leocad/common/lc_mesh.cpp
2012-10-12 18:21:45 +00:00

369 lines
10 KiB
C++

#include "lc_global.h"
#include "lc_mesh.h"
#include "lc_colors.h"
#include "lc_texture.h"
#include "lc_file.h"
#include "lc_math.h"
lcMesh::lcMesh()
{
mSections = NULL;
mNumSections = 0;
}
lcMesh::~lcMesh()
{
delete[] mSections;
}
void lcMesh::Create(int NumSections, int NumVertices, int NumTexturedVertices, int NumIndices)
{
mSections = new lcMeshSection[NumSections];
mNumSections = NumSections;
mNumVertices = NumVertices;
mNumTexturedVertices = NumTexturedVertices;
mVertexBuffer.SetSize(NumVertices * sizeof(lcVertex) + NumTexturedVertices * sizeof(lcVertexTextured));
if (NumVertices < 0x10000)
{
mIndexType = GL_UNSIGNED_SHORT;
mIndexBuffer.SetSize(NumIndices * sizeof(GLushort));
}
else
{
mIndexType = GL_UNSIGNED_INT;
mIndexBuffer.SetSize(NumIndices * sizeof(GLuint));
}
}
void lcMesh::CreateBox()
{
Create(2, 8, 0, 36 + 24);
lcVector3 Min(-0.4f, -0.4f, -0.96f);
lcVector3 Max(0.4f, 0.4f, 0.16f);
float* Verts = (float*)mVertexBuffer.mData;
lcuint16* Indices = (lcuint16*)mIndexBuffer.mData;
*Verts++ = Min[0]; *Verts++ = Min[1]; *Verts++ = Min[2];
*Verts++ = Min[0]; *Verts++ = Max[1]; *Verts++ = Min[2];
*Verts++ = Max[0]; *Verts++ = Max[1]; *Verts++ = Min[2];
*Verts++ = Max[0]; *Verts++ = Min[1]; *Verts++ = Min[2];
*Verts++ = Min[0]; *Verts++ = Min[1]; *Verts++ = Max[2];
*Verts++ = Min[0]; *Verts++ = Max[1]; *Verts++ = Max[2];
*Verts++ = Max[0]; *Verts++ = Max[1]; *Verts++ = Max[2];
*Verts++ = Max[0]; *Verts++ = Min[1]; *Verts++ = Max[2];
lcMeshSection* Section = &mSections[0];
Section->ColorIndex = gDefaultColor;
Section->IndexOffset = 0;
Section->NumIndices = 36;
Section->PrimitiveType = GL_TRIANGLES;
Section->Texture = NULL;
*Indices++ = 0; *Indices++ = 1; *Indices++ = 2;
*Indices++ = 0; *Indices++ = 2; *Indices++ = 3;
*Indices++ = 7; *Indices++ = 6; *Indices++ = 5;
*Indices++ = 7; *Indices++ = 5; *Indices++ = 4;
*Indices++ = 0; *Indices++ = 1; *Indices++ = 5;
*Indices++ = 0; *Indices++ = 5; *Indices++ = 4;
*Indices++ = 2; *Indices++ = 3; *Indices++ = 7;
*Indices++ = 2; *Indices++ = 7; *Indices++ = 6;
*Indices++ = 0; *Indices++ = 3; *Indices++ = 7;
*Indices++ = 0; *Indices++ = 7; *Indices++ = 4;
*Indices++ = 1; *Indices++ = 2; *Indices++ = 6;
*Indices++ = 1; *Indices++ = 6; *Indices++ = 5;
Section = &mSections[1];
Section->ColorIndex = gEdgeColor;
Section->IndexOffset = 36 * 2;
Section->NumIndices = 24;
Section->PrimitiveType = GL_LINES;
Section->Texture = NULL;
*Indices++ = 0; *Indices++ = 1; *Indices++ = 1; *Indices++ = 2;
*Indices++ = 2; *Indices++ = 3; *Indices++ = 3; *Indices++ = 0;
*Indices++ = 4; *Indices++ = 5; *Indices++ = 5; *Indices++ = 6;
*Indices++ = 6; *Indices++ = 7; *Indices++ = 7; *Indices++ = 4;
*Indices++ = 0; *Indices++ = 4; *Indices++ = 1; *Indices++ = 5;
*Indices++ = 2; *Indices++ = 6; *Indices++ = 3; *Indices++ = 7;
UpdateBuffers();
}
void lcMesh::Render(int DefaultColorIdx, bool Selected, bool Focused)
{
char* ElementsOffset;
char* BufferOffset;
glEnableClientState(GL_VERTEX_ARRAY);
if (GL_HasVertexBufferObject())
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVertexBuffer.mBuffer);
BufferOffset = NULL;
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mIndexBuffer.mBuffer);
ElementsOffset = NULL;
}
else
{
BufferOffset = (char*)mVertexBuffer.mData;
ElementsOffset = (char*)mIndexBuffer.mData;
}
glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
{
lcMeshSection* Section = &mSections[SectionIdx];
int ColorIdx = Section->ColorIndex;
if (Section->PrimitiveType == GL_TRIANGLES)
{
if (ColorIdx == gDefaultColor)
ColorIdx = DefaultColorIdx;
if (lcIsColorTranslucent(ColorIdx))
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // TODO: cache states
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
}
else
{
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
lcSetColor(ColorIdx);
}
else
{
glDepthMask(GL_TRUE); // TODO: cache states
glDisable(GL_BLEND);
if (Focused)
lcSetColorFocused();
else if (Selected)
lcSetColorSelected();
else if (ColorIdx == gEdgeColor)
lcSetEdgeColor(DefaultColorIdx);
else
lcSetColor(ColorIdx);
}
if (mNumTexturedVertices)
{
if (Section->Texture) // TODO: cache states
{
glVertexPointer(3, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + (mNumVertices * sizeof(lcVertex)));
glTexCoordPointer(2, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + ((mNumVertices + 1) * sizeof(lcVertex)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, Section->Texture->mTexture);
glEnable(GL_TEXTURE_2D);
}
else
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
glDisable(GL_TEXTURE_2D);
}
}
