
  196. glPointSize(2.0f);
  197. glColor3f(1.0f, 1.0f, 1.0f);
  198. glBegin(GL_TRIANGLES);
  199. for (i = 0; i < mTriangleCount*3; ++i)
  200. {
  201. //glArrayElement(mTriangleIndices[i]);
  202. glVertex3fv(mVertexArray+mTriangleIndices[i]);
  203. }
  204. glEnd();
  205. glPointSize(1.0f);
  206. //! \fixme
  207. /*
  208. for (j = 0; j < mQuads[i].num_quads; ++j)
  209. {
  210. for (k = 0; k < 4; ++k)
  211. {
  212. index = mQuads[i].quads[j*4+k];
  213. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  214. glArrayElement(mQuads[i].quads[j*4+k]);
  215. }
  216. }
  217. */
  218. return;
  219. }
  220. // Render quadralaterals
  221. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i)
  222. {
  223. switch (mMode)
  224. {
  225. case MeshModeSolid:
  226. glColor3f(0.0, 0.0, 0.0);
  227. break;
  228. case MeshModeWireframe:
  229. // Bind WHITE texture for solid colors
  230. glBindTexture(GL_TEXTURE_2D, 0);
  231. break;
  232. #ifdef MULTITEXTURE
  233. case MeshModeMultiTexture:
  234. glActiveTextureARB(GL_TEXTURE0_ARB);
  235. glEnable(GL_TEXTURE_2D);
  236. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  237. glActiveTextureARB(GL_TEXTURE1_ARB);
  238. glEnable(GL_TEXTURE_2D);
  239. glBindTexture(GL_TEXTURE_2D, mQuads[i].bumpmap+1);
  240. break;
  241. #else
  242. case MeshModeMultiTexture:
  243. #endif
  244. case MeshModeTexture:
  245. // Bind texture id for textures
  246. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  247. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture+1);
  248. break;
  249. }
  250. glBegin(GL_QUADS);
  251. for (j = 0; j < mQuads[i].num_quads; ++j)
  252. {
  253. for (k = 0; k < 4; ++k)
  254. {
  255. index = mQuads[i].quads[j*4+k];
  256. glColor4fv(mColors[index]);
  257. #ifdef MULTITEXTURE
  258. if (mMode == MeshModeMultiTexture)
  259. {
  260. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  261. mQuads[i].texcoors[j*4+k]);
  262. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  263. mQuads[i].texcoors[j*4+k]);
  264. }
  265. else
  266. #endif
  267. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  268. glVertex3fv(mVertices[index]);
  269. }
  270. }
  271. glEnd();
  272. }
  273. // Render triangles
  274. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i)
  275. {
  276. switch (mMode)
  277. {
  278. case MeshModeSolid:
  279. glColor3f(1.0, 0.0, 0.0);
  280. break;
  281. case MeshModeWireframe:
  282. // Bind WHITE texture for solid colors
  283. glBindTexture(GL_TEXTURE_2D, 0);
  284. break;
  285. #ifdef MULTITEXTURE
  286. case MeshModeMultiTexture:
  287. glActiveTextureARB(GL_TEXTURE0_ARB);
  288. glEnable(GL_TEXTURE_2D);
  289. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  290. glActiveTextureARB(GL_TEXTURE1_ARB);
  291. glEnable(GL_TEXTURE_2D);
  292. glBindTexture(GL_TEXTURE_2D, mTris[i].bumpmap+1);
  293. break;
  294. #else
  295. case MeshModeMultiTexture:
  296. #endif
  297. case MeshModeTexture:
  298. // Bind texture id for textures
  299. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  300. glBindTexture(GL_TEXTURE_2D, mTris[i].texture+1);
  301. break;
  302. }
  303. glBegin(GL_TRIANGLES);
  304. for (j = 0; j < mTris[i].num_triangles; ++j)
  305. {
  306. for (k = 0; k < 3; ++k)
  307. {
  308. index = mTris[i].triangles[j*3+k];
  309. #ifdef MULTITEXTURE
  310. if (mMode == MeshModeMultiTexture)
  311. {
  312. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  313. mTris[i].texcoors[j*3+k]);
  314. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  315. mTris[i].texcoors[j*3+k]);
  316. }
  317. else
  318. #endif
  319. glTexCoord2fv(mTris[i].texcoors[j*3+k]);
  320. glColor4fv(mColors[index]);
  321. glVertex3fv(mVertices[index]);
  322. }
  323. }
  324. glEnd();
  325. }
  326. #ifdef MULTITEXTURE
  327. if (mMode == MeshModeMultiTexture)
  328. {
  329. glDisable(GL_TEXTURE_2D);
  330. glActiveTextureARB(GL_TEXTURE0_ARB);
  331. }
  332. #endif
  333. }
  334. ////////////////////////////////////////////////////////////
