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Model.cpp
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Model.cpp
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#define GL_GLEXT_PROTOTYPES
#include "Model.h"
// Buffer offset macro for VBO
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// Function pointers for opengl
typedef void (APIENTRY * GL_GenBuffers_Func)( GLsizei, GLuint* );
GL_GenBuffers_Func glGenBuffers_ptr = 0;
typedef void (APIENTRY * GL_DeleteBuffers_Func)( GLsizei, GLuint* );
GL_DeleteBuffers_Func glDeleteBuffers_ptr = 0;
typedef void (APIENTRY * GL_BindBuffer_Func)( GLenum, GLuint );
GL_BindBuffer_Func glBindBuffer_ptr = 0;
typedef void (APIENTRY * GL_BufferData_Func)( GLsizei, GLsizeiptr, const GLvoid *, GLenum );
GL_BufferData_Func glBufferData_ptr = 0;
typedef void (APIENTRY * GL_BufferSubData_Func)( GLenum , GLintptr, GLsizeiptr, const GLvoid * );
GL_BufferSubData_Func glBufferSubData_ptr = 0;
const char ITEM_DELIMITER = ' ';
const char PRAM_DELIMITER = '/';
const int VBO_IBO = 1;
RenderPacket::RenderPacket( )
{
}
RenderPacket::RenderPacket( Point3F position, Vector3F normal, Point2F texture, Color4F color )
{
this->position.x = position.x;
this->position.y = position.y;
this->position.z = position.z;
this->normal.x = normal.x;
this->normal.y = normal.y;
this->normal.z = normal.z;
this->texture.x = texture.x;
this->texture.y = texture.y;
this->color.r = color.r;
this->color.g = color.g;
this->color.b = color.b;
this->color.a = color.a;
}
////////////////////
///// Model Class //
////////////////////
Model::Model()
{
indices = NULL;
memoryAllocated = false;
amountOfVerts = 0;
amountOfFaces = 0;
amountOfTextures = 0;
amountOfBones = 0;
loaded = false;
hasBeenAlteredSinceLoad = false;
// Setup the opengl function pointers
if( glGenBuffers_ptr == NULL )
{
glGenBuffers_ptr = (GL_GenBuffers_Func) SDL_GL_GetProcAddress("glGenBuffers");
glDeleteBuffers_ptr = (GL_GenBuffers_Func) SDL_GL_GetProcAddress("glDeleteBuffers");
glBindBuffer_ptr = (GL_BindBuffer_Func) SDL_GL_GetProcAddress("glBindBuffer");
glBufferData_ptr = (GL_BufferData_Func) SDL_GL_GetProcAddress("glBufferData");
glBufferSubData_ptr = (GL_BufferSubData_Func) SDL_GL_GetProcAddress("glBufferSubData");
}
}
Model::~Model()
{
if( memoryAllocated )
{
delete []this->verts;
delete []this->faces;
delete []this->textures;
delete []this->bones;
delete []this->indices;
vertexMap.clear();
}
if( renderPackagesSetup )
{
std::map<std::string,int>::iterator iter;
std::string texture;
for( iter = RenderPackagesSize.begin(); iter != RenderPackagesSize.end(); iter++ )
{
// Delete render packages
delete[] RenderPackagesIndices[ (iter)->first ];
delete[] RenderPackages[ (iter)->first ];
// Delete gpu buffers
glDeleteBuffers_ptr( 1, &VBOs[ (iter)->first ] );
glDeleteBuffers_ptr( 1, &IBOs[ (iter)->first ] );
}
// Clear the non controlled dynamic members
RenderPackagesSize.clear();
RenderPackagesIndices.clear();
RenderPackages.clear();
VBOs.clear();
IBOs.clear();
}
}
void Model::ClearVBO_IBOs()
{
if( renderPackagesSetup )
{
std::map<std::string,int>::iterator iter;
std::string texture;
for( iter = RenderPackagesSize.begin(); iter != RenderPackagesSize.end(); iter++ )
{
// Delete render packages
delete[] RenderPackagesIndices[ (iter)->first ];
delete[] RenderPackages[ (iter)->first ];
// Delete gpu buffers
glDeleteBuffers_ptr( 1, &VBOs[ (iter)->first ] );
glDeleteBuffers_ptr( 1, &IBOs[ (iter)->first ] );
}
