1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217
|
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "model_renderer_gl.h"
#include "opengl.h"
#include "gl_wrap.h"
#include "texture_gl.h"
#include "interpolation.h"
#include "leak_dumper.h"
using namespace Shared::Platform;
namespace Shared{ namespace Graphics{ namespace Gl{
// =====================================================
// class MyClass
// =====================================================
// ===================== PUBLIC ========================
ModelRendererGl::ModelRendererGl(){
rendering= false;
duplicateTexCoords= false;
secondaryTexCoordUnit= 1;
}
void ModelRendererGl::begin(bool renderNormals, bool renderTextures, bool renderColors, MeshCallback *meshCallback){
//assertions
assert(!rendering);
assertGl();
this->renderTextures= renderTextures;
this->renderNormals= renderNormals;
this->renderColors= renderColors;
this->meshCallback= meshCallback;
rendering= true;
lastTexture= 0;
glBindTexture(GL_TEXTURE_2D, 0);
//push attribs
glPushAttrib(GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT);
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
//init opengl
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, 0);
glFrontFace(GL_CCW);
glEnable(GL_NORMALIZE);
glEnable(GL_BLEND);
glEnableClientState(GL_VERTEX_ARRAY);
if(renderNormals){
glEnableClientState(GL_NORMAL_ARRAY);
}
if(renderTextures){
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
//assertions
assertGl();
}
void ModelRendererGl::end(){
//assertions
assert(rendering);
assertGl();
//set render state
rendering= false;
//pop
glPopAttrib();
glPopClientAttrib();
//assertions
assertGl();
}
void ModelRendererGl::render(const Model *model){
//assertions
assert(rendering);
assertGl();
//render every mesh
for(uint32 i=0; i<model->getMeshCount(); ++i){
renderMesh(model->getMesh(i));
}
//assertions
assertGl();
}
void ModelRendererGl::renderNormalsOnly(const Model *model){
//assertions
assert(rendering);
assertGl();
//render every mesh
for(uint32 i=0; i<model->getMeshCount(); ++i){
renderMeshNormals(model->getMesh(i));
}
//assertions
assertGl();
}
// ===================== PRIVATE =======================
void ModelRendererGl::renderMesh(const Mesh *mesh){
//assertions
assertGl();
//set cull face
if(mesh->getTwoSided()){
glDisable(GL_CULL_FACE);
}
else{
glEnable(GL_CULL_FACE);
}
//set color
if(renderColors){
Vec4f color(mesh->getDiffuseColor(), mesh->getOpacity());
glColor4fv(color.ptr());
}
//texture state
const Texture2DGl *texture= static_cast<const Texture2DGl*>(mesh->getTexture(mtDiffuse));
if(texture != NULL && renderTextures){
if(lastTexture != texture->getHandle()){
assert(glIsTexture(texture->getHandle()));
glBindTexture(GL_TEXTURE_2D, texture->getHandle());
lastTexture= texture->getHandle();
}
}
else{
glBindTexture(GL_TEXTURE_2D, 0);
lastTexture= 0;
}
if(meshCallback!=NULL){
meshCallback->execute(mesh);
}
//misc vars
uint32 vertexCount= mesh->getVertexCount();
uint32 indexCount= mesh->getIndexCount();
//assertions
assertGl();
//vertices
glVertexPointer(3, GL_FLOAT, 0, mesh->getInterpolationData()->getVertices());
//normals
if(renderNormals){
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, mesh->getInterpolationData()->getNormals());
}
else{
glDisableClientState(GL_NORMAL_ARRAY);
}
//tex coords
if(renderTextures && mesh->getTexture(mtDiffuse)!=NULL ){
if(duplicateTexCoords){
glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, mesh->getTexCoords());
}
glActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, mesh->getTexCoords());
}
else{
if(duplicateTexCoords){
glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
//draw model
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount-1, indexCount, GL_UNSIGNED_INT, mesh->getIndices());
//assertions
assertGl();
}
void ModelRendererGl::renderMeshNormals(const Mesh *mesh){
glBegin(GL_LINES);
for(int i= 0; i<mesh->getIndexCount(); ++i){
Vec3f vertex= mesh->getInterpolationData()->getVertices()[mesh->getIndices()[i]];
Vec3f normal= vertex + mesh->getInterpolationData()->getNormals()[mesh->getIndices()[i]];
glVertex3fv(vertex.ptr());
glVertex3fv(normal.ptr());
}
glEnd();
}
}}}//end namespace
|