1 | #include <stdio.h> |
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2 | #include <stdlib.h> |
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3 | |
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4 | #include "../include/GL/glew.h" |
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5 | |
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6 | #include "../include/buffers.h" |
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7 | #include "../include/global.h" |
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8 | |
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9 | using namespace VMI; |
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10 | |
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11 | |
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12 | |
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13 | VertexIL *VMI::saveVertexBuffer(Change *c, Vertex_ *verts, Color *cols) { |
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14 | int i, j, t, n = 0, m; |
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15 | VertexIL *dest; |
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16 | |
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17 | dest = (VertexIL *)malloc((c->numDel + c->numMod + 1) * 3 * sizeof(VertexIL)); |
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18 | |
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19 | // Save vertex coordinates and color for deleted triangles |
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20 | for (j=0; j<c->numDel; j++) { |
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21 | |
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22 | t = c->deleted[j].id; |
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23 | |
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24 | m = 3 * t; |
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25 | |
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26 | for (i=0; i<3; i++) { |
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27 | dest[n].x = verts[m + i].x; |
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28 | dest[n].y = verts[m + i].y; |
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29 | dest[n].z = verts[m + i].z; |
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30 | dest[n].a = cols[m + i].a; |
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31 | dest[n].b = cols[m + i].b; |
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32 | dest[n].r = cols[m + i].r; |
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33 | dest[n].g = cols[m + i].g; |
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34 | n++; |
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35 | } |
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36 | } |
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37 | // Save vertex coordinates for modified triangles |
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38 | for (j=0; j<c->numMod; j++) { |
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39 | |
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40 | t = c->modified[j].id; |
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41 | |
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42 | m = 3 * t; |
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43 | |
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44 | for (i=0; i<3; i++) { |
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45 | dest[n].x = verts[m + i].x; |
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46 | dest[n].y = verts[m + i].y; |
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47 | dest[n].z = verts[m + i].z; |
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48 | n++; |
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49 | } |
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50 | } |
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51 | |
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52 | return dest; |
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53 | } |
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54 | |
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55 | VertexIL *VMI::saveVertexBufferGPU(Change *c) { |
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56 | Vertex_ *verts; |
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57 | Color *cols; |
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58 | VertexIL *dest; |
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59 | |
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60 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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61 | // Map the buffer object |
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62 | verts = (Vertex_ *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY); |
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63 | |
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64 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, color_buf); |
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65 | // Map the buffer object |
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66 | cols = (Color *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY); |
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67 | |
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68 | // Update GPU buffers |
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69 | dest = saveVertexBuffer(c, verts, cols); |
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70 | |
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71 | // Unmap buffers |
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72 | glBindBuffer(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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73 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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74 | // Handle error case |
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75 | } |
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76 | glBindBuffer(GL_ARRAY_BUFFER_ARB, color_buf); |
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77 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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78 | // Handle error case |
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79 | } |
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80 | |
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81 | return dest; |
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82 | } |
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83 | |
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84 | void VMI::loadVertexBuffer(VertexIL *src, Change *c, Vertex_ *verts, Color *cols) { |
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85 | int i, j, t, n = 0, m; |
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86 | |
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87 | // Load vertex coordinates and color for deleted triangles |
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88 | for (j=0; j<c->numDel; j++) { |
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89 | |
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90 | t = c->deleted[j].id; |
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91 | |
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92 | m = 3 * t; |
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93 | |
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94 | for (i=0; i<3; i++) { |
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95 | verts[m + i].x = src[n].x; |
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96 | verts[m + i].y = src[n].y; |
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97 | verts[m + i].z = src[n].z; |
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98 | cols[m + i].a = src[n].a; |
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99 | cols[m + i].b = src[n].b; |
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100 | cols[m + i].r = src[n].r; |
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101 | cols[m + i].g = src[n].g; |
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102 | n++; |
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103 | } |
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104 | } |
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105 | // Load vertex coordinates for modified triangles |
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106 | for (j=0; j<c->numMod; j++) { |
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107 | |
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108 | t = c->modified[j].id; |
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109 | |
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110 | m = 3 * t; |
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111 | |
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112 | for (i=0; i<3; i++) { |
