mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
352 lines
11 KiB
C++
352 lines
11 KiB
C++
#include "RendererConfig.h"
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#ifdef USE_SOFTWARE_TNL
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#if defined(WIN32)
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#include <windows.h>
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#endif
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#include <gl/gl.h>
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#include "dyna_gl.h"
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#include "IMeshBuilder.h"
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#include "pserror.h"
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#include <stddef.h>
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#include <vector>
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#if defined(WIN32)
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#include "win/arb_extensions.h"
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#endif
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#if defined(WIN32)
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extern PFNGLACTIVETEXTUREARBPROC oglActiveTextureARB;
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extern PFNGLCLIENTACTIVETEXTUREARBPROC oglClientActiveTextureARB;
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extern PFNGLMULTITEXCOORD4FARBPROC oglMultiTexCoord4f;
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#endif
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namespace RZ {
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namespace Renderer {
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class OpenGLMeshBuilder : public IMeshBuilder {
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public:
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OpenGLMeshBuilder();
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// Begin
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// Begins the generation of a mesh. You must supply
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// the primitive type, size of the vertex buffer, and
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// the number of primitives.
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// vertexFlags are a combination of VertexType values
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// that represent what data should be stored in the verts.
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void Begin(PrimitiveType type, unsigned int vertexFlags, unsigned int numPrims, unsigned int numVerts,
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bool autogenNormals);
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// End
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// Ends the build process which will cause the generation of the mesh data.
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// Returned will be a handle to the mesh
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RZ::Renderer::MeshHandle End(void);
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// SetStreamData
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// Stores stream data for one or more vertex fields.
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// streamId: Which field we are setting data for
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// startVertIndex: Which vertex in vertex buffer are we starting at
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// numVerts: How many full verts of data are we processing
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// dataPtr: Incoming data. All data is float based.
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// elementsPerField: How many floats-per-field for this data.
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// NOTE: This is for verification purposes. Positions and
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// Normals are 3 elements. Texture UVs are 2 elements. Colors
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// are 4 elements.
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// stride: The number of bytes from the START of one field to the next on the incoming stream.
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void SetStreamData(VertexType streamId, unsigned int startVertIndex, unsigned int numVerts, const float *dataPtr,
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unsigned int elementsPerField, unsigned int stride);
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// AddPrimitive
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// Adds another primitive to the buffer.
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void AddPrimitive(unsigned int numVerts, unsigned int *vertexIndices);
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private:
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void Reset();
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struct RawVertexData {
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float m_position[3];
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float m_color[4];
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float m_uv[2];
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float m_normal[3];
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};
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typedef std::vector<RawVertexData> RawVertexDataVector;
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typedef std::vector<unsigned int> PrimitiveIndexVector;
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typedef std::vector<std::pair<unsigned int, unsigned int>> PrimitiveDefinitionVector;
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RawVertexDataVector m_rawVertex;
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PrimitiveIndexVector m_rawIndicies;
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PrimitiveDefinitionVector m_rawPrims;
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PrimitiveType m_primType;
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unsigned int m_vertexFlags;
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unsigned int m_numPrims;
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unsigned int m_numVerts;
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bool m_autoGenNormals;
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bool m_isBuilding;
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};
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class OpenGLMesh : public IMeshHandle {
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public:
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// execute the drawing process
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void Draw(void);
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private:
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friend class OpenGLMeshBuilder;
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typedef boost::scoped_array<float> ScopedFloatArray;
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typedef boost::scoped_array<unsigned int> ScopedUIntArray;
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ScopedFloatArray m_arrayPositions;
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ScopedFloatArray m_arrayNormals;
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ScopedFloatArray m_arrayColors;
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ScopedFloatArray m_arrayTexture1;
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ScopedUIntArray m_arrayPrimSizes;
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ScopedUIntArray m_arrayIndices;
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GLenum m_mode;
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unsigned int m_numPrims;
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};
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} // namespace Renderer
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} // namespace RZ
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using namespace RZ;
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using namespace RZ::Renderer;
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void OpenGLMesh::Draw(void) {
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float *ptr;
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// positions
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if (ptr = m_arrayPositions.get()) {
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dglEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, ptr);
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} else {
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dglDisableClientState(GL_VERTEX_ARRAY);
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}
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// colors
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if (ptr = m_arrayColors.get()) {
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dglEnableClientState(GL_COLOR_ARRAY);
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dglColorPointer(4, GL_FLOAT, 0, ptr);
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} else {
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dglDisableClientState(GL_COLOR_ARRAY);
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}
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// normals
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if (ptr = m_arrayNormals.get()) {
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dglEnableClientState(GL_NORMAL_ARRAY);
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dglNormalPointer(3, GL_FLOAT, 0, ptr);
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} else {
