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source: orxonox.OLD/branches/height_map_merge/src/lib/graphics/importer/vertex_array_model.cc @ 6603

Last change on this file since 6603 was 6603, checked in by bottac, 18 years ago

Improved texturemapping

File size: 10.2 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
23#include "tc.h"
24
25using namespace std;
26
27/////////////
28/// MODEL ///
29/////////////
30/**
31 * @brief Creates a 3D-VertexArrayModel.
32 *
33 * assigns it a Name and a Type
34 */
35VertexArrayModel::VertexArrayModel()
36{
37  this->setClassID(CL_MODEL, "VertexArrayModel");
38
39  this->newStripe();
40}
41
42/**
43 * @brief special copy constructor for converting Models to VertexArray-Stripes
44 * @param model the Model to produce a VertexArray model from.
45 *
46 * Code that uses Brad Granthams
47 * excelent TC-code for generating stripes out of a mix of ModelCoordinates.
48 */
49VertexArrayModel::VertexArrayModel(const Model& model)
50{
51  this->setClassID(CL_MODEL, "VertexArrayModel");
52
53  // importing the data to the new Model.
54  this->newStripe();
55
56  for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3)
57    this->addVertex(model.getVertexArray()[i], model.getVertexArray()[i+1], model.getVertexArray()[i+2]);
58  for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3)
59    this->addColor((float)i / (float)model.getVertexCount(), 0, 0);
60
61  for (unsigned int i = 0; i < model.getNormalsCount()*3; i+=3)
62     this->addNormal(model.getNormalsArray()[i], model.getNormalsArray()[i+1], model.getNormalsArray()[i+2]);
63  for (unsigned int i = 0; i < model.getTexCoordCount(); i+=2)
64     this->addTexCoor(model.getTexCoordArray()[i], model.getTexCoordArray()[i+1]);
65
66
67  // The acTC object generating this Model. //
68  ACTCData *tc;
69  tc = actcNew();
70  if(tc == NULL) {
71    /* memory allocation failed */
72    /* print error here and exit or whatever */
73  }
74
75  // inputing the data of model to the tc
76  actcBeginInput(tc);
77  for(unsigned int i = 0; i < model.getTriangleCount(); i++)
78  {
79      actcAddTriangle(tc,
80                      model.getTriangles()[i].indexToVertices[0],
81                      model.getTriangles()[i].indexToVertices[1],
82                      model.getTriangles()[i].indexToVertices[2]);
83  }
84  actcEndInput(tc);
85
86
87
88  int prim;
89  unsigned int v1, v2, v3;
90
91  actcBeginOutput(tc);
92  while((prim = actcStartNextPrim(tc, &v1, &v2) != ACTC_DATABASE_EMPTY))
93  {
94    this->newStripe();
95
96    this->addIndice(v1);
97    this->addIndice(v2);
98    /* start a primitive of type "prim" with v1 and v2 */
99    while(actcGetNextVert(tc, &v3) != ACTC_PRIM_COMPLETE)
100    {
101      /* continue primitive using v3 */
102      this->addIndice(v3);
103    }
104  }
105  actcEndOutput(tc);
106
107  this->finalize();
108}
109
110
111/**
112 * @brief deletes a VertexArrayModel.
113 *
114 * Looks if any from model allocated space is still in use, and if so deleted it.
115 */
116VertexArrayModel::~VertexArrayModel()
117{
118  PRINTF(4)("Deleting VertexArrayModel ");
119  if (this->getName())
120  {
121    PRINT(4)("%s\n", this->getName());
122  }
123  else
124  {
125    PRINT(4)("\n");
126  }
127}
128
129
130/**
131 * @brief Draws the VertexArrayModels of all Groups.
132 *
133 * It does this by just calling the Lists that must have been created earlier.
134 */
135void VertexArrayModel::draw() const
136{
137
138  glPushAttrib(GL_ALL_ATTRIB_BITS);
139  glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
140  glEnable (GL_COLOR_MATERIAL) ;
141
142
143  PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getName());
144 
145  glEnableClientState(GL_VERTEX_ARRAY );
146  glEnableClientState(GL_TEXTURE_COORD_ARRAY );
147  glEnableClientState(GL_NORMAL_ARRAY );
148  glEnableClientState(GL_COLOR_ARRAY );
149
150
151  glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]);
152  glNormalPointer(GL_FLOAT, 0, &this->normals[0]);
153  glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords[0]);
154  glColorPointer(3, GL_FLOAT, 0, &this->colors[0]);
155
156 
157
158
159  for (GLuint i = 1; i < this->stripes.size(); ++i)
160    {
161      glDrawElements( GL_TRIANGLE_STRIP,
162                      this->stripes[i] - this->stripes[i-1],
163                      GL_UNSIGNED_INT,
164                      &this->indices[this->stripes[i-1]] );
165    }
166
167        glPopAttrib();
168}
169
170
171//////////
172// MESH //
173//////////
174/**
175 * @brief generates a new Stripe in this Model
176 */
177void VertexArrayModel::newStripe()
178{
179  // no stripes of size 0
180  if (this->stripes.empty() || this->indices.size() != this->stripes.back())
181    this->stripes.push_back(this->indices.size());
182}
183
184
185/**
186 * @brief parses a vertex-String
187 * @param x the X-coordinate of the Vertex to add.
188 * @param y the Y-coordinate of the Vertex to add.
189 * @param z the Z-coordinate of the Vertex to add.
190 */
191void VertexArrayModel::addVertex(float x, float y, float z)
192{
193  this->vertices.push_back(Vector(x,y,z));
194  this->pModelInfo.numVertices++;
195}
196
197
198/**
199 * @brief adds a VertexNormal.
200 * @param x The x coordinate of the Normal.
201 * @param y The y coordinate of the Normal.
202 * @param z The z coordinate of the Normal.