// Clear the non controlled dynamic members
RenderPackagesSize.clear();
RenderPackagesIndices.clear();
RenderPackages.clear();
VBOs.clear();
IBOs.clear();
}
loaded = false;
}
bool Model::hasLoaded()
{
return loaded;
}
void Model::unload()
{
}
bool Model::load( std::vector<Vertex*>& verts, std::vector<Point2D*>& textures, std::vector<Face*>& faces, std::vector<Bone*>& bones, bool allowIncompleteLoad )
{
return true;
}
void Model::allocateMemory()
{
// Delete memory if already allocated
if( memoryAllocated )
{
delete []this->verts;
delete []this->faces;
delete []this->textures;
delete []this->bones;
delete []this->indices;
vertexMap.clear();
}
// Allocate memory
verts = new Vertex[ amountOfVerts ] ;
faces = new Face[ amountOfFaces+10 ] ;
textures = new Point2D[ amountOfTextures+10 ] ;
bones = new Bone[ amountOfBones+10 ] ;
indices = new GLuint[ amountOfFaces * 3 ];
// setup indices
for( int i = 0; i < amountOfFaces * 3; i++ )
{
indices[i] = i;
}
// Map verts to ints
for( int i = 0; i < amountOfVerts; i++ )
{
vertexMap[ &verts[i] ] = i;
}
memoryAllocated = true;
}
bool Model::load( std::string path, bool allowIncompleteLoad, bool sizeAndCenter )
{
std::string line;
std::ifstream myfile ( path );
// Get the root path string for material loading
StringFunctions::EraseUntilCharFound( path, false, '/' );
std::string root_path = path;
double x = 0.0;
double y = 0.0;
double z = 0.0;
double nX = 0.0;
double nY = 0.0;
double nZ = 0.0;
double tX = 0.0;
double tY = 0.0;
int numOfPrams = 0;
int numOfItems = 0;
int vertPosition = 0;
int normalPosition = 0;
int texturePos[3] = {0};
Material* currentMaterial = NULL;
std::string currentMaterialName = "";
int vertPos = 1;
int textPos = 1;
int facePos = 0;
int bonePos = 0;
amountOfVerts = 0;
amountOfFaces = 0;
amountOfTextures = 0;
amountOfBones = 0;
// Get number of verts in the file
if (myfile.is_open())
{
amountOfVerts++;
while ( myfile.good() )
{
getline ( myfile, line );
// Ignore comments
if( line[0] == '#' )
continue;
// Verts
if( line[0] == 'v' && line[1] == ' ' )
{
amountOfVerts++;
continue;
}
// Textures
if( line[0] == 'v' && line[1] == 't' )
{
amountOfTextures++;
continue;
}
// Faces
if( line[0] == 'f' && line[1] == ' ' )
{
amountOfFaces++;
continue;
}
}
myfile.clear();
myfile.seekg( 0, std::ios::beg );
}
else
{
return false;
}
// Allocate memory after finding out how much is needed
// this could be made more efficent
allocateMemory();
if (myfile.is_open())
{
while ( myfile.good() )
{
getline ( myfile, line );
// Remove multi spaces
StringFunctions::spliceOut( line, " ", " " );
// Ignore comments
if( line[0] == '#' )
{
continue;
}
// Load materials from material files
if( StringFunctions::beginsWith( line, "mtllib" ) )
{
if( !MaterialContainer::loadMaterialFile( root_path + StringFunctions::getPram( line, 2, ' ' ) ) && !allowIncompleteLoad )
{
return false;
}
else
{
continue;
}
}
// Material Flag
if( StringFunctions::beginsWith( line, "usemtl" ) )
{
if( MaterialContainer::hasMaterial( StringFunctions::getPram( line, 2, ' ' ) ) )
{
currentMaterial = MaterialContainer::getMaterial( StringFunctions::getPram( line, 2, ' ' ) );
}
else
{
continue;
}
}
// Textures
if( StringFunctions::beginsWith( line, "vt" ) )
{
tX = 0.0;
tY = 0.0;
numOfPrams = StringFunctions::getNumOfPrams( StringFunctions::getPram( line, 1, ITEM_DELIMITER ), PRAM_DELIMITER );
if( numOfPrams == 1 )
{
tX = atof( StringFunctions::getPram( line, 2, ITEM_DELIMITER).c_str() );
tY = atof( StringFunctions::getPram( line, 3, ITEM_DELIMITER).c_str() );
