- a little bit of plumbing for VBO's for static models (currently disabled via # define)
- small small speed improvement when calculating interpolations
This commit is contained in:
parent
55d213435a
commit
c54e6dbf5d
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@ -736,7 +736,7 @@ void Renderer::renderMouse3d() {
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modelRenderer->begin(true, true, false);
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glColor4fv(color.ptr());
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color.ptr());
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const Model *buildingModel= building->getFirstStOfClass(scStop)->getAnimation();
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Model *buildingModel= building->getFirstStOfClass(scStop)->getAnimation();
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if(gui->getSelectedFacing() != CardinalDir::NORTH) {
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float rotateAmount = gui->getSelectedFacing() * 90.f;
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@ -1815,7 +1815,7 @@ void Renderer::renderObjects(const int renderFps) {
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visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
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Object *o = qCache.visibleObjectList[visibleIndex];
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const Model *objModel= o->getModel();
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Model *objModel= o->getModelPtr();
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const Vec3f &v= o->getConstPos();
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if(modelRenderStarted == false) {
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@ -2078,7 +2078,7 @@ void Renderer::renderUnits(const int renderFps) {
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}
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//render
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const Model *model= unit->getCurrentModel();
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Model *model= unit->getCurrentModelPtr();
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model->updateInterpolationData(unit->getAnimProgress(), unit->isAlive());
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modelRenderer->render(model);
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@ -2617,7 +2617,7 @@ void Renderer::renderMenuBackground(const MenuBackground *menuBackground){
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(i*2.f-4.f, -1.4f, -7.5f);
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menuBackground->getCharacterModel(i)->updateInterpolationData(menuBackground->getAnim(), true);
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menuBackground->getCharacterModelPtr(i)->updateInterpolationData(menuBackground->getAnim(), true);
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modelRenderer->render(menuBackground->getCharacterModel(i));
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glPopMatrix();
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}
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@ -3287,7 +3287,7 @@ void Renderer::renderUnitsFast(bool renderingShadows) {
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glRotatef(unit->getRotation(), 0.f, 1.f, 0.f);
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//render
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const Model *model= unit->getCurrentModel();
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Model *model= unit->getCurrentModelPtr();
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model->updateInterpolationVertices(unit->getAnimProgress(), unit->isAlive());
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modelRenderer->render(model);
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@ -85,6 +85,7 @@ public:
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Texture2D *getWaterTexture() const {return waterTexture;}
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const Camera *getCamera() const {return &camera;}
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const Model *getCharacterModel(int i) const {return characterModels[i];}
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Model *getCharacterModelPtr(int i) const {return characterModels[i];}
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const Model *getMainModel() const {return mainModel;}
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float getFade() const {return fade;}
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Vec2f getRaindropPos(int i) const {return raindropPos[i];}
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@ -53,6 +53,10 @@ Object::~Object(){
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renderer.removeObjectFromQuadCache(this);
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}
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Model *Object::getModelPtr() const {
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return objectType==NULL ? (resource != NULL && resource->getType() != NULL ? resource->getType()->getModel() : NULL ) : objectType->getModel(variation);
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}
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const Model *Object::getModel() const{
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return objectType==NULL ? (resource != NULL && resource->getType() != NULL ? resource->getType()->getModel() : NULL ) : objectType->getModel(variation);
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}
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@ -53,6 +53,7 @@ public:
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const Vec3f & getConstPos() const {return pos;}
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float getRotation() {return rotation;}
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const Model *getModel() const;
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Model *getModelPtr() const;
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bool getWalkable() const;
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void setResource(const ResourceType *resourceType, const Vec2i &pos);
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@ -636,6 +636,16 @@ void Unit::setVisible(const bool visible) {
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// =============================== Render related ==================================
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Model *Unit::getCurrentModelPtr() const {
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if(currSkill == NULL) {
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char szBuf[4096]="";
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sprintf(szBuf,"In [%s::%s Line: %d] ERROR: currSkill == NULL, Unit = [%s]\n",__FILE__,__FUNCTION__,__LINE__,this->toString().c_str());
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throw runtime_error(szBuf);
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}
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return currSkill->getAnimation();
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}
