mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
233 lines
5.9 KiB
C++
233 lines
5.9 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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struct lcVertex
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{
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float x, y, z;
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};
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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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}
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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 NumIndices)
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{
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mSections = new lcMeshSection[NumSections];
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mNumSections = NumSections;
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mVertexBuffer.SetSize(NumVertices * sizeof(lcVertex));
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if (NumVertices < 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::Render(int DefaultColorIdx, bool Selected, bool Focused)
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{
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char* ElementsOffset;
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glEnableClientState(GL_VERTEX_ARRAY);
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if (GL_HasVertexBufferObject())
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{
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVertexBuffer.mBuffer);
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glVertexPointer(3, GL_FLOAT, 0, NULL);
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glBindBufferARB(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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glVertexPointer(3, GL_FLOAT, 0, mVertexBuffer.mData);
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ElementsOffset = (char*)mIndexBuffer.mData;
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}
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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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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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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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glBindBufferARB(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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glDisableClientState(GL_VERTEX_ARRAY);
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}
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template<typename IndexType>
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bool lcMesh::MinIntersectDist(const Vector3& Start, const Vector3& End, float& MinDist, Vector3& 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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Vector3 v1(p1[0], p1[1], p1[2]);
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Vector3 v2(p2[0], p2[1], p2[2]);
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Vector3 v3(p3[0], p3[1], p3[2]);
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if (LineTriangleMinIntersection(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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// Return true if a polygon intersects a set of planes.
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static bool PolygonIntersectsPlanes(float* p1, float* p2, float* p3, float* p4, const Vector4* Planes, int NumPlanes) // TODO: move to lc_math
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{
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float* Points[4] = { p1, p2, p3, p4 };
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int Outcodes[4] = { 0, 0, 0, 0 }, i;
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int NumPoints = (p4 != NULL) ? 4 : 3;
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// First do the Cohen-Sutherland out code test for trivial rejects/accepts.
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for (i = 0; i < NumPoints; i++)
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{
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Vector3 Pt(Points[i][0], Points[i][1], Points[i][2]);
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for (int j = 0; j < NumPlanes; j++)
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{
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if (Dot3(Pt, Planes[j]) + Planes[j][3] > 0)
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Outcodes[i] |= 1 << j;
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}
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}
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if (p4 != NULL)
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{
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// Polygon completely outside a plane.
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if ((Outcodes[0] & Outcodes[1] & Outcodes[2] & Outcodes[3]) != 0)
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return false;
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// If any vertex has an out code of all zeros then we intersect the volume.
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if (!Outcodes[0] || !Outcodes[1] || !Outcodes[2] || !Outcodes[3])
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return true;
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}
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else
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{
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// Polygon completely outside a plane.
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if ((Outcodes[0] & Outcodes[1] & Outcodes[2]) != 0)
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return false;
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// If any vertex has an out code of all zeros then we intersect the volume.
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if (!Outcodes[0] || !Outcodes[1] || !Outcodes[2])
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return true;
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}
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// Buffers for clipping the polygon.
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Vector3 ClipPoints[2][8];
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int NumClipPoints[2];
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int ClipBuffer = 0;
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NumClipPoints[0] = NumPoints;
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ClipPoints[0][0] = Vector3(p1[0], p1[1], p1[2]);
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ClipPoints[0][1] = Vector3(p2[0], p2[1], p2[2]);
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ClipPoints[0][2] = Vector3(p3[0], p3[1], p3[2]);
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if (NumPoints == 4)
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ClipPoints[0][3] = Vector3(p4[0], p4[1], p4[2]);
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// Now clip the polygon against the planes.
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for (i = 0; i < NumPlanes; i++)
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{
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PolygonPlaneClip(ClipPoints[ClipBuffer], NumClipPoints[ClipBuffer], ClipPoints[ClipBuffer^1], &NumClipPoints[ClipBuffer^1], Planes[i]);
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ClipBuffer ^= 1;
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if (!NumClipPoints[ClipBuffer])
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return false;
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}
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return true;
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}
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template<typename IndexType>
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bool lcMesh::IntersectsPlanes(const Vector4* Planes, int NumPlanes)
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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 (PolygonIntersectsPlanes(&Verts[Indices[Idx]*3], &Verts[Indices[Idx+1]*3], &Verts[Indices[Idx+2]*3], NULL, Planes, NumPlanes))
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return true;
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}
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return false;
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}
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