}
else
{
continue;
}
textures[textPos].x = tX;
textures[textPos].y = tY;
textPos++;
continue;
}
// Ignore normals
if( StringFunctions::beginsWith( line, "vn" ) )
{
continue;
}
// Vertexs
if( StringFunctions::beginsWith( line, "v" ) )
{
nX = 0.0;
nY = 0.0;
nZ = 0.0;
tX = 0.0;
tY = 0.0;
x = atof( StringFunctions::getPram( line, 2, ITEM_DELIMITER).c_str() );
y = atof( StringFunctions::getPram( line, 3, ITEM_DELIMITER).c_str() );
z = atof( StringFunctions::getPram( line, 4, ITEM_DELIMITER).c_str() );
verts[vertPos].position.x = x;
verts[vertPos].position.y = y;
verts[vertPos].position.z = z;
vertPos++;
continue;
}
// Faces
if( line[0] == 'f' )
{
numOfPrams = StringFunctions::getNumOfPrams( StringFunctions::getPram( line, 2, ITEM_DELIMITER ), PRAM_DELIMITER );
numOfItems = StringFunctions::getNumOfPrams( line, ITEM_DELIMITER )-1;
switch( numOfPrams )
{
case 3:
case 2:
texturePos[0] = atoi(StringFunctions::getPram( StringFunctions::getPram( line, 2, ITEM_DELIMITER), 2, PRAM_DELIMITER ).c_str() );
texturePos[1] = atoi(StringFunctions::getPram( StringFunctions::getPram( line, 3, ITEM_DELIMITER), 2, PRAM_DELIMITER ).c_str() );
texturePos[2] = atoi(StringFunctions::getPram( StringFunctions::getPram( line, 4, ITEM_DELIMITER), 2, PRAM_DELIMITER ).c_str() );
if( numOfItems >= 4 )
{
}
case 1:
default:
faces[facePos].verts[0] = &verts[ atoi(StringFunctions::getPram( line, 2, ITEM_DELIMITER).c_str())];
faces[facePos].verts[1] = &verts[ atoi(StringFunctions::getPram( line, 3, ITEM_DELIMITER).c_str())];
faces[facePos].verts[2] = &verts[ atoi(StringFunctions::getPram( line, 4, ITEM_DELIMITER).c_str())];
// needed for when quads are implimented
//newFace->verts[3] = verts[ atof(StringFunctions::getPram( line, 5, ITEM_DELIMITER).c_str())];
if( currentMaterial != NULL )
faces[facePos].material = currentMaterial->name;
faces[facePos].textures[0] = &textures[texturePos[0]];
faces[facePos].textures[1] = &textures[texturePos[1]];
faces[facePos].textures[2] = &textures[texturePos[2]];
// needed for when quads are implimented
//newFace->textures[3] = textures[texturePos[3]];
facePos++;
break;
}
continue;
}
}
if( sizeAndCenter )
{
calcSizeAndCenter();
}
else
{
CalcSize();
}
calcNormals();
setupRenderPackages();
updateRenderPackages();
}
else
{ // False path for model loading
loaded = false;
return false;
}
loaded = true;
return true;
}
void Model::CalcSize()
{
calcSizeAndCenter( false );
}
void Model::calcSizeAndCenter( bool center )
{
double xMin = 0.0;
double xMax = 0.0;
double yMin = 0.0;
double yMax = 0.0;
double zMin = 0.0;
double zMax = 0.0;
for( int i = 0; i < amountOfVerts; i++ )
{
if( verts[i].position.x < xMin )
xMin = verts[i].position.x;
if( verts[i].position.x > xMax )
xMax = verts[i].position.x;
if( verts[i].position.y < yMin )
yMin = verts[i].position.y;
if( verts[i].position.y > yMax )
yMax = verts[i].position.y;
if( verts[i].position.z < zMin )
zMin = verts[i].position.z;
if( verts[i].position.z > zMax )
zMax = verts[i].position.z;
}
size.w = xMax - xMin;
size.h = yMax - yMin;
size.d = zMax - zMin;
if( center )
{
double xOffset = xMin + ( size.w / 2.0 );
double yOffset = yMin + ( size.h / 2.0 );
double zOffset = zMin + ( size.d / 2.0 );
// Move all verts to center the model
for( int i = 0; i < amountOfVerts; i++ )
{
verts[i].position.x -= xOffset;
verts[i].position.y -= yOffset;
verts[i].position.z -= zOffset;
}
}
}
bool Model::save( std::string path )
{
if( !loaded )