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const Model *Unit::getCurrentModel() const{
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if(currSkill == NULL) {
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char szBuf[4096]="";
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@ -392,6 +392,7 @@ public:
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//render related
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const Model *getCurrentModel() const;
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Model *getCurrentModelPtr() const;
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Vec3f getCurrVector() const;
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Vec3f getCurrVectorFlat() const;
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@ -29,6 +29,7 @@ void ObjectType::init(int modelCount, int objectClass, bool walkable, int height
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void ObjectType::loadModel(const string &path){
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Model *model= Renderer::getInstance().newModel(rsGame);
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model->setIsStaticModel(true);
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model->load(path);
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color= Vec3f(0.f);
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if(model->getMeshCount()>0 && model->getMesh(0)->getTexture(0) != NULL) {
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@ -56,7 +56,7 @@ public:
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int getResourceNumber() const {return resourceNumber;}
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int getInterval() const {return interval;}
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int getDefResPerPatch() const {return defResPerPatch;}
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const Model *getModel() const {return model;}
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Model *getModel() const {return model;}
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bool getRecoup_cost() const { return recoup_cost;}
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static ResourceClass strToRc(const string &s);
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@ -98,7 +98,7 @@ public:
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int getEpCost() const {return mpCost;}
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int getSpeed() const {return speed;}
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int getAnimSpeed() const {return animSpeed;}
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const Model *getAnimation() const {return animation;}
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Model *getAnimation() const {return animation;}
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StaticSound *getSound() const {return sounds.getRandSound();}
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float getSoundStartTime() const {return soundStartTime;}
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@ -42,8 +42,8 @@ public:
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private:
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void renderMesh(const Mesh *mesh);
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void renderMeshNormals(const Mesh *mesh);
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void renderMesh(const Mesh *mesh, bool isStaticModel);
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void renderMeshNormals(const Mesh *mesh, bool isStaticModel);
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};
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}}}//end namespace
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@ -25,6 +25,8 @@ using std::string;
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using std::map;
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using std::pair;
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//#define ENABLE_VBO_CODE
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namespace Shared{ namespace Graphics{
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class Model;
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@ -39,7 +41,7 @@ class TextureManager;
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// Part of a 3D model
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// =====================================================
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class Mesh{
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class Mesh {
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private:
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//mesh data
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Texture2D *textures[meshTextureCount];
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@ -50,6 +52,7 @@ private:
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uint32 frameCount;
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uint32 vertexCount;
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uint32 indexCount;
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uint32 texCoordFrameCount;
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//vertex data
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Vec3f *vertices;
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@ -71,6 +74,12 @@ private:
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InterpolationData *interpolationData;
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TextureManager *textureManager;
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#if defined(ENABLE_VBO_CODE)
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// Vertex Buffer Object Names
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uint32 m_nVBOVertices; // Vertex VBO Name
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uint32 m_nVBOTexCoords; // Texture Coordinate VBO Name
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#endif
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public:
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//init & end
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Mesh();
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@ -87,6 +96,12 @@ public:
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uint32 getIndexCount() const {return indexCount;}
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uint32 getTriangleCount() const;
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#if defined(ENABLE_VBO_CODE)
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uint32 getVBOVertices() const { return m_nVBOVertices;}
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uint32 getVBOTexCoords() const { return m_nVBOTexCoords;}
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void BuildVBOs();
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#endif
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//data
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const Vec3f *getVertices() const {return vertices;}
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const Vec3f *getNormals() const {return normals;}
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@ -109,8 +124,8 @@ public:
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//interpolation
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void buildInterpolationData();
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void updateInterpolationData(float t, bool cycle) const;
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void updateInterpolationVertices(float t, bool cycle) const;
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void updateInterpolationData(float t, bool cycle);
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void updateInterpolationVertices(float t, bool cycle);
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//load
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void loadV2(const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad);
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@ -130,7 +145,7 @@ private:
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// 3D Model, than can be loaded from a g3d file
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// =====================================================
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class Model{
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class Model {
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private:
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TextureManager *textureManager;
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@ -139,6 +154,13 @@ private:
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uint32 meshCount;
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Mesh *meshes;
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float lastTData;
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bool lastCycleData;
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float lastTVertex;
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bool lastCycleVertex;
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bool isStaticModel;
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public:
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//constructor & destructor
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Model();
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virtual void end()= 0;
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//data
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void updateInterpolationData(float t, bool cycle) const;
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void updateInterpolationVertices(float t, bool cycle) const;
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void updateInterpolationData(float t, bool cycle);
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void updateInterpolationVertices(float t, bool cycle);
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void buildShadowVolumeData() const;
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//get
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void setTextureManager(TextureManager *textureManager) {this->textureManager= textureManager;}
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void deletePixels();
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bool getIsStaticModel() const { return isStaticModel; }
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void setIsStaticModel(bool value) { isStaticModel = value; }
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private:
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void buildInterpolationData() const;
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};
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@ -104,7 +104,7 @@ void ModelRendererGl::render(const Model *model) {
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//render every mesh
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for(uint32 i=0; i<model->getMeshCount(); ++i) {
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renderMesh(model->getMesh(i));
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renderMesh(model->getMesh(i),model->getIsStaticModel());
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}
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//assertions
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@ -118,7 +118,7 @@ void ModelRendererGl::renderNormalsOnly(const Model *model) {
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//render every mesh
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for(uint32 i=0; i<model->getMeshCount(); ++i) {
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renderMeshNormals(model->getMesh(i));
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renderMeshNormals(model->getMesh(i),model->getIsStaticModel());
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}
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//assertions
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@ -127,7 +127,7 @@ void ModelRendererGl::renderNormalsOnly(const Model *model) {
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// ===================== PRIVATE =======================
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void ModelRendererGl::renderMesh(const Mesh *mesh) {
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void ModelRendererGl::renderMesh(const Mesh *mesh, bool isStaticModel) {
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//assertions
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assertGl();
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@ -178,37 +178,80 @@ void ModelRendererGl::renderMesh(const Mesh *mesh) {
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//assertions
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assertGl();
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//vertices
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glVertexPointer(3, GL_FLOAT, 0, mesh->getInterpolationData()->getVertices());
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#if defined(ENABLE_VBO_CODE)
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if(isStaticModel == true) {
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//vertices
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBOVertices() );
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glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
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//normals
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if(renderNormals) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, mesh->getInterpolationData()->getNormals());
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}
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else{
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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//normals
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if(renderNormals) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, mesh->getInterpolationData()->getNormals());
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}
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else{
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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//tex coords
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if(renderTextures && mesh->getTexture(mtDiffuse)!=NULL ) {
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if(duplicateTexCoords) {