glDrawElements(Section->PrimitiveType, Section->NumIndices, mIndexType, ElementsOffset + Section->IndexOffset);
}
glDepthMask(GL_TRUE); // TODO: cache states
glDisable(GL_BLEND);
if (GL_HasVertexBufferObject())
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
else
glVertexPointer(3, GL_FLOAT, 0, NULL);
if (mNumTexturedVertices)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
glDisable(GL_TEXTURE_2D);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
template<typename IndexType>
bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist, lcVector3& Intersection)
{
float* Verts = (float*)mVertexBuffer.mData;
bool Hit = false;
for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
{
lcMeshSection* Section = &mSections[SectionIdx];
if (Section->PrimitiveType != GL_TRIANGLES)
continue;
IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
{
float* p1 = Verts + Indices[Idx + 0] * 3;
float* p2 = Verts + Indices[Idx + 1] * 3;
float* p3 = Verts + Indices[Idx + 2] * 3;
lcVector3 v1(p1[0], p1[1], p1[2]);
lcVector3 v2(p2[0], p2[1], p2[2]);
lcVector3 v3(p3[0], p3[1], p3[2]);
if (lcLineTriangleMinIntersection(v1, v2, v3, Start, End, &MinDist, &Intersection))
Hit = true;
}
}
return Hit;
}
bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist, lcVector3& Intersection)
{
if (mIndexType == GL_UNSIGNED_SHORT)
return MinIntersectDist<GLushort>(Start, End, MinDist, Intersection);
else
return MinIntersectDist<GLuint>(Start, End, MinDist, Intersection);
}
template<typename IndexType>
bool lcMesh::IntersectsPlanes(const lcVector4 Planes[6])
{
float* Verts = (float*)mVertexBuffer.mData;
for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
{
lcMeshSection* Section = &mSections[SectionIdx];
if (Section->PrimitiveType != GL_TRIANGLES)
continue;
IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
if (lcTriangleIntersectsPlanes(&Verts[Indices[Idx]*3], &Verts[Indices[Idx+1]*3], &Verts[Indices[Idx+2]*3], Planes))
return true;
}
return false;
}
bool lcMesh::IntersectsPlanes(const lcVector4 Planes[6])
{
if (mIndexType == GL_UNSIGNED_SHORT)
return IntersectsPlanes<GLushort>(Planes);
else
return IntersectsPlanes<GLuint>(Planes);
}
template<typename IndexType>
void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char* ColorTable)
{
char Line[1024];
sprintf(Line, "#declare lc_%s = union {\n", MeshName);
File.WriteLine(Line);
float* Verts = (float*)mVertexBuffer.mData;
for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
{
lcMeshSection* Section = &mSections[SectionIdx];
if (Section->PrimitiveType != GL_TRIANGLES)
continue;
IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
File.WriteLine(" mesh {\n");
for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
{
sprintf(Line, " triangle { <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f> }\n",
-Verts[Indices[Idx+0]*3+1], -Verts[Indices[Idx+0]*3], Verts[Indices[Idx+0]*3+2],
-Verts[Indices[Idx+1]*3+1], -Verts[Indices[Idx+1]*3], Verts[Indices[Idx+1]*3+2],
-Verts[Indices[Idx+2]*3+1], -Verts[Indices[Idx+2]*3], Verts[Indices[Idx+2]*3+2]);
File.WriteLine(Line);
}
if (Section->ColorIndex != gDefaultColor)
{
sprintf(Line, "material { texture { %s normal { bumps 0.1 scale 2 } } }", &ColorTable[Section->ColorIndex * LC_MAX_COLOR_NAME]);
File.WriteLine(Line);
}
File.WriteLine(" }\n");
}
}
void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char* ColorTable)
{
if (mIndexType == GL_UNSIGNED_SHORT)
ExportPOVRay<GLushort>(File, MeshName, ColorTable);
else
ExportPOVRay<GLuint>(File, MeshName, ColorTable);
}
template<typename IndexType>
void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
{
char Line[1024];
for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
{
lcMeshSection* Section = &mSections[SectionIdx];
if (Section->PrimitiveType != GL_TRIANGLES)
continue;
IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
if (Section->ColorIndex == gDefaultColor)
sprintf(Line, "usemtl %s\n", gColorList[DefaultColorIndex].SafeName);
else
sprintf(Line, "usemtl %s\n", gColorList[Section->ColorIndex].SafeName);
File.WriteLine(Line);
for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
{
long int idx1 = Indices[Idx + 0] + VertexOffset;
long int idx2 = Indices[Idx + 1] + VertexOffset;
long int idx3 = Indices[Idx + 2] + VertexOffset;
if (idx1 != idx2 && idx1 != idx3 && idx2 != idx3)
sprintf(Line, "f %ld %ld %ld\n", idx1, idx2, idx3);
File.WriteLine(Line);
}
}
File.WriteLine("\n");
}
void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
{
if (mIndexType == GL_UNSIGNED_SHORT)
ExportWavefrontIndices<GLushort>(File, DefaultColorIndex, VertexOffset);
else
ExportWavefrontIndices<GLuint>(File, DefaultColorIndex, VertexOffset);
}