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dglDisableClientState(GL_NORMAL_ARRAY);
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}
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// texture
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if (ptr = m_arrayTexture1.get()) {
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oglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
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dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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dglTexCoordPointer(4, GL_FLOAT, 0, ptr);
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} else {
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oglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
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dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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// draw all the primitives
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unsigned int i, indexOffset = 0, *indexList = m_arrayIndices.get();
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for (i = 0; i < m_numPrims; ++i) {
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unsigned int numVerts = m_arrayPrimSizes[i];
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dglDrawElements(m_mode, numVerts, GL_UNSIGNED_INT, &indexList[indexOffset]);
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indexOffset += numVerts;
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}
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}
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OpenGLMeshBuilder::OpenGLMeshBuilder() : m_isBuilding(false) {}
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void OpenGLMeshBuilder::Reset(void) {
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m_isBuilding = false;
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m_rawVertex.clear();
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m_rawIndicies.clear();
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m_rawPrims.clear();
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}
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// Begin
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// Begins the generation of a mesh. You must supply
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// the primitive type, size of the vertex buffer, and
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// the number of primitives.
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// vertexFlags are a combination of VertexType values
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// that represent what data should be stored in the verts.
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void OpenGLMeshBuilder::Begin(PrimitiveType type, unsigned int vertexFlags, unsigned int numPrims,
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unsigned int numVerts, bool autogenNormals) {
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ASSERT(m_isBuilding == false);
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ASSERT(vertexFlags & kPosition); // position must be set
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Reset();
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// initialize
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m_primType = type;
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m_vertexFlags = vertexFlags;
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m_numPrims = numPrims;
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m_numVerts = numVerts;
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m_autoGenNormals = autogenNormals;
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m_isBuilding = true;
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// prepare our data
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m_rawVertex.reserve(m_numVerts);
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m_rawVertex.resize(m_numVerts);
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m_rawPrims.reserve(m_numPrims);
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m_rawIndicies.reserve(m_numPrims * 4); // rough estimate
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}
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// End
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// Ends the build process which will cause the generation of the mesh data.
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// Returned will be a handle to the mesh
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RZ::Renderer::MeshHandle OpenGLMeshBuilder::End(void) {
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// make sure we are building
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ASSERT(m_isBuilding);
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// TODO: auto-generate normals if we are supposed to
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// create a mesh
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OpenGLMesh *glMesh = new OpenGLMesh;
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MeshHandle meshHandle(glMesh);
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// allocate the data
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if (m_vertexFlags & kPosition) {
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glMesh->m_arrayPositions.reset(new float[m_numVerts * 3]);
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}
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if (m_vertexFlags & kNormal) {
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glMesh->m_arrayNormals.reset(new float[m_numVerts * 3]);
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}
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if (m_vertexFlags & kColor) {
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glMesh->m_arrayColors.reset(new float[m_numVerts * 4]);
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}
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if (m_vertexFlags & kTexture1) {
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glMesh->m_arrayTexture1.reset(new float[m_numVerts * 2]);
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}
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glMesh->m_arrayPrimSizes.reset(new unsigned int[m_numPrims]);
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glMesh->m_arrayIndices.reset(new unsigned int[m_rawIndicies.size()]);
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// initialize the data
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unsigned int i;
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for (i = 0; i < m_numVerts; ++i) {
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RawVertexData &rvd = m_rawVertex[i];
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if (m_vertexFlags & kPosition) {
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memcpy(glMesh->m_arrayPositions.get() + (m_numVerts * 3), rvd.m_position, 3 * sizeof(float));
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}
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if (m_vertexFlags & kNormal) {
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memcpy(glMesh->m_arrayNormals.get() + (m_numVerts * 3), rvd.m_normal, 3 * sizeof(float));
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}
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if (m_vertexFlags & kColor) {
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memcpy(glMesh->m_arrayColors.get() + (m_numVerts * 4), rvd.m_color, 4 * sizeof(float));
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}
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if (m_vertexFlags & kTexture1) {
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memcpy(glMesh->m_arrayTexture1.get() + (m_numVerts * 2), rvd.m_uv, 2 * sizeof(float));
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}
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}
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for (i = 0; i < m_numPrims; ++i) {
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glMesh->m_arrayPrimSizes.get()[i] = m_rawPrims[i].second;
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}
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memcpy(glMesh->m_arrayIndices.get(), &m_rawIndicies[0], m_rawIndicies.size() * sizeof(unsigned int));
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switch (m_primType) {
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case kTriangle:
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glMesh->m_mode = GL_TRIANGLES;
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break;
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case kTriangleFan:
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glMesh->m_mode = GL_TRIANGLE_FAN;
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break;
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case kTriangleStrip:
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glMesh->m_mode = GL_TRIANGLE_STRIP;
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break;
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}
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m_numPrims = m_numPrims;
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// we don't need the temporary data anymore
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Reset();
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// return the mesh handle
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return meshHandle;
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}
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// SetStreamData
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// Stores stream data for one or more vertex fields.
