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// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 MartiƱo 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;
lastTexture=0;
}
void ModelRendererGl::begin(bool renderNormals, bool renderTextures, bool renderColors,
bool colorPickingMode, MeshCallback *meshCallback) {
//assertions
assert(rendering == false);
assertGl();
this->renderTextures= renderTextures;
this->renderNormals= renderNormals;
this->renderColors= renderColors;
this->colorPickingMode = colorPickingMode;
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
if(this->colorPickingMode == false) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glBindTexture(GL_TEXTURE_2D, 0);
glFrontFace(GL_CCW);
if(this->colorPickingMode == false) {
glEnable(GL_NORMALIZE);
glEnable(GL_BLEND);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.005f, 0.0f);
}
glEnableClientState(GL_VERTEX_ARRAY);
if(renderNormals){
glEnableClientState(GL_NORMAL_ARRAY);
}
if(renderTextures){
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
/*
glHint( GL_LINE_SMOOTH_HINT, GL_FASTEST );
glHint( GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_FASTEST );
glHint( GL_GENERATE_MIPMAP_HINT, GL_FASTEST );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST );
glHint( GL_POINT_SMOOTH_HINT, GL_FASTEST );
glHint( GL_POLYGON_SMOOTH_HINT, GL_FASTEST );
glHint( GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST );
*/
if(this->colorPickingMode == true) {
BaseColorPickEntity::beginPicking();
}
//assertions
assertGl();
}
void ModelRendererGl::end() {
//assertions
assert(rendering);
assertGl();
//set render state
rendering= false;
if(this->colorPickingMode == false) {
glPolygonOffset( 0.0f, 0.0f );
glDisable(GL_POLYGON_OFFSET_FILL);
}
//pop
glPopAttrib();
glPopClientAttrib();
if(colorPickingMode == true) {
BaseColorPickEntity::endPicking();
}
//assertions
assertGl();
}
void ModelRendererGl::render(Model *model,int renderMode) {
//assertions
assert(rendering);
assertGl();
//if(model->getIsStaticModel()) printf("In [%s::%s Line: %d] filename [%s] is static about to render...\n",__FILE__,__FUNCTION__,__LINE__,model->getFileName().c_str());
//render every mesh
//if(model->getIsStaticModel() == true) {
for(uint32 i = 0; i < model->getMeshCount(); ++i) {
renderMesh(model->getMeshPtr(i),renderMode);
}
//}
//assertions
assertGl();
}
void ModelRendererGl::renderNormalsOnly(Model *model) {
//assertions
assert(rendering);
assertGl();
//render every mesh
//if(model->getIsStaticModel() == true) {
for(uint32 i=0; i<model->getMeshCount(); ++i) {
renderMeshNormals(model->getMeshPtr(i));
}
//}
//assertions
assertGl();
}
// ===================== PRIVATE =======================
void ModelRendererGl::renderMesh(Mesh *mesh,int renderMode) {
if(renderMode==rmSelection && mesh->getNoSelect()==true)
{// don't render this and do nothing
return;
}
//assertions
assertGl();
//glPolygonOffset(0.05f, 0.0f);
//set cull face
if(mesh->getTwoSided()) {
glDisable(GL_CULL_FACE);
}
else{
glEnable(GL_CULL_FACE);
}
if(renderMode==rmNormal && mesh->getGlow()==true){
// glow on
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
if(this->colorPickingMode == false) {
//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()));
//throw megaglest_runtime_error("glIsTexture(texture->getHandle()) == false for texture: " + texture->getPath());
if(glIsTexture(texture->getHandle()) == GL_TRUE) {
glBindTexture(GL_TEXTURE_2D, texture->getHandle());
lastTexture= texture->getHandle();
}
else {
glBindTexture(GL_TEXTURE_2D, 0);
lastTexture= 0;
}
}
}
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();
if(getVBOSupported() == true && mesh->getFrameCount() == 1) {
if(mesh->hasBuiltVBOEntities() == false) {
mesh->BuildVBOs();
}
//printf("Rendering Mesh with VBO's\n");
//vertices
glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBOVertices() );
glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
//glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
//normals
if(renderNormals) {
glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBONormals() );
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, (char *) NULL);
//glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
}
else{
glDisableClientState(GL_NORMAL_ARRAY);
}
assertGl();
//tex coords
if(renderTextures && mesh->getTexture(mtDiffuse) != NULL ) {
if(duplicateTexCoords) {
glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBOTexCoords() );
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
//glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
}
glActiveTexture(GL_TEXTURE0);
glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBOTexCoords() );
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
//glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
}
else {
if(duplicateTexCoords) {
glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
else {
//printf("Rendering Mesh WITHOUT VBO's\n");
//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);
}
assertGl();
//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);
}
}
if(getVBOSupported() == true && mesh->getFrameCount() == 1) {
assertGl();
glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->getVBOIndexes() );
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount-1, indexCount, GL_UNSIGNED_INT, (char *)NULL);
glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
//glDrawRangeElements(GL_TRIANGLES, 0, vertexCount-1, indexCount, GL_UNSIGNED_INT, mesh->getIndices());
assertGl();
}
else {
//draw model
assertGl();
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount-1, indexCount, GL_UNSIGNED_INT, mesh->getIndices());
}
// glow
if(renderMode==rmNormal && mesh->getGlow()==true){
// glow off
glEnable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//assertions
assertGl();
}
void ModelRendererGl::renderMeshNormals(Mesh *mesh) {
if(getVBOSupported() == true && mesh->getFrameCount() == 1) {
if(mesh->hasBuiltVBOEntities() == false) {
mesh->BuildVBOs();
}
//printf("Rendering Mesh Normals with VBO's\n");
//vertices
glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBOVertices() );
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
//glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
//normals
glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBONormals() );
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, (char *) NULL);
//glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
//misc vars
uint32 vertexCount= mesh->getVertexCount();
uint32 indexCount= mesh->getIndexCount();
glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->getVBOIndexes() );
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount-1, indexCount, GL_UNSIGNED_INT, (char *)NULL);
glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
}
else {
//printf("Rendering Mesh Normals WITHOUT VBO's\n");
glBegin(GL_LINES);
for(unsigned int i = 0; i < mesh->getIndexCount(); ++i) {
const Vec3f &vertex= mesh->getInterpolationData()->getVertices()[mesh->getIndices()[i]];
const Vec3f &normal= vertex + mesh->getInterpolationData()->getNormals()[mesh->getIndices()[i]];
glVertex3fv(vertex.ptr());
glVertex3fv(normal.ptr());
}
glEnd();
}
}
}}}//end namespace
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