1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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17 | |
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18 | #include "vertex_array_model.h" |
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19 | #include "texture.h" |
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20 | #include "stdlibincl.h" |
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21 | #include <stdarg.h> |
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22 | |
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23 | using namespace std; |
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24 | |
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25 | ///////////// |
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26 | /// MODEL /// |
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27 | ///////////// |
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28 | /** |
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29 | * @brief Creates a 3D-VertexArrayModel. |
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30 | * |
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31 | * assigns it a Name and a Type |
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32 | */ |
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33 | VertexArrayModel::VertexArrayModel() |
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34 | { |
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35 | |
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36 | |
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37 | |
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38 | |
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39 | |
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40 | this->setClassID(CL_MODEL, "VertexArrayModel"); |
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41 | |
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42 | this->bFinalized = false; |
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43 | this->newStripe(); |
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44 | } |
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45 | |
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46 | |
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47 | /** |
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48 | * @brief deletes an VertexArrayModel. |
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49 | * |
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50 | * Looks if any from model allocated space is still in use, and if so deleted it. |
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51 | */ |
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52 | VertexArrayModel::~VertexArrayModel() |
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53 | { |
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54 | PRINTF(4)("Deleting VertexArrayModel "); |
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55 | if (this->getName()) |
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56 | { |
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57 | PRINT(4)("%s\n", this->getName()); |
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58 | } |
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59 | else |
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60 | { |
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61 | PRINT(4)("\n"); |
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62 | } |
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63 | } |
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64 | |
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65 | |
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66 | /** |
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67 | * @brief Draws the VertexArrayModels of all Groups. |
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68 | * |
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69 | * It does this by just calling the Lists that must have been created earlier. |
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70 | */ |
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71 | void VertexArrayModel::draw() const |
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72 | { |
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73 | PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getName()); |
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74 | //1glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
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75 | |
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76 | glPushAttrib(GL_ALL_ATTRIB_BITS); |
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77 | |
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78 | // glEnable(GL_LIGHTING); |
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79 | glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ; |
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80 | glEnable (GL_COLOR_MATERIAL) ; |
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81 | |
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82 | |
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83 | |
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84 | // glBindTexture(GL_TEXTURE_2D, this->tex1->getTexture()); |
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85 | |
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86 | // glEnable(GL_TEXTURE_2D); |
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87 | |
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88 | |
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89 | |
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90 | |
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91 | |
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92 | |
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93 | |
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94 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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95 | glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords1[0]); |
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96 | |
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97 | |
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98 | |
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99 | glEnableClientState(GL_VERTEX_ARRAY ); |
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100 | glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]); |
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101 | glEnableClientState(GL_NORMAL_ARRAY ); |
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102 | glNormalPointer(GL_FLOAT, 0, &this->normals[0]); |
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103 | glEnableClientState(GL_COLOR_ARRAY ); |
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104 | glColorPointer(3, GL_FLOAT, 0, &this->colors[0]); |
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105 | //glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
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106 | |
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107 | |
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108 | |
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109 | |
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110 | |
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111 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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112 | { |
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113 | glDrawElements( GL_TRIANGLE_STRIP, |
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114 | this->stripes[i] - this->stripes[i-1], |
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115 | GL_UNSIGNED_INT, |
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116 | &this->indices[this->stripes[i-1]] ); |
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117 | } |
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118 | |
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119 | |
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120 | glPopAttrib(); |
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121 | } |
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122 | |
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123 | |
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124 | ////////// |
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125 | // MESH // |
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126 | ////////// |
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127 | /** |
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128 | * @brief generates a new Stripe in this Model |
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129 | */ |
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130 | void VertexArrayModel::newStripe() |
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131 | { |
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132 | // no stripes of size 0 |
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133 | if (this->stripes.empty() || this->indices.size() != this->stripes.back()) |
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134 | this->stripes.push_back(this->indices.size()); |
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135 | } |
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136 | |
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137 | |
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138 | /** |
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139 | * @brief parses a vertex-String |
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140 | * @param x the X-coordinate of the Vertex to add. |
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141 | * @param y the Y-coordinate of the Vertex to add. |
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142 | * @param z the Z-coordinate of the Vertex to add. |
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143 | */ |
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144 | void VertexArrayModel::addVertex(float x, float y, float z) |
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145 | { |
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146 | this->vertices.push_back(x); |
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147 | this->vertices.push_back(y); |
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148 | this->vertices.push_back(z); |
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149 | this->pModelInfo.numVertices++; |
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150 | } |
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151 | |
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152 | |
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153 | /** |
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154 | * @brief adds a VertexNormal. |
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155 | * @param x The x coordinate of the Normal. |
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156 | * @param y The y coordinate of the Normal. |
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157 | * @param z The z coordinate of the Normal. |
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158 | * |
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159 | * If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
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160 | */ |
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161 | void VertexArrayModel::addNormal(float x, float y, float z) |
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162 | { |
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163 | this->normals.push_back(x); |
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164 | this->normals.push_back(y); |
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165 | this->normals.push_back(z); |
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166 | this->pModelInfo.numNormals++; |
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167 | } |
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168 | |
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169 | |
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170 | /** |
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171 | * @brief adds a Texture Coordinate |
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172 | * @param u The u coordinate of the TextureCoordinate. |
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173 | * @param v The y coordinate of the TextureCoordinate. |
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174 | * |
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175 | * If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
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176 | */ |
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177 | void VertexArrayModel::addTexCoor(float u, float v, float w, float x) |
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178 | { |
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179 | this->texCoords1.push_back(u); |
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180 | this->texCoords1.push_back(v); |
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181 | //this->texCoords2.push_back(w); |
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182 | //this->texCoords2.push_back(x); |
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183 | this->pModelInfo.numTexCoor++; |
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184 | } |
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185 | void VertexArrayModel::addTexCoor(float u, float v) |
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186 | { |