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// streamId: Which field we are setting data for
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// startVertIndex: Which vertex in vertex buffer are we starting at
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// numVerts: How many full verts of data are we processing
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// dataPtr: Incoming data. All data is float based.
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// elementsPerField: How many floats-per-field for this data.
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// NOTE: This is for verification purposes. Positions and
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// Normals are 3 elements. Texture UVs are 2 elements. Colors
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// are 4 elements.
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// stride: The number of bytes from the START of one field to the next on the incoming stream.
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void OpenGLMeshBuilder::SetStreamData(VertexType streamId, unsigned int startVertIndex, unsigned int numVerts,
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const float *dataPtr, unsigned int elementsPerField, unsigned int stride) {
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// make sure we are building
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ASSERT(m_isBuilding);
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// make sure one, and only one, bit is set in the stream Id
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ASSERT((streamId != 0) && ((streamId & (streamId - 1)) == 0));
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// make sure it is expected
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ASSERT(streamId & m_vertexFlags);
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// make sure we don't go beyond our vertex limit
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ASSERT(((startVertIndex + numVerts) <= m_numVerts));
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// check input pointers
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ASSERT(dataPtr != NULL);
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ASSERT(stride != 0);
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unsigned int offset = 0;
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switch (streamId) {
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case kPosition:
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offset = 0;
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ASSERT(elementsPerField == 3);
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break;
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case kColor:
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offset = 3;
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ASSERT(elementsPerField == 4);
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break;
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case kTexture1:
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offset = 7;
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ASSERT(elementsPerField == 2);
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break;
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case kNormal:
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offset = 9;
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ASSERT(elementsPerField == 3);
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break;
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}
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// start looping through and updating the verts
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unsigned int vertIdx;
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for (vertIdx = 0; vertIdx < numVerts;
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++vertIdx, dataPtr = (const float *)(((const unsigned char *)dataPtr) + stride)) {
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// get to the vert
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RawVertexData &rvd = m_rawVertex[vertIdx + startVertIndex];
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float *rawFloat = &rvd.m_position[0];
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// fill in the data
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memcpy(rawFloat, dataPtr, elementsPerField * sizeof(float));
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}
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}
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// AddPrimitive
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// Adds another primitive to the buffer.
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void OpenGLMeshBuilder::AddPrimitive(unsigned int numVerts, unsigned int *vertexIndices) {
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// make sure we are building
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ASSERT(m_isBuilding);
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// don't blow the buffer
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ASSERT(m_rawPrims.size() < m_numPrims);
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// check input pointers
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ASSERT(vertexIndices != NULL);
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ASSERT(numVerts >= 3);
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// what is the index offset?
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unsigned int indexOffset = m_rawIndicies.size();
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// add all the vertex indices
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unsigned int i;
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for (i = 0; i < numVerts; ++i) {
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unsigned int index = vertexIndices[i];
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ASSERT(index < m_numVerts);
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m_rawIndicies.push_back(index);
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}
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// add the primitive
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m_rawPrims.push_back(std::pair<unsigned int, unsigned int>(numVerts, indexOffset));
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}
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RZ::Renderer::IMeshBuilder *rend_CreateMeshBuilder(void) { return new RZ::Renderer::OpenGLMeshBuilder; }
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#endif
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