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# -*- indent-tabs-mode: t -*-
# Soya 3D
# Copyright (C) 2003-2004 Jean-Baptiste LAMY -- jiba@tuxfamily.org
#
# This program is free software; you can redistribute it 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.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
cdef class _SolidModel(_SimpleModel):
cdef void _render(self, _Body body):
cdef float pos[3]
cdef int v2[3]
cdef ModelFace* face
cdef DisplayList* display_list
cdef int i, j, start, end
point_by_matrix_copy(pos, self._sphere, body._render_matrix)
#print "pos", pos[0], pos[1], pos[2]
#print self._sphere[0], self._sphere[1], self._sphere[2], self._sphere[3]
if pos[2] + self._sphere[3] < -renderer.current_camera._front:
#print "en dehors"
_SimpleModel._render(self, body)
else:
#print "dedans"
if not(self._option & MODEL_INITED): self._init_display_list()
model_option_activate(self._option)
if body._option & LEFTHANDED: glFrontFace(GL_CW)
glLoadIdentity()
if renderer.state == RENDERER_STATE_OPAQUE:
start = 0
end = self._display_lists.nb_opaque_list
else:
start = self._display_lists.nb_opaque_list
end = start + self._display_lists.nb_alpha_list
display_list = self._display_lists.display_lists
for i from start <= i < end:
display_list = self._display_lists.display_lists + i
(<_Material> (display_list.material_id))._activate()
face_option_activate(display_list.option)
for j from 0 <= j < self._nb_faces:
face = self._faces + j
if ((face.option & DISPLAY_LIST_OPTIONS) == display_list.option) and (face.pack.material_id == display_list.material_id):
if face.option & FACE_QUAD:
self._render_triangle_solid(face, body, face.v)
v2[0] = face.v[0]
v2[1] = face.v[2]
v2[2] = face.v[3]
self._render_triangle_solid(face, body, v2)
else:
self._render_triangle_solid(face, body, face.v)
face_option_inactivate(display_list.option)
model_option_inactivate(self._option)
if body._option & LEFTHANDED: glFrontFace(GL_CCW)
cdef void _render_triangle_solid(self, ModelFace* face, CoordSyst coord_syst, int vertex_indices[3]):
cdef int i, i3, j, j3, cur_inter3, nb_inter
cdef float f, f1, n[3], p[9], inter[4 * (3 + 2 + 4 + 4)]
cur_inter3 = 0
nb_inter = 0
if not(face.option & FACE_SMOOTH_LIT): glNormal3fv(self._values + face.normal) # face normal
glBegin(GL_TRIANGLES)
for i from 0 <= i < 3:
point_by_matrix_copy(p + 3 * i, self._coords + self._vertex_coords[vertex_indices[i]], coord_syst._render_matrix)
if self._option & MODEL_DIFFUSES : glColor4fv (self._colors + self._vertex_diffuses [vertex_indices[i]])
if self._option & MODEL_EMISSIVES: glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, self._colors + self._vertex_emissives[vertex_indices[i]]) # XXX use glColorMaterial when emissive color but no diffuse ?
