<<<<<<< HEAD
package saito.objloader;

import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.nio.*;

import javax.media.opengl.GL;

import processing.core.*;

public class Segment {
	public ArrayList<Face> faces;

	public String materialName;
	public IntBuffer indexIB;
	public FloatBuffer dataFB;

	int[] glbuf;

	/**
	 * Constructor for the ModelSegment, each Segment holds a Vector of
	 * Elements. each element is a collection of indexes to the vert, normal,
	 * and UV arrays that make up a single face.
	 */
	public Segment() {
		faces = new ArrayList<Face>();
	}

	public String getMaterialName() {
		return materialName;
	}

	public Face getFace(int index) {
		return faces.get(index);
	}

	public Face[] getFaces() {
		return faces.toArray(new Face[faces.size()]);
	}

	public PVector[] getIndices() {
		ArrayList<PVector> indices = new ArrayList<PVector>();

		for (int i = 0; i < faces.size(); i++)
			indices.addAll(Arrays.asList(getFace(i).getVertices()));

		return indices.toArray(new PVector[indices.size()]);
	}

	public int getFaceCount() {
		return faces.size();
	}

	public int getIndexCount() {
		int count = 0;

		for (int i = 0; i < getFaceCount(); i++)
			count += (getFace(i)).getVertIndexCount();

		return count;
	}

	public void sortFacesByX() {
		Collections.sort(faces, Face.FaceXComparator);
	}

	public void sortFacesByY() {
		Collections.sort(faces, Face.FaceYComparator);
	}

	public void sortFacesByZ() {
		Collections.sort(faces, Face.FaceZComparator);
	}

	/*
	 * The Plan each model segment maintains it's own data Float buffer. Each
	 * vertex is organized like this
	 * 
	 * (p.vx, p.vy, p.vz, t.vx, t.vy, n.vx, n.vy, n.vz) number of elements in
	 * the model segment
	 * 
	 * 8 elements to each vertex. (not the class just the 3D model concept) each
	 * vertex is added to the data float buffer in order so that moving from
	 * start to finish draws the model Maximum speed at the cost of memory. But
	 * the whole point of the OPENGL mode is speed. (and the normal process
	 * doesn't have the best memory usage anyway)
	 */

	public void setupGL(GL gl, Debug debug, PVector[] p, PVector[] t, PVector[] n) {
		// disclaimer: this is damn ugly. with a little more thought I'm sure I
		// could make this a little prettier.
		int[] vertind = new int[0];
		int[] texind = new int[0];
		int[] normind = new int[0];

		for (int j = 0; j < getFaceCount(); j++) {
			Face tmpf = (getFace(j));

			if (j == 0) {
				vertind = tmpf.getVertexIndices();
				texind = tmpf.getTextureIndices();
				normind = tmpf.getNormalIndices();
			} else {
				vertind = PApplet.concat(vertind, tmpf.getVertexIndices());
				texind = PApplet.concat(texind, tmpf.getTextureIndices());
				normind = PApplet.concat(normind, tmpf.getNormalIndices());
			}
		}

		int stride = 8;

		float[] f = new float[vertind.length * stride];

		debug.println("there are this many floats = " + f.length);

		for (int i = 0; i < f.length / stride; i++) {
			PVector points = p[vertind[i]];
			PVector textureUV = t[texind[i]];
			PVector normals = n[normind[i]];

			f[i * stride] = points.x;
			f[i * stride + 1] = points.y; // negative to account for processing

			// top left 0,0,0
			f[i * stride + 2] = points.z;
			f[i * stride + 3] = textureUV.x;
			f[i * stride + 4] = 1.0f - textureUV.y; // flipped to account for

			// top left
			f[i * stride + 5] = normals.x;
			f[i * stride + 6] = normals.y;
			f[i * stride + 7] = normals.z;
		}

		glbuf = new int[2];

		gl.glGenBuffers(1, glbuf, 0);

		dataFB = setupFloatBuffer(f);

		bindThisBuffer(gl, glbuf[0], f, dataFB);

		int[] index = new int[f.length / 8];

		for (int i = 0; i < index.length; i++)
			index[i] = i;

		indexIB = setupIntBuffer(index);
	}

	public void beginDrawGL(GL gl) {
		gl.glBindBuffer(GL.GL_ARRAY_BUFFER, glbuf[0]);

		gl.glEnableClientState(GL.GL_VERTEX_ARRAY); // Enable Vertex Arrays
		gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
		gl.glEnableClientState(GL.GL_NORMAL_ARRAY);

		// AAARRRGGGG Stride is in BYTES motherf-----
		gl.glVertexPointer(3, GL.GL_FLOAT, 32, 0);
		gl.glTexCoordPointer(2, GL.GL_FLOAT, 32, 12);
		gl.glNormalPointer(GL.GL_FLOAT, 32, 20);

		// turn on backface culling
		gl.glFrontFace(GL.GL_CCW);

		gl.glPolygonMode(GL.GL_FRONT, GL.GL_FILL);

		// gl.glPolygonMode(GL.GL_BACK, GL.GL_POINTS);
		// gl.glEnable(GL.GL_CULL_FACE);
		//		
		// gl.glCullFace(GL.GL_BACK);
	}

	public void drawGL(GL gl, int GLTYPE) {

		beginDrawGL(gl);

		// once I get the indexing better I'll use glDrawElements
		// gl.glDrawElements(GLTYPE , indexIB.capacity(), GL.GL_UNSIGNED_INT,
		// indexIB);
		gl.glDrawArrays(GLTYPE, 0, indexIB.capacity());

		endDrawGL(gl);
	}

	public void endDrawGL(GL gl) {
		gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY);
		gl.glDisableClientState(GL.GL_NORMAL_ARRAY);
		gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
	}

	private IntBuffer setupIntBuffer(int[] i) {
		IntBuffer fb = ByteBuffer.allocateDirect(4 * i.length).order(ByteOrder.nativeOrder()).asIntBuffer();
		fb.put(i);
		fb.rewind();

		return fb;
	}

	private FloatBuffer setupFloatBuffer(float[] f) {
		FloatBuffer fb = ByteBuffer.allocateDirect(4 * f.length).order(ByteOrder.nativeOrder()).asFloatBuffer();
		fb.put(f);
		fb.rewind();

		return fb;
	}

	private void bindThisBuffer(GL gl, int num, float[] f, FloatBuffer FB) {
		gl.glBindBuffer(GL.GL_ARRAY_BUFFER, num);
		gl.glBufferData(GL.GL_ARRAY_BUFFER, 4 * f.length, FB, GL.GL_STATIC_DRAW);
	}
}
=======
package saito.objloader;

import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.nio.*;

import javax.media.opengl.GL;

import processing.core.*;

public class Segment {
	public ArrayList<Face> faces;

	public String materialName;
	public IntBuffer indexIB;
	public FloatBuffer dataFB;

	int[] glbuf;

	/**
	 * Constructor for the ModelSegment, each Segment holds a Vector of
	 * Elements. each element is a collection of indexes to the vert, normal,
	 * and UV arrays that make up a single face.
	 */
	public Segment() {
		faces = new ArrayList<Face>();
	}

	public String getMaterialName() {
		return materialName;
	}

	public Face getFace(int index) {
		return faces.get(index);
	}

	public Face[] getFaces() {
		return faces.toArray(new Face[faces.size()]);
	}

	public PVector[] getIndices() {
		ArrayList<PVector> indices = new ArrayList<PVector>();

		for (int i = 0; i < faces.size(); i++)
			indices.addAll(Arrays.asList(getFace(i).getVertices()));

		return indices.toArray(new PVector[indices.size()]);
	}

	public int getFaceCount() {
		return faces.size();
	}

	public int getIndexCount() {
		int count = 0;

		for (int i = 0; i < getFaceCount(); i++)
			count += (getFace(i)).getVertIndexCount();

		return count;
	}

	public void sortFacesByX() {
		Collections.sort(faces, Face.FaceXComparator);
	}

	public void sortFacesByY() {
		Collections.sort(faces, Face.FaceYComparator);
	}

	public void sortFacesByZ() {
		Collections.sort(faces, Face.FaceZComparator);
	}

	/*
	 * The Plan each model segment maintains it's own data Float buffer. Each
	 * vertex is organized like this
	 * 
	 * (p.vx, p.vy, p.vz, t.vx, t.vy, n.vx, n.vy, n.vz) number of elements in
	 * the model segment
	 * 
	 * 8 elements to each vertex. (not the class just the 3D model concept) each
	 * vertex is added to the data float buffer in order so that moving from
	 * start to finish draws the model Maximum speed at the cost of memory. But
	 * the whole point of the OPENGL mode is speed. (and the normal process
	 * doesn't have the best memory usage anyway)
	 */

