RenderingMesh* COLRenderWidget::createRenderingMesh(Mesh* mesh)
{
	Matrix4 fModelMat = Matrix4::Identity;

	MeshFrame* frame = mesh->getFrame();

	if (frame) {
		fModelMat = fModelMat * frame->getAbsoluteModelMatrix();
	}

	RenderingPrimitiveFormat rpf;

	switch (mesh->getVertexFormat()) {
	case VertexFormatPoints:
		rpf = RenderingPrimitivePoints;
		break;
	case VertexFormatLines:
		rpf = RenderingPrimitiveLines;
		break;
	case VertexFormatTriangles:
		rpf = RenderingPrimitiveTriangles;
		break;
	case VertexFormatTriangleStrips:
		rpf = RenderingPrimitiveTriangleStrip;
		break;
	}

	//uint32_t flags = RenderingMesh::EnableShaderPluginUniformBuffers | RenderingMesh::HasTransparency;
	uint32_t flags = RenderingMesh::EnableShaderPluginUniformBuffers;

	DefaultRenderingMesh* rm = new DefaultRenderingMesh (
			rpf,
			flags,
			mesh->getVertexCount(), 0, NULL, 0,
			mesh->getDataBuffer(), mesh->getIndexBuffer(),
			mesh->getVertexOffset(), mesh->getVertexStride(),
			mesh->getSubmeshIDOffset(), mesh->getSubmeshIDStride(),
			mesh->getNormalOffset(), mesh->getNormalStride(),
			mesh->getTexCoordOffset(), mesh->getTexCoordStride(),
			mesh->getVertexColorOffset(), mesh->getVertexColorStride(),
			-1, 0,
			-1, 0
			);

	rm->setModelMatrix(fModelMat);


	for (Mesh::SubmeshIterator sit = mesh->getSubmeshBegin() ; sit != mesh->getSubmeshEnd() ; sit++) {
		Submesh* submesh = *sit;

		Material* mat = submesh->getMaterial();

		GLuint oglTex = 0;

		uint8_t r = 255;
		uint8_t g = 255;
		uint8_t b = 255;
		uint8_t a = 255;

		if (mat) {
			mat->getColor(r, g, b, a);
		}

		RenderingSubmesh* sm = new RenderingSubmesh(rm, submesh->getIndexCount(), submesh->getIndexOffset(), oglTex);

		sm->setMaterialColor(r, g, b, a);
	}

	return rm;
}
Esempio n. 2
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void Mesh::link()
{
	if (isLinked)
		return;


	// Build the data buffer

	size_t numSubmeshes = submeshes.size();

	glBindBuffer(GL_ARRAY_BUFFER, dataBuffer);
	char* bufData = (char*) glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);

	char* newData = new char[dataBufferSingleSize * numSubmeshes];

	for (uint8_t i = 0 ; i < numSubmeshes ; i++) {
		memcpy(newData + i*dataBufferSingleSize, bufData, dataBufferSingleSize);

		if (submeshIDOffs != -1) {
			for (size_t j = 0 ; j < vertexCount ; j++) {
				newData[i*dataBufferSingleSize + submeshIDOffs + j*submeshIDStride] = i;
			}
		}
	}

	glUnmapBuffer(GL_ARRAY_BUFFER);

	glBufferData(GL_ARRAY_BUFFER, dataBufferSingleSize * numSubmeshes, newData, GL_STATIC_DRAW);

	delete[] newData;


	// Build the index buffer

	if (indexBuffer == 0)
		glGenBuffers(1, &indexBuffer);

	bool hasCompiledSubmeshes = false;
	//GLuint bufSize = 0;
	size_t numIndices = 0;

	for (SubmeshIterator it = submeshes.begin() ; it != submeshes.end() ; it++) {
		Submesh* submesh = *it;

		if (submesh->isLinked())
			hasCompiledSubmeshes = true;

		numIndices += submesh->getIndexCount();
	}

	uint32_t* newIndices = new uint32_t[numIndices];

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);

	uint32_t* oldIndices;

	if (hasCompiledSubmeshes)
		oldIndices = (uint32_t*) glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);

	size_t offset = 0;
	for (SubmeshIterator it = submeshes.begin() ; it != submeshes.end() ; it++) {
		Submesh* submesh = *it;

		int ic = submesh->getIndexCount();

		if (submesh->isLinked()) {
			memcpy(newIndices + offset, oldIndices + submesh->getIndexOffset(), ic*4);
		} else {
			memcpy(newIndices + offset, submesh->indices, ic*4);
		}

		submesh->setLinked(offset);

		offset += ic;
	}

	if (hasCompiledSubmeshes)
		glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);

	glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*4, newIndices, GL_STATIC_DRAW);

	delete[] newIndices;

	isLinked = true;
}