Files
Descent3/renderer/SoftwareOpenGLMeshBuilder.cpp
Kevin Bentley df209742fc Initial import
2024-04-15 21:43:29 -06:00

372 lines
10 KiB
C++

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