[DEV] change the mesh properties and add a basic subdivider

This commit is contained in:
Edouard DUPIN 2013-03-02 12:02:15 +01:00
parent c53664d973
commit 71aefe981c
13 changed files with 369 additions and 110 deletions

View File

@ -15,7 +15,6 @@ varying vec2 f_texcoord;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord2d, 0.0, 1.0);
// set texture output coord
f_texcoord = EW_texture2d;
// set output color :

View File

@ -14,7 +14,6 @@ varying vec2 f_texcoord;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord3d, 1.0);
// set texture output coord
f_texcoord = EW_texture2d;
// set output color :

View File

@ -10,5 +10,4 @@ varying vec2 f_texcoord;
void main(void) {
gl_FragColor = texture2D(EW_texID, f_texcoord);
//gl_FragColor = vec4(1.0,1.0,0.2,0.6);
}

View File

@ -12,7 +12,6 @@ varying vec2 f_texcoord;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord3d, 1.0);
// set texture output coord
f_texcoord = EW_texture2d;
}

2
external/etk vendored

@ -1 +1 @@
Subproject commit 951a94c0d9cb72b558f0152e76dd44c2b2818791
Subproject commit 79fdf1119cf3edf34d842ff26a840c2677adbdfa

View File

@ -310,6 +310,7 @@ bool ewol::resource::Keep(const etk::UString& filename, ewol::TextureFile*& obje
if (NULL != object) {
return true;
}
EWOL_INFO(" ==> create new one...");
// need to crate a new one ...
object = new ewol::TextureFile(TmpFilename, filename, size2);
if (NULL == object) {
@ -328,7 +329,23 @@ bool ewol::resource::Keep(const etk::UString& filename, ewol::MeshObj*& object)
}
object = new ewol::MeshObj(filename);
if (NULL == object) {
EWOL_ERROR("allocation error of a resource : ??Mesh.obj??");
EWOL_ERROR("allocation error of a resource : ??Mesh.obj??" << filename);
return false;
}
LocalAdd(object);
return true;
}
bool ewol::resource::Keep(const etk::UString& meshName, ewol::Mesh*& object)
{
object = static_cast<ewol::Mesh*>(LocalKeep(meshName));
if (NULL != object) {
return true;
}
object = new ewol::Mesh(meshName);
if (NULL == object) {
EWOL_ERROR("allocation error of a resource : ??Mesh??" << meshName);
return false;
}
LocalAdd(object);
@ -434,6 +451,7 @@ void ewol::resource::Release(ewol::Texture*& object)
void ewol::resource::Release(ewol::TextureFile*& object)
{
ewol::Resource* object2 = static_cast<ewol::Resource*>(object);
//EWOL_INFO("RELEASE : TextureFile : nb=" << object2->GetCounter());
Release(object2);
object = NULL;
}
@ -445,6 +463,13 @@ void ewol::resource::Release(ewol::MeshObj*& object)
object = NULL;
}
void ewol::resource::Release(ewol::Mesh*& object)
{
ewol::Resource* object2 = static_cast<ewol::Resource*>(object);
Release(object2);
object = NULL;
}
void ewol::resource::Release(ewol::ConfigFile*& object)
{
ewol::Resource* object2 = static_cast<ewol::Resource*>(object);

View File

@ -74,6 +74,7 @@ namespace ewol
bool Keep(const etk::UString& filename, ewol::TextureFile*& object, ivec2 size);
bool Keep(const etk::UString& accesMode, ewol::VirtualBufferObject*& object);
bool Keep(const etk::UString& filename, ewol::MeshObj*& object);
bool Keep(const etk::UString& meshName, ewol::Mesh*& object);
bool Keep(const etk::UString& filename, ewol::ConfigFile*& object);
bool Keep(ewol::Colored3DObject*& object);
@ -90,6 +91,7 @@ namespace ewol
void Release(ewol::TextureFile*& object);
void Release(ewol::VirtualBufferObject*& object);
void Release(ewol::MeshObj*& object);
void Release(ewol::Mesh*& object);
void Release(ewol::ConfigFile*& object);
void Release(ewol::Colored3DObject*& object);
}

