Source code of Windows XP (NT5)
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/**
** File : sglmesh.cxx
** Description: Implementations of CSGlMesh class
**/
#include "precomp.h"
#pragma hdrstop
#include "sglmesh.h"
#include "pmerrors.h"
/**************************************************************************/
/*
* CSimpGlMesh: Constructor
*/
CSimpGlMesh::CSimpGlMesh()
{
m_varray = NULL;
m_narray = NULL;
m_tarray = NULL;
m_farray = NULL;
m_wedgelist = NULL;
m_matArray = NULL;
m_matcnt = NULL;
m_matpos = NULL;
m_userWedgeSize = 0;
m_userWedge = NULL;
m_userVertexSize = 0;
m_userVertex = NULL;
m_userFaceSize = 0;
m_userFace = NULL;
m_numFaces = 0;
m_numWedges = 0;
m_numVerts = 0;
m_numMaterials = 0;
m_numTextures = 0;
}
/*
* CSimpGlMesh: Destructor
*/
CSimpGlMesh::~CSimpGlMesh()
{
delete [] m_varray;
delete [] m_narray;
delete [] m_tarray;
delete [] m_matArray;
delete [] m_wedgelist;
delete [] m_userWedge;
delete [] m_userVertex;
delete [] m_userFace;
delete [] m_matArray;
delete [] m_matcnt;
delete [] m_matpos;
}
/*
* CSimpGlMesh: Print
*/
HRESULT CSimpGlMesh::Print(ostream& os)
{
os << "\n\nMaterials:";
for (int i=0; i<m_numMaterials; ++i)
{
LPGLmaterial lpglm = &m_matArray[i];
os << "\n\nMaterial [" << i << "] :";
os << "\nShininess : " << lpglm->shininess;
os << "\nDiffuse : (" << lpglm->diffuse.r << ", "
<< lpglm->diffuse.g << ", "
<< lpglm->diffuse.b << ", "
<< lpglm->diffuse.a << ")";
os << "\nSpecular : (" << lpglm->specular.r << ", "
<< lpglm->specular.g << ", "
<< lpglm->specular.b << ", "
<< lpglm->specular.a << ")";
os << "\nEmissive : (" << lpglm->emissive.r << ", "
<< lpglm->emissive.g << ", "
<< lpglm->emissive.b << ", "
<< lpglm->emissive.a << ")";
os << "\nNumber of faces: " << m_matcnt[i];
for (int j=0; j< m_matcnt[i]; j++)
{
#ifdef __MATPOS_IS_A_PTR
os << "\n(" << m_matpos[i][j].w[0] << ","
<< (m_matpos[i][j]).w[1] << ","
<< (m_matpos[i][j]).w[2] << ")";
#else
os << "\n(" << (m_farray[m_matpos[i] + j]).w[0] << ","
<< (m_farray[m_matpos[i] + j]).w[0] << ","
<< (m_farray[m_matpos[i] + j]).w[0] << ")";
#endif
}
}
os << "\n\nWedge connectivity:";
for (i=0; i<m_numWedges; ++i)
{
os << "\n" << m_wedgelist[i];
}
os << "\n\nWedge data:";
for (i=0; i<m_numWedges; ++i)
{
os << "\n(" << m_varray[i].x << ", "
<< m_varray[i].y << ", "
<< m_varray[i].z << ") "
<< " (" << m_narray[i].x << ", "
<< m_narray[i].y << ", "
<< m_narray[i].z << ") "
<< " (" << m_tarray[i].s << ", "
<< m_tarray[i].t << ") ";
}
return S_OK;
}
/*
* CSimpGlMesh: RenderMesh
*/
HRESULT CSimpGlMesh::RenderMesh(RenderType rt)
{
if (rt == GLPM_SOLID)
{
glVertexPointer(3, GL_FLOAT, 0, (void *)&(m_varray[0].x));
glNormalPointer (GL_FLOAT, 0, (void *)&(m_narray[0].x));
glTexCoordPointer (2, GL_FLOAT, 0, (void *)&(m_tarray[0].s));
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_NORMAL_ARRAY);
for (int i=0; i<m_numMaterials; i++)
{
LPGLmaterial lpglm = &(m_matArray[i]);
if (m_matcnt[i] == (WORD) 0) continue;
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lpglm->shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
(GLfloat *) &(lpglm->specular));
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &(lpglm->diffuse));
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,
(GLfloat *) &(lpglm->emissive));
glDrawElements (GL_TRIANGLES, (GLuint) m_matcnt[i]*3,
GL_UNSIGNED_SHORT,
(void *) &(m_farray[m_matpos[i]]));
}
return S_OK;
}
else
{
return E_NOTIMPL;
}
}