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glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
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//tex coords
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if(renderTextures && mesh->getTexture(mtDiffuse) != NULL ) {
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh->getVBOTexCoords() );
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if(duplicateTexCoords) {
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glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
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//glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//glTexCoordPointer(2, GL_FLOAT, 0, mesh->getTexCoords());
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glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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}
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glActiveTexture(GL_TEXTURE0);
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//glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//glTexCoordPointer(2, GL_FLOAT, 0, mesh->getTexCoords());
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glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer
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}
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else {
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if(duplicateTexCoords) {
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glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glActiveTexture(GL_TEXTURE0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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else
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#endif
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{
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//vertices
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glVertexPointer(3, GL_FLOAT, 0, mesh->getInterpolationData()->getVertices());
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//normals
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if(renderNormals) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, mesh->getInterpolationData()->getNormals());
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}
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else{
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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//tex coords
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if(renderTextures && mesh->getTexture(mtDiffuse)!=NULL ) {
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if(duplicateTexCoords) {
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glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, mesh->getTexCoords());
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}
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glActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, mesh->getTexCoords());
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}
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glActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, mesh->getTexCoords());
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}
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else {
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if(duplicateTexCoords) {
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glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
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else {
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if(duplicateTexCoords) {
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glActiveTexture(GL_TEXTURE0 + secondaryTexCoordUnit);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glActiveTexture(GL_TEXTURE0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glActiveTexture(GL_TEXTURE0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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//draw model
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assertGl();
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}
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void ModelRendererGl::renderMeshNormals(const Mesh *mesh) {
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void ModelRendererGl::renderMeshNormals(const Mesh *mesh,bool isStaticModel) {
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glBegin(GL_LINES);
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for(unsigned int i= 0; i<mesh->getIndexCount(); ++i){
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@ -84,9 +84,6 @@ void InterpolationData::updateVertices(float t, bool cycle) {
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if(iterFind != cacheVertices.end()) {
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std::map<bool, Vec3f *>::iterator iterFind2 = iterFind->second.find(cycle);
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if(iterFind2 != iterFind->second.end()) {
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//for(uint32 j=0; j< vertexCount; ++j){
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// vertices[j] = iterFind2->second[j];
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//}
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memcpy(vertices,iterFind2->second,sizeof(Vec3f) * vertexCount);
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return;
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}
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@ -130,9 +127,6 @@ void InterpolationData::updateNormals(float t, bool cycle){
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if(iterFind != cacheNormals.end()) {
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std::map<bool, Vec3f *>::iterator iterFind2 = iterFind->second.find(cycle);
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if(iterFind2 != iterFind->second.end()) {
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//for(uint32 j=0; j< vertexCount; ++j){
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// normals[j] = iterFind2->second[j];
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//}
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memcpy(normals,iterFind2->second,sizeof(Vec3f) * vertexCount);
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return;
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}
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@ -18,6 +18,13 @@
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#include "interpolation.h"
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#include "conversion.h"
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#include "util.h"
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#if defined(ENABLE_VBO_CODE)
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#include "opengl.h"
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#endif
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#include "leak_dumper.h"
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using namespace Shared::Platform;
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@ -39,6 +46,7 @@ Mesh::Mesh() {
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frameCount= 0;