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113 | verts[m + i].x = src[n].x; |
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114 | verts[m + i].y = src[n].y; |
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115 | verts[m + i].z = src[n].z; |
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116 | n++; |
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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 | void VMI::loadVertexBufferGPU(VertexIL *src, Change *c) { |
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122 | Vertex_ *verts; |
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123 | Color *cols; |
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124 | |
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125 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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126 | // Map the buffer object |
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127 | verts = (Vertex_ *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY); |
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128 | |
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129 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, color_buf); |
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130 | // Map the buffer object |
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131 | cols = (Color *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY); |
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132 | |
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133 | // Update GPU buffers |
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134 | loadVertexBuffer(src, c, verts, cols); |
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135 | |
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136 | // Unmap buffers |
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137 | glBindBuffer(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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138 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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139 | // Handle error case |
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140 | } |
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141 | glBindBuffer(GL_ARRAY_BUFFER_ARB, color_buf); |
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142 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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143 | // Handle error case |
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144 | } |
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145 | } |
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146 | |
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147 | void VMI::setupVertexArray(Mesh *mesh, Color *colors) |
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148 | { |
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149 | int i, j, v, n = 0; |
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150 | GLubyte r, g, b, a; |
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151 | |
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152 | if (buf_vertices != NULL) free(buf_vertices); |
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153 | if (buf_colors != NULL) free(buf_colors); |
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154 | |
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155 | buf_vertices = (Vertex_ *)malloc(mesh->numTriangles * 3 * sizeof(Vertex_)); |
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156 | buf_colors = (Color *)malloc(mesh->numTriangles * 3 * sizeof(Color)); |
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157 | |
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158 | if (buf_vertices == NULL) { |
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159 | fprintf(stderr, "Error allocating memory\n"); |
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160 | exit(1); |
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161 | } |
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162 | |
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163 | if (buf_colors == NULL) { |
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164 | fprintf(stderr, "Error allocating memory\n"); |
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165 | exit(1); |
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166 | } |
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167 | |
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168 | for (i=0; i<mesh->numTriangles; i++) { |
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169 | if (mesh->triangles[i].enable == TRUE) { |
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170 | |
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171 | r = colors[i].r; |
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172 | g = colors[i].g; |
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173 | b = colors[i].b; |
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174 | a = colors[i].a; |
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175 | |
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176 | for (j=0; j<3; j++) { |
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177 | |
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178 | v = mesh->triangles[i].indices[j]; |
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179 | |
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180 | buf_colors[n].r = r; |
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181 | buf_colors[n].g = g; |
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182 | buf_colors[n].b = b; |
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183 | buf_colors[n].a = a; |
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184 | buf_vertices[n].x = mesh->vertices[v].x; |
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185 | buf_vertices[n].y = mesh->vertices[v].y; |
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186 | buf_vertices[n].z = mesh->vertices[v].z; |
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187 | n++; |
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188 | } |
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189 | } else { |
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190 | for (j=0; j<3; j++) { |
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191 | |
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192 | buf_colors[n].r = 0; |
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193 | buf_colors[n].g = 0; |
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194 | buf_colors[n].b = 0; |
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195 | buf_colors[n].a = 0; |
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196 | buf_vertices[n].x = 0; |
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197 | buf_vertices[n].y = 0; |
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198 | buf_vertices[n].z = 0; |
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199 | n++; |
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200 | } |
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201 | } |
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202 | } |
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203 | #ifdef VERTEX_ARRAY |
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204 | // Enable the buf_vertices vector |
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205 | glEnableClientState(GL_COLOR_ARRAY); |
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206 | glEnableClientState(GL_VERTEX_ARRAY); |
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207 | |
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208 | glColorPointer(4, GL_UNSIGNED_BYTE, 0, buf_colors); |
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209 | glVertexPointer(3, GL_FLOAT, 0, buf_vertices); |
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210 | #endif |
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211 | } |
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212 | |
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213 | void VMI::setupVertexBufferObjects(Mesh *mesh, Color *colors) { |
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214 | |
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215 | setupVertexArray(mesh, colors); |
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216 | |
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217 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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218 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mesh->numTriangles * 3 * sizeof(Vertex_), buf_vertices, GL_STATIC_DRAW_ARB); //upload data |
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219 | |
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220 | glVertexPointer(3, GL_FLOAT, 0,0); |
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221 | |
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222 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, color_buf); |
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223 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mesh->numTriangles * 3 * sizeof(Color), buf_colors, GL_STATIC_DRAW_ARB); //upload data |
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224 | |
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225 | glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0); |
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226 | |
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227 | // Enable the vertex array functionality: |
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228 | glEnableClientState(GL_VERTEX_ARRAY); |
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229 | glEnableClientState(GL_COLOR_ARRAY); |
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230 | |
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231 | free(buf_vertices); |
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232 | buf_vertices = NULL; |
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233 | |
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234 | free(buf_colors); |
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235 | buf_colors =NULL; |
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236 | } |
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237 | |
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238 | void VMI::updateVertexArray(Mesh *mesh, Change *c, Vertex_ *verts, Color * cols) |
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239 | { |
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240 | int i, j, v, t, n; |
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241 | |
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242 | // The deleted triangles are now in background color |
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243 | for (i=0; i<c->numDel; i++) { |
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244 | t = c->deleted[i].id; |
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245 | |
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246 | n = t * 3; |
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247 | |
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248 | for (j=0; j<3; j++) { |
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249 | cols[n + j].r = 0; |
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250 | cols[n + j].g = 0; |
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251 | cols[n + j].b = 0; |
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252 | cols[n + j].a = 0; |
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253 | |
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254 | verts[n + j].x = 0; |
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255 | verts[n + j].y = 0; |
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256 | verts[n + j].z = 0; |
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257 | } |
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258 | } |
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259 | |
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260 | // Update vertex coordinates for modified triangles |
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261 | for (i=0; i<c->numMod; i++) { |
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262 | t = c->modified[i].id; |
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263 | |
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264 | n = t * 3; |
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265 | |
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266 | for (j=0; j<3; j++) { |
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267 | |
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268 | v= mesh->triangles[t].indices[j]; |
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269 | |
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270 | verts[n + j].x = mesh->vertices[v].x; |
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271 | verts[n + j].y = mesh->vertices[v].y; |
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272 | verts[n + j].z = mesh->vertices[v].z; |
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273 | } |
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274 | } |
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275 | } |
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276 | |
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277 | void VMI::updateVertexBufferObjects(Mesh *mesh, Change *c) { |
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278 | Vertex_ *verts; |
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279 | Color *cols; |
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280 | |
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281 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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282 | // Map the buffer object |
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283 | verts = (Vertex_ *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY); |
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284 | |
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285 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, color_buf); |
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286 | // Map the buffer object |
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287 | cols = (Color *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY); |
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288 | |
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289 | // Update GPU buffers |
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290 | updateVertexArray(mesh, c, verts, cols); |
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291 | |
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292 | // Unmap buffers |
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293 | glBindBuffer(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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294 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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295 | // Handle error case |
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296 | } |
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297 | glBindBuffer(GL_ARRAY_BUFFER_ARB, color_buf); |
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298 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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299 | // Handle error case |
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300 | } |
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301 | } |
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302 | |
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303 | VertexIL *VMI::setupInterleave(Mesh *mesh, Color *colors) |
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304 | { |
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305 | int i, j, v, n = 0; |
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306 | GLubyte r, g, b, a; |
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307 | VertexIL *interleave = NULL; |
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308 | |
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309 | interleave = (VertexIL *)malloc(mesh->currentNumTriangles * 3 * sizeof(VertexIL)); |
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310 | |
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311 | if (interleave == NULL) { |
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312 | fprintf(stderr, "Error allocating memory\n"); |
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313 | exit(1); |
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314 | } |
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315 | |
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316 | for (i=0; i<mesh->numTriangles; i++) { |
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317 | |
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318 | if (mesh->triangles[i].enable == TRUE) { |
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319 | |
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320 | r = colors[i].r; |
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321 | g = colors[i].g; |
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322 | b = colors[i].b; |
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323 | a = colors[i].a; |
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324 | |
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325 | for (j=0; j<3; j++) { |
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326 | |
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327 | v= mesh->triangles[i].indices[j]; |
