1 | #include "Geometry.h"
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2 | #include "Triangle3.h"
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3 | #include "glInterface.h"
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4 | #include "RenderState.h"
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5 |
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6 |
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7 | #ifdef _CRT_SET
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8 | #define _CRTDBG_MAP_ALLOC
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9 | #include <stdlib.h>
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10 | #include <crtdbg.h>
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11 |
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12 | // redefine new operator
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13 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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14 | #define new DEBUG_NEW
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15 | #endif
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16 |
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17 | using namespace std;
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18 |
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19 | namespace CHCDemoEngine
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20 | {
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21 |
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22 | Geometry::Geometry(Vector3 *vertices,
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23 | Vector3 *normals,
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24 | Texcoord2 *texcoords,
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25 | int numVertices,
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26 | bool delData,
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27 | Vector3 *tangents):
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28 | mVertices(vertices),
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29 | mNormals(normals),
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30 | mTexCoords(texcoords),
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31 | mTangents(tangents),
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32 | mNumVertices(numVertices),
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33 | mVboId(-1),
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34 | mVboId2(-1),
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35 | mIndices(NULL)
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36 | {
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37 | mHasTexture = (mTexCoords != NULL);
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38 | mHasTangents = (mTangents != NULL);
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39 |
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40 | Prepare();
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41 |
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42 | mIndices = new unsigned int[mNumVertices];
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43 |
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44 | for (int i = 0; i < mNumVertices; ++ i)
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45 | {
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46 | mIndices[i] = i;
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47 | }
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48 |
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49 | if (delData)
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50 | {
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51 | DEL_ARRAY_PTR(mVertices);
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52 | DEL_ARRAY_PTR(mNormals);
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53 | DEL_ARRAY_PTR(mTexCoords);
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54 | DEL_ARRAY_PTR(mTangents);
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55 | }
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56 | }
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57 |
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58 |
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59 | Geometry::~Geometry()
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60 | {
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61 | DEL_ARRAY_PTR(mVertices);
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62 | DEL_ARRAY_PTR(mNormals);
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63 | DEL_ARRAY_PTR(mTexCoords);
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64 | DEL_ARRAY_PTR(mTangents);
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65 | DEL_ARRAY_PTR(mIndices);
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66 |
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67 | // delete vbo
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68 | glDeleteBuffersARB(1, &mVboId);
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69 | }
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70 |
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71 |
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72 | void Geometry::Prepare()
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73 | {
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74 | CalcBoundingBox();
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75 |
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76 | int dataSize = mNumVertices * 6;
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77 |
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78 | if (mTexCoords) dataSize += mNumVertices * 2;
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79 | if (mTangents) dataSize += mNumVertices * 3;
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80 |
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81 | float *data = new float[dataSize];
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82 |
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83 | for (int i = 0; i < mNumVertices; ++ i)
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84 | {
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85 | ((Vector3 *)data)[i] = mVertices[i];
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86 | ((Vector3 *)data)[i + mNumVertices] = mNormals[i];
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87 | }
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88 |
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89 | float *currentPData = data + mNumVertices * 6;
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90 |
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91 | if (mTangents)
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92 | {
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93 | for (int i = 0; i < mNumVertices; ++ i)
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94 | {
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95 | Vector3 tangent = Normalize(mTangents[i]);
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96 | Vector3 normal = Normalize(mNormals[i]);
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97 |
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98 | float dotProd = DotProd(tangent, normal);
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99 | //tangent -= normal * dotProd; tangent = Normalize(tangent);
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100 | //mTangents[i] = tangent;
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101 | mTangents[i] = tangent * 0.5f + Vector3(0.5f);
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102 | }
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103 |
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104 | for (int i = 0; i < mNumVertices; ++ i)
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105 | {
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106 | ((Vector3 *)data)[mNumVertices * 2 + i] = mTangents[i];
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107 | }
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108 |
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109 | currentPData += mNumVertices * 3;
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110 | }
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111 |
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112 | if (mTexCoords)
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113 | {
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114 | for (int i = 0; i < mNumVertices; ++ i)
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115 | {
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116 | ((Texcoord2 *)currentPData)[i] = mTexCoords[i];
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117 | }
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118 | }
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119 |
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120 |
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121 | glGenBuffersARB(1, &mVboId);
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122 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
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123 |
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124 | int currentPVbo = 0;
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125 |
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126 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
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127 |
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128 | currentPVbo += mNumVertices * sizeof(Vector3);
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129 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + currentPVbo);
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130 |
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131 | currentPVbo += mNumVertices * 2 * sizeof(Vector3);
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132 |
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133 | if (mTangents)
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134 | {
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135 | // hack: use color pointer to store tangents
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136 | glColorPointer(3, GL_FLOAT, 0, (char *)NULL + currentPVbo);