  335. // Public Mutators
  336. ////////////////////////////////////////////////////////////
  337. void Mesh::allocateColors(unsigned int n)
  338. {
  339. if (mColors)
  340. {
  341. mNumColors = 0;
  342. delete [] mColors;
  343. }
  344. if (!n)
  345. {
  346. return;
  347. }
  348. mNumColors = n;
  349. mColors = new vec4_t[mNumColors];
  350. }
  351. void Mesh::allocateNormals(unsigned int n)
  352. {
  353. if (mNormals)
  354. {
  355. mNumNormals = 0;
  356. delete [] mNormals;
  357. }
  358. if (!n)
  359. {
  360. return;
  361. }
  362. mNumNormals = n;
  363. mNormals = new vec3_t[mNumNormals];
  364. }
  365. void Mesh::allocateRectangles(unsigned int n)
  366. {
  367. if (mQuads)
  368. {
  369. mNumQuads = 0;
  370. delete [] mQuads;
  371. }
  372. if (!n)
  373. {
  374. return;
  375. }
  376. mNumQuads = n;
  377. mQuads = new rect_t[mNumQuads];
  378. }
  379. void Mesh::allocateTriangles(unsigned int n)
  380. {
  381. if (mTris)
  382. {
  383. mNumTris = 0;
  384. delete [] mTris;
  385. }
  386. if (!n)
  387. {
  388. return;
  389. }
  390. mNumTris = n;
  391. mTris = new tris_t[mNumTris];
  392. }
  393. void Mesh::allocateVertices(unsigned int n)
  394. {
  395. if (mVertices)
  396. {
  397. mNumVertices = 0;
  398. delete [] mVertices;
  399. }
  400. if (!n)
  401. {
  402. return;
  403. }
  404. mNumVertices = n;
  405. mVertices = new vec3_t[mNumVertices];
  406. }
  407. void Mesh::bufferColorArray(unsigned int colorCount, vec_t *colors)
  408. {
  409. if (mColors)
  410. {
  411. mNumColors = 0;
  412. delete [] mColors;
  413. }
  414. if (!colorCount)
  415. {
  416. return;
  417. }
  418. mNumColors = colorCount;
  419. mColorArray = colors;
  420. }
  421. void Mesh::bufferNormalArray(unsigned int normalCount, vec_t *normals)
  422. {
  423. if (mNormals)
  424. {
  425. mNumNormals = 0;
  426. delete [] mNormals;
  427. }
  428. if (!normalCount)
  429. {
  430. return;
  431. }
  432. mNumNormals = normalCount;
  433. mNormalArray = normals;
  434. }
  435. void Mesh::bufferTriangles(unsigned int count,
  436. unsigned int *indices, vec_t *texCoords,
  437. int *textures, unsigned int *flags)
  438. {
  439. mTriangleCount = count;
  440. mTriangleTextures = textures;
  441. mTriangleIndices = indices;
  442. mTriangleFlags = flags;
  443. mTriangleTexCoordArray = texCoords;
  444. //! \fixme sortTrianglesByTexture();
  445. }
  446. void Mesh::bufferVertexArray(unsigned int vertexCount, vec_t *vertices)
  447. {
  448. if (mVertices)
  449. {
  450. mNumVertices = 0;
  451. delete [] mVertices;
  452. }
  453. if (!vertexCount)
  454. {
  455. return;
  456. }
  457. mNumVertices = vertexCount;
  458. mVertexArray = vertices;
  459. mFlags |= fMesh_UseVertexArray;
  460. }
  461. void Mesh::setColor(unsigned int index,
  462. float r, float g, float b, float a)
  463. {
  464. assert(index < mNumColors);
  465. mColors[index][0] = r;
  466. mColors[index][1] = g;
  467. mColors[index][2] = b;
  468. mColors[index][3] = a;
  469. }
  470. void Mesh::setColor(unsigned int index, float rgba[4])
  471. {
  472. assert(index < mNumColors);
  473. mColors[index][0] = rgba[0];
  474. mColors[index][1] = rgba[1];
  475. mColors[index][2] = rgba[2];
  476. mColors[index][3] = rgba[3];
  477. }
  478. void Mesh::setNormal(unsigned int index, float i, float j, float k)
  479. {
  480. assert(index < mNumNormals);
  481. mNormals[index][0] = i;
  482. mNormals[index][1] = j;
  483. mNormals[index][2] = k;
  484. }
  485. void Mesh::setVertex(unsigned int index, float x, float y, float z)
  486. {
  487. assert(index < mNumVertices);
  488. mVertices[index][0] = x;
  489. mVertices[index][1] = y;
  490. mVertices[index][2] = z;
  491. }
  492. ////////////////////////////////////////////////////////////
  493. // Private Accessors
  494. ////////////////////////////////////////////////////////////
  495. ////////////////////////////////////////////////////////////
  496. // Private Mutators
  497. ////////////////////////////////////////////////////////////