View File

@ -11,6 +11,16 @@
#include <ewol/renderer/ResourceManager.h>
// 3 "float" elements
#define MESH_VBO_VERTICES (0)
// 2 "float" elements
#define MESH_VBO_TEXTURE (1)
// 4 "float" elements
#define MESH_VBO_COLOR (2)
// 3 "float" elements
#define MESH_VBO_NORMAL (3)
ewol::Mesh::Mesh(etk::UString genName) :
ewol::Resource(genName),
m_numberOfElments(0),
@ -21,7 +31,6 @@ ewol::Mesh::Mesh(etk::UString genName) :
m_GLPosition = 0;
if (true == ewol::resource::Keep(tmpString, m_GLprogram) ) {
m_GLPosition = m_GLprogram->GetAttribute("EW_coord3d");
// m_GLColor = m_GLprogram->GetAttribute("EW_color");
m_GLtexture = m_GLprogram->GetAttribute("EW_texture2d");
m_GLMatrix = m_GLprogram->GetUniform("EW_MatrixTransformation");
m_GLtexID = m_GLprogram->GetUniform("EW_texID");
@ -65,11 +74,9 @@ void ewol::Mesh::Draw(mat4& positionMatrix)
// TextureID
m_GLprogram->SetTexture0(m_GLtexID, m_texture1->GetId());
// position :
m_GLprogram->SendAttributePointer(m_GLPosition, 3/*x,y,z*/, m_verticesVBO, 0);
m_GLprogram->SendAttributePointer(m_GLPosition, 3/*x,y,z*/, m_verticesVBO, MESH_VBO_VERTICES);
// Texture :
m_GLprogram->SendAttributePointer(m_GLtexture, 2/*u,v*/, m_verticesVBO, 1);
// color :
//m_GLprogram->SendAttributePointer(m_GLColor, 4/*r,g,b,a*/, m_verticesVBO, 2);
m_GLprogram->SendAttributePointer(m_GLtexture, 2/*u,v*/, m_verticesVBO, MESH_VBO_TEXTURE);
// Request the draw od the elements :
glDrawArrays(GL_TRIANGLES, 0, m_numberOfElments);
m_GLprogram->UnUse();
@ -77,70 +84,287 @@ void ewol::Mesh::Draw(mat4& positionMatrix)
glBindBuffer(GL_ARRAY_BUFFER,0);
}
// for debugging ...
//#define PRINT_HALF (1)
void ewol::Mesh::GenerateVBO(void)
{
m_numberOfElments = 0;
// TODO : Set a better display system, this one is the worst I known ...
for (int32_t iii=0; iii<m_listFaces.Size() ; iii++) {
m_numberOfElments += m_listFaces[iii].m_nbElement;
#ifdef PRINT_HALF
m_numberOfElments += 3*3;
#else
m_numberOfElments += m_listFaces[iii].m_nbElement*3;
#endif
// 2 possibilities : triangle or quad :
int32_t indice = 0;
vec3 tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
vec2 tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(1).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(1).PushBack(1.0f-tmpUV.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(1.0f-tmpUV.y());
indice = 1;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(1).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(1).PushBack(1.0f-tmpUV.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(1.0f-tmpUV.y());
indice = 2;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(1).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(1).PushBack(1.0f-tmpUV.y());
if (m_listFaces[iii].m_nbElement==4) {
indice = 0;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(1).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(1).PushBack(1.0f-tmpUV.y());
indice = 2;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(1).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(1).PushBack(1.0f-tmpUV.y());
indice = 3;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(0).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(1).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(1).PushBack(1.0f-tmpUV.y());
}
