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source: orxonox.OLD/trunk/src/lib/graphics/importer/vertex_array_model.cc @ 6027

Last change on this file since 6027 was 6012, checked in by bensch, 19 years ago

orxonox/trunk: vertex_array_model is way better now :)

File size: 7.0 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->finalized = false;
38}
39
40
41/**
42 * @brief deletes an VertexArrayModel.
43 *
44 * Looks if any from model allocated space is still in use, and if so deleted it.
45 */
46VertexArrayModel::~VertexArrayModel()
47{
48  PRINTF(4)("Deleting VertexArrayModel ");
49  if (this->getName())
50  {
51    PRINT(4)("%s\n", this->getName());
52  }
53  else
54  {
55    PRINT(4)("\n");
56  }
57}
58
59
60/**
61 * @brief Finalizes an Object. This can be done outside of the Class.
62 */
63void VertexArrayModel::finalize()
64{
65  // this creates the display List.
66  this->importToVertexArray();
67
68  this->finalized = true;
69}
70
71
72//////////
73// DRAW //
74//////////
75/**
76 *  Draws the VertexArrayModels of all Groups.
77   It does this by just calling the Lists that must have been created earlier.
78*/
79void VertexArrayModel::draw () const
80{
81  PRINTF(4)("drawing the 3D-VertexArrayModels\n");
82
83  glEnableClientState(GL_VERTEX_ARRAY);
84  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
85  glEnableClientState(GL_NORMAL_ARRAY);
86  //  glEnableClientState(GL_INDEX_ARRAY);
87
88  glVertexPointer(3, GL_FLOAT, 0, this->vertices.getArray());
89  glNormalPointer(GL_FLOAT, 0, this->normals.getArray());
90  glTexCoordPointer(2, GL_FLOAT, 0, this->texCoords.getArray()); 
91
92  printf("%d\n", this->indices.getCount());
93  glDrawElements(GL_TRIANGLE_STRIP,
94                 this->indices.getCount(),
95                 GL_UNSIGNED_BYTE,
96                 this->indices.getArray());
97
98
99
100  /*  const GLfloat* pVertices = NULL;
101      const GLfloat* pNorm = NULL;
102     
103      glBegin(GL_TRIANGLES);
104      for( int i = 0; i < this->triangleCount; ++i)
105      {
106      //printf("int i = %i\n", i);
107      pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[0]];
108      pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[0]];
109      glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
110      glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
111     
112      pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[1]];
113      pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[1]];
114      glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
115      glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
116     
117      pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[2]];
118      pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[2]];
119      glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
120      glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
121     
122      }
123      glEnd();
124  */
125}
126
127
128//////////
129// MESH //
130//////////
131/**
132 * @brief parses a vertex-String
133 * @param x the X-coordinate of the Vertex to add.
134 * @param y the Y-coordinate of the Vertex to add.
135 * @param z the Z-coordinate of the Vertex to add.
136 */
137void VertexArrayModel::addVertex(float x, float y, float z)
138{
139  this->vertices.addEntry(x, y, z);
140  this->pModelInfo.numVertices++;
141}
142
143
144/**
145 * @brief adds a VertexNormal.
146 * @param x The x coordinate of the Normal.
147 * @param y The y coordinate of the Normal.
148 * @param z The z coordinate of the Normal.
149 *
150 * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
151 */
152void VertexArrayModel::addNormal(float x, float y, float z)
153{
154  this->normals.addEntry(x, y, z);