return false;
if( !hasBeenAlteredSinceLoad )
return false;
std::map< Point2D*, int > textureMap;
std::map< Vertex*, int > vertMap2;
int vert = 1;
int text = 1;
std::string currentMaterial = "";
std::string newLine = "\n";
std::ofstream modelFile;
modelFile.open ( path );
modelFile << "#Created by Cubic Engine, ©AW-Games.com 2012-2013, All Rights Reserved" << newLine;
// Output verts
vertexMap.clear();
modelFile << "#Vertexs" << newLine;
for( int i = 0; i < amountOfVerts; i++ )
{
modelFile << "v " << verts[i].position.x << " " << verts[i].position.y << " " << verts[i].position.z << newLine;
vertexMap[ &verts[i] ] = vert++;
}
// Output texture coords
modelFile << "#Textures" << newLine;
for( int i = 1; i < amountOfTextures+1; i++ )
{
modelFile << "vt " << textures[i].x << " " << textures[i].y << newLine;
textureMap[ &textures[i] ] = text;
text++;
}
// Output faces
modelFile << "#Faces" << newLine;
for( int i = 0; i < amountOfFaces; i++ )
{
// Output change for diffrent face materials
if( faces[i].material != currentMaterial )
{
currentMaterial = faces[i].material;
modelFile << "usemtl " << currentMaterial << newLine;
}
modelFile << "f " << vertexMap[faces[i].verts[0]] << "/" << textureMap[faces[i].textures[0]] << "/ " <<
vertexMap[faces[i].verts[1]] << "/" << textureMap[faces[i].textures[1]] << "/ " <<
vertexMap[faces[i].verts[2]] << "/" << textureMap[faces[i].textures[2]] << "/ " << newLine;
}
modelFile.close();
return true;
}
std::string Model::Name()
{
return name;
}
void Model::Name( std::string name )
{
this->name = name;
}
void Model::exportRenderPackets( std::string path )
{
std::ofstream rpFile;
rpFile.open ( path );
std::map<std::string, RenderPacket*>::iterator iter;
RenderPacket* currentPacket = RenderPackages.begin()->second;
for( int i = 0; i < amountOfFaces*3; i++ )
{
rpFile << "{\n";
rpFile << "\tVert: " << currentPacket[i].position.x << " " << currentPacket[i].position.y << " " << currentPacket[i].position.z << " " << "\n";
rpFile << "\tColor: " << currentPacket[i].color.r << " " << currentPacket[i].color.g << " " << currentPacket[i].color.b << " " << currentPacket[i].color.a << " " << "\n";
rpFile << "\tNormal: " << currentPacket[i].normal.x << " " << currentPacket[i].normal.y << " " << currentPacket[i].normal.z << " " << "\n";
rpFile << "\tTexture: " << currentPacket[i].texture.x << " " << currentPacket[i].texture.y << "\n";
rpFile << "}\n";
}
rpFile.close();
}
void Model::setupRenderPackages()
{
// Cleanup the old render packages if available
if( renderPackagesSetup )
{
for( auto iter = RenderPackagesSize.begin(); iter != RenderPackagesSize.end(); iter++ )
{
// Delete render packages
delete[] RenderPackagesIndices[ (iter)->first ];
delete[] RenderPackages[ (iter)->first ];
// Delete gpu buffers
glDeleteBuffers_ptr( 1, &VBOs[ (iter)->first ] );
glDeleteBuffers_ptr( 1, &IBOs[ (iter)->first ] );
}
// Clear the non dynamic containers
RenderPackagesSize.clear();
RenderPackagesIndices.clear();
RenderPackages.clear();
VBOs.clear();
IBOs.clear();
}
std::string material;
int size;
// Count the amount of each package needs to be made
for( int i = 0; i < amountOfFaces; i++ )
RenderPackagesSize[ faces[i].material ]++;
for( auto iter = RenderPackagesSize.begin(); iter != RenderPackagesSize.end(); iter++ )
{
material = (iter)->first;
size = (iter)->second ;
RenderPackagesIndices[ material ] = new GLuint[ size * 3 ];
RenderPackages[ material ] = new RenderPacket[ size * 3 ];
// Create the indice list for each material
