151 lines
4.4 KiB
C++

/**
* @author Edouard DUPIN
*
* @copyright 2011, Edouard DUPIN, all right reserved
*
* @license BSD v3 (see license file)
*/
#ifndef __MESH_H__
#define __MESH_H__
#include <etk/types.h>
#include <etk/Hach.h>
#include <ewol/renderer/resources/Resource.h>
#include <ewol/renderer/resources/Image.h>
#include <ewol/renderer/resources/Shader.h>
#include <ewol/renderer/resources/Program.h>
#include <ewol/renderer/resources/VirtualBufferObject.h>
#include <ewol/renderer/Light.h>
#include <ewol/renderer/Material.h>
#include <ewol/renderer/resources/physicsShape/PhysicsShape.h>
// 3 "float" elements
#define MESH_VBO_VERTICES (0)
// 2 "float" elements
#define MESH_VBO_TEXTURE (1)
// 3 "float" elements
#define MESH_VBO_VERTICES_NORMAL (2)
// Face normal position :
#define MESH_VBO_FACE_NORMAL (3)
// 4 "float" elements
#define MESH_VBO_COLOR (4)
namespace ewol
{
class Face
{
public:
int32_t m_vertex[3];
int32_t m_uv[3];
int32_t m_normal[3];
public:
Face(void) {};
Face(int32_t v1, int32_t t1,
int32_t v2, int32_t t2,
int32_t v3, int32_t t3)
{
m_vertex[0] = v1;
m_vertex[1] = v2;
m_vertex[2] = v3;
m_uv[0] = t1;
m_uv[1] = t2;
m_uv[2] = t3;
m_normal[0] = -1;
m_normal[1] = -1;
m_normal[2] = -1;
};
Face(int32_t v1, int32_t t1, int32_t n1,
int32_t v2, int32_t t2, int32_t n2,
int32_t v3, int32_t t3, int32_t n3)
{
m_vertex[0] = v1;
m_vertex[1] = v2;
m_vertex[2] = v3;
m_uv[0] = t1;
m_uv[1] = t2;
m_uv[2] = t3;
m_normal[0] = n1;
m_normal[1] = n2;
m_normal[2] = n3;
};
};
class FaceIndexing
{
public:
etk::Vector<Face> m_faces;
etk::Vector<uint32_t> m_index;
};
class Mesh : public ewol::Resource
{
public:
typedef enum {
normalModeNone,
normalModeFace,
normalModeVertex,
} normalMode_te;
private:
normalMode_te m_normalMode; // select the normal mode of display
bool m_checkNormal; //!< when enable, this check the normal of the mesh before sending it at the 3d card
protected:
ewol::Program* m_GLprogram;
int32_t m_GLPosition;
int32_t m_GLMatrix;
int32_t m_GLMatrixPosition;
int32_t m_GLNormal;
int32_t m_GLtexture;
int32_t m_bufferOfset;
int32_t m_numberOfElments;
MaterialGlId m_GLMaterial;
ewol::Light m_light;
protected:
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<vec3> m_listFacesNormal; //!< List of all Face normal, when calculated
etk::Vector<vec3> m_listVertexNormal; //!< List of all Face normal, when calculated
etk::Hash<FaceIndexing> m_listFaces; //!< List of all Face for the mesh
etk::Hash<ewol::Material*> m_materials;
etk::Vector<ewol::PhysicsShape*> m_physics; //!< collision shape module ... (independent of bullet lib)
protected:
ewol::VirtualBufferObject* m_verticesVBO;
public:
Mesh(const etk::UString& _fileName, const etk::UString& _shaderName="DATA:textured3D2.prog");
virtual ~Mesh(void);
virtual const char* GetType(void) { return "ewol::Mesh"; };
virtual void Draw(mat4& positionMatrix);
void GenerateVBO(void);
private:
void CalculateNormaleFace(void);
void CalculateNormaleEdge(void);
public :
void CreateViewBox(const etk::UString& _materialName,float _size=1.0);
private:
bool LoadOBJ(const etk::UString& _fileName);
bool LoadEMF(const etk::UString& _fileName);
public:
void AddMaterial(const etk::UString& _name, ewol::Material* _data);
public:
const etk::Vector<ewol::PhysicsShape*>& GetPhysicalProperties(void) const { return m_physics; };
private:
void* m_pointerShape; //!< all mesh have a basic shape (bullet or other) the void pointer mermit to not depent on the bullet lib
public:
/**
* @brief Set the shape pointer (no type ==> user might know it ...)
* @param[in] _shape The new shape (this remove the previous one)
*/
void SetShape(void* _shape);
/**
* @brief Get the pointer on the shame (no type)
* @return Pointer on shape.
*/
void* GetShape(void) { return m_pointerShape; };
private:
void (*m_functionFreeShape)(void* _pointer);
public:
void SetFreeShapeFunction(void (*_functionFreeShape)(void* _pointer)) { m_functionFreeShape = _functionFreeShape; };
};
};
#endif