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(1.0f-tmpUV.y());
#ifndef PRINT_HALF
if (m_listFaces[iii].m_nbElement==4) {
indice = 0;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(1.0f-tmpUV.y());
indice = 2;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(1.0f-tmpUV.y());
indice = 3;
tmpPos = m_listVertex[m_listFaces[iii].m_vertex[indice]];
tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.y());
m_verticesVBO->GetRefBuffer(MESH_VBO_VERTICES).PushBack(tmpPos.z());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(tmpUV.x());
m_verticesVBO->GetRefBuffer(MESH_VBO_TEXTURE).PushBack(1.0f-tmpUV.y());
}
#endif
}
// update all the VBO elements ...
m_verticesVBO->Flush();
}
void ewol::Mesh::CreateCube(void)
{
m_listVertex.Clear();
m_listUV.Clear();
m_listFaces.Clear();
m_numberOfElments = 0;
// This is the direct generation basis on the .obj system
/*
5 6
o---------------------o
/. /|
/ . / |
/ . / |
/ . / |
/ . / |
4 / . / |
o---------------------o |
| . |7 |
| . | |
| . | |
| . | |
| o..............|......o
| . 1 | / 2
| . | /
| . | /
| . | /
| . | /
|. |/
o---------------------o
0 3
*/
m_listVertex.PushBack(vec3( 1.0, -1.0, -1.0)); // 0
m_listVertex.PushBack(vec3( 1.0, -1.0, 1.0)); // 1
m_listVertex.PushBack(vec3(-1.0, -1.0, 1.0)); // 2
m_listVertex.PushBack(vec3(-1.0, -1.0, -1.0)); // 3
m_listVertex.PushBack(vec3( 1.0, 1.0, -1.0)); // 4
m_listVertex.PushBack(vec3( 1.0, 1.0, 1.0)); // 5
m_listVertex.PushBack(vec3(-1.0, 1.0, 1.0)); // 6
m_listVertex.PushBack(vec3(-1.0, 1.0, -1.0)); // 7
m_listUV.PushBack(vec2(0.0, 0.0));
m_listUV.PushBack(vec2(1.0, 0.0));
m_listUV.PushBack(vec2(1.0, 1.0));
m_listUV.PushBack(vec2(0.0, 1.0));
m_listFaces.PushBack(Face(0,0, 1,1, 2,2, 3,3));
m_listFaces.PushBack(Face(4,0, 0,1, 3,2, 7,3));
m_listFaces.PushBack(Face(2,0, 6,1, 7,2, 3,3));
m_listFaces.PushBack(Face(4,0, 7,1, 6,2, 5,3));
m_listFaces.PushBack(Face(1,0, 5,1, 6,2, 2,3));
m_listFaces.PushBack(Face(0,0, 4,1, 5,2, 1,3));
}
void ewol::Mesh::SetTexture(const etk::UString& myTexture)
{
ivec2 tmpSize(256, 256);
// prevent overloard error :
ewol::TextureFile* tmpCopy = m_texture1;
m_texture1 = NULL;
if (false == ewol::resource::Keep(myTexture, m_texture1, tmpSize)) {
EWOL_ERROR("Can not load specific texture : " << myTexture);
// retreave previous texture:
m_texture1 = tmpCopy;
return;
}
if (NULL != tmpCopy) {
// really release previous texture. In case of same texture loading, then we did not have reload it .. just increase and decrease index...
ewol::resource::Release(tmpCopy);
}
}
void ewol::Mesh::Subdivide(int32_t numberOfTime, bool smooth)
{
for(int32_t iii=0; iii<numberOfTime ; iii++) {
InternalSubdivide(smooth);
}
}
int32_t CreateOrGetNewPointId(const vec3& point, etk::Vector<vec3>& list)
{
for (int32_t iii=0; iii<list.Size(); iii++) {
if (list[iii] == point) {
return iii;
}
}
list.PushBack(point);
return list.Size()-1;
}
int32_t CreateOrGetNewTexId(const vec2& point, etk::Vector<vec2>& list)
{
for (int32_t iii=0; iii<list.Size(); iii++) {
if (list[iii] == point) {
return iii;
}
}
list.PushBack(point);
return list.Size()-1;
}
void ewol::Mesh::InternalSubdivide(bool smooth)
{
//Copy the mesh for modify this one and not his parrent (that one is needed for smoothing)
