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source: orxonox.OLD/branches/height_map/src/lib/graphics/importer/vertex_array_model.cc @ 6529

Last change on this file since 6529 was 6529, checked in by bottac, 18 years ago

Some bugs fixed

File size: 8.9 KB
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[4577]1/*
[2823]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
[3590]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
[6010]18#include "vertex_array_model.h"
[6472]19#include "texture.h"
[5427]20#include "stdlibincl.h"
[3418]21#include <stdarg.h>
[3398]22
[3140]23using namespace std;
[2776]24
[4022]25/////////////
26/// MODEL ///
27/////////////
[2842]28/**
[6010]29 * @brief Creates a 3D-VertexArrayModel.
30 *
31 * assigns it a Name and a Type
32 */
33VertexArrayModel::VertexArrayModel()
[3398]34{
[6472]35
36
[6529]37
[6472]38 
39 
[6010]40  this->setClassID(CL_MODEL, "VertexArrayModel");
[3909]41
[6037]42  this->bFinalized = false;
43  this->newStripe();
[6010]44}
[4577]45
[3909]46
[3398]47/**
[6010]48 * @brief deletes an VertexArrayModel.
49 *
50 * Looks if any from model allocated space is still in use, and if so deleted it.
51 */
52VertexArrayModel::~VertexArrayModel()
[2847]53{
[6010]54  PRINTF(4)("Deleting VertexArrayModel ");
[4577]55  if (this->getName())
[5790]56  {
57    PRINT(4)("%s\n", this->getName());
58  }
[3396]59  else
[5790]60  {
61    PRINT(4)("\n");
62  }
[6010]63}
[3396]64
[3140]65
[2842]66/**
[6037]67 * @brief Draws the VertexArrayModels of all Groups.
68 *
69 * It does this by just calling the Lists that must have been created earlier.
[6010]70 */
[6037]71void VertexArrayModel::draw() const
[3398]72{
[6266]73  PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getName());
[6472]74  //1glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
75 
76 glPushAttrib(GL_ALL_ATTRIB_BITS);
77   
78// glEnable(GL_LIGHTING);
79 glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
80  glEnable (GL_COLOR_MATERIAL) ;
81
82 
83
84   // glBindTexture(GL_TEXTURE_2D, this->tex1->getTexture());
85
86 // glEnable(GL_TEXTURE_2D);
87
88 
89   
90   
91   
92   
93   
94  glEnableClientState(GL_TEXTURE_COORD_ARRAY );
95  glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords1[0]);
96 
97 
98 
[6259]99  glEnableClientState(GL_VERTEX_ARRAY );
[6472]100   glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]);
[6259]101  glEnableClientState(GL_NORMAL_ARRAY );
[6472]102    glNormalPointer(GL_FLOAT, 0, &this->normals[0]);
[6259]103  glEnableClientState(GL_COLOR_ARRAY );
[6472]104glColorPointer(3, GL_FLOAT, 0, &this->colors[0]);
105//glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
106 
[4799]107
[6259]108
[6472]109 
[4803]110
[6264]111  for (GLuint i = 1; i < this->stripes.size(); ++i)
[6037]112    {
[6264]113      glDrawElements( GL_TRIANGLE_STRIP,
[6262]114                      this->stripes[i] - this->stripes[i-1],
[6265]115                      GL_UNSIGNED_INT,
[6262]116                      &this->indices[this->stripes[i-1]] );
[6259]117    }
[6472]118   
119   
120    glPopAttrib();
[2748]121}
[2754]122
[3186]123
[3912]124//////////
125// MESH //
126//////////
[3068]127/**
[6037]128 * @brief generates a new Stripe in this Model
129 */
130void VertexArrayModel::newStripe()
131{
[6262]132  // no stripes of size 0
133  if (this->stripes.empty() || this->indices.size() != this->stripes.back())
134    this->stripes.push_back(this->indices.size());
[6037]135}
136
137
138/**
[6010]139 * @brief parses a vertex-String
[4836]140 * @param x the X-coordinate of the Vertex to add.
141 * @param y the Y-coordinate of the Vertex to add.
142 * @param z the Z-coordinate of the Vertex to add.
[6010]143 */
144void VertexArrayModel::addVertex(float x, float y, float z)
[3400]145{
[6262]146  this->vertices.push_back(x);
147  this->vertices.push_back(y);
148  this->vertices.push_back(z);
[6010]149  this->pModelInfo.numVertices++;
[3400]150}
151
[3912]152
153/**
[6010]154 * @brief adds a VertexNormal.
[4836]155 * @param x The x coordinate of the Normal.
156 * @param y The y coordinate of the Normal.
157 * @param z The z coordinate of the Normal.
[6010]158 *
159 * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
160 */
161void VertexArrayModel::addNormal(float x, float y, float z)
[3912]162{
[6262]163  this->normals.push_back(x);
164  this->normals.push_back(y);
165  this->normals.push_back(z);
[6010]166  this->pModelInfo.numNormals++;
[3912]167}
168
169
170/**
[6259]171 * @brief adds a Texture Coordinate
[4836]172 * @param u The u coordinate of the TextureCoordinate.
173 * @param v The y coordinate of the TextureCoordinate.
[6010]174 *
175 *  If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
176 */
[6472]177void VertexArrayModel::addTexCoor(float u, float v, float w, float x)
178{
179  this->texCoords1.push_back(u);
180  this->texCoords1.push_back(v);
[6529]181  //this->texCoords2.push_back(w);
182  //this->texCoords2.push_back(x);
[6472]183  this->pModelInfo.numTexCoor++;
184}
[6010]185void VertexArrayModel::addTexCoor(float u, float v)
[3912]186{
[6472]187  this->texCoords1.push_back(u);
188  this->texCoords1.push_back(v);
[6529]189 
