220 lines
6.7 KiB
C
220 lines
6.7 KiB
C
/*
|
|
* PVVMUD a 3D MUD
|
|
* Copyright (C) 1998-1999 Programvareverkstedet (pvv@pvv.org)
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*
|
|
*/
|
|
#include "pvvmud.H"
|
|
#include "glgeometry.H"
|
|
|
|
|
|
/*******************************************************************************
|
|
*
|
|
* Constructor for ObjectGeometry
|
|
*
|
|
******************************************************************************/
|
|
|
|
CGLGeometry::CGLGeometry( int objectGeometryId )
|
|
:CGeometry( objectGeometryId )
|
|
{
|
|
|
|
}
|
|
|
|
CGLGeometry::CGLGeometry( int objectGeometryId, int numVertices,
|
|
int numNormals, int numTexCoords, int numPolygons )
|
|
:CGeometry( objectGeometryId, numVertices, numNormals,
|
|
numTexCoords, numPolygons)
|
|
{
|
|
|
|
}
|
|
|
|
/*******************************************************************************
|
|
*
|
|
* Destructor for ObjectGeometry
|
|
*
|
|
******************************************************************************/
|
|
CGLGeometry::~CGLGeometry(){
|
|
}
|
|
|
|
|
|
/*******************************************************************************
|
|
*
|
|
* Draw ObjectGeometry
|
|
*
|
|
******************************************************************************/
|
|
|
|
int CGLGeometry::draw( CMaterialCache * matCache,
|
|
CTextureCache * texCache ){
|
|
|
|
int pp,ii;
|
|
CPolygon * polygon;
|
|
CIntArray *normalIndex,*vertexIndex,*texCoordIndex;
|
|
int numVertex, numNormal, numTexCoord;
|
|
// CNormal * normal;
|
|
// CVertex * vertex;
|
|
// CTexCoord * texCoord;
|
|
CMaterial * mat;
|
|
|
|
for (pp = 0; pp < this->polygonList->getNumElements(); pp ++){
|
|
|
|
polygon = this->polygonList->get( pp );
|
|
numVertex = polygon->getVertexIList()->getNumElements();
|
|
numNormal = polygon->getNormalIList()->getNumElements();
|
|
numTexCoord = polygon->getTexCoordIList()->getNumElements();
|
|
mat = matCache->get( polygon->getMaterial() );
|
|
if (mat == NULL){
|
|
mat = matCache->get( 0 );
|
|
// cdebug(stderr,"Using default material %i for object %i\n",polygon->getMaterial(),id);
|
|
}
|
|
if (mat != NULL) mat->exec( texCache );
|
|
// else cdebug(stderr,"Failed to find material!\n");
|
|
|
|
vertexIndex = polygon->getVertexIList();//->getIndex();
|
|
normalIndex = polygon->getNormalIList();//->getIndex();
|
|
texCoordIndex = polygon->getTexCoordIList();//->getIndex();
|
|
//vertex = this->vertexList->getVertex();
|
|
//normal = this->normalList->getNormal();
|
|
//texCoord = this->texCoordList->getTexCoord();
|
|
|
|
glBegin( (GLenum)polygon->getType() );
|
|
|
|
switch ( polygon->getType() ){
|
|
case POLYGON_POLYGON:
|
|
case POLYGON_QUAD_STRIP:
|
|
case POLYGON_TRIANGLE_STRIP:
|
|
case POLYGON_TRIANGLE_FAN:
|
|
|
|
|
|
|
|
if (numVertex == numNormal) {
|
|
// One normal for each vertex
|
|
if (numVertex == numTexCoord){
|
|
// Texture Coordinates
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glNormal3dv(normalList->get(normalIndex->get(ii)));
|
|
glTexCoord2dv(texCoordList->get(texCoordIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(texCoordIndex->get(ii)));
|
|
}
|
|
} else {
|
|
// No texture coordinates
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glNormal3dv(normalList->get(normalIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(texCoordIndex->get(ii)));
|
|
}
|
|
}
|
|
} else {
|
|
// One normal for object
|
|
if (numVertex == numTexCoord){
|
|
// Texture Coordinates
|
|
glNormal3dv(normalList->get(0));
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glTexCoord2dv(texCoordList->get(texCoordIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(texCoordIndex->get(ii)));
|
|
}
|
|
} else {
|
|
// No texture coordinates
|
|
glNormal3dv(normalList->get(0));
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glVertex3dv(vertexList->get(texCoordIndex->get(ii)));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case POLYGON_QUADS:
|
|
|
|
if (numVertex == numNormal) {
|
|
// One normal for each vertex
|
|
if (numNormal == numTexCoord){
|
|
// Texture Coordinates
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glNormal3dv(normalList->get(normalIndex->get(ii)));
|
|
glTexCoord2dv(texCoordList->get(normalIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
} else {
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glNormal3dv(normalList->get(normalIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
}
|
|
} else {
|
|
// One normal for each quad
|
|
if (numVertex == numTexCoord){
|
|
// Texture Coordinates
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
if (ii%4 == 0) glNormal3dv(normalList->get(normalIndex->get(ii/4)));
|
|
glTexCoord2dv(texCoordList->get(texCoordIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
} else {
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
if (ii%4 == 0) glNormal3dv(normalList->get(normalIndex->get(ii/4)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case POLYGON_TRIANGLES:
|
|
|
|
if (numVertex == numNormal) {
|
|
// One normal for each vertex
|
|
if (numVertex == numTexCoord){
|
|
// Texture Coordinates
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glNormal3dv(normalList->get(normalIndex->get(ii)));
|
|
glTexCoord2dv(texCoordList->get(texCoordIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
} else {
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
glNormal3dv(normalList->get(normalIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
}
|
|
} else {
|
|
// One normal for each triangle
|
|
if (numVertex == numNormal){
|
|
// Texture Coordinates
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
if (ii%3 == 0) glNormal3dv(normalList->get(normalIndex->get(ii/3)));
|
|
glTexCoord2dv(texCoordList->get(texCoordIndex->get(ii)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
} else {
|
|
for (ii = 0; ii < numVertex; ii++){
|
|
if (ii%3 == 0) glNormal3dv(normalList->get(normalIndex->get(ii/3)));
|
|
glVertex3dv(vertexList->get(vertexIndex->get(ii)));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
glEnd( );
|
|
|
|
}
|
|
|
|
if (next != NULL) {
|
|
next->draw( matCache, texCache );
|
|
}
|
|
|
|
|
|
return TRUE;
|
|
}
|
|
|