etk::Vector<vec3> listVertex(m_listVertex);
etk::Vector<vec2> listUV(m_listUV);
etk::Vector<Face> listFaces; // no face here ...
etk::Vector<int32_t> listElementHalfPoint(16);// preallocate at 16..
etk::Vector<int32_t> listElementHalfUV(16);// preallocate at 16..
for (int32_t iii=0; iii<m_listFaces.Size() ; iii++) {
vec3 centerPoint;
vec2 centerTex;
if (3==m_listFaces[iii].m_nbElement) {
// create the center point:
centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
+ m_listVertex[m_listFaces[iii].m_vertex[1]]
+ m_listVertex[m_listFaces[iii].m_vertex[2]] ) / vec3(3,3,3);
// create the center Texture coord:
centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
+ listUV[m_listFaces[iii].m_uv[1]]
+ listUV[m_listFaces[iii].m_uv[2]] ) / vec2(3,3);
/*
o o
/ \ / \
/ \ / \
/ \ / \
/ \ / \
/ \ ==> o.. ..o
/ \ / ''o'' \
/ \ / | \
/ \ / | \
/ \ / | \
o-------------------o o---------o---------o
*/
} else {
// create the center point:
centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
+ m_listVertex[m_listFaces[iii].m_vertex[1]]
+ m_listVertex[m_listFaces[iii].m_vertex[2]]
+ m_listVertex[m_listFaces[iii].m_vertex[3]] ) / vec3(4,4,4);
// create the center Texture coord:
centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
+ listUV[m_listFaces[iii].m_uv[1]]
+ listUV[m_listFaces[iii].m_uv[2]]
+ listUV[m_listFaces[iii].m_uv[3]] ) / vec2(4,4);
/*
o---------------------o o----------o----------o
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | ==> o----------o----------o
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
o---------------------o o----------o----------o
*/
}
int32_t newCenterVertexID = CreateOrGetNewPointId(centerPoint, listVertex);
int32_t newCenterTexID = CreateOrGetNewTexId(centerTex, listUV);
listElementHalfPoint.Clear();
listElementHalfUV.Clear();
// generate list f the forder elements
for (int32_t jjj=0; jjj<m_listFaces[iii].m_nbElement ; jjj++) {
// for the last element finding at the good position...
int32_t cyclicID = (jjj+1) % m_listFaces[iii].m_nbElement;
listElementHalfPoint.PushBack(m_listFaces[iii].m_vertex[jjj]);
listElementHalfUV.PushBack(m_listFaces[iii].m_uv[jjj]);
// calculate and add middle point :
vec3 middlePoint = ( m_listVertex[m_listFaces[iii].m_vertex[jjj]]
+ m_listVertex[m_listFaces[iii].m_vertex[cyclicID]] ) / 2.0f;
int32_t newMiddleVertexID = CreateOrGetNewPointId(middlePoint, listVertex);
listElementHalfPoint.PushBack(newMiddleVertexID);
// create the center Texture coord:
vec2 middleTex = ( listUV[m_listFaces[iii].m_uv[jjj]]
+ listUV[m_listFaces[iii].m_uv[cyclicID]]) / 2.0f;
int32_t newMiddleTexID = CreateOrGetNewTexId(middleTex, listUV);
listElementHalfUV.PushBack(newMiddleTexID);
}
// generate faces:
for (int32_t jjj=0; jjj<listElementHalfPoint.Size() ; jjj+=2) {
int32_t cyclicID = (jjj-1 + listElementHalfPoint.Size()) % listElementHalfPoint.Size();
listFaces.PushBack(Face(listElementHalfPoint[jjj], listElementHalfUV[jjj],
listElementHalfPoint[jjj+1], listElementHalfUV[jjj+1],
newCenterVertexID, newCenterTexID,
listElementHalfPoint[cyclicID], listElementHalfUV[cyclicID]) );
}
}
// TODO SMOOTH :
if (true==smooth) {
}
// copy all the element in the internal structure :
m_listVertex = listVertex;
m_listUV = listUV;
m_listFaces = listFaces;
}