203 *
204 * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
205 */
206void VertexArrayModel::addNormal(float x, float y, float z)
207{
208  this->normals.push_back(Vector(x,y,z));
209  this->pModelInfo.numNormals++;
210}
211
212
213/**
214 * @brief adds a Texture Coordinate
215 * @param u The u coordinate of the TextureCoordinate.
216 * @param v The y coordinate of the TextureCoordinate.
217 *
218 *  If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
219 */
220void VertexArrayModel::addTexCoor(float u, float v)
221{
222  this->texCoords.push_back(u);
223  this->texCoords.push_back(v);
224  this->pModelInfo.numTexCoor++;
225}
226
227/**
228 * @brief adds a new Color
229 * @param r the Red Component of the VertexColor to add.
230 * @param g the Green Component of the VertexColor to add.
231 * @param b the Blue of the VertexColor to add.
232 */
233void VertexArrayModel::addColor(float r, float g, float b)
234{
235  this->colors.push_back(Vector(r,g,b));
236  // FIXME
237}
238
239
240/**
241 *  adds a new Face
242 * @param faceElemCount the number of Vertices to add to the Face.
243 * @param type The information Passed with each Vertex
244*/
245void VertexArrayModel::addIndice(GLuint indice)
246{
247  this->indices.push_back(indice);
248}
249
250
251/**
252 * @brief Finalizes an Object. This can be done outside of the Class.
253 */
254void VertexArrayModel::finalize()
255{
256  // finalize the Arrays
257  this->newStripe();
258}
259
260
261
262
263/////////////
264// TESTING //
265/////////////
266/**
267* @brief Includes a default model
268*
269* This will inject a Cube, because this is the most basic model.
270*/
271void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY)
272{
273  GLuint i, j;
274  for (i = 0; i < resolutionY; i++)
275    {
276      for (j = 0; j < resolutionX; j++)
277        {
278          this->addVertex(((float)i - (float)resolutionY/2.0)*sizeY, 0.0, ((float)j - (float)resolutionX/2.0)*sizeX);
279          this->addNormal(0.0, 1, 0.0);
280          this->addTexCoor((float)i/(float)resolutionY, (float)j/(float)resolutionY);
281          this->addColor((float)i/20.0, 0.0, (float)j/20.0);
282        }
283    }
284
285  for (i = 0; i < resolutionY-1; i++)
286  {
287    for (j = 0; j < resolutionX; j++)
288    {
289      this->addIndice( resolutionY*i + j );
290      this->addIndice( resolutionY*(i+1) + j );
291    }
292    this->newStripe();
293  }
294}
295
296#include <cmath>
297
298/**
299 * @brief builds a Triangle Stripped sphere
300 * @param radius: radius
301 * @param loops: the count of loops
302 * @param segmentsPerLoop how many Segments per loop
303 */
304void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop)
305{
306  for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
307  {
308    float theta = 0;
309    float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
310    float sinTheta = std::sin(theta);
311    float sinPhi = std::sin(phi);
312    float cosTheta = std::cos(theta);
313    float cosPhi = std::cos(phi);
314    this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
315    this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
316    this->addTexCoor(0,0); /// FIXME
317    this->addColor(.125,.436,.246); ///FIXME
318  }
319  for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber)
320  {
321    for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
322    {
323      float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops));
324      if (loopNumber == loops)
325      {
326        theta = PI;
327      }
328      float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
329      float sinTheta = std::sin(theta);
330      float sinPhi = std::sin(phi);
331      float cosTheta = std::cos(theta);
332      float cosPhi = std::cos(phi);
333      this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
334      this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
335      this->addTexCoor(0,0); //FIXME
336      this->addColor(.125,.436,.246);
337
338    }
339  }
340  for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
341  {
342    this->addIndice(loopSegmentNumber);
343    this->addIndice(segmentsPerLoop + loopSegmentNumber);
344  }
345  for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber)
346  {
347    for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
348    {
349      this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber);
350      this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber);
351    }
352  }
353}
354
355
356/**
357 * @brief print out some nice debug information about this VertexArrayModel.
358 */
359void VertexArrayModel::debug() const
360{
361  PRINT(0)("VertexArrayModel (%s): debug\n", this->getName());
362  PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n",
363            this->stripes.size(),
364            this->indices.size(),
365            this->vertices.size(),
366            this->normals.size(),
367            this->texCoords.size()/2,
368            this->colors.size() );
369  for (GLuint i = 1; i < this->stripes.size(); ++i)
370  {
371    PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]);
372    for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++)
373    {
374      PRINT(0)("->%d", this->indices[j]);
375    }
376    PRINT(0)("\n");
377  }
378}
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