[6010]190  this->pModelInfo.numTexCoor++;
[3912]191}
192
[6259]193/**
194 * @brief adds a new Color
195 * @param r the Red Component of the VertexColor to add.
196 * @param g the Green Component of the VertexColor to add.
197 * @param b the Blue of the VertexColor to add.
198 */
199void VertexArrayModel::addColor(float r, float g, float b)
200{
[6262]201  this->colors.push_back(r);
202  this->colors.push_back(g);
203  this->colors.push_back(b);
[6259]204  // FIXME
205}
[3186]206
[6259]207
[2842]208/**
[4836]209 *  adds a new Face
210 * @param faceElemCount the number of Vertices to add to the Face.
211 * @param type The information Passed with each Vertex
[3400]212*/
[6265]213void VertexArrayModel::addIndice(GLuint indice)
[3400]214{
[6262]215  this->indices.push_back(indice);
[3400]216}
217
[4577]218
[3912]219/**
[6037]220 * @brief Finalizes an Object. This can be done outside of the Class.
221 */
222void VertexArrayModel::finalize()
[3063]223{
224  // finalize the Arrays
[6037]225  this->newStripe();
226  this->bFinalized = true;
[3063]227}
228
[3916]229
230
[6267]231
[6010]232/////////////
233// TESTING //
234/////////////
[3916]235/**
[6259]236* @brief Includes a default model
237*
238* This will inject a Cube, because this is the most basic model.
239*/
[6267]240void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY)
[4791]241{
[6265]242  GLuint i, j;
[6267]243  for (i = 0; i < resolutionY; i++)
[4796]244    {
[6267]245      for (j = 0; j < resolutionX; j++)
[6259]246        {
[6267]247          this->addVertex((float)i - (float)sizeY/2.0, 0.0, (float)j - (float)sizeX/2.0);
[6262]248          this->addNormal(0.0, 1, 0.0);
[6267]249          this->addTexCoor((float)i/(float)resolutionY, (float)j/(float)resolutionY);
[6259]250          this->addColor((float)i/20.0, 0.0, (float)j/20.0);
251        }
252    }
[4796]253
[6267]254  for (i = 0; i < resolutionY-1; i++)
[6259]255  {
[6267]256    for (j = 0; j < resolutionX; j++)
[4793]257    {
[6267]258      this->addIndice( resolutionY*i + j );
259      this->addIndice( resolutionY*(i+1) + j );
[4793]260    }
[6263]261    this->newStripe();
[6259]262  }
[2821]263}
[6262]264
265#include <cmath>
266
[6267]267/**
268 * @brief builds a Triangle Stripped sphere
269 * @param radius: radius
270 * @param loops: the count of loops
271 * @param segmentsPerLoop how many Segments per loop
272 */
[6262]273void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop)
274{
275  for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
276  {
277    float theta = 0;
278    float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
279    float sinTheta = std::sin(theta);
280    float sinPhi = std::sin(phi);
281    float cosTheta = std::cos(theta);
282    float cosPhi = std::cos(phi);
283    this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
[6266]284    this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
285    this->addTexCoor(0,0); /// FIXME
286    this->addColor(.125,.436,.246); ///FIXME
[6262]287  }
288  for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber)
289  {
290    for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
291    {
292      float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops));
293      if (loopNumber == loops)
294      {
295        theta = PI;
296      }
297      float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
298      float sinTheta = std::sin(theta);
299      float sinPhi = std::sin(phi);
300      float cosTheta = std::cos(theta);
301      float cosPhi = std::cos(phi);
302      this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
[6266]303      this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
304      this->addTexCoor(0,0); //FIXME
[6262]305      this->addColor(.125,.436,.246);
306
307    }
308  }
309  for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
310  {
311    this->addIndice(loopSegmentNumber);
312    this->addIndice(segmentsPerLoop + loopSegmentNumber);
313  }
314  for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber)
315  {
316    for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
317    {
318      this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber);
319      this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber);
320    }
321  }
322}
323
324
[6267]325/**
326 * @brief print out some nice debug information about this VertexArrayModel.
327 */
[6262]328void VertexArrayModel::debug() const
329{
330  PRINT(0)("VertexArrayModel (%s): debug\n", this->getName());
331  PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n",
332            this->stripes.size(),
333            this->indices.size(),
334            this->vertices.size()/3,
335            this->normals.size()/3,
[6472]336            this->texCoords1.size()/2,
[6262]337            this->colors.size() )/3;
338  for (GLuint i = 1; i < this->stripes.size(); ++i)
339  {
[6265]340    PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]);
[6262]341    for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++)
342    {
343      PRINT(0)("%d->", this->indices[j]);
344    }
345    PRINT(0)("\n");
346  }
347}
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