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 | mIndices = new unsigned int[mNumVertices];
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41 |
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42 | for (int i = 0; i < mNumVertices; ++ i)
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43 | {
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44 | mIndices[i] = i;
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45 | }*/
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46 |
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47 | // prepare vbos
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48 | Prepare();
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49 |
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50 | if (delData)
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51 | {
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52 | DEL_ARRAY_PTR(mVertices);
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53 | DEL_ARRAY_PTR(mIndices);
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54 | DEL_ARRAY_PTR(mNormals);
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55 | DEL_ARRAY_PTR(mTexCoords);
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56 | DEL_ARRAY_PTR(mTangents);
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57 | }
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58 | }
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59 |
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60 |
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61 | Geometry::~Geometry()
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62 | {
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63 | DEL_ARRAY_PTR(mVertices);
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64 | DEL_ARRAY_PTR(mNormals);
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65 | DEL_ARRAY_PTR(mTexCoords);
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66 | DEL_ARRAY_PTR(mTangents);
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67 | DEL_ARRAY_PTR(mIndices);
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68 |
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69 | // delete vbos
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70 | glDeleteBuffersARB(1, &mVboId);
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71 | glDeleteBuffersARB(1, &mVboId2);
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72 | }
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73 |
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74 |
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75 | void Geometry::Prepare()
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76 | {
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77 | CalcBoundingBox();
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78 |
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79 | int dataSize = mNumVertices * 6;
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80 |
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81 | if (mTexCoords) dataSize += mNumVertices * 2;
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82 | if (mTangents) dataSize += mNumVertices * 3;
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83 |
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84 | float *data = new float[dataSize];
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85 |
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86 | for (int i = 0; i < mNumVertices; ++ i)
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87 | {
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88 | ((Vector3 *)data)[i] = mVertices[i];
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89 | ((Vector3 *)data)[i + mNumVertices] = mNormals[i];
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90 | }
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91 |
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92 | float *currentPData = data + mNumVertices * 6;
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93 |
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94 | if (mTangents)
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95 | {
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96 | for (int i = 0; i < mNumVertices; ++ i)
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97 | {
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98 | Vector3 tangent = Normalize(mTangents[i]);
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99 | Vector3 normal = Normalize(mNormals[i]);
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100 |
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101 | float dotProd = DotProd(tangent, normal);
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102 | //tangent -= normal * dotProd; tangent = Normalize(tangent);
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103 | //mTangents[i] = tangent;
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104 | mTangents[i] = tangent * 0.5f + Vector3(0.5f);
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105 | }
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106 |
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107 | for (int i = 0; i < mNumVertices; ++ i)
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108 | {
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109 | ((Vector3 *)data)[mNumVertices * 2 + i] = mTangents[i];
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110 | }
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111 |
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112 | currentPData += mNumVertices * 3;
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113 | }
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114 |
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115 | if (mTexCoords)
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116 | {
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117 | for (int i = 0; i < mNumVertices; ++ i)
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118 | {
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119 | ((Texcoord2 *)currentPData)[i] = mTexCoords[i];
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120 | }
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121 | }
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122 |
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123 |
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124 | glGenBuffersARB(1, &mVboId);
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125 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
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126 |
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127 | int currentPVbo = 0;
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128 |
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129 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
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130 |
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131 | currentPVbo += mNumVertices * sizeof(Vector3);
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132 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + currentPVbo);
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133 |
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134 | currentPVbo += mNumVertices * 2 * sizeof(Vector3);
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135 |
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136 | if (mTangents)
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137 | {
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138 | // hack: use color pointer to store tangents
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139 | glColorPointer(3, GL_FLOAT, 0, (char *)NULL + currentPVbo);
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140 | currentPVbo += mNumVertices * sizeof(Vector3);
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141 | }
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142 |
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143 | if (mTexCoords)
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144 | {
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145 | glTexCoordPointer(2, GL_FLOAT, 0, (char *)NULL + currentPVbo);
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146 | }
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147 |
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148 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, dataSize * sizeof(float),
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149 | data, GL_STATIC_DRAW_ARB);
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150 |
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151 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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152 |
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153 |
