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