View File

@ -27,38 +27,50 @@ namespace ewol
int32_t m_nbElement;
int32_t m_vertex[4];
int32_t m_uv[4];
public:
Face(void) {};
Face(int32_t v1, int32_t t1,
int32_t v2, int32_t t2,
int32_t v3, int32_t t3)
{
m_nbElement = 3;
m_vertex[0] = v1;
m_uv[0] = t1;
m_vertex[1] = v2;
m_uv[1] = t2;
m_vertex[2] = v3;
m_uv[2] = t3;
};
Face(int32_t v1, int32_t t1,
int32_t v2, int32_t t2,
int32_t v3, int32_t t3,
int32_t v4, int32_t t4)
{
m_nbElement = 4;
m_vertex[0] = v1;
m_uv[0] = t1;
m_vertex[1] = v2;
m_uv[1] = t2;
m_vertex[2] = v3;
m_uv[2] = t3;
m_vertex[3] = v4;
m_uv[3] = t4;
};
};
class Mesh : public ewol::Resource
{
// 3 "float" elements
#define MESH_VBO_VERTICES (0)
// 2 "float" elements
#define MESH_VBO_TEXTURE (1)
// 4 "float" elements
#define MESH_VBO_COLOR (2)
// 3 "float" elements
#define MESH_VBO_NORMAL (3)
// TODO : Use indice system ...
protected:
ewol::Program* m_GLprogram;
int32_t m_GLPosition;
int32_t m_GLMatrix;
int32_t m_GLColor;
int32_t m_GLtexture;
int32_t m_GLtexID;
int32_t m_bufferOfset;
int32_t m_numberOfElments;
protected:
etk::Vector<vec3> m_listVertex;
etk::Vector<vec2> m_listUV;
etk::Vector<Face> m_listFaces;
public: // For display storage : (not really usable for mathématical division and other ...
etk::Vector<uint32_t> m_indices;
etk::Vector<vec3> m_vertices;
etk::Vector<vec2> m_uvTextures;
etk::Vector<vec3> m_normals;
etk::Vector<draw::Colorf> m_coordColor; //!< internal color of the different point
etk::Vector<vec3> m_listVertex; //!< List of all vertex in the element
etk::Vector<vec2> m_listUV; //!< List of all UV point in the mesh (for the specify texture)
etk::Vector<Face> m_listFaces; //!< List of all Face for the mesh
protected:
ewol::VirtualBufferObject* m_verticesVBO;
ewol::TextureFile* m_texture1;
@ -69,6 +81,13 @@ namespace ewol
virtual void Draw(mat4& positionMatrix);
void GenerateVBO(void);
public:
// some addition basic funtion that permit to create or overwrite some caracterstics :
void CreateCube(void);
void SetTexture(const etk::UString& myTexture);
void Subdivide(int32_t numberOfTime, bool smooth);
protected:
void InternalSubdivide(bool smooth);
};
};

