mirror of
https://github.com/leozide/leocad
synced 2024-12-27 21:58:37 +01:00
481 lines
13 KiB
C++
481 lines
13 KiB
C++
#include "lc_global.h"
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#include "lc_mesh.h"
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#include "lc_colors.h"
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#include "lc_texture.h"
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#include "lc_file.h"
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#include "lc_math.h"
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#include "lc_application.h"
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#include "lc_library.h"
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lcMesh::lcMesh()
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{
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mSections = NULL;
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mNumSections = 0;
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mNumVertices = 0;
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mNumTexturedVertices = 0;
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mIndexType = 0;
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}
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lcMesh::~lcMesh()
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{
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delete[] mSections;
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}
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void lcMesh::Create(int NumSections, int NumVertices, int NumTexturedVertices, int NumIndices)
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{
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mSections = new lcMeshSection[NumSections];
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mNumSections = NumSections;
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mNumVertices = NumVertices;
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mNumTexturedVertices = NumTexturedVertices;
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mVertexBuffer.SetSize(NumVertices * sizeof(lcVertex) + NumTexturedVertices * sizeof(lcVertexTextured));
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if (NumVertices < 0x10000 && NumTexturedVertices < 0x10000)
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{
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mIndexType = GL_UNSIGNED_SHORT;
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mIndexBuffer.SetSize(NumIndices * sizeof(GLushort));
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}
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else
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{
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mIndexType = GL_UNSIGNED_INT;
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mIndexBuffer.SetSize(NumIndices * sizeof(GLuint));
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}
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}
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void lcMesh::CreateBox()
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{
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Create(2, 8, 0, 36 + 24);
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lcVector3 Min(-0.4f, -0.4f, -0.96f);
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lcVector3 Max(0.4f, 0.4f, 0.16f);
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float* Verts = (float*)mVertexBuffer.mData;
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lcuint16* Indices = (lcuint16*)mIndexBuffer.mData;
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*Verts++ = Min[0]; *Verts++ = Min[1]; *Verts++ = Min[2];
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*Verts++ = Min[0]; *Verts++ = Max[1]; *Verts++ = Min[2];
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*Verts++ = Max[0]; *Verts++ = Max[1]; *Verts++ = Min[2];
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*Verts++ = Max[0]; *Verts++ = Min[1]; *Verts++ = Min[2];
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*Verts++ = Min[0]; *Verts++ = Min[1]; *Verts++ = Max[2];
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*Verts++ = Min[0]; *Verts++ = Max[1]; *Verts++ = Max[2];
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*Verts++ = Max[0]; *Verts++ = Max[1]; *Verts++ = Max[2];
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*Verts++ = Max[0]; *Verts++ = Min[1]; *Verts++ = Max[2];
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lcMeshSection* Section = &mSections[0];
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Section->ColorIndex = gDefaultColor;
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Section->IndexOffset = 0;
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Section->NumIndices = 36;
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Section->PrimitiveType = GL_TRIANGLES;
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Section->Texture = NULL;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 2;
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*Indices++ = 0; *Indices++ = 2; *Indices++ = 3;
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*Indices++ = 7; *Indices++ = 6; *Indices++ = 5;
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*Indices++ = 7; *Indices++ = 5; *Indices++ = 4;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 5;
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*Indices++ = 0; *Indices++ = 5; *Indices++ = 4;
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*Indices++ = 2; *Indices++ = 3; *Indices++ = 7;
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*Indices++ = 2; *Indices++ = 7; *Indices++ = 6;
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*Indices++ = 0; *Indices++ = 3; *Indices++ = 7;
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*Indices++ = 0; *Indices++ = 7; *Indices++ = 4;
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*Indices++ = 1; *Indices++ = 2; *Indices++ = 6;
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*Indices++ = 1; *Indices++ = 6; *Indices++ = 5;
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Section = &mSections[1];
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Section->ColorIndex = gEdgeColor;
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Section->IndexOffset = 36 * 2;
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Section->NumIndices = 24;
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Section->PrimitiveType = GL_LINES;
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Section->Texture = NULL;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 1; *Indices++ = 2;
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*Indices++ = 2; *Indices++ = 3; *Indices++ = 3; *Indices++ = 0;
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*Indices++ = 4; *Indices++ = 5; *Indices++ = 5; *Indices++ = 6;
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*Indices++ = 6; *Indices++ = 7; *Indices++ = 7; *Indices++ = 4;
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*Indices++ = 0; *Indices++ = 4; *Indices++ = 1; *Indices++ = 5;
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*Indices++ = 2; *Indices++ = 6; *Indices++ = 3; *Indices++ = 7;
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UpdateBuffers();
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}
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void lcMesh::Render(int DefaultColorIdx, bool Selected, bool Focused)
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{
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char* ElementsOffset;
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char* BufferOffset;
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if (GL_HasVertexBufferObject())
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, mVertexBuffer.mBuffer);
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BufferOffset = NULL;
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, mIndexBuffer.mBuffer);
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ElementsOffset = NULL;
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}
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else
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{
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BufferOffset = (char*)mVertexBuffer.mData;
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ElementsOffset = (char*)mIndexBuffer.mData;
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}
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glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
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for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mSections[SectionIdx];
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int ColorIdx = Section->ColorIndex;
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if (Section->PrimitiveType == GL_TRIANGLES)
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{
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if (ColorIdx == gDefaultColor)
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ColorIdx = DefaultColorIdx;
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if (lcIsColorTranslucent(ColorIdx))
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // TODO: cache states
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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}
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else
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{
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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lcSetColor(ColorIdx);
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}
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else
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{
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glDepthMask(GL_TRUE); // TODO: cache states
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glDisable(GL_BLEND);
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if (Focused)
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lcSetColorFocused();
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else if (Selected)
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lcSetColorSelected();
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else if (ColorIdx == gEdgeColor)
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lcSetEdgeColor(DefaultColorIdx);
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else
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lcSetColor(ColorIdx);
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}
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if (mNumTexturedVertices)
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{
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if (Section->Texture) // TODO: cache states
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{
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glVertexPointer(3, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + (mNumVertices * sizeof(lcVertex)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(lcVertexTextured), BufferOffset + ((mNumVertices + 1) * sizeof(lcVertex)));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glBindTexture(GL_TEXTURE_2D, Section->Texture->mTexture);
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glEnable(GL_TEXTURE_2D);
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}
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else
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{
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, BufferOffset);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
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glDisable(GL_TEXTURE_2D);
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}
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}
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glDrawElements(Section->PrimitiveType, Section->NumIndices, mIndexType, ElementsOffset + Section->IndexOffset);
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}
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glDepthMask(GL_TRUE); // TODO: cache states
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glDisable(GL_BLEND);
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if (GL_HasVertexBufferObject())
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{
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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}
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else
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glVertexPointer(3, GL_FLOAT, 0, NULL);
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if (mNumTexturedVertices)
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{
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, NULL);
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glDisable(GL_TEXTURE_2D);
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}
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}
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template<typename IndexType>
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bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist, lcVector3& Intersection)
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{
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float* Verts = (float*)mVertexBuffer.mData;
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bool Hit = false;
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for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mSections[SectionIdx];
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if (Section->PrimitiveType != GL_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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float* p1 = Verts + Indices[Idx + 0] * 3;
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float* p2 = Verts + Indices[Idx + 1] * 3;
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float* p3 = Verts + Indices[Idx + 2] * 3;
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lcVector3 v1(p1[0], p1[1], p1[2]);
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lcVector3 v2(p2[0], p2[1], p2[2]);
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lcVector3 v3(p3[0], p3[1], p3[2]);
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if (lcLineTriangleMinIntersection(v1, v2, v3, Start, End, &MinDist, &Intersection))
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Hit = true;
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}
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}
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return Hit;
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}
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bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist, lcVector3& Intersection)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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return MinIntersectDist<GLushort>(Start, End, MinDist, Intersection);
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else
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return MinIntersectDist<GLuint>(Start, End, MinDist, Intersection);
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}
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template<typename IndexType>
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bool lcMesh::IntersectsPlanes(const lcVector4 Planes[6])
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{
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float* Verts = (float*)mVertexBuffer.mData;
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for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mSections[SectionIdx];
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if (Section->PrimitiveType != GL_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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if (lcTriangleIntersectsPlanes(&Verts[Indices[Idx]*3], &Verts[Indices[Idx+1]*3], &Verts[Indices[Idx+2]*3], Planes))
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return true;
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}
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return false;
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}
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bool lcMesh::IntersectsPlanes(const lcVector4 Planes[6])
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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return IntersectsPlanes<GLushort>(Planes);
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else
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return IntersectsPlanes<GLuint>(Planes);
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}
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template<typename IndexType>
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void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char* ColorTable)
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{
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char Line[1024];
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sprintf(Line, "#declare lc_%s = union {\n", MeshName);
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File.WriteLine(Line);
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float* Verts = (float*)mVertexBuffer.mData;
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for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mSections[SectionIdx];
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if (Section->PrimitiveType != GL_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
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File.WriteLine(" mesh {\n");
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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sprintf(Line, " triangle { <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f> }\n",
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-Verts[Indices[Idx+0]*3+1], -Verts[Indices[Idx+0]*3], Verts[Indices[Idx+0]*3+2],
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-Verts[Indices[Idx+1]*3+1], -Verts[Indices[Idx+1]*3], Verts[Indices[Idx+1]*3+2],
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-Verts[Indices[Idx+2]*3+1], -Verts[Indices[Idx+2]*3], Verts[Indices[Idx+2]*3+2]);
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File.WriteLine(Line);
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}
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if (Section->ColorIndex != gDefaultColor)
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{
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sprintf(Line, "material { texture { %s normal { bumps 0.1 scale 2 } } }", &ColorTable[Section->ColorIndex * LC_MAX_COLOR_NAME]);
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File.WriteLine(Line);
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}
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File.WriteLine(" }\n");
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}
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}
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void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char* ColorTable)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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ExportPOVRay<GLushort>(File, MeshName, ColorTable);
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else
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ExportPOVRay<GLuint>(File, MeshName, ColorTable);
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}
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template<typename IndexType>
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void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
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{
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char Line[1024];
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for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mSections[SectionIdx];
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if (Section->PrimitiveType != GL_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexBuffer.mData + Section->IndexOffset / sizeof(IndexType);
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if (Section->ColorIndex == gDefaultColor)
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sprintf(Line, "usemtl %s\n", gColorList[DefaultColorIndex].SafeName);
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else
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sprintf(Line, "usemtl %s\n", gColorList[Section->ColorIndex].SafeName);
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File.WriteLine(Line);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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long int idx1 = Indices[Idx + 0] + VertexOffset;
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long int idx2 = Indices[Idx + 1] + VertexOffset;
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long int idx3 = Indices[Idx + 2] + VertexOffset;
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if (idx1 != idx2 && idx1 != idx3 && idx2 != idx3)
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sprintf(Line, "f %ld %ld %ld\n", idx1, idx2, idx3);
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File.WriteLine(Line);
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}
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}
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File.WriteLine("\n");
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}
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void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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ExportWavefrontIndices<GLushort>(File, DefaultColorIndex, VertexOffset);
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else
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ExportWavefrontIndices<GLuint>(File, DefaultColorIndex, VertexOffset);
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}
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bool lcMesh::FileLoad(lcFile& File)
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{
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if (File.ReadU32() != LC_FILE_ID || File.ReadU32() != LC_MESH_FILE_ID || File.ReadU32() != LC_MESH_FILE_VERSION)
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return false;
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lcuint32 NumVertices, NumTexturedVertices, NumIndices;
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lcuint16 NumSections;
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if (!File.ReadU16(&NumSections, 1) || !File.ReadU32(&NumVertices, 1) || !File.ReadU32(&NumTexturedVertices, 1) || !File.ReadU32(&NumIndices, 1))
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return false;
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Create(NumSections, NumVertices, NumTexturedVertices, NumIndices);
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for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
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{
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lcMeshSection& Section = mSections[SectionIdx];
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lcuint32 ColorCode, IndexOffset;
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lcuint16 Triangles, Length;
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if (!File.ReadU32(&ColorCode, 1) || !File.ReadU32(&IndexOffset, 1) || !File.ReadU32(&NumIndices, 1) || !File.ReadU16(&Triangles, 1))
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return false;
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Section.ColorIndex = lcGetColorIndex(ColorCode);
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Section.IndexOffset = IndexOffset;
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Section.NumIndices = NumIndices;
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Section.PrimitiveType = Triangles ? GL_TRIANGLES : GL_LINES;
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if (!File.ReadU16(&Length, 1))
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return false;
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if (Length)
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{
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if (Length >= LC_TEXTURE_NAME_LEN)
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return false;
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char FileName[LC_TEXTURE_NAME_LEN];
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File.ReadBuffer(FileName, Length);
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FileName[Length] = 0;
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Section.Texture = lcGetPiecesLibrary()->FindTexture(FileName);
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}
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else
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Section.Texture = NULL;
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}
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File.ReadFloats((float*)mVertexBuffer.mData, 3 * mNumVertices + 5 * mNumTexturedVertices);
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if (mIndexType == GL_UNSIGNED_SHORT)
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File.ReadU16((lcuint16*)mIndexBuffer.mData, mIndexBuffer.mSize / 2);
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else
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File.ReadU32((lcuint32*)mIndexBuffer.mData, mIndexBuffer.mSize / 4);
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UpdateBuffers();
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return true;
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}
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void lcMesh::FileSave(lcFile& File)
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{
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File.WriteU32(LC_FILE_ID);
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File.WriteU32(LC_MESH_FILE_ID);
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File.WriteU32(LC_MESH_FILE_VERSION);
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File.WriteU16(mNumSections);
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File.WriteU32(mNumVertices);
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File.WriteU32(mNumTexturedVertices);
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File.WriteU32(mIndexBuffer.mSize / (mIndexType == GL_UNSIGNED_SHORT ? 2 : 4));
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for (int SectionIdx = 0; SectionIdx < mNumSections; SectionIdx++)
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{
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lcMeshSection& Section = mSections[SectionIdx];
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File.WriteU32(lcGetColorCode(Section.ColorIndex));
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File.WriteU32(Section.IndexOffset);
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File.WriteU32(Section.NumIndices);
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File.WriteU16(Section.PrimitiveType == GL_TRIANGLES ? 1 : 0);
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if (Section.Texture)
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{
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int Length = strlen(Section.Texture->mName);
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File.WriteU16(Length);
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File.WriteBuffer(Section.Texture->mName, Length);
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}
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else
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File.WriteU16(0);
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}
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File.WriteFloats((float*)mVertexBuffer.mData, 3 * mNumVertices + 5 * mNumTexturedVertices);
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if (mIndexType == GL_UNSIGNED_SHORT)
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File.WriteU16((lcuint16*)mIndexBuffer.mData, mIndexBuffer.mSize / 2);
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else
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File.WriteU32((lcuint32*)mIndexBuffer.mData, mIndexBuffer.mSize / 4);
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}
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int lcTranslucentRenderMeshCompare(const lcRenderMesh& a, const lcRenderMesh& b)
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{
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if (a.Distance > b.Distance)
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return 1;
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else
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return -1;
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}
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int lcOpaqueRenderMeshCompare(const lcRenderMesh& a, const lcRenderMesh& b)
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{
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if (a.Mesh > b.Mesh)
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return 1;
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else
|
|
return -1;
|
|
}
|