194 lines
5.6 KiB
C++
194 lines
5.6 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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#ifndef __EGE_MESH_H__
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#define __EGE_MESH_H__
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#include <etk/types.h>
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#include <etk/Hash.h>
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#include <ewol/resource/Resource.h>
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#include <ewol/resource/Image.h>
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#include <ewol/resource/Shader.h>
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#include <ewol/resource/Program.h>
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#include <ewol/resource/VirtualBufferObject.h>
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#include <ege/Light.h>
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#include <ege/Material.h>
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#include <ege/physicsShape/PhysicsShape.h>
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// 3 "float" elements
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#define MESH_VBO_VERTICES (0)
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// 2 "float" elements
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#define MESH_VBO_TEXTURE (1)
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// 3 "float" elements
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#define MESH_VBO_VERTICES_NORMAL (2)
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// Face normal position :
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#define MESH_VBO_FACE_NORMAL (3)
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// 4 "float" elements
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#define MESH_VBO_COLOR (4)
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namespace ege {
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/**
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* @not-in-doc
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*/
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class Face {
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public:
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int32_t m_vertex[3];
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int32_t m_uv[3];
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int32_t m_normal[3];
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public:
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Face() {};
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Face(int32_t v1, int32_t t1,
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int32_t v2, int32_t t2,
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int32_t v3, int32_t t3) {
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m_vertex[0] = v1;
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m_vertex[1] = v2;
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m_vertex[2] = v3;
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m_uv[0] = t1;
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m_uv[1] = t2;
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m_uv[2] = t3;
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m_normal[0] = -1;
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m_normal[1] = -1;
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m_normal[2] = -1;
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};
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Face(int32_t v1, int32_t t1, int32_t n1,
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int32_t v2, int32_t t2, int32_t n2,
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int32_t v3, int32_t t3, int32_t n3) {
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m_vertex[0] = v1;
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m_vertex[1] = v2;
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m_vertex[2] = v3;
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m_uv[0] = t1;
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m_uv[1] = t2;
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m_uv[2] = t3;
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m_normal[0] = n1;
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m_normal[1] = n2;
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m_normal[2] = n3;
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};
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};
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/**
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* @not-in-doc
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*/
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class FaceIndexing {
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public:
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std::vector<Face> m_faces;
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std::vector<uint32_t> m_index;
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};
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namespace resource {
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class Mesh : public ewol::Resource {
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public:
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/**
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* @not-in-doc
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*/
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enum normalMode {
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normalModeNone,
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normalModeFace,
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normalModeVertex,
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};
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protected:
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enum normalMode m_normalMode; // select the normal mode of display
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bool m_checkNormal; //!< when enable, this check the normal of the mesh before sending it at the 3d card
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protected:
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ewol::resource::Program* m_GLprogram;
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int32_t m_GLPosition;
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int32_t m_GLMatrix;
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int32_t m_GLMatrixPosition;
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int32_t m_GLNormal;
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int32_t m_GLtexture;
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int32_t m_bufferOfset;
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int32_t m_numberOfElments;
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MaterialGlId m_GLMaterial;
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ege::Light m_light;
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protected:
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std::vector<vec3> m_listVertex; //!< List of all vertex in the element
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std::vector<vec2> m_listUV; //!< List of all UV point in the mesh (for the specify texture)
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std::vector<vec3> m_listFacesNormal; //!< List of all Face normal, when calculated
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std::vector<vec3> m_listVertexNormal; //!< List of all Face normal, when calculated
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etk::Hash<FaceIndexing> m_listFaces; //!< List of all Face for the mesh
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etk::Hash<ege::Material*> m_materials;
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std::vector<ege::PhysicsShape*> m_physics; //!< collision shape module ... (independent of bullet lib)
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protected:
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ewol::resource::VirtualBufferObject* m_verticesVBO;
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protected:
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Mesh(const std::string& _fileName, const std::string& _shaderName="DATA:textured3D2.prog");
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virtual ~Mesh();
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public:
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virtual void draw(mat4& _positionMatrix, bool _enableDepthTest=true, bool _enableDepthUpdate=true);
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virtual void draw(mat4& _positionMatrix,
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const etk::Color<float>& _mainColor,
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bool _enableDepthTest = true,
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bool _enableDepthUpdate = true) {
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draw(_positionMatrix, _enableDepthTest, _enableDepthUpdate);
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}
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void generateVBO();
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private:
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void calculateNormaleFace();
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void calculateNormaleEdge();
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public :
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void createViewBox(const std::string& _materialName,float _size=1.0);
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private:
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bool loadOBJ(const std::string& _fileName);
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bool loadEMF(const std::string& _fileName);
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public:
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void addMaterial(const std::string& _name, ege::Material* _data);
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public:
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/**
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* @brief set the check of normal position befor sending it to the openGl card
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* @param[in] _status New state.
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*/
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void setCheckNormal(bool _status) {
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m_checkNormal=_status;
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};
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/**
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* @brief get the check value of normal position befor sending it to the openGl card
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* @return get the chcking stus of normal or not
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*/
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bool getCheckNormal() {
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return m_checkNormal;
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};
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const std::vector<ege::PhysicsShape*>& getPhysicalProperties() const {
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return m_physics;
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};
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private:
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void* m_pointerShape; //!< all mesh have a basic shape (bullet or other) the void pointer mermit to not depent on the bullet lib
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public:
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/**
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* @brief set the shape pointer (no type == > user might know it ...)
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* @param[in] _shape The new shape (this remove the previous one)
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*/
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void setShape(void* _shape);
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/**
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* @brief get the pointer on the shame (no type)
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* @return Pointer on shape.
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*/
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void* getShape() {
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return m_pointerShape;
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};
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private:
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void (*m_functionFreeShape)(void* _pointer);
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public:
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void setFreeShapeFunction(void (*_functionFreeShape)(void* _pointer)) {
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m_functionFreeShape = _functionFreeShape;
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};
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public:
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/**
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* @brief keep the resource pointer.
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* @note Never free this pointer by your own...
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* @param[in] _filename Name of the ewol mesh file.
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* @return pointer on the resource or NULL if an error occured.
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*/
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static ege::resource::Mesh* keep(const std::string& _meshname);
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/**
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* @brief release the keeped resources
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* @param[in,out] reference on the object pointer
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*/
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static void release(ege::resource::Mesh*& _object);
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};
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};
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};
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#endif
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