155  this->pModelInfo.numNormals++;
156}
157
158
159/**
160 *  adds a Texture Coordinate
161 * @param u The u coordinate of the TextureCoordinate.
162 * @param v The y coordinate of the TextureCoordinate.
163 *
164 *  If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
165 */
166void VertexArrayModel::addTexCoor(float u, float v)
167{
168  this->texCoords.addEntry(u);
169  this->texCoords.addEntry(v);
170  this->pModelInfo.numTexCoor++;
171}
172
173
174/**
175 *  adds a new Face
176 * @param faceElemCount the number of Vertices to add to the Face.
177 * @param type The information Passed with each Vertex
178*/
179void VertexArrayModel::addIndice(GLubyte indice)
180{
181  this->indices.addEntry(indice);
182
183}
184
185
186////////////
187// openGL //
188////////////
189/**
190 *  reads and includes the Faces/Materials into the openGL state Machine
191*/
192void VertexArrayModel::importToVertexArray()
193{
194  // finalize the Arrays
195  this->vertices.finalizeArray();
196  this->texCoords.finalizeArray();
197  this->normals.finalizeArray();
198  this->indices.finalizeArray();
199
200  //  glEnableClientState(GL_VERTEX_ARRAY);
201  //  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
202  //  glEnableClientState(GL_NORMAL_ARRAY);
203  //  glEnableClientState(GL_INDEX_ARRAY);
204}
205
206
207
208/////////////
209// TESTING //
210/////////////
211/**
212 *  Includes a default model
213 *
214 * This will inject a Cube, because this is the most basic model.
215 */
216void VertexArrayModel::cubeModel()
217{
218  unsigned int i, j;
219  for (i = 0; i < 20; i++)
220    {
221      for (j = 0; j < 20; j++)
222        {
223          this->addVertex(i* 50, .5, (j)*50);
224          this->addNormal(0, 1, 0);
225          this->addTexCoor((float)i/20.0, (float)j/20.0);
226
227        }
228    }
229  for (i = 0; i < 20; i++)
230    {
231      this->addIndice(i);
232      this->addIndice(i+20);
233    }
234
235  /*
236  this->addVertex (-0.5, -0.5, 0.5);
237  this->addVertex (0.5, -0.5, 0.5);
238  this->addVertex (-0.5, 0.5, 0.5);
239  this->addVertex (0.5, 0.5, 0.5);
240  this->addVertex (-0.5, 0.5, -0.5);
241  this->addVertex (0.5, 0.5, -0.5);
242  this->addVertex (-0.5, -0.5, -0.5);
243  this->addVertex (0.5, -0.5, -0.5);
244
245  this->addTexCoor (0.0, 0.0);
246  this->addTexCoor (1.0, 0.0);
247  this->addTexCoor (0.0, 1.0);
248  this->addTexCoor (1.0, 1.0);
249  this->addTexCoor (0.0, 2.0);
250  this->addTexCoor (1.0, 2.0);
251  this->addTexCoor (0.0, 3.0);
252  this->addTexCoor (1.0, 3.0);
253  this->addTexCoor (0.0, 4.0);
254  this->addTexCoor (1.0, 4.0);
255  this->addTexCoor (2.0, 0.0);
256  this->addTexCoor (2.0, 1.0);
257  this->addTexCoor (-1.0, 0.0);
258  this->addTexCoor (-1.0, 1.0);
259
260  this->addNormal (0.0, 0.0, 1.0);
261  this->addNormal (0.0, 0.0, 1.0);
262  this->addNormal (0.0, 0.0, 1.0);
263  this->addNormal (0.0, 0.0, 1.0);
264  this->addNormal (0.0, 1.0, 0.0);
265  this->addNormal (0.0, 1.0, 0.0);
266  this->addNormal (0.0, 1.0, 0.0);
267  this->addNormal (0.0, 1.0, 0.0);
268  this->addNormal (0.0, 0.0, -1.0);
269  this->addNormal (0.0, 0.0, -1.0);
270  this->addNormal (0.0, 0.0, -1.0);
271  this->addNormal (0.0, 0.0, -1.0);
272  this->addNormal (0.0, -1.0, 0.0);
273  this->addNormal (0.0, -1.0, 0.0);
274  this->addNormal (0.0, -1.0, 0.0);
275  this->addNormal (0.0, -1.0, 0.0);
276  this->addNormal (1.0, 0.0, 0.0);
277  this->addNormal (1.0, 0.0, 0.0);
278  this->addNormal (1.0, 0.0, 0.0);
279  this->addNormal (1.0, 0.0, 0.0);
280  this->addNormal (-1.0, 0.0, 0.0);
281  this->addNormal (-1.0, 0.0, 0.0);
282  this->addNormal (-1.0, 0.0, 0.0);
283  this->addNormal (-1.0, 0.0, 0.0);
284  */
285}
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