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154 | ///////////
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155 | //-- the index array
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156 |
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157 | if (mIndices)
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158 | {
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159 | glGenBuffersARB(1, &mVboId2);
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160 |
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161 | glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mVboId2);
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162 | glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mNumVertices * sizeof(unsigned int),
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163 | mIndices, GL_STATIC_DRAW_ARB);
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164 |
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165 | int bufferSize;
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166 | glGetBufferParameterivARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &bufferSize);
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167 | //cout << "Index Array in VBO: " << bufferSize << " bytes\n" << "id: " << mVboId2 << endl;
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168 |
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169 | glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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170 | }
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171 |
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172 | // data handled by graphics driver from now on
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173 | delete [] data;
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174 | }
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175 |
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176 |
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177 | void Geometry::Render(RenderState *state)
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178 | {
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179 | if (mHasTangents)
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180 | {
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181 | glEnableClientState(GL_COLOR_ARRAY);
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182 | }
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183 |
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184 | if (state->GetCurrentVboId() != mVboId)
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185 | {
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186 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
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187 |
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188 | int currentPointer;
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189 | glNormalPointer(GL_FLOAT, 0, (char *)NULL + mNumVertices * sizeof(Vector3));
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190 |
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191 | if (mHasTangents)
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192 | {
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193 | glColorPointer(3, GL_FLOAT, 0, (char *)NULL + mNumVertices * 2 * sizeof(Vector3));
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194 | currentPointer = mNumVertices * 3 * sizeof(Vector3);
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195 | }
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196 | else
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197 | {
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198 | currentPointer = mNumVertices * 2 * sizeof(Vector3);
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199 | }
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200 |
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201 | if (mHasTexture)
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202 | {
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203 | glTexCoordPointer(2, GL_FLOAT, 0, (char *)NULL + currentPointer);
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204 | }
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205 |
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206 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
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207 | //glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mVboId2);
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208 |
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209 | /// update state
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210 | state->SetCurrentVboId(mVboId);
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211 | }
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212 |
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213 | glDrawArrays(GL_TRIANGLES, 0, mNumVertices);
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214 | //glDrawElements(GL_TRIANGLES, mNumVertices, GL_UNSIGNED_INT, 0);
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215 |
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216 | if (mHasTangents) glDisableClientState(GL_COLOR_ARRAY);
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217 | }
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218 |
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219 |
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220 | void Geometry::CalcBoundingBox()
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221 | {
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222 | mBoundingBox.Initialize();
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223 |
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224 | for (int i = 0; i < mNumVertices; ++ i)
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225 | {
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226 | mBoundingBox.Include(mVertices[i]);
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227 | }
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228 | }
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229 |
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230 |
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231 | const AxisAlignedBox3& Geometry::GetBoundingBox() const
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232 | {
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233 | return mBoundingBox;
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234 | }
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235 |
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236 |
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237 | Vector3 *Geometry::GetVertices(int &numVertices) const
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238 | {
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239 | numVertices = mNumVertices;
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240 | return mVertices;
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241 | }
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242 |
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243 |
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244 | Vector3 *Geometry::GetNormals(int &numNormals) const
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245 | {
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246 | numNormals = mNumVertices;
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247 | return mNormals;
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248 | }
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249 |
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250 |
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251 | Vector3 *Geometry::GetTangents(int &numTangents) const
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252 | {
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253 | numTangents = mHasTangents ? mNumVertices : 0;;
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254 | return mTangents;
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255 | }
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256 |
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257 |
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258 | Texcoord2 *Geometry::GetTexCoords(int &numTexCoords) const
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259 | {
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260 | numTexCoords = mHasTangents ? mNumVertices : 0;;
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261 | return mTexCoords;
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262 | }
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263 |
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264 |
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265 | } |
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