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mesh.h
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#ifndef TAK__MESH_H__
#define TAK__MESH_H__
#include "define.h"
// Make sure the size of the struct is a multiple of 32 for maximum
// performance
struct VertexData3dNormal
{
static const bool HAS_NORMAL = true;
static const bool HAS_COLOR = true;
static const bool HAS_TCOORD = true;
typedef float VCOORD_TYPE;
typedef float NORMAL_TYPE;
typedef float COLOR_TYPE;
typedef float TCOORD_TYPE;
enum A { VCOORD_COUNT = 3 };
VertexData3dNormal::VCOORD_TYPE x, y, z;
enum B { NORMAL_COUNT = 3 };
VertexData3dNormal::NORMAL_TYPE nx, ny, nz;
enum C { COLOR_COUNT = 3 };
VertexData3dNormal::COLOR_TYPE r, g, b;
enum D { TCOORD_COUNT = 2 };
VertexData3dNormal::TCOORD_TYPE u, v;
float padding[5];
VertexData3dNormal() {}
VertexData3dNormal(float _x, float _y, float _z, float _nx, float _ny, float _nz, float _r, float _g, float _b, float _u, float _v) : x(_x), y(_y), z(_z), nx(_nx), ny(_ny), nz(_nz), r(_r), g(_g), b(_b), u(_u), v(_v) {}
};
// Make sure the size of the struct is a multiple of 32 for maximum
// performance
struct VertexData3d
{
static const bool HAS_NORMAL = false;
static const bool HAS_COLOR = true;
static const bool HAS_TCOORD = true;
typedef float VCOORD_TYPE;
typedef float NORMAL_TYPE;
typedef float COLOR_TYPE;
typedef float TCOORD_TYPE;
enum A{ VCOORD_COUNT = 3 };
VertexData3d::VCOORD_TYPE x, y, z;
enum B { NORMAL_COUNT = 0 };
enum C { COLOR_COUNT = 3 };
VertexData3d::COLOR_TYPE r, g, b;
enum D { TCOORD_COUNT = 2 };
VertexData3d::TCOORD_TYPE u, v;
VertexData3d() {}
VertexData3d(float _x, float _y, float _z, float _r, float _g, float _b, float _u, float _v) : x(_x), y(_y), z(_z), r(_r), g(_g), b(_b), u(_u), v(_v) {}
};
// Make sure the size of the struct is a multiple of 32 for maximum
// performance
struct VertexData2d
{
static const bool HAS_NORMAL = false;
static const bool HAS_COLOR = true;
static const bool HAS_TCOORD = true;
typedef float VCOORD_TYPE;
typedef float NORMAL_TYPE;
typedef float COLOR_TYPE;
typedef float TCOORD_TYPE;
enum A{ VCOORD_COUNT = 2 };
VertexData3d::VCOORD_TYPE x, y;
enum B { NORMAL_COUNT = 0 };
enum C { COLOR_COUNT = 3 };
VertexData3d::COLOR_TYPE r, g, b;
enum D { TCOORD_COUNT = 2 };
VertexData3d::TCOORD_TYPE u, v;
float padding;
VertexData2d() {}
VertexData2d(float _x, float _y, float _r, float _g, float _b, float _u, float _v) : x(_x), y(_y), r(_r), g(_g), b(_b), u(_u), v(_v) {}
};
template <class T>
class Mesh
{
public:
typedef T VertexData;
enum MESH_TYPE { MT_QUAD, MT_TRIANGLE };
public:
Mesh(MESH_TYPE meshType);
~Mesh();
bool IsValid() const;
void SetMeshData(T* vd, int vertexCount, uint16* indices, int indexCount, int transparentStart = -1);
void SetMeshData(T* vd, int vertexCount, int transparentStart = -1);
void Render() const;
void RenderOpaque() const;
void RenderTransparent() const;
int Count() const;
private:
void RenderRange(int begin, int count) const;
private:
MESH_TYPE m_meshType;
bool m_isValid;
int m_vertexCount;
GLuint m_vertexVboId;
GLuint m_indexVboId;
int m_transparentStart;
};
template <class T>
Mesh<T>::Mesh(MESH_TYPE meshType) : m_meshType(meshType), m_isValid(false), m_transparentStart(-1)
{
// For maximum performance sizeof(T) size must be a multiple of 32
assert(sizeof(T) % 32 == 0);
}
template <class T>
Mesh<T>::~Mesh()
{
if(m_isValid)
{
glDeleteBuffers(1, &m_vertexVboId);
glDeleteBuffers(1, &m_indexVboId);
}
}
template <class T>
bool Mesh<T>::IsValid() const
{
return m_isValid;
}
template <class T>
void Mesh<T>::SetMeshData(T* vd, int vertexCount, uint16* indices, int indexCount, int transparentStart)
{
assert(vertexCount <= USHRT_MAX);
if(vertexCount == 0)
return;
if(!m_isValid)
{
glGenBuffers(1, &m_vertexVboId);
glGenBuffers(1, &m_indexVboId);
}
glBindBuffer(GL_ARRAY_BUFFER, m_vertexVboId);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, vd, GL_STATIC_DRAW);
// Pour le moment, generer le index array pour inclure tout les vertex, sans
// optimisation pour reduire le nombre de vertex envoyes a la carte
// Idealement cet array devrait etre utiliser pour reutiliser les vertex et ainsi
// sauver du temps en envoyant moins de donnees a la carte (il devrait etre construit
// en meme temps que le buffer vd est rempli..)
