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source: orxonox.OLD/branches/height_map/src/lib/graphics/importer/vertex_array_model.cc @ 6261

Last change on this file since 6261 was 6261, checked in by bensch, 18 years ago

heightmap: better stipes

File size: 5.5 KB
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1/*
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
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
18#include "vertex_array_model.h"
19
20#include "stdlibincl.h"
21#include <stdarg.h>
22
23using namespace std;
24
25/////////////
26/// MODEL ///
27/////////////
28/**
29 * @brief Creates a 3D-VertexArrayModel.
30 *
31 * assigns it a Name and a Type
32 */
33VertexArrayModel::VertexArrayModel()
34{
35  this->setClassID(CL_MODEL, "VertexArrayModel");
36
37  this->bFinalized = false;
38  this->newStripe();
39}
40
41
42/**
43 * @brief deletes an VertexArrayModel.
44 *
45 * Looks if any from model allocated space is still in use, and if so deleted it.
46 */
47VertexArrayModel::~VertexArrayModel()
48{
49  PRINTF(4)("Deleting VertexArrayModel ");
50  if (this->getName())
51  {
52    PRINT(4)("%s\n", this->getName());
53  }
54  else
55  {
56    PRINT(4)("\n");
57  }
58}
59
60
61/**
62 * @brief Draws the VertexArrayModels of all Groups.
63 *
64 * It does this by just calling the Lists that must have been created earlier.
65 */
66void VertexArrayModel::draw() const
67{
68  PRINTF(4)("drawing the 3D-VertexArrayModels\n");
69  glDisable(GL_LIGHTING);
70
71  glEnableClientState(GL_VERTEX_ARRAY );
72  glEnableClientState(GL_TEXTURE_COORD_ARRAY );
73  glEnableClientState(GL_NORMAL_ARRAY );
74  glEnableClientState(GL_COLOR_ARRAY );
75
76
77  glVertexPointer(3, GL_FLOAT, 0, this->vertices.getArray());
78  glNormalPointer(GL_FLOAT, 0, this->normals.getArray());
79  glTexCoordPointer(2, GL_FLOAT, 0, this->texCoords.getArray());
80  glColorPointer(3, GL_FLOAT, 0, this->colors.getArray());
81
82  for (GLuint i = 1; i < this->stripes.size(); ++i)
83    {
84      glDrawElements(GL_TRIANGLE_STRIP, this->stripes[i] - this->stripes[i-1], GL_UNSIGNED_BYTE, this->indices.getArray()+this->stripes[i-1]);
85//       glDrawRangeElements(GL_TRIANGLE_STRIP,
86//                        this->stripes[i-1],
87//                        this->stripes[i],
88//                        this->indices.getCount(),
89//                        GL_UNSIGNED_BYTE,
90//                        this->indices.getArray());
91    }
92    glEnable(GL_LIGHTING);
93}
94
95
96//////////
97// MESH //
98//////////
99/**
100 * @brief generates a new Stripe in this Model
101 */
102void VertexArrayModel::newStripe()
103{
104  this->stripes.push_back(this->indices.getCount());
105}
106
107
108/**
109 * @brief parses a vertex-String
110 * @param x the X-coordinate of the Vertex to add.
111 * @param y the Y-coordinate of the Vertex to add.
112 * @param z the Z-coordinate of the Vertex to add.
113 */
114void VertexArrayModel::addVertex(float x, float y, float z)
115{
116  this->vertices.addEntry(x, y, z);
117  this->pModelInfo.numVertices++;
118}
119
120
121/**
122 * @brief adds a VertexNormal.
123 * @param x The x coordinate of the Normal.
124 * @param y The y coordinate of the Normal.
125 * @param z The z coordinate of the Normal.
126 *
127 * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
128 */
129void VertexArrayModel::addNormal(float x, float y, float z)
130{
131  this->normals.addEntry(x, y, z);
132  this->pModelInfo.numNormals++;
133}
134
135
136/**
137 * @brief adds a Texture Coordinate
138 * @param u The u coordinate of the TextureCoordinate.
139 * @param v The y coordinate of the TextureCoordinate.
140 *
141 *  If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
142 */
143void VertexArrayModel::addTexCoor(float u, float v)
144{
145  this->texCoords.addEntry(u);
146  this->texCoords.addEntry(v);
147  this->pModelInfo.numTexCoor++;
148}
149
150/**
151 * @brief adds a new Color
152 * @param r the Red Component of the VertexColor to add.
153 * @param g the Green Component of the VertexColor to add.
154 * @param b the Blue of the VertexColor to add.
155 */
156void VertexArrayModel::addColor(float r, float g, float b)
157{
158  this->colors.addEntry(r, g, b);
159  // FIXME
160}
161
162
163/**
164 *  adds a new Face
165 * @param faceElemCount the number of Vertices to add to the Face.
166 * @param type The information Passed with each Vertex
167*/
168void VertexArrayModel::addIndice(GLubyte indice)
169{
170  this->indices.addEntry(indice);
171}
172
173
174/**
175 * @brief Finalizes an Object. This can be done outside of the Class.
176 */
177void VertexArrayModel::finalize()
178{
179  // finalize the Arrays
180  this->vertices.finalizeArray();
181  this->texCoords.finalizeArray();
182  this->normals.finalizeArray();
183  this->colors.finalizeArray();
184  this->indices.finalizeArray();
185
186  this->newStripe();
187
188  for (int i = 0 ; i < this->stripes.size(); i++)
189  {
190    printf("== %d ==\n", stripes[i]);
191
192  }
193
194  /*
195    glEnableClientState(GL_VERTEX_ARRAY |
196    GL_TEXTURE_COORD_ARRAY |
197    GL_NORMAL_ARRAY);
198  */
199
200  this->bFinalized = true;
201}
202
203
204
205/////////////
206// TESTING //
207/////////////
208/**
209* @brief Includes a default model
210*
211* This will inject a Cube, because this is the most basic model.
212*/
213void VertexArrayModel::planeModel()
214{
215  unsigned int sizeX = 20, sizeY = 10;
216
217  unsigned int i, j;
218  for (i = 0; i < sizeY; i++)
219    {
220      for (j = 0; j < sizeX; j++)
221        {
222          this->addVertex((float)i - sizeY/2.0, sin(-(float)i/(float)sizeY*5.0) * cos((float)j/(float)sizeX*5.0) * 10.0 , (float)(j) - sizeX/2.0);
223          this->addNormal((float)i/(float)sizeY, 1, (float)j/(float)sizeX);
224          this->addTexCoor((float)i/(float)sizeY, (float)j/(float)sizeY);
225          this->addColor((float)i/20.0, 0.0, (float)j/20.0);
226        }
227    }
228
229  for (i = 0; i < sizeY-1; i++)
230  {
231    for (j = 0; j < sizeX; j++)
232    {
233      this->addIndice(sizeX*i + j);
234      this->addIndice(sizeX*(i+1) + j);
235    }
236    if (i < sizeY -1 )
237      this->newStripe();
238  }
239}
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