View File

@ -85,20 +85,21 @@ ewol::MeshObj::MeshObj(etk::UString _fileName) :
}
}
}
Face tmpFace;
tmpFace.m_nbElement = 3;
tmpFace.m_vertex[0] = vertexIndex[0];
tmpFace.m_uv[0] = uvIndex[0];
tmpFace.m_vertex[1] = vertexIndex[1];
tmpFace.m_uv[1] = uvIndex[1];
tmpFace.m_vertex[2] = vertexIndex[2];
tmpFace.m_uv[2] = uvIndex[2];
if (true==quadMode) {
tmpFace.m_nbElement++;
tmpFace.m_vertex[3] = vertexIndex[3];
tmpFace.m_uv[3] = uvIndex[3];
m_listFaces.PushBack(Face(vertexIndex[0]-1, uvIndex[0]-1,
vertexIndex[1]-1, uvIndex[1]-1,
vertexIndex[2]-1, uvIndex[2]-1,
vertexIndex[3]-1, uvIndex[3]-1));
} else {
m_listFaces.PushBack(Face(vertexIndex[0]-1, uvIndex[0]-1,
vertexIndex[1]-1, uvIndex[1]-1,
vertexIndex[2]-1, uvIndex[2]-1));
}
m_listFaces.PushBack(tmpFace);
/*
EWOL_DEBUG(" plop : " << tmpFace.m_nbElement << " ? " << m_listFaces[m_listFaces.Size()-1].m_nbElement);
EWOL_DEBUG(" : " << tmpFace.m_vertex[0] << " ? " << m_listFaces[m_listFaces.Size()-1].m_vertex[0]);
EWOL_DEBUG(" : " << tmpFace.m_uv[0] << " ? " << m_listFaces[m_listFaces.Size()-1].m_uv[0]);
*/
} else if (inputDataLine[0]=='s') {
// ??? : s off
} else if (inputDataLine[0]=='#') {
@ -120,15 +121,7 @@ ewol::MeshObj::MeshObj(etk::UString _fileName) :
inputDataLine[strlen(inputDataLine)-1] = '\0';
}
etk::UString tmpVal(&inputDataLine[7]);
ivec2 tmpSize(256, 256);
if (NULL != m_texture1) {
EWOL_INFO("Release previous loaded texture ... ");
ewol::resource::Release(m_texture1);
}
etk::UString tmpFilename = fileName.GetRelativeFolder() + tmpVal;
if (false == ewol::resource::Keep(tmpFilename, m_texture1, tmpSize)) {
EWOL_ERROR("Can not load specific texture : " << tmpVal);
}
SetTexture(fileName.GetRelativeFolder() + tmpVal);
} else if( inputDataLine[0]=='m'
&& inputDataLine[1]=='t'
&& inputDataLine[2]=='l'

View File

@ -59,15 +59,15 @@ void ewol::VirtualBufferObject::RemoveContext(void)
{
if (true==m_exist) {
EWOL_INFO("VBO: Remove [" << m_uniqueId << "] OGl_Id=" << m_vbo[0]
<< "/" << m_vbo[1]
<< "/" << m_vbo[2]
<< "/" << m_vbo[3]
<< "/" << m_vbo[4]
<< "/" << m_vbo[5]
<< "/" << m_vbo[6]
<< "/" << m_vbo[7]
<< "/" << m_vbo[8]
<< "/" << m_vbo[9]);
<< "/" << m_vbo[1]
<< "/" << m_vbo[2]
<< "/" << m_vbo[3]
<< "/" << m_vbo[4]
<< "/" << m_vbo[5]
<< "/" << m_vbo[6]
<< "/" << m_vbo[7]
<< "/" << m_vbo[8]
<< "/" << m_vbo[9]);
glDeleteBuffers(m_nbVBO, m_vbo);
m_exist = false;
for (int32_t iii=0; iii<NB_VBO_MAX; iii++) {

View File

@ -33,7 +33,7 @@ namespace ewol
* @brief Constructor of this VBO.
* @param[in] accesMode Acces mode : ???
*/
VirtualBufferObject(const etk::UString& accesMode, int32_t nbElement=4);
VirtualBufferObject(const etk::UString& accesMode, int32_t nbElement=2);
/**
* @brief Destructor of this VBO.
*/

View File

@ -90,9 +90,9 @@ LOCAL_COPY_FILES := ../data/textured3D.prog:textured3D.prog \
../data/textured3D.frag:textured3D.frag \
../data/textured3D.vert:textured3D.vert \
\
../data/textured3D.prog:textured3D2.prog \
../data/textured3D.frag:textured3D2.frag \
../data/textured3D.vert:textured3D2.vert \
../data/textured3D2.prog:textured3D2.prog \
../data/textured3D2.frag:textured3D2.frag \
../data/textured3D2.vert:textured3D2.vert \
\
../data/color.prog:color.prog \
../data/color.frag:color.frag \