bool generateIndices = false;
if(!indices)
{
generateIndices = true;
indexCount = vertexCount;
indices = new uint16[vertexCount];
for(int i = 0; i < vertexCount; ++i)
indices[i] = i;
}
m_vertexCount = indexCount;
m_transparentStart = transparentStart;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexVboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint16) * indexCount, indices, GL_STATIC_DRAW);
if(generateIndices)
delete [] indices;
CHECK_GL_ERROR();
m_isValid = true;
}
template <class T>
void Mesh<T>::SetMeshData(T* vd, int vertexCount, int transparentStart)
{
SetMeshData(vd, vertexCount, 0, 0, transparentStart);
}
template <class T>
void Mesh<T>::Render() const
{
if(IsValid())
RenderRange(0, m_vertexCount);
}
template <class T>
void Mesh<T>::RenderOpaque() const
{
int end = m_transparentStart;
if(end == -1)
end = m_vertexCount;
RenderRange(0, end);
}
template <class T>
void Mesh<T>::RenderTransparent() const
{
if(m_transparentStart == -1)
return;
RenderRange(m_transparentStart, m_vertexCount - m_transparentStart);
}
template <class T>
int Mesh<T>::Count() const
{
return m_vertexCount;
}
template <class T>
void Mesh<T>::RenderRange(int begin, int count) const
{
if(!IsValid() || count == 0)
return;
glClientActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexVboId);
char* dataOffset = 0;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(T::VCOORD_COUNT, GL_FLOAT, sizeof(VertexData), dataOffset);
dataOffset += T::VCOORD_COUNT * sizeof(typename T::VCOORD_TYPE);
if(T::HAS_NORMAL)
{
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, sizeof(VertexData), dataOffset);
dataOffset += T::NORMAL_COUNT * sizeof(typename T::NORMAL_TYPE);
}
if(T::HAS_COLOR)
{
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(T::COLOR_COUNT, GL_FLOAT, sizeof(VertexData), dataOffset);
dataOffset += T::COLOR_COUNT * sizeof(typename T::COLOR_TYPE);
}
if(T::HAS_TCOORD)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(T::TCOORD_COUNT, GL_FLOAT, sizeof(VertexData), dataOffset);
dataOffset += T::TCOORD_COUNT * sizeof(typename T::TCOORD_TYPE);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexVboId);
//glDrawElements(GL_QUADS, m_vertexCount, GL_UNSIGNED_SHORT, (char*)0);
if(m_meshType == MT_QUAD)
glDrawRangeElements(GL_QUADS, begin, m_vertexCount, begin + count, GL_UNSIGNED_SHORT, (char*)0);
else if(m_meshType == MT_TRIANGLE)
glDrawRangeElements(GL_TRIANGLES, begin, m_vertexCount, begin + count, GL_UNSIGNED_SHORT, (char*)0);
else
{
assert(false); // Format not supported yet
}
if(T::HAS_TCOORD)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(T::HAS_COLOR)
glDisableClientState(GL_COLOR_ARRAY);
if(T::HAS_NORMAL)
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
#endif // MESH_H__