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137 | currentPVbo += mNumVertices * sizeof(Vector3);
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138 | }
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139 |
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140 | if (mTexCoords)
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141 | {
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142 | glTexCoordPointer(2, GL_FLOAT, 0, (char *)NULL + currentPVbo);
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143 | }
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144 |
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145 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, dataSize * sizeof(float),
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146 | (float *)data, GL_STATIC_DRAW_ARB);
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147 |
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148 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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149 |
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150 | glGenBuffersARB(1, &mVboId2);
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151 |
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152 | glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mVboId2);
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153 | glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mNumVertices * sizeof(unsigned int),
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154 | mIndices, GL_STATIC_DRAW_ARB);
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155 |
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156 | int bufferSize;
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157 | glGetBufferParameterivARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &bufferSize);
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158 | // cout << "Index Array in VBO: " << bufferSize << " bytes\n";
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159 |
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160 | glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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161 |
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162 | // data handled by graphics driver from now on
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163 | delete [] data;
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164 | }
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165 |
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166 |
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167 | void Geometry::Render(RenderState *state)
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168 | {
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169 | if (mHasTangents)
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170 | {
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171 | glEnableClientState(GL_COLOR_ARRAY);
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172 | }
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173 |
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174 | if (state->GetCurrentVboId() != mVboId)
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175 | {
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176 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
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177 | //glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mVboId2);
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178 |
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179 | int currentPointer;
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180 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + mNumVertices * sizeof(Vector3));
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181 |
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182 | if (mHasTangents)
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183 | {
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184 | //glClientActiveTextureARB(GL_TEXTURE1_ARB);
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185 | //glTexCoordPointer(2, GL_FLOAT, (char *)NULL + mNumVertices * sizeof(Vector3));
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186 |
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187 | glColorPointer(3, GL_FLOAT, 0, (char *)NULL + mNumVertices * 2 * sizeof(Vector3));
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188 | currentPointer = mNumVertices * 3 * sizeof(Vector3);
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189 | //glClientActiveTextureARB(GL_TEXTURE0_ARB);
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190 |
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191 | }
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192 | else
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193 | {
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194 | currentPointer = mNumVertices * 2 * sizeof(Vector3);
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195 | }
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196 |
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197 | if (mHasTexture)
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198 | {
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199 | glTexCoordPointer(2, GL_FLOAT, 0, (char *)NULL + currentPointer);
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200 | }
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201 |
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202 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
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203 | /// update state
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204 | state->SetCurrentVboId(mVboId);
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205 | }
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206 |
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207 | glDrawArrays(GL_TRIANGLES, 0, mNumVertices);
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208 | //glDrawElements(GL_TRIANGLES, mNumVertices, GL_UNSIGNED_INT, mIndices);
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209 | //glDrawElements(GL_TRIANGLES, mNumVertices, GL_UNSIGNED_INT, 0);
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210 |
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211 | //glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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212 | //glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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213 |
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214 | if (mHasTangents) glDisableClientState(GL_COLOR_ARRAY);
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215 | }
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216 |
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217 |
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218 | void Geometry::CalcBoundingBox()
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219 | {
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220 | mBoundingBox.Initialize();
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221 |
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222 | for (int i = 0; i < mNumVertices; ++ i)
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223 | {
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224 | mBoundingBox.Include(mVertices[i]);
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225 | }
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226 | }
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227 |
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228 |
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229 | const AxisAlignedBox3& Geometry::GetBoundingBox() const
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230 | {
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231 | return mBoundingBox;
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232 | }
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233 |
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234 |
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235 | Vector3 *Geometry::GetVertices(int &numVertices) const
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236 | {
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237 | numVertices = mNumVertices;
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238 | return mVertices;
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239 | }
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240 |
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241 |
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242 | Vector3 *Geometry::GetNormals(int &numNormals) const
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243 | {
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244 | numNormals = mNumVertices;
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245 | return mNormals;
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246 | }
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247 |
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248 |
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249 | Vector3 *Geometry::GetTangents(int &numTangents) const
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250 | {
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251 | numTangents = mHasTangents ? mNumVertices : 0;;
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252 | return mTangents;
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253 | }
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254 |
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255 |
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256 | Texcoord2 *Geometry::GetTexCoords(int &numTexCoords) const
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257 | {
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258 | numTexCoords = mHasTangents ? mNumVertices : 0;;
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259 | return mTexCoords;
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260 | }
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261 |
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262 |
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263 | } |
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