| 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 | |
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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 | this->setClassID(CL_MODEL, "VertexArrayModel"); |
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| 36 | |
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| 37 | this->bFinalized = false; |
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| 38 | this->newStripe(); |
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| 39 | } |
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| 40 | |
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| 41 | |
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| 42 | /** |
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| 43 | * @brief deletes an VertexArrayModel. |
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| 44 | * |
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| 45 | * Looks if any from model allocated space is still in use, and if so deleted it. |
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| 46 | */ |
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| 47 | VertexArrayModel::~VertexArrayModel() |
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| 48 | { |
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| 49 | PRINTF(4)("Deleting VertexArrayModel "); |
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| 50 | if (this->getName()) |
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| 51 | { |
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| 52 | PRINT(4)("%s\n", this->getName()); |
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| 53 | } |
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| 54 | else |
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| 55 | { |
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| 56 | PRINT(4)("\n"); |
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| 57 | } |
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| 58 | } |
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| 59 | |
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| 60 | |
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| 61 | /** |
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| 62 | * @brief Draws the VertexArrayModels of all Groups. |
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| 63 | * |
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| 64 | * It does this by just calling the Lists that must have been created earlier. |
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| 65 | */ |
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| 66 | void VertexArrayModel::draw() const |
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| 67 | { |
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| 68 | PRINTF(4)("drawing the 3D-VertexArrayModels\n"); |
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| 69 | |
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| 70 | glEnableClientState(GL_VERTEX_ARRAY | |
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| 71 | GL_TEXTURE_COORD_ARRAY | |
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| 72 | GL_NORMAL_ARRAY); |
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| 73 | // glEnableClientState(GL_INDEX_ARRAY); |
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| 74 | |
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| 75 | glVertexPointer(3, GL_FLOAT, 0, this->vertices.getArray()); |
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| 76 | glNormalPointer(GL_FLOAT, 0, this->normals.getArray()); |
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| 77 | glTexCoordPointer(2, GL_FLOAT, 0, this->texCoords.getArray()); |
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| 78 | |
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| 79 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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| 80 | { |
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| 81 | glDrawRangeElements(GL_TRIANGLE_STRIP, |
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| 82 | this->stripes[i-1], |
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| 83 | this->stripes[i], |
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| 84 | this->indices.getCount(), |
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| 85 | GL_UNSIGNED_BYTE, |
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| 86 | this->indices.getArray()); |
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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 | // MESH // |
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| 93 | ////////// |
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| 94 | /** |
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| 95 | * @brief generates a new Stripe in this Model |
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| 96 | */ |
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| 97 | void VertexArrayModel::newStripe() |
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| 98 | { |
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| 99 | this->stripes.push_back(this->vertices.getCount()-1); |
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| 100 | } |
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| 101 | |
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| 102 | |
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| 103 | /** |
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| 104 | * @brief parses a vertex-String |
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| 105 | * @param x the X-coordinate of the Vertex to add. |
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| 106 | * @param y the Y-coordinate of the Vertex to add. |
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| 107 | * @param z the Z-coordinate of the Vertex to add. |
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| 108 | */ |
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| 109 | void VertexArrayModel::addVertex(float x, float y, float z) |
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| 110 | { |
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| 111 | this->vertices.addEntry(x, y, z); |
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| 112 | this->pModelInfo.numVertices++; |
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| 113 | } |
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| 114 | |
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| 115 | |
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| 116 | /** |
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| 117 | * @brief adds a VertexNormal. |
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| 118 | * @param x The x coordinate of the Normal. |
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| 119 | * @param y The y coordinate of the Normal. |
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| 120 | * @param z The z coordinate of the Normal. |
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| 121 | * |
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| 122 | * If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
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| 123 | */ |
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| 124 | void VertexArrayModel::addNormal(float x, float y, float z) |
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| 125 | { |
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| 126 | this->normals.addEntry(x, y, z); |
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| 127 | this->pModelInfo.numNormals++; |
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| 128 | } |
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| 129 | |
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| 130 | |
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| 131 | /** |
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| 132 | * adds a Texture Coordinate |
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| 133 | * @param u The u coordinate of the TextureCoordinate. |
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| 134 | * @param v The y coordinate of the TextureCoordinate. |
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| 135 | * |
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| 136 | * If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
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| 137 | */ |
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| 138 | void VertexArrayModel::addTexCoor(float u, float v) |
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| 139 | { |
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| 140 | this->texCoords.addEntry(u); |
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| 141 | this->texCoords.addEntry(v); |
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| 142 | this->pModelInfo.numTexCoor++; |
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| 143 | } |
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| 144 | |
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| 145 | |
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| 146 | /** |
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| 147 | * adds a new Face |
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| 148 | * @param faceElemCount the number of Vertices to add to the Face. |
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| 149 | * @param type The information Passed with each Vertex |
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| 150 | */ |
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| 151 | void VertexArrayModel::addIndice(GLubyte indice) |
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| 152 | { |
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| 153 | this->indices.addEntry(indice); |
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| 154 | } |
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| 155 | |
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| 156 | |
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| 157 | /** |
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| 158 | * @brief Finalizes an Object. This can be done outside of the Class. |
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| 159 | */ |
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| 160 | void VertexArrayModel::finalize() |
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| 161 | { |
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| 162 | // finalize the Arrays |
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| 163 | this->vertices.finalizeArray(); |
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| 164 | this->texCoords.finalizeArray(); |
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| 165 | this->normals.finalizeArray(); |
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| 166 | this->indices.finalizeArray(); |
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| 167 | |
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| 168 | this->newStripe(); |
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| 169 | |
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| 170 | /* |
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| 171 | glEnableClientState(GL_VERTEX_ARRAY | |
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| 172 | GL_TEXTURE_COORD_ARRAY | |
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| 173 | GL_NORMAL_ARRAY); |
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| 174 | */ |
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| 175 | |
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| 176 | this->bFinalized = true; |
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| 177 | } |
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| 178 | |
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| 179 | |
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| 180 | |
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| 181 | ///////////// |
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| 182 | // TESTING // |
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| 183 | ///////////// |
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| 184 | /** |
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| 185 | * @brief Includes a default model |
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| 186 | * |
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| 187 | * This will inject a Cube, because this is the most basic model. |
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| 188 | */ |
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| 189 | void VertexArrayModel::planeModel() |
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| 190 | { |
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| 191 | unsigned int i, j; |
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| 192 | for (i = 0; i < 20; i++) |
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| 193 | { |
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| 194 | for (j = 0; j < 20; j++) |
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| 195 | { |
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| 196 | this->addVertex(i* 50, .5, (j)*50); |
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| 197 | this->addNormal(0, 1, 0); |
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| 198 | this->addTexCoor((float)i/20.0, (float)j/20.0); |
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| 199 | |
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| 200 | } |
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| 201 | } |
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| 202 | for (i = 0; i < 20; i++) |
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| 203 | { |
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| 204 | this->addIndice(i); |
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| 205 | this->addIndice(i+20); |
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| 206 | } |
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| 207 | } |
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