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vertexCount= 0;
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indexCount= 0;
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texCoordFrameCount = 0;
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vertices= NULL;
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normals= NULL;
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@ -94,14 +102,36 @@ void Mesh::buildInterpolationData(){
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interpolationData= new InterpolationData(this);
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}
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void Mesh::updateInterpolationData(float t, bool cycle) const{
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void Mesh::updateInterpolationData(float t, bool cycle) {
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interpolationData->update(t, cycle);
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}
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void Mesh::updateInterpolationVertices(float t, bool cycle) const{
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void Mesh::updateInterpolationVertices(float t, bool cycle) {
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interpolationData->updateVertices(t, cycle);
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}
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#if defined(ENABLE_VBO_CODE)
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void Mesh::BuildVBOs() {
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// Generate And Bind The Vertex Buffer
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glGenBuffersARB( 1, &m_nVBOVertices ); // Get A Valid Name
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices ); // Bind The Buffer
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// Load The Data
|
||||
glBufferDataARB( GL_ARRAY_BUFFER_ARB, getVertexCount() * 3 * sizeof(float), vertices, GL_STATIC_DRAW_ARB );
|
||||
|
||||
// Generate And Bind The Texture Coordinate Buffer
|
||||
glGenBuffersARB( 1, &m_nVBOTexCoords ); // Get A Valid Name
|
||||
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords ); // Bind The Buffer
|
||||
// Load The Data
|
||||
glBufferDataARB( GL_ARRAY_BUFFER_ARB, getVertexCount() * 2 * sizeof(float), texCoords, GL_STATIC_DRAW_ARB );
|
||||
|
||||
// Our Copy Of The Data Is No Longer Necessary, It Is Safe In The Graphics Card
|
||||
delete [] vertices; vertices = NULL;
|
||||
delete [] texCoords; texCoords = NULL;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
// ==================== load ====================
|
||||
|
||||
void Mesh::loadV2(const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad) {
|
||||
|
@ -123,6 +153,7 @@ void Mesh::loadV2(const string &dir, FILE *f, TextureManager *textureManager,boo
|
|||
frameCount= meshHeader.vertexFrameCount;
|
||||
vertexCount= meshHeader.pointCount;
|
||||
indexCount= meshHeader.indexCount;
|
||||
texCoordFrameCount = meshHeader.texCoordFrameCount;
|
||||
|
||||
init();
|
||||
|
||||
|
@ -176,6 +207,7 @@ void Mesh::loadV3(const string &dir, FILE *f, TextureManager *textureManager,boo
|
|||
frameCount= meshHeader.vertexFrameCount;
|
||||
vertexCount= meshHeader.pointCount;
|
||||
indexCount= meshHeader.indexCount;
|
||||
texCoordFrameCount = meshHeader.texCoordFrameCount;
|
||||
|
||||
init();
|
||||
|
||||
|
@ -366,10 +398,16 @@ Model::Model(){
|
|||
meshCount= 0;
|
||||
meshes= NULL;
|
||||
textureManager= NULL;
|
||||
lastTData = -1;
|
||||
lastCycleData = -1;
|
||||
lastTVertex = -1;
|
||||
lastCycleVertex = -1;
|
||||
isStaticModel = false;
|
||||
}
|
||||
|
||||
Model::~Model(){
|
||||
delete [] meshes;
|
||||
meshes = NULL;
|
||||
}
|
||||
|
||||
// ==================== data ====================
|
||||
|
@ -380,15 +418,23 @@ void Model::buildInterpolationData() const{
|
|||
}
|
||||
}
|
||||
|
||||
void Model::updateInterpolationData(float t, bool cycle) const{
|
||||
for(unsigned int i=0; i<meshCount; ++i){
|
||||
meshes[i].updateInterpolationData(t, cycle);
|
||||
void Model::updateInterpolationData(float t, bool cycle) {
|
||||
if(lastTData != t || lastCycleData != cycle) {
|
||||
for(unsigned int i=0; i<meshCount; ++i){
|
||||
meshes[i].updateInterpolationData(t, cycle);
|
||||
}
|
||||
lastTData = t;
|
||||
lastCycleData = cycle;
|
||||
}
|
||||
}
|
||||
|
||||
void Model::updateInterpolationVertices(float t, bool cycle) const{
|
||||
for(unsigned int i=0; i<meshCount; ++i){
|
||||
meshes[i].updateInterpolationVertices(t, cycle);
|
||||
void Model::updateInterpolationVertices(float t, bool cycle) {
|
||||
if(lastTVertex != t || lastCycleVertex != cycle) {
|
||||
for(unsigned int i=0; i<meshCount; ++i){
|
||||
meshes[i].updateInterpolationVertices(t, cycle);
|
||||
}
|
||||
lastTVertex = t;
|
||||
lastCycleVertex = cycle;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -492,13 +538,12 @@ void Model::loadG3d(const string &path, bool deletePixMapAfterLoad) {
|
|||
fileVersion= fileHeader.version;
|
||||
|
||||
//version 4
|
||||
if(fileHeader.version==4){
|
||||
|
||||
if(fileHeader.version == 4) {
|
||||
//model header
|
||||
ModelHeader modelHeader;
|
||||
readBytes = fread(&modelHeader, sizeof(ModelHeader), 1, f);
|
||||
meshCount= modelHeader.meshCount;
|
||||
if(modelHeader.type!=mtMorphMesh){
|
||||
if(modelHeader.type != mtMorphMesh) {
|
||||
throw runtime_error("Invalid model type");
|
||||
}
|
||||
|
||||
|
@ -508,6 +553,15 @@ void Model::loadG3d(const string &path, bool deletePixMapAfterLoad) {
|
|||
meshes[i].load(dir, f, textureManager,deletePixMapAfterLoad);
|
||||
meshes[i].buildInterpolationData();
|
||||
}
|
||||
|
||||
#if defined(ENABLE_VBO_CODE)
|
||||
if(isStaticModel == true) {
|
||||
this->updateInterpolationData(0.f, true);
|
||||
for(uint32 i=0; i<meshCount; ++i){
|
||||
meshes[i].BuildVBOs();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
//version 3
|
||||
else if(fileHeader.version==3){
|
||||
|
@ -518,18 +572,35 @@ void Model::loadG3d(const string &path, bool deletePixMapAfterLoad) {
|
|||
meshes[i].loadV3(dir, f, textureManager,deletePixMapAfterLoad);
|
||||
meshes[i].buildInterpolationData();
|
||||
}
|
||||
|
||||
#if defined(ENABLE_VBO_CODE)
|
||||
if(isStaticModel == true) {
|
||||
this->updateInterpolationData(0.f, true);
|
||||
for(uint32 i=0; i<meshCount; ++i){
|
||||
meshes[i].BuildVBOs();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
//version 2
|
||||
else if(fileHeader.version==2){
|
||||
|
||||
else if(fileHeader.version==2) {
|
||||
readBytes = fread(&meshCount, sizeof(meshCount), 1, f);
|
||||
meshes= new Mesh[meshCount];
|
||||
for(uint32 i=0; i<meshCount; ++i){
|
||||
meshes[i].loadV2(dir, f, textureManager,deletePixMapAfterLoad);
|
||||
meshes[i].buildInterpolationData();
|
||||
}
|
||||
|
||||
#if defined(ENABLE_VBO_CODE)
|
||||
if(isStaticModel == true) {
|
||||
this->updateInterpolationData(0.f, true);
|
||||
for(uint32 i=0; i<meshCount; ++i){
|
||||
meshes[i].BuildVBOs();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else{
|
||||
else {
|
||||
throw runtime_error("Invalid model version: "+ intToStr(fileHeader.version));
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue