2017-02-07 01:13:41 +00:00
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/*-----------------------------------------------------------------------------
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Mesh.cpp
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2009 Shamus Young
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-------------------------------------------------------------------------------
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This class is used to make constructing objects easier. It handles
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allocating vertex lists, polygon lists, and suchlike.
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If you were going to implement vertex buffers, this would be the place to
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do it. Take away the _vertex member variable and store verts for ALL meshes
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in a common list, which could then be unloaded onto the good 'ol GPU.
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-----------------------------------------------------------------------------*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <vector>
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#include "glTypes.h"
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#include "mesh.h"
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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CMesh::CMesh ()
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{
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_list = glGenLists(1);
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_compiled = false;
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_polycount = 0;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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CMesh::~CMesh ()
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{
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glDeleteLists (_list, 1);
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_vertex.clear ();
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_fan.clear ();
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_quad_strip.clear ();
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_cube.clear ();
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CMesh::VertexAdd (const GLvertex& v)
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{
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_vertex.push_back(v);
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CMesh::CubeAdd (const cube& c)
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{
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_cube.push_back(c);
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_polycount += 5;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CMesh::QuadStripAdd (const quad_strip& qs)
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{
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_quad_strip.push_back(qs);
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_polycount += (qs.index_list.size() - 2) / 2;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CMesh::FanAdd (const fan& f)
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{
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_fan.push_back(f);
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_polycount += f.index_list.size() - 2;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CMesh::Render ()
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{
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std::vector<quad_strip>::iterator qsi;
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std::vector<cube>::iterator ci;
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std::vector<fan>::iterator fi;
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std::vector<int>::iterator n;
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if (_compiled) {
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glCallList (_list);
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return;
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}
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for (qsi = _quad_strip.begin(); qsi < _quad_strip.end(); ++qsi) {
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glBegin (GL_QUAD_STRIP);
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for (n = qsi->index_list.begin(); n < qsi->index_list.end(); ++n) {
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glTexCoord2fv (&_vertex[*n].uv.x);
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glVertex3fv (&_vertex[*n].position.x);
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}
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glEnd ();
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}
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for (ci = _cube.begin(); ci < _cube.end(); ++ci) {
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glBegin (GL_QUAD_STRIP);
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for (n = ci->index_list.begin(); n < ci->index_list.end(); ++n) {
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glTexCoord2fv (&_vertex[*n].uv.x);
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glVertex3fv (&_vertex[*n].position.x);
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}
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glEnd ();
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glBegin (GL_QUADS);
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glTexCoord2fv (&_vertex[ci->index_list[7]].uv.x);
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glVertex3fv (&_vertex[ci->index_list[7]].position.x);
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glVertex3fv (&_vertex[ci->index_list[5]].position.x);
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glVertex3fv (&_vertex[ci->index_list[3]].position.x);
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glVertex3fv (&_vertex[ci->index_list[1]].position.x);
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glEnd ();
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glBegin (GL_QUADS);
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glTexCoord2fv (&_vertex[ci->index_list[6]].uv.x);
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glVertex3fv (&_vertex[ci->index_list[0]].position.x);
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glVertex3fv (&_vertex[ci->index_list[2]].position.x);
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glVertex3fv (&_vertex[ci->index_list[4]].position.x);
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glVertex3fv (&_vertex[ci->index_list[6]].position.x);
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glEnd ();
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}
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for (fi = _fan.begin(); fi < _fan.end(); ++fi) {
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glBegin (GL_TRIANGLE_FAN);
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for (n = fi->index_list.begin(); n < fi->index_list.end(); ++n) {
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glTexCoord2fv (&_vertex[*n].uv.x);
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glVertex3fv (&_vertex[*n].position.x);
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}
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glEnd ();
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}
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CMesh::Compile ()
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{
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glNewList (_list, GL_COMPILE);
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Render ();
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glEndList();
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_compiled = true;
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}
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