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328 | |
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329 | interleave[n].tx = 0.0f; |
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330 | interleave[n].ty = 0.0f; |
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331 | interleave[n].r = r; |
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332 | interleave[n].g = g; |
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333 | interleave[n].b = b; |
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334 | interleave[n].a = a; |
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335 | interleave[n].x = mesh->vertices[v].x; |
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336 | interleave[n].y = mesh->vertices[v].y; |
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337 | interleave[n].z = mesh->vertices[v].z; |
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338 | n++; |
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339 | } |
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340 | } |
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341 | } |
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342 | |
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343 | return interleave; |
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344 | } |
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345 | |
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346 | void VMI::printInterleave(VertexIL *interleave, int num) |
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347 | { |
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348 | int i; |
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349 | |
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350 | printf("\n"); |
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351 | for (i=0; i<num * 3; i++) { |
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352 | printf("Interleave%d (%d, %d, %d ,%d, %f, %f ,%f)\n", i, |
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353 | interleave[i].r, interleave[i].g, interleave[i].b, interleave[i].a, |
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354 | interleave[i].x , interleave[i].y, interleave[i].z); |
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355 | } |
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356 | } |
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357 | |
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358 | void VMI::updateAllColorInterleave(VertexIL *interleave, int num, Color *colors) |
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359 | { |
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360 | int i, j, n = 0; |
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361 | GLubyte r, g, b, a; |
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362 | |
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363 | for (i=1; i<=num; i++) { // Triangles start at 1 |
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364 | |
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365 | r = colors[i].r; |
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366 | g = colors[i].g; |
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367 | b = colors[i].b; |
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368 | a = colors[i].a; |
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369 | |
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370 | for (j=0; j<3; j++) { |
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371 | interleave[n].r = r; |
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372 | interleave[n].g = g; |
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373 | interleave[n].b = b; |
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374 | interleave[n].a = a; |
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375 | n++; |
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376 | } |
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377 | } |
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378 | } |
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379 | |
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380 | void VMI::updateColorInterleave(VertexIL *interleave, int num, Color *colors, int begin, int end) |
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381 | { |
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382 | int i, n; |
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383 | GLubyte r, g, b, a; |
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384 | |
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385 | if (end > num) return; |
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386 | |
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387 | for (i=begin; i<end; i++) { |
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388 | |
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389 | n = i * 3; |
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390 | |
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391 | r = colors[i].r; |
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392 | g = colors[i].g; |
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393 | b = colors[i].b; |
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394 | a = colors[i].a; |
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395 | |
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396 | interleave[n].r = r; |
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397 | interleave[n].g = g; |
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398 | interleave[n].b = b; |
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399 | interleave[n].a = a; |
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400 | |
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401 | n++; |
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402 | interleave[n].r = r; |
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403 | interleave[n].g = g; |
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404 | interleave[n].b = b; |
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405 | interleave[n].a = a; |
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406 | |
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407 | n++; |
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408 | interleave[n].r = r; |
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409 | interleave[n].g = g; |
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410 | interleave[n].b = b; |
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411 | interleave[n].a = a; |
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412 | } |
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413 | } |
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414 | |
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415 | void VMI::fillColorInterleave(VertexIL *interleave, int num, int begin, int end, GLubyte color) |
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416 | { |
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417 | int i, n; |
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418 | |
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419 | if (end > num) return; |
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420 | |
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421 | for (i=begin; i<end; i++) { |
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422 | |
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423 | n = i * 3; |
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424 | interleave[n].r = color; |
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425 | interleave[n].g = color; |
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426 | interleave[n].b = color; |
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427 | interleave[n].a = color; |
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428 | |
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429 | n++; |
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430 | interleave[n].r = color; |
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431 | interleave[n].g = color; |
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432 | interleave[n].b = color; |
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433 | interleave[n].a = color; |
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434 | |
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435 | n++; |
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436 | interleave[n].r = color; |
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437 | interleave[n].g = color; |
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438 | interleave[n].b = color; |
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439 | interleave[n].a = color; |
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440 | } |
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441 | } |
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