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2025-07-14 11:34:38 +08:00

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C++

/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "tango-gl/mesh.h"
#include "tango-gl/shaders.h"
namespace tango_gl {
Mesh::Mesh() {
render_mode_ = GL_TRIANGLES;
}
Mesh::Mesh(GLenum render_mode) {
render_mode_ = render_mode;
}
void Mesh::SetShader() {
DrawableObject::SetShader();
// Default mode set to no lighting.
is_lighting_on_ = false;
// Default mode set to without bounding box detection.
is_bounding_box_on_ = false;
}
void Mesh::SetShader(bool is_lighting_on) {
if (is_lighting_on) {
shader_program_ =
util::CreateProgram(shaders::GetShadedVertexShader().c_str(),
shaders::GetBasicFragmentShader().c_str());
if (!shader_program_) {
LOGE("Could not create program.");
}
uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp");
uniform_mv_mat_ = glGetUniformLocation(shader_program_, "mv");
uniform_light_vec_ = glGetUniformLocation(shader_program_, "lightVec");
uniform_color_ = glGetUniformLocation(shader_program_, "color");
attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex");
attrib_normals_ = glGetAttribLocation(shader_program_, "normal");
is_lighting_on_ = true;
// Set a defualt direction for directional light.
light_direction_ = glm::vec3(-1.0f, -3.0f, -1.0f);
light_direction_ = glm::normalize(light_direction_);
} else {
SetShader();
}
}
void Mesh::SetBoundingBox(){
// Traverse all the vertices to define an axis-aligned
// bounding box for this mesh, needs to be called after SetVertices().
if(vertices_.size()==0){
LOGE("Please set up vertices first!");
return;
}
is_bounding_box_on_ = true;
bounding_box_ = new BoundingBox(vertices_);
}
void Mesh::SetLightDirection(const glm::vec3& light_direction) {
light_direction_ = light_direction;
}
bool Mesh::IsIntersecting(const Segment& segment) {
// If there is no bounding box defined based on all vertices,
// we can not calculate intersection.
if (!is_bounding_box_on_) {
LOGE("Mesh::IsIntersecting, bounding box is not available.");
return false;
}
return bounding_box_->IsIntersecting(segment, GetRotation(),
GetTransformationMatrix());
}
void Mesh::Render(const glm::mat4& projection_mat,
const glm::mat4& view_mat) const {
glUseProgram(shader_program_);
glm::mat4 model_mat = GetTransformationMatrix();
glm::mat4 mv_mat = view_mat * model_mat;
glm::mat4 mvp_mat = projection_mat * mv_mat;
glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
glUniform4f(uniform_color_, red_, green_, blue_, alpha_);
if (is_lighting_on_) {
glUniformMatrix4fv(uniform_mv_mat_, 1, GL_FALSE, glm::value_ptr(mv_mat));
glEnableVertexAttribArray(attrib_normals_);
glVertexAttribPointer(attrib_normals_, 3, GL_FLOAT, GL_FALSE,
3 * sizeof(GLfloat), &normals_[0]);
glm::vec3 light_direction = glm::mat3(view_mat) * light_direction_;
glUniform3fv(uniform_light_vec_, 1, glm::value_ptr(light_direction));
}
glEnableVertexAttribArray(attrib_vertices_);
if (!indices_.empty()) {
glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE,
3 * sizeof(GLfloat), vertices_.data());
glDrawElements(render_mode_, indices_.size(), GL_UNSIGNED_SHORT,
indices_.data());
} else {
glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE,
3 * sizeof(GLfloat), &vertices_[0]);
glDrawArrays(render_mode_, 0, vertices_.size() / 3);
}
glDisableVertexAttribArray(attrib_vertices_);
if (is_lighting_on_) {
glDisableVertexAttribArray(attrib_normals_);
}
glUseProgram(0);
}
} // namespace tango_gl