if self._option & MODEL_TEXCOORDS: glTexCoord2fv(self._values + self._vertex_texcoords[vertex_indices[i]])
if face.option & FACE_SMOOTH_LIT :
vector_by_matrix_copy(n, self._vnormals + self._vertex_coords[vertex_indices[i]], coord_syst._render_matrix)
glNormal3fv(n)
glVertex3fv(p + 3 * i)
glEnd()
for i from 0 <= i < 3:
i3 = 3 * i
if i == 2: j = 0 ; j3 = 0
else: j = i + 1; j3 = 3 * j
if p[i3 + 2] > -renderer.current_camera._front:
inter[cur_inter3 ] = p[i3 ]
inter[cur_inter3 + 1] = p[i3 + 1]
inter[cur_inter3 + 2] = -renderer.current_camera._front - 0.0001
if self._option & MODEL_DIFFUSES : memcpy(inter + (cur_inter3 + 3), self._colors + self._vertex_diffuses [vertex_indices[i]], 4 * sizeof(float))
if self._option & MODEL_EMISSIVES: memcpy(inter + (cur_inter3 + 7), self._colors + self._vertex_emissives[vertex_indices[i]], 4 * sizeof(float))
if self._option & MODEL_TEXCOORDS: memcpy(inter + (cur_inter3 + 11), self._values + self._vertex_texcoords[vertex_indices[i]], 2 * sizeof(float))
cur_inter3 = cur_inter3 + 13
nb_inter = nb_inter + 1
if ((p[i3 + 2] + renderer.current_camera._front) * (p[j3 + 2] + renderer.current_camera._front) < 0.0) and (nb_inter < 4): # Change side of the camera front plane
n[0] = p[i3 ] - p[j3 ]
n[1] = p[i3 + 1] - p[j3 + 1]
n[2] = p[i3 + 2] - p[j3 + 2]
f = -(p[i3 + 2] + renderer.current_camera._front) / n[2]
f1 = 1.0 - f
inter[cur_inter3 ] = p[i3 ] + f * n[0]
inter[cur_inter3 + 1] = p[i3 + 1] + f * n[1]
inter[cur_inter3 + 2] = -renderer.current_camera._front - 0.0001
if self._option & MODEL_DIFFUSES :
inter[cur_inter3 + 3] = f * self._colors[self._vertex_diffuses[vertex_indices[i]] ] + f1 * self._colors[self._vertex_diffuses[vertex_indices[j]] ]
inter[cur_inter3 + 4] = f * self._colors[self._vertex_diffuses[vertex_indices[i]] + 1] + f1 * self._colors[self._vertex_diffuses[vertex_indices[j]] + 1]
inter[cur_inter3 + 5] = f * self._colors[self._vertex_diffuses[vertex_indices[i]] + 2] + f1 * self._colors[self._vertex_diffuses[vertex_indices[j]] + 2]
inter[cur_inter3 + 6] = f * self._colors[self._vertex_diffuses[vertex_indices[i]] + 3] + f1 * self._colors[self._vertex_diffuses[vertex_indices[j]] + 3]
if self._option & MODEL_EMISSIVES:
inter[cur_inter3 + 3] = f * self._colors[self._vertex_emissives[vertex_indices[i]] ] + f1 * self._colors[self._vertex_emissives[vertex_indices[j]] ]
inter[cur_inter3 + 4] = f * self._colors[self._vertex_emissives[vertex_indices[i]] + 1] + f1 * self._colors[self._vertex_emissives[vertex_indices[j]] + 1]
inter[cur_inter3 + 5] = f * self._colors[self._vertex_emissives[vertex_indices[i]] + 2] + f1 * self._colors[self._vertex_emissives[vertex_indices[j]] + 2]
inter[cur_inter3 + 6] = f * self._colors[self._vertex_emissives[vertex_indices[i]] + 3] + f1 * self._colors[self._vertex_emissives[vertex_indices[j]] + 3]
if self._option & MODEL_TEXCOORDS:
inter[cur_inter3 + 11] = f * self._values[self._vertex_texcoords[vertex_indices[i]] ] + f1 * self._values[self._vertex_texcoords[vertex_indices[j]] ]
inter[cur_inter3 + 12] = f * self._values[self._vertex_texcoords[vertex_indices[i]] + 1] + f1 * self._values[self._vertex_texcoords[vertex_indices[j]] + 1]
cur_inter3 = cur_inter3 + 13
nb_inter = nb_inter + 1
if cur_inter3 != 0:
if not face.option & FACE_DOUBLE_SIDED: glDisable(GL_CULL_FACE)
glBegin(GL_POLYGON)
glNormal3f(0.0, 0.0, 1.0)
for i from 0 <= i < nb_inter:
cur_inter3 = i * 13
if self._option & MODEL_DIFFUSES : glColor4fv (inter + (cur_inter3 + 3))
if self._option & MODEL_EMISSIVES: glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, inter + (cur_inter3 + 7))
if self._option & MODEL_TEXCOORDS: glTexCoord2fv(inter + (cur_inter3 + 11))
glVertex3fv(inter + cur_inter3)
glEnd()
if not face.option & FACE_DOUBLE_SIDED: glEnable(GL_CULL_FACE)
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