for( int i = 0; i < size * 3; i++ )
RenderPackagesIndices[ material ][i] = i;
if( VBO_IBO )
{
// Generate a GLuint for both the vertex buffer and a indice buffer
glGenBuffers_ptr( 1, &VBOs[ material ] );
glGenBuffers_ptr( 1, &IBOs[ material ] );
}
}
renderPackagesSetup = true;
}
void Model::updateRenderPackages()
{
std::map<std::string,int> useageMap;
int currentPos = 0;
RenderPacket* currentPacketType = NULL;
for( int i = 0; i < amountOfFaces; i++ )
{
// Current position for material type
currentPos = useageMap[ faces[i].material ];
useageMap[ faces[i].material ] += 3;
// The materials package
currentPacketType = RenderPackages[ faces[i].material ];
// The faces of the triangle
currentPacketType[currentPos].color.r = faces[i].verts[0]->color.r;
currentPacketType[currentPos].color.g = faces[i].verts[0]->color.g;
currentPacketType[currentPos].color.b = faces[i].verts[0]->color.b;
currentPacketType[currentPos].color.a = faces[i].verts[0]->color.a;
currentPacketType[currentPos].position.x = static_cast<float>(faces[i].verts[0]->position.x);
currentPacketType[currentPos].position.y = static_cast<float>(faces[i].verts[0]->position.y);
currentPacketType[currentPos].position.z = static_cast<float>(faces[i].verts[0]->position.z);
currentPacketType[currentPos].normal.x = static_cast<float>(faces[i].verts[0]->normal.x);
currentPacketType[currentPos].normal.y = static_cast<float>(faces[i].verts[0]->normal.y);
currentPacketType[currentPos].normal.z = static_cast<float>(faces[i].verts[0]->normal.z);
currentPacketType[currentPos].texture.x = static_cast<float>(faces[i].textures[0]->x);
currentPacketType[currentPos].texture.y = -static_cast<float>(faces[i].textures[0]->y);
currentPos++;
currentPacketType[currentPos].color.r = faces[i].verts[1]->color.r;
currentPacketType[currentPos].color.g = faces[i].verts[1]->color.g;
currentPacketType[currentPos].color.b = faces[i].verts[1]->color.b;
currentPacketType[currentPos].color.a = faces[i].verts[1]->color.a;
currentPacketType[currentPos].position.x = static_cast<float>(faces[i].verts[1]->position.x);
currentPacketType[currentPos].position.y = static_cast<float>(faces[i].verts[1]->position.y);
currentPacketType[currentPos].position.z = static_cast<float>(faces[i].verts[1]->position.z);
currentPacketType[currentPos].normal.x = static_cast<float>(faces[i].verts[1]->normal.x);
currentPacketType[currentPos].normal.y = static_cast<float>(faces[i].verts[1]->normal.y);
currentPacketType[currentPos].normal.z = static_cast<float>(faces[i].verts[1]->normal.z);
currentPacketType[currentPos].texture.x = static_cast<float>(faces[i].textures[1]->x);
currentPacketType[currentPos].texture.y = -static_cast<float>(faces[i].textures[1]->y);
currentPos++;
currentPacketType[currentPos].color.r = faces[i].verts[2]->color.r;
currentPacketType[currentPos].color.g = faces[i].verts[2]->color.g;
currentPacketType[currentPos].color.b = faces[i].verts[2]->color.b;
currentPacketType[currentPos].color.a = faces[i].verts[2]->color.a;
currentPacketType[currentPos].position.x = static_cast<float>(faces[i].verts[2]->position.x);
currentPacketType[currentPos].position.y = static_cast<float>(faces[i].verts[2]->position.y);
currentPacketType[currentPos].position.z = static_cast<float>(faces[i].verts[2]->position.z);
currentPacketType[currentPos].normal.x = static_cast<float>(faces[i].verts[2]->normal.x);
currentPacketType[currentPos].normal.y = static_cast<float>(faces[i].verts[2]->normal.y);
currentPacketType[currentPos].normal.z = static_cast<float>(faces[i].verts[2]->normal.z);
currentPacketType[currentPos].texture.x = static_cast<float>(faces[i].textures[2]->x);
currentPacketType[currentPos].texture.y = -static_cast<float>(faces[i].textures[2]->y);
currentPos++;
}
if( VBO_IBO )
{
// Load the Render Packets to the graphics card buffers
RenderPacket* packArray;
std::string texture;
int size;
for( auto iter = RenderPackages.begin(); iter != RenderPackages.end(); iter++ )
{
// Vertex data
texture = (iter->first);
packArray = (iter->second);
size = RenderPackagesSize[ texture ];
glBindBuffer_ptr( GL_ARRAY_BUFFER, VBOs[texture] );
glBufferData_ptr( GL_ARRAY_BUFFER, sizeof(RenderPacket) * ( size * 3 ), packArray, GL_DYNAMIC_DRAW );
// Index data
glBindBuffer_ptr( GL_ELEMENT_ARRAY_BUFFER, IBOs[ texture ] );
glBufferData_ptr( GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * ( size * 3 ), RenderPackagesIndices[ texture ], GL_DYNAMIC_DRAW );
}
}
}
void Model::draw( Point3D position, Size3D scale, Rotation3D rotation, Color4F color, GLuint overrideTexture )
{
std::string currentTexture = "";
Material* currentMaterial = NULL;
// Save the old matrix
glPushMatrix();
// Move and rotate into position
glTranslated( position.x, position.y, position.z );
glScaled( scale.w, scale.h, scale.d );
glRotated(rotation.x, 1.0f, 0.0f, 0.0f);
glRotated(rotation.y, 0.0f, 1.0f, 0.0f);
glRotated(rotation.z, 0.0f, 0.0f, 1.0f);
// Switch rendering between the diffrent materials
RenderPacket* packArray;
std::string texture;
// Material defaults
int specComp = 0;
float specular[] = { 0.0, 0.0, 0.0, 1.0 };
float emission[] = { 0.0, 0.0, 0.0, 0.0 };
float ambient[] = { 0.0, 0.0, 0.0, 1.0 };
float diffuse[] = { color.r, color.g, color.b, color.a };
for( auto iter = RenderPackages.begin(); iter != RenderPackages.end(); iter++ )
{
// Render Packages
texture = (iter->first);
packArray = (iter->second);
currentMaterial = MaterialContainer::getMaterial( (iter->first) );
// Change materials
if( currentMaterial != NULL )
{
if( currentMaterial->texture != -1 )
{
if( !glIsEnabled( GL_TEXTURE_2D ) )
glEnable( GL_TEXTURE_2D );
if( overrideTexture != -1 )
glBindTexture( GL_TEXTURE_2D, overrideTexture );
else
glBindTexture( GL_TEXTURE_2D, currentMaterial->texture );
}
else
{
if( glIsEnabled( GL_TEXTURE_2D ) )
glDisable( GL_TEXTURE_2D );
}
specComp = currentMaterial->specularExponent;
specular[0] = currentMaterial->specularity.r;
specular[1] = currentMaterial->specularity.g;
specular[2] = currentMaterial->specularity.b;
specular[3] = currentMaterial->specularity.a;
diffuse[0] = currentMaterial->diffuse.r + color.r;
diffuse[1] = currentMaterial->diffuse.g + color.g;
diffuse[2] = currentMaterial->diffuse.b + color.b;
diffuse[3] = currentMaterial->diffuse.a + color.a;
ambient[0] = currentMaterial->ambience.r;
ambient[1] = currentMaterial->ambience.g;
ambient[2] = currentMaterial->ambience.b;
ambient[3] = currentMaterial->ambience.a;
emission[0] = currentMaterial->emissive.r;
emission[1] = currentMaterial->emissive.g;
emission[2] = currentMaterial->emissive.b;
emission[3] = currentMaterial->emissive.a;
}
else
{
if( overrideTexture != -1 )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, overrideTexture );
}
else
{
glDisable( GL_TEXTURE_2D );
}
specular[0] = 0.f;
specular[1] = 0.f;
specular[2] = 0.f;
specular[3] = 1.f;
diffuse[0] = color.r;
diffuse[1] = color.g;
diffuse[2] = color.b;
diffuse[3] = color.a;
emission[0] = 0.f;
emission[1] = 0.f;
emission[2] = 0.f;
emission[3] = 1.f;
}
// Set material properties
glMateriali( GL_FRONT, GL_SHININESS, specComp );
glMaterialfv( GL_FRONT, GL_SPECULAR, specular );
glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse );
glMaterialfv( GL_FRONT, GL_EMISSION, emission );
glMaterialfv( GL_FRONT, GL_AMBIENT, ambient );
glBegin( GL_POINT );
glColor4f( diffuse[0], diffuse[1], diffuse[2], diffuse[3] ); // Dirty color hack
glEnd();
if( VBO_IBO )
{
glBindBuffer_ptr(GL_ARRAY_BUFFER, VBOs[ texture ] );
glBindBuffer_ptr(GL_ELEMENT_ARRAY_BUFFER, IBOs[ texture ] );
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
//glEnableClientState(GL_COLOR_ARRAY ); // Disabled the color array because of color hack
if( VBO_IBO )
{
glTexCoordPointer( 2, GL_FLOAT, sizeof(RenderPacket), BUFFER_OFFSET(28) );
glNormalPointer( GL_FLOAT, sizeof(RenderPacket), BUFFER_OFFSET(12) );
//glColorPointer( 4, GL_FLOAT, sizeof(RenderPacket), BUFFER_OFFSET(36) );
glVertexPointer(3, GL_FLOAT, sizeof(RenderPacket), BUFFER_OFFSET(0) );
glDrawElements(GL_TRIANGLES, RenderPackagesSize[texture]*3, GL_UNSIGNED_INT, NULL);
}
else
{
glTexCoordPointer( 2, GL_FLOAT, sizeof(RenderPacket), &packArray[0].texture.x );
glNormalPointer( GL_FLOAT, sizeof(RenderPacket), &packArray[0].normal.x );
//glColorPointer( 4, GL_FLOAT, sizeof(RenderPacket), &packArray[0].color.r );
glVertexPointer(3, GL_FLOAT, sizeof(RenderPacket), &packArray[0].position.x );
glDrawElements(GL_TRIANGLES, RenderPackagesSize[texture]*3, GL_UNSIGNED_INT, RenderPackagesIndices[texture] );
}
//glDisableClientState(GL_COLOR_ARRAY );
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
glPopMatrix();
}
void Model::calcNormals( bool force )
{
// Clear out all of the normals
for( int i = 0; i < amountOfVerts; i++ )
{
verts[i].normal.clear();
}
// Add face normals to all of the verts
for( int i = 0; i < amountOfFaces; i++ )
{
Point3D normal = Math::calcNormal( faces[i].verts[0]->position, faces[i].verts[1]->position, faces[i].verts[2]->position );
faces[i].verts[0]->normal.x += normal.x;
faces[i].verts[0]->normal.y += normal.y;
faces[i].verts[0]->normal.z += normal.z;
faces[i].verts[1]->normal.x += normal.x;
faces[i].verts[1]->normal.y += normal.y;
faces[i].verts[1]->normal.z += normal.z;
faces[i].verts[2]->normal.x += normal.x;
faces[i].verts[2]->normal.y += normal.y;
faces[i].verts[2]->normal.z += normal.z;
}
// Normalize vectors
for( int i = 0; i < amountOfVerts; i++ )
verts[i].normal.Normalize();
}
void Model::drawNormals( Point3D position, Size3D scale, Rotation3D rotation, double length )
{
// Save the old matrix
glPushMatrix();
// Move and rotate into position
glTranslated( position.x, position.y, position.z );
glRotated(rotation.x, 1.0f, 0.0f, 0.0f);
glRotated(rotation.y, 0.0f, 1.0f, 0.0f);
glRotated(rotation.z, 0.0f, 0.0f, 1.0f);
for( int i = 0; i < amountOfVerts; i++ )
GLDebug::drawPoint3D( verts[i].position, scale, verts[i].normal, length );
glPopMatrix();
}
void Model::drawPoints( Point3D position, Size3D scale, Rotation3D rotation, double length )
{
// Save the old matrix
glPushMatrix();
// Move and rotate into position
glTranslated( position.x, position.y, position.z );
glRotated(rotation.x, 1.0f, 0.0f, 0.0f);
glRotated(rotation.y, 0.0f, 1.0f, 0.0f);
glRotated(rotation.z, 0.0f, 0.0f, 1.0f);
for( int i = 0; i < amountOfVerts; i++ )
GLDebug::drawPoint3D( verts[i].position, scale, length );
glPopMatrix();
}
Size3D Model::getSize()
{
return size;
}