	public void setupGL(GL gl, Debug debug, PVector[] p, PVector[] t, PVector[] n) {
		// disclaimer: this is damn ugly. with a little more thought I'm sure I
		// could make this a little prettier.
		int[] vertind = new int[0];
		int[] texind = new int[0];
		int[] normind = new int[0];

		for (int j = 0; j < getFaceCount(); j++) {
			Face tmpf = (getFace(j));

			if (j == 0) {
				vertind = tmpf.getVertexIndices();
				texind = tmpf.getTextureIndices();
				normind = tmpf.getNormalIndices();
			} else {
				vertind = PApplet.concat(vertind, tmpf.getVertexIndices());
				texind = PApplet.concat(texind, tmpf.getTextureIndices());
				normind = PApplet.concat(normind, tmpf.getNormalIndices());
			}
		}

		int stride = 8;

		float[] f = new float[vertind.length * stride];

		debug.println("there are this many floats = " + f.length);

		for (int i = 0; i < f.length / stride; i++) {
			PVector points = p[vertind[i]];
			PVector textureUV = t[texind[i]];
			PVector normals = n[normind[i]];

			f[i * stride] = points.x;
			f[i * stride + 1] = points.y; // negative to account for processing

			// top left 0,0,0
			f[i * stride + 2] = points.z;
			f[i * stride + 3] = textureUV.x;
			f[i * stride + 4] = 1.0f - textureUV.y; // flipped to account for

			// top left
			f[i * stride + 5] = normals.x;
			f[i * stride + 6] = normals.y;
			f[i * stride + 7] = normals.z;
		}

		glbuf = new int[2];

		gl.glGenBuffers(1, glbuf, 0);

		dataFB = setupFloatBuffer(f);

		bindThisBuffer(gl, glbuf[0], f, dataFB);

		int[] index = new int[f.length / 8];

		for (int i = 0; i < index.length; i++)
			index[i] = i;

		indexIB = setupIntBuffer(index);
	}

	public void beginDrawGL(GL gl) {
		gl.glBindBuffer(GL.GL_ARRAY_BUFFER, glbuf[0]);

		gl.glEnableClientState(GL.GL_VERTEX_ARRAY); // Enable Vertex Arrays
		gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
		gl.glEnableClientState(GL.GL_NORMAL_ARRAY);

		// AAARRRGGGG Stride is in BYTES motherf-----
		gl.glVertexPointer(3, GL.GL_FLOAT, 32, 0);
		gl.glTexCoordPointer(2, GL.GL_FLOAT, 32, 12);
		gl.glNormalPointer(GL.GL_FLOAT, 32, 20);

		// turn on backface culling
		gl.glFrontFace(GL.GL_CCW);

		gl.glPolygonMode(GL.GL_FRONT, GL.GL_FILL);

		// gl.glPolygonMode(GL.GL_BACK, GL.GL_POINTS);
		// gl.glEnable(GL.GL_CULL_FACE);
		//		
		// gl.glCullFace(GL.GL_BACK);
	}

	public void drawGL(GL gl, int GLTYPE) {

		beginDrawGL(gl);

		// once I get the indexing better I'll use glDrawElements
		// gl.glDrawElements(GLTYPE , indexIB.capacity(), GL.GL_UNSIGNED_INT,
		// indexIB);
		gl.glDrawArrays(GLTYPE, 0, indexIB.capacity());

		endDrawGL(gl);
	}

	public void endDrawGL(GL gl) {
		gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY);
		gl.glDisableClientState(GL.GL_NORMAL_ARRAY);
		gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
	}

	private IntBuffer setupIntBuffer(int[] i) {
		IntBuffer fb = ByteBuffer.allocateDirect(4 * i.length).order(ByteOrder.nativeOrder()).asIntBuffer();
		fb.put(i);
		fb.rewind();

		return fb;
	}

	private FloatBuffer setupFloatBuffer(float[] f) {
		FloatBuffer fb = ByteBuffer.allocateDirect(4 * f.length).order(ByteOrder.nativeOrder()).asFloatBuffer();
		fb.put(f);
		fb.rewind();

		return fb;
	}

	private void bindThisBuffer(GL gl, int num, float[] f, FloatBuffer FB) {
		gl.glBindBuffer(GL.GL_ARRAY_BUFFER, num);
		gl.glBufferData(GL.GL_ARRAY_BUFFER, 4 * f.length, FB, GL.GL_STATIC_DRAW);
	}
}
>>>>>>> origin/master
