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meshbuilder.cpp

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00001 /*
00002     toxic - A Global Illumination Renderer
00003     Copyright (C) 2003-2004 Francois Beaune
00004     Contact: http://toxicengine.sourceforge.net/
00005 
00006     This file is part of toxic.
00007 
00008     toxic is free software; you can redistribute it and/or modify
00009     it under the terms of the GNU General Public License as published by
00010     the Free Software Foundation; either version 2 of the License, or
00011     (at your option) any later version.
00012 
00013     toxic is distributed in the hope that it will be useful,
00014     but WITHOUT ANY WARRANTY; without even the implied warranty of
00015     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016     GNU General Public License for more details.
00017 
00018     You should have received a copy of the GNU General Public License
00019     along with toxic; if not, write to the Free Software
00020     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00021 */
00022 
00023 #include "meshbuilder.h"    // include first
00024 #include "basicsurfaceshader.h"
00025 #include "constanttexture.h"
00026 #include "imagetexture.h"
00027 #include "isurfaceshader.h"
00028 #include "lambertianbrdf.h"
00029 #include "map2.h"
00030 
00031 #include <cassert>
00032 
00033 using namespace sheep;
00034 using namespace std;
00035 using namespace toxic;
00036 
00037 MeshBuilder::MeshBuilder(const Matrix4 &m,
00038                          const ISurfaceShader *surface_shader,
00039                          IObject::IntersectionMask intersection_mask 
00040                              /*= IObject::INTERSECT_ALL_RAYS*/) :
00041     m_m(m),
00042     m_surface_shader(surface_shader),
00043     m_intersection_mask(intersection_mask)
00044 {
00045 }
00046 
00047 MeshBuilder::~MeshBuilder() {}
00048 
00049 // IMeshBuilder interface.
00050 
00051 IMeshBuilder::IGeometryBuilder *MeshBuilder::GeometryBuilder() {
00052     return this;
00053 }
00054 
00055 IMeshBuilder::IMaterialBuilder *MeshBuilder::MaterialBuilder() {
00056     if(m_surface_shader)
00057         return 0;
00058     else return this;
00059 }
00060 
00061 MeshBuilder::MeshVector MeshBuilder::GetMeshes() const {
00062     return m_meshes;
00063 }
00064 
00065 // IGeometryBuilder interface.
00066 
00067 void MeshBuilder::BeginSubMesh(const string &name) {
00068     m_meshes.push_back(new Mesh(m_m, m_surface_shader, m_intersection_mask));
00069 }
00070 
00071 void MeshBuilder::EndSubMesh() {}
00072 
00073 IMeshBuilder::FeatureId MeshBuilder::AppendVertex(const Vector3 &v) {
00074     return m_meshes.back()->AppendVertex(v);
00075 }
00076 
00077 IMeshBuilder::FeatureId MeshBuilder::AppendNormal(const Vector3 &vn) {
00078     assert(vn.IsUnitLength());
00079 
00080     return m_meshes.back()->AppendNormal(vn);
00081 }
00082 
00083 IMeshBuilder::FeatureId MeshBuilder::AppendTexCoord(const Vector2 &vt) {
00084     return m_meshes.back()->AppendTexCoord(vt);
00085 }
00086 
00087 IMeshBuilder::FeatureId MeshBuilder::AppendFace(int n, const FeatureId *v) {
00088     assert(n == 3);
00089     assert(v);
00090 
00091     return m_meshes.back()->AppendTriangle(v[0], v[1], v[2]);
00092 }
00093 
00094 void MeshBuilder::SetFaceNormals(FeatureId face, int n, const FeatureId *vn) {
00095     assert(n == 3);
00096     assert(vn);
00097 
00098     m_meshes.back()->SetTriangleNormals(face, vn[0], vn[1], vn[2]);
00099 }
00100 
00101 void MeshBuilder::SetFaceTexCoords(FeatureId face, int n, const FeatureId *vt) {
00102     assert(n == 3);
00103     assert(vt);
00104 
00105     m_meshes.back()->SetTriangleTexCoords(face, vt[0], vt[1], vt[2]);
00106 }
00107 
00108 void MeshBuilder::SetMaterial(FeatureId material_id) {
00109     if(m_surface_shader == 0) {
00110         assert(material_id >= 0 && material_id < m_surface_shaders.size());
00111         m_meshes.back()->SetSurfaceShader(m_surface_shaders[material_id]);
00112     } 
00113 }
00114 
00115 // IMaterialBuilder interface.
00116 
00117 IMeshBuilder::FeatureId MeshBuilder::BeginMaterial(const string &name) {
00118     m_texture_map = 0;
00119     return static_cast<FeatureId>(m_surface_shaders.size());
00120 }
00121 
00122 void MeshBuilder::EndMaterial() {
00123     ISurfaceShader *surface_shader;
00124 
00125     if(m_texture_map) {
00126         surface_shader = new BasicSurfaceShader(
00127             0,
00128             Color3(0.0),
00129             new LambertianBRDF(),
00130             new ImageTexture(m_texture_map));
00131     } else {
00132         surface_shader = new BasicSurfaceShader(
00133             0,
00134             Color3(0.0),
00135             new LambertianBRDF(),
00136             new ConstantTexture(m_diffuse_color));
00137     }
00138 
00139     m_surface_shaders.push_back(surface_shader);
00140 
00141     // Do not delete m_texture_map!
00142 
00143     m_texture_map = 0;
00144 }
00145 
00146 void MeshBuilder::SetAmbientColor(Real r, Real g, Real b) {
00147     // Ignore.
00148 }
00149 
00150 void MeshBuilder::SetDiffuseColor(Real r, Real g, Real b) {
00151     m_diffuse_color.m_r = r;
00152     m_diffuse_color.m_g = g;
00153     m_diffuse_color.m_b = b;
00154 }
00155 
00156 void MeshBuilder::SetSpecularColor(Real r, Real g, Real b) {
00157     // Ignore.
00158 }
00159 
00160 void MeshBuilder::SetTexture(int w, int h, const unsigned char *texels) {   //!< 24-bit RGB format.
00161     delete m_texture_map;
00162     m_texture_map = new Map2(w, h, texels);
00163 }

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