Esempio n. 1
0
void Cal3dModel::renderMesh(bool useTextures, bool useLighting, bool select_mode) {
  // get the renderer of the model
  CalRenderer *pCalRenderer = m_calModel->getRenderer();
  assert(pCalRenderer !=  NULL);

  // We let open gl do this, so no need to do it twice
  pCalRenderer->setNormalization(false);

  // begin the rendering loop
  if (!pCalRenderer->beginRendering()) {
    // Some kind of error here!
    return;
  }

  // get the number of meshes
  int meshCount = pCalRenderer->getMeshCount();
  int numSubMeshes = 0;
  for (int i = 0; i < meshCount; ++i) {
    numSubMeshes += pCalRenderer->getSubmeshCount(i);
  }
  m_dos.resize(numSubMeshes);

  int counter = -1;
  // render all meshes of the model
  for(int meshId = 0; meshId < meshCount; ++meshId)  {
    // get the number of submeshes
    int submeshCount = pCalRenderer->getSubmeshCount(meshId);

    // render all submeshes of the mesh
    for(int submeshId = 0; submeshId < submeshCount; ++submeshId) {
      // select mesh and submesh for further data access
      if(pCalRenderer->selectMeshSubmesh(meshId, submeshId)) {

        DynamicObject* dyno = m_dos[++counter];
        if (!dyno) {
          dyno = new DynamicObject();
          dyno->init();
          dyno->contextCreated();
          m_dos[counter] = dyno;

          // Lets assume this doesn't change
          static unsigned char meshColor[4];
          static float ambient[4];
          static float diffuse[4];
          static float specular[4];
          static float shininess;

          pCalRenderer->getAmbientColor(&meshColor[0]);
          ambient[0] = meshColor[0] / 255.0f;
          ambient[1] = meshColor[1] / 255.0f;
          ambient[2] = meshColor[2] / 255.0f;
          ambient[3] = meshColor[3] / 255.0f;
          dyno->setAmbient(ambient);

          // set the material diffuse color
          pCalRenderer->getDiffuseColor(&meshColor[0]);
          diffuse[0] = meshColor[0] / 255.0f;
          diffuse[1] = meshColor[1] / 255.0f;
          diffuse[2] = meshColor[2] / 255.0f;
          diffuse[3] = 1.0f;//meshColor[3] / 255.0f;
          dyno->setDiffuse(diffuse);

          // set the material specular color
          pCalRenderer->getSpecularColor(&meshColor[0]);
          specular[0] = meshColor[0] / 255.0f;
          specular[1] = meshColor[1] / 255.0f;
          specular[2] = meshColor[2] / 255.0f;
          specular[3] = meshColor[3] / 255.0f;
          dyno->setSpecular(specular);

          dyno->setEmission(0.0f, 0.0f, 0.0f,0.0f);

          shininess = pCalRenderer->getShininess();
          dyno->setShininess(shininess);

          dyno->getMatrix().rotateZ(-m_rotate / 180.0 * WFMath::Pi);

          dyno->setState(m_state);
          dyno->setSelectState(m_select_state);
          dyno->setUseStencil(m_use_stencil);

        }

        // get the transformed vertices of the submesh
        int vertexCount = pCalRenderer->getVertexCount();
        bool realloc = false;
        float *vertex_ptr, *normal_ptr, *texture_ptr;
        int textureCoordinateCount = 0;

        if (vertexCount > dyno->getNumPoints()) {
          realloc = true;
          vertex_ptr = dyno->createVertexData(vertexCount * 3);  
          pCalRenderer->getVertices(vertex_ptr);
          dyno->releaseVertexDataPtr();

          normal_ptr = dyno->createNormalData(vertexCount * 3);  
          pCalRenderer->getNormals(normal_ptr);
          dyno->releaseNormalDataPtr();
        } else {
          vertex_ptr = dyno->getVertexDataPtr();
          pCalRenderer->getVertices(vertex_ptr);
          dyno->releaseVertexDataPtr();

          normal_ptr = dyno->getNormalDataPtr();
          pCalRenderer->getNormals(normal_ptr);
          dyno->releaseNormalDataPtr();
        }

        int faceCount = pCalRenderer->getFaceCount();

        if (faceCount > 0) {
          int *face_ptr;
          if (faceCount > dyno->getNumFaces()) {
            face_ptr = dyno->createIndices(faceCount * 3);
          } else {
            face_ptr = dyno->getIndicesPtr();
          }
          pCalRenderer->getFaces(face_ptr);
          dyno->releaseIndicesPtr();

          dyno->setNumFaces(faceCount);
        }

        dyno->setNumPoints(vertexCount);

        // There are several situations that can happen here. 
        // Model with/without texture coordinates
        // Model with/without texture maps
        // Model with/without texture mas name defined
        // Each model can be a mixture of the above. We want objects with
        // textures and texture coords.
        bool mapDataFound = false;


        std::vector<std::vector<CalCoreSubmesh::TextureCoordinate> > & vectorvectorTextureCoordinate =
            m_calModel->getVectorMesh()[meshId]->getSubmesh(submeshId)->getCoreSubmesh()->getVectorVectorTextureCoordinate();

        // check if the map id is valid
        if ( vectorvectorTextureCoordinate.size() > 0) {
          textureCoordinateCount = vectorvectorTextureCoordinate[0].size();
        }


        if((pCalRenderer->getMapCount() > 0) && (textureCoordinateCount > 0)) {
          for (int i = 0; i < pCalRenderer->getMapCount(); ++i) {
            MapData *md = reinterpret_cast<MapData*>
                                          (pCalRenderer->getMapUserData(i));
            if (md) {
              dyno->setTexture(i, md->textureID, md->textureMaskID);
              mapDataFound = true;
            } else {
              // Can't have a missing texture map between units.
              break; 
            }
          }
        }

        if (mapDataFound){
          if (realloc) {
            texture_ptr = dyno->createTextureData(vertexCount * 2);
            textureCoordinateCount = pCalRenderer->getTextureCoordinates(0, texture_ptr);
            dyno->releaseTextureDataPtr();
          } else {
            texture_ptr = dyno->getTextureDataPtr();
            textureCoordinateCount = pCalRenderer->getTextureCoordinates(0, texture_ptr);
            dyno->releaseTextureDataPtr();
          }
          if (textureCoordinateCount == -1) {
            // Need to ignore the texture buffer
          }
//          assert(textureCoordinateCount == vertexCount);
        }
      }
    }
  }
  pCalRenderer->endRendering();
}