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187 | this->texCoords1.push_back(u); |
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188 | this->texCoords1.push_back(v); |
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189 | |
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190 | this->pModelInfo.numTexCoor++; |
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191 | } |
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192 | |
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193 | /** |
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194 | * @brief adds a new Color |
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195 | * @param r the Red Component of the VertexColor to add. |
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196 | * @param g the Green Component of the VertexColor to add. |
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197 | * @param b the Blue of the VertexColor to add. |
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198 | */ |
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199 | void VertexArrayModel::addColor(float r, float g, float b) |
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200 | { |
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201 | this->colors.push_back(r); |
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202 | this->colors.push_back(g); |
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203 | this->colors.push_back(b); |
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204 | // FIXME |
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205 | } |
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206 | |
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207 | |
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208 | /** |
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209 | * adds a new Face |
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210 | * @param faceElemCount the number of Vertices to add to the Face. |
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211 | * @param type The information Passed with each Vertex |
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212 | */ |
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213 | void VertexArrayModel::addIndice(GLuint indice) |
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214 | { |
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215 | this->indices.push_back(indice); |
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216 | } |
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217 | |
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218 | |
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219 | /** |
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220 | * @brief Finalizes an Object. This can be done outside of the Class. |
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221 | */ |
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222 | void VertexArrayModel::finalize() |
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223 | { |
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224 | // finalize the Arrays |
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225 | this->newStripe(); |
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226 | this->bFinalized = true; |
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227 | } |
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228 | |
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229 | |
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230 | |
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231 | |
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232 | ///////////// |
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233 | // TESTING // |
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234 | ///////////// |
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235 | /** |
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236 | * @brief Includes a default model |
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237 | * |
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238 | * This will inject a Cube, because this is the most basic model. |
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239 | */ |
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240 | void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY) |
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241 | { |
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242 | GLuint i, j; |
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243 | for (i = 0; i < resolutionY; i++) |
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244 | { |
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245 | for (j = 0; j < resolutionX; j++) |
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246 | { |
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247 | this->addVertex((float)i - (float)sizeY/2.0, 0.0, (float)j - (float)sizeX/2.0); |
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248 | this->addNormal(0.0, 1, 0.0); |
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249 | this->addTexCoor((float)i/(float)resolutionY, (float)j/(float)resolutionY); |
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250 | this->addColor((float)i/20.0, 0.0, (float)j/20.0); |
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251 | } |
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252 | } |
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253 | |
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254 | for (i = 0; i < resolutionY-1; i++) |
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255 | { |
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256 | for (j = 0; j < resolutionX; j++) |
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257 | { |
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258 | this->addIndice( resolutionY*i + j ); |
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259 | this->addIndice( resolutionY*(i+1) + j ); |
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260 | } |
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261 | this->newStripe(); |
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262 | } |
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263 | } |
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264 | |
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265 | #include <cmath> |
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266 | |
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267 | /** |
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268 | * @brief builds a Triangle Stripped sphere |
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269 | * @param radius: radius |
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270 | * @param loops: the count of loops |
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271 | * @param segmentsPerLoop how many Segments per loop |
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272 | */ |
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273 | void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop) |
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274 | { |
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275 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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276 | { |
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277 | float theta = 0; |
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278 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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279 | float sinTheta = std::sin(theta); |
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280 | float sinPhi = std::sin(phi); |
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281 | float cosTheta = std::cos(theta); |
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282 | float cosPhi = std::cos(phi); |
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283 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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284 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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285 | this->addTexCoor(0,0); /// FIXME |
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286 | this->addColor(.125,.436,.246); ///FIXME |
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287 | } |
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288 | for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber) |
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289 | { |
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290 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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291 | { |
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292 | float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops)); |
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293 | if (loopNumber == loops) |
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294 | { |
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295 | theta = PI; |
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296 | } |
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297 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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298 | float sinTheta = std::sin(theta); |
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299 | float sinPhi = std::sin(phi); |
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300 | float cosTheta = std::cos(theta); |
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301 | float cosPhi = std::cos(phi); |
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302 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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303 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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304 | this->addTexCoor(0,0); //FIXME |
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305 | this->addColor(.125,.436,.246); |
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306 | |
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307 | } |
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308 | } |
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309 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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310 | { |
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311 | this->addIndice(loopSegmentNumber); |
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312 | this->addIndice(segmentsPerLoop + loopSegmentNumber); |
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313 | } |
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314 | for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber) |
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315 | { |
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316 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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317 | { |
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318 | this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber); |
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319 | this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber); |
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320 | } |
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321 | } |
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322 | } |
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323 | |
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324 | |
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325 | /** |
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326 | * @brief print out some nice debug information about this VertexArrayModel. |
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327 | */ |
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328 | void VertexArrayModel::debug() const |
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329 | { |
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330 | PRINT(0)("VertexArrayModel (%s): debug\n", this->getName()); |
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331 | PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n", |
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332 | this->stripes.size(), |
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333 | this->indices.size(), |
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334 | this->vertices.size()/3, |
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335 | this->normals.size()/3, |
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336 | this->texCoords1.size()/2, |
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337 | this->colors.size() )/3; |
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338 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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339 | { |
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340 | PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]); |
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341 | for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++) |
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342 | { |
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343 | PRINT(0)("%d->", this->indices[j]); |
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344 | } |
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345 | PRINT(0)("\n"); |
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346 | } |
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347 | } |
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