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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