leocad/common/lc_mesh.cpp
2012-06-16 00:17:52 +00:00

404 lines
11 KiB
C++

#include "lc_global.h"
#include "lc_mesh.h"
#include "lc_colors.h"
#include "lc_file.h"
#include "lc_math.h"
struct lcVertex
{
float x, y, z;
};
lcMesh::lcMesh()
{
mSections = NULL;
mNumSections = 0;
}
lcMesh::~lcMesh()
{
delete[] mSections;
}
void lcMesh::Create(int NumSections, int NumVertices, int NumIndices)
{
mSections = new lcMeshSection[NumSections];
mNumSections = NumSections;
mNumVertices = NumVertices;
mVertexBuffer.SetSize(NumVertices * sizeof(lcVertex));
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, 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;
*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;
*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;
glEnableClientState(GL_VERTEX_ARRAY);
if (GL_HasVertexBufferObject())
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVertexBuffer.mBuffer);
glVertexPointer(3, GL_FLOAT, 0, NULL);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mIndexBuffer.mBuffer);
ElementsOffset = NULL;
}
else
{
glVertexPointer(3, GL_FLOAT, 0, mVertexBuffer.mData);
ElementsOffset = (char*)mIndexBuffer.mData;
}
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);
}
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);
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);
}
// Return true if a polygon intersects a set of planes.
static bool PolygonIntersectsPlanes(float* p1, float* p2, float* p3, float* p4, const Vector4* Planes, int NumPlanes) // TODO: move to lc_math
{
float* Points[4] = { p1, p2, p3, p4 };
int Outcodes[4] = { 0, 0, 0, 0 }, i;
int NumPoints = (p4 != NULL) ? 4 : 3;
// First do the Cohen-Sutherland out code test for trivial rejects/accepts.
for (i = 0; i < NumPoints; i++)
{
Vector3 Pt(Points[i][0], Points[i][1], Points[i][2]);
for (int j = 0; j < NumPlanes; j++)
{
if (Dot3(Pt, Planes[j]) + Planes[j][3] > 0)
Outcodes[i] |= 1 << j;
}
}
if (p4 != NULL)
{
// Polygon completely outside a plane.
if ((Outcodes[0] & Outcodes[1] & Outcodes[2] & Outcodes[3]) != 0)
return false;
// If any vertex has an out code of all zeros then we intersect the volume.
if (!Outcodes[0] || !Outcodes[1] || !Outcodes[2] || !Outcodes[3])
return true;
}
else
{
// Polygon completely outside a plane.
if ((Outcodes[0] & Outcodes[1] & Outcodes[2]) != 0)
return false;
// If any vertex has an out code of all zeros then we intersect the volume.
if (!Outcodes[0] || !Outcodes[1] || !Outcodes[2])
return true;
}
// Buffers for clipping the polygon.
Vector3 ClipPoints[2][8];
int NumClipPoints[2];
int ClipBuffer = 0;
NumClipPoints[0] = NumPoints;
ClipPoints[0][0] = Vector3(p1[0], p1[1], p1[2]);
ClipPoints[0][1] = Vector3(p2[0], p2[1], p2[2]);
ClipPoints[0][2] = Vector3(p3[0], p3[1], p3[2]);
if (NumPoints == 4)
ClipPoints[0][3] = Vector3(p4[0], p4[1], p4[2]);
// Now clip the polygon against the planes.
for (i = 0; i < NumPlanes; i++)
{
PolygonPlaneClip(ClipPoints[ClipBuffer], NumClipPoints[ClipBuffer], ClipPoints[ClipBuffer^1], &NumClipPoints[ClipBuffer^1], Planes[i]);
ClipBuffer ^= 1;
if (!NumClipPoints[ClipBuffer])
return false;
}
return true;
}
template<typename IndexType>
bool lcMesh::IntersectsPlanes(const Vector4* Planes, int NumPlanes)
{
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 (PolygonIntersectsPlanes(&Verts[Indices[Idx]*3], &Verts[Indices[Idx+1]*3], &Verts[Indices[Idx+2]*3], NULL, Planes, NumPlanes))
return true;
}
return false;
}
bool lcMesh::IntersectsPlanes(const Vector4* Planes, int NumPlanes)
{
if (mIndexType == GL_UNSIGNED_SHORT)
return IntersectsPlanes<GLushort>(Planes, NumPlanes);
else
return IntersectsPlanes<GLuint>(Planes, NumPlanes);
}
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);
}