コード例 #1
0
void Mesh::construct()
{
	if (!m_material || !m_geometry) {
		return;
	}

	destruct();

	glGenVertexArrays(1, &m_vertexArray);
	glBindVertexArray(m_vertexArray);

	// Fill vertex position data
	glGenBuffers(1, &m_vertexBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);

	VertexList vertices = m_geometry->vertices();
	glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);

	glVertexAttribPointer((GLint)ShaderAttribute::VertexPosition, 3, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
	glEnableVertexAttribArray((GLint)ShaderAttribute::VertexPosition);

	// Fill UV vertex data
	if (m_geometry->uvCount()) {
		glGenBuffers(1, &m_textureCoordinatesBuffer);
		glBindBuffer(GL_ARRAY_BUFFER, m_textureCoordinatesBuffer);

		UVList uvs = m_geometry->uvs();
		glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), uvs.data(), GL_STATIC_DRAW);

		glVertexAttribPointer((GLint)ShaderAttribute::VertexTextureCoordinates, 2, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
		glEnableVertexAttribArray((GLint)ShaderAttribute::VertexTextureCoordinates);
	}

	// Fill vertex normal data
	if (m_geometry->normalCount()) {
		glGenBuffers(1, &m_vertexNormalsBuffer);
		glBindBuffer(GL_ARRAY_BUFFER, m_vertexNormalsBuffer);

		VertexList normals = m_geometry->normals();
		glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);

		glVertexAttribPointer((GLint)ShaderAttribute::VertexNormals, 3, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
		glEnableVertexAttribArray((GLint)ShaderAttribute::VertexNormals);
	}

	// Fill index buffer
	glGenBuffers(1, &m_indexBuffer);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer);

	IndexList indices = m_geometry->indices();
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint32_t), indices.data(), GL_STATIC_DRAW);

	glBindVertexArray(0);

	m_dirty = false;
}
コード例 #2
0
void GeometryExportFile::writeSprite( Object *o, ofstream &out )
{

   //  out << "OBJECT poly"<<endl;
    out << "  WORLD (" << endl;
    out << "  TEXTURES (" << endl;
    out << "    MAX_TEXTURES (10)" << endl;
    out << "    TEXTURE 'abstract_a032.gif' ()" << endl;
    out << "    TEXTURE 'andrew_wood.gif' ()" << endl;
    out << "    TEXTURE 'sydney.gif' ()" << endl;
    out << "    TEXTURE 'bla.png' ()" << endl;
    out << "    TEXTURE 'bla2.gif' ()" << endl;
    out << "  )" << endl;


   // Don't know how to get the name.
    out << "SPRITE 'sydney'(" << endl;


   // Add the texture.
   // We also need to add the texture to the top of the world file.
    TextureMaterial *tm = o->getTextureMaterial();

    if(tm != 0 && tm->texture != 0)
    {
      // Need to get the file name that the image will be in CS's VFS.
      //    out << "TEXNR('"<<tm->texture->getFilename()->ascii()\
      //      << "')" <<endl;
        out << "TEXNR('bla2.gif')" << endl;

    }

   // Write the frames.  err... "frame".  We done needs verts, and
   //  uv coordinates.

   // We are going to waste some vertices here.
   //
   // We are going to add an extra set of vertices
   //
   // for each face:
   //   add to the new vertex list, the vertices in the face.
   //   add to the new uv coords list, the uvs for the face.
   //
   // The triangle list will be made by consecutively using three vertices
   //  from the list of vertices.


    VertexList *vlist = o->getVerts();

    UVList *uvlist = o->getUVs();

    vector<Vector4> new_vert_list;

    vector<Vector4> new_uv_list;



    int num_verts = ( int ) vlist->size();

    int num_uvs = ( int ) uvlist->size();

   //DEBUG
   //  out << "num_verts is:" << num_verts << " num_uvs is:" << num_uvs <<endl;


    int num_faces = ( int ) o->numFaces();

    int tris = -1;


    for(int i = 0; i < num_faces; i++)
    {
        Face *face = o->getFace( i );
        vector<int> *face_vlist = face->getVerts();
        vector<int> *face_uvlist = face->getUVs();


        int v_size = ( int ) face_vlist->size();
        int uv_size = ( int ) face_uvlist->size();

        for(int ii = 0; ii < uv_size; ii++)
        {
            new_uv_list.push_back( face->getParentObject() ->getUVCoord(
                                                                       ( *face_uvlist ) [ ii ] ) ->getPosition() );
        }

        for(int ii = 0; ii < v_size; ii++)
        {
            new_vert_list.push_back( face->getParentObject() ->getVertex(
                                                                        ( *face_vlist ) [ ii ] ) ->getPosition() );
        }
    }


   // write out the frames... er just one frame for now.

   // DEBUG
   //  out << "new_vert_list size:" << new_vert_list.size() << endl;
   //  out << "new_uv_list size:" << new_uv_list.size() << endl;

   // Just place the name of the frame for now.
    out << "FRAME 'stand1' (";

    for(uint i = 0; i < new_vert_list.size(); i++)
    {
        out << "V(" << new_vert_list[ i ].x << "," << new_vert_list[ i ].y << ",";

      // The z axis are oposite for I3D and CS.
        out << new_vert_list[ i ].z * -1 << ":";
      // Have to convert systems, as cs uses x = 0, y = 0 at top left.
      //  Inovation 3d uses bottom left.
        out << new_uv_list[ i ].x << "," << ( 1.0 - new_uv_list[ i ].y ) << ")";
        out << endl;
    }

    out << ")" << endl;

   // write out the list of triangles.
    for(int i = 0; i < new_vert_list.size(); i += 3)
    {
        out << "TRIANGLE(" << i + 2 << "," << i + 1 << "," << i << ")" << endl;
    }


}