2013-08-09 06:57:18 +02:00
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#ifndef _LC_MESH_H_
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#define _LC_MESH_H_
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#include <stdlib.h>
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#include "opengl.h"
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#include "lc_math.h"
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#define LC_MESH_FILE_ID LC_FOURCC('M', 'E', 'S', 'H')
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#define LC_MESH_FILE_VERSION 0x0100
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struct lcVertex
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{
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lcVector3 Position;
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};
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struct lcVertexTextured
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{
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lcVector3 Position;
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lcVector2 TexCoord;
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};
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class lcVertexBuffer
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{
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public:
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lcVertexBuffer()
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{
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mData = NULL;
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mSize = 0;
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mBuffer = 0;
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}
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~lcVertexBuffer()
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{
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if (mBuffer)
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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glDeleteBuffers(1, &mBuffer);
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}
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free(mData);
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}
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void SetSize(int Size)
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{
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free(mData);
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mData = malloc(Size);
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mSize = Size;
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}
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void UpdateBuffer()
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{
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if (!GL_HasVertexBufferObject())
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return;
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if (!mBuffer)
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glGenBuffers(1, &mBuffer);
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glBindBuffer(GL_ARRAY_BUFFER_ARB, mBuffer);
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glBufferData(GL_ARRAY_BUFFER_ARB, mSize, mData, GL_STATIC_DRAW_ARB);
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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}
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void* mData;
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int mSize;
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GLuint mBuffer;
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};
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class lcIndexBuffer
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{
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public:
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lcIndexBuffer()
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{
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mData = NULL;
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mSize = 0;
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mBuffer = 0;
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}
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~lcIndexBuffer()
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{
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if (mBuffer)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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glDeleteBuffers(1, &mBuffer);
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}
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free(mData);
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}
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void SetSize(int Size)
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{
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free(mData);
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mData = malloc(Size);
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mSize = Size;
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}
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void UpdateBuffer()
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{
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if (!GL_HasVertexBufferObject())
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return;
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if (!mBuffer)
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glGenBuffers(1, &mBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, mBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, mSize, mData, GL_STATIC_DRAW_ARB);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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}
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void* mData;
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int mSize;
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GLuint mBuffer;
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};
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struct lcMeshSection
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{
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int ColorIndex;
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int IndexOffset;
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int NumIndices;
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int PrimitiveType;
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lcTexture* Texture;
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// BoundingBox Box;
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};
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class lcMesh
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{
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public:
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lcMesh();
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~lcMesh();
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void Create(int NumSections, int NumVertices, int NumTexturedVertices, int NumIndices);
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void CreateBox();
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void Render(int ColorIdx, bool Selected, bool Focused);
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bool FileLoad(lcFile& File);
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void FileSave(lcFile& File);
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template<typename IndexType>
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void ExportPOVRay(lcFile& File, const char* MeshName, const char* ColorTable);
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void ExportPOVRay(lcFile& File, const char* MeshName, const char* ColorTable);
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template<typename IndexType>
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void ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset);
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void ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset);
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template<typename IndexType>
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bool MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist, lcVector3& Intersection);
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bool MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist, lcVector3& Intersection);
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template<typename IndexType>
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bool IntersectsPlanes(const lcVector4 Planes[6]);
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bool IntersectsPlanes(const lcVector4 Planes[6]);
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void UpdateBuffers()
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{
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mVertexBuffer.UpdateBuffer();
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mIndexBuffer.UpdateBuffer();
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}
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lcMeshSection* mSections;
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int mNumSections;
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lcVertexBuffer mVertexBuffer;
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lcIndexBuffer mIndexBuffer;
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int mNumVertices;
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int mNumTexturedVertices;
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int mIndexType;
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};
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2014-04-20 03:50:41 +02:00
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struct lcRenderMesh
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{
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lcMatrix44* WorldMatrix;
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lcMesh* Mesh;
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int ColorIndex;
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float Distance;
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bool Focused;
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bool Selected;
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};
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int lcTranslucentRenderMeshCompare(const lcRenderMesh& a, const lcRenderMesh& b);
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int lcOpaqueRenderMeshCompare(const lcRenderMesh& a, const lcRenderMesh& b);
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2013-08-09 06:57:18 +02:00
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#endif // _LC_MESH_H_
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