Initial commit
This commit is contained in:
251
engines/tetraedge/te/te_mesh.cpp
Normal file
251
engines/tetraedge/te/te_mesh.cpp
Normal file
@@ -0,0 +1,251 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "tetraedge/tetraedge.h"
|
||||
#include "tetraedge/te/te_renderer.h"
|
||||
#include "tetraedge/te/te_light.h"
|
||||
#include "tetraedge/te/te_mesh.h"
|
||||
#include "tetraedge/te/te_mesh_opengl.h"
|
||||
#include "tetraedge/te/te_mesh_tinygl.h"
|
||||
#include "tetraedge/te/te_material.h"
|
||||
|
||||
namespace Tetraedge {
|
||||
|
||||
TeMesh::TeMesh() : _matrixForced(false), _hasAlpha(false), _initialMaterialIndexCount(0),
|
||||
_drawWires(false), _shouldDraw(true) {
|
||||
}
|
||||
|
||||
|
||||
void TeMesh::defaultMaterial(const TeIntrusivePtr<Te3DTexture> &texture) {
|
||||
TeMaterial::Mode mode = TeMaterial::MaterialMode1;
|
||||
if (texture && !texture->hasAlpha())
|
||||
mode = TeMaterial::MaterialMode0;
|
||||
_materials.resize(1);
|
||||
_materials[0] = TeMaterial(texture, mode);
|
||||
}
|
||||
|
||||
TeMaterial *TeMesh::material(uint index) {
|
||||
assert(!_materials.empty());
|
||||
if (index < _materials.size()) {
|
||||
return &_materials[index];
|
||||
} else {
|
||||
return &_materials[0];
|
||||
}
|
||||
}
|
||||
|
||||
const TeMaterial *TeMesh::material(uint index) const {
|
||||
assert(!_materials.empty());
|
||||
if (index < _materials.size()) {
|
||||
return &_materials[index];
|
||||
} else {
|
||||
return &_materials[0];
|
||||
}
|
||||
}
|
||||
|
||||
void TeMesh::destroy() {
|
||||
_hasAlpha = false;
|
||||
_updatedVerticies.clear();
|
||||
_updatedNormals.clear();
|
||||
_verticies.clear();
|
||||
_normals.clear();
|
||||
_uvs.clear();
|
||||
_colors.clear();
|
||||
_indexes.clear();
|
||||
_materialIndexes.clear();
|
||||
_faceCounts.clear();
|
||||
_matricies.clear();
|
||||
}
|
||||
|
||||
bool TeMesh::hasAlpha(uint idx) {
|
||||
// Note: I don't understand this logic, but it's what the game does..
|
||||
bool hasGlobalAlpha = _hasAlpha && !_colors.empty();
|
||||
|
||||
bool retval = hasGlobalAlpha;
|
||||
if (idx < _materials.size()) {
|
||||
const TeMaterial &material = _materials[idx];
|
||||
if (material._isShadowTexture) {
|
||||
retval = false;
|
||||
} else {
|
||||
retval = true;
|
||||
if (!hasGlobalAlpha && material._mode != TeMaterial::MaterialMode1 && material._ambientColor.a() == 255)
|
||||
retval = (material._diffuseColor.a() != 255);
|
||||
}
|
||||
}
|
||||
return retval;
|
||||
}
|
||||
|
||||
TeVector3f32 TeMesh::normal(uint idx) const {
|
||||
if (!_updatedNormals.empty())
|
||||
return _updatedNormals[idx];
|
||||
else
|
||||
return _normals[idx];
|
||||
}
|
||||
|
||||
void TeMesh::resizeUpdatedTables(uint newSize) {
|
||||
_updatedVerticies.resize(newSize);
|
||||
_updatedNormals.resize(newSize);
|
||||
}
|
||||
|
||||
void TeMesh::setColor(const TeColor &col) {
|
||||
Te3DObject2::setColor(col);
|
||||
|
||||
if (!_verticies.empty()) {
|
||||
const TeColor colnow = Te3DObject2::color();
|
||||
_colors.resize(_verticies.size());
|
||||
if (colnow.a() != 255)
|
||||
_hasAlpha = true;
|
||||
|
||||
for (uint i = 0; i < _verticies.size(); i++) {
|
||||
_colors[i] = colnow;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TeMesh::setColor(uint idx, const TeColor &col) {
|
||||
if (col.a() != 255) {
|
||||
_hasAlpha = true;
|
||||
}
|
||||
_colors.resize(_verticies.size());
|
||||
_colors[idx] = col;
|
||||
}
|
||||
|
||||
void TeMesh::setConf(uint vertexCount, uint indexCount, enum Mode mode, uint materialCount, uint materialIndexCount) {
|
||||
destroy();
|
||||
_initialMaterialIndexCount = materialIndexCount;
|
||||
_verticies.resize(vertexCount);
|
||||
_indexes.resize(indexCount);
|
||||
_materials.resize(materialCount);
|
||||
_matricies.resize(vertexCount);
|
||||
setMode(mode);
|
||||
}
|
||||
|
||||
void TeMesh::setIndex(uint idx, uint val) {
|
||||
_indexes[idx] = val;
|
||||
}
|
||||
|
||||
void TeMesh::setNormal(uint idx, const TeVector3f32 &val) {
|
||||
_normals.resize(_verticies.size());
|
||||
_normals[idx] = val;
|
||||
}
|
||||
|
||||
void TeMesh::setTextureUV(uint idx, const TeVector2f32 &val) {
|
||||
_uvs.resize(_verticies.size());
|
||||
_uvs[idx] = val;
|
||||
}
|
||||
|
||||
void TeMesh::setVertex(uint idx, const TeVector3f32 &val) {
|
||||
_verticies[idx] = val;
|
||||
}
|
||||
|
||||
TeVector3f32 TeMesh::vertex(uint idx) const {
|
||||
if (!_updatedVerticies.empty())
|
||||
return _updatedVerticies[idx];
|
||||
else
|
||||
return _verticies[idx];
|
||||
}
|
||||
|
||||
void TeMesh::attachMaterial(uint idx, const TeMaterial &src) {
|
||||
TeMaterial &dest = _materials[idx];
|
||||
dest._texture = src._texture;
|
||||
dest._enableLights = src._enableLights;
|
||||
dest._isShadowTexture = src._isShadowTexture;
|
||||
dest._emissionColor = src._emissionColor;
|
||||
dest._shininess = src._shininess;
|
||||
dest._diffuseColor = src._diffuseColor;
|
||||
dest._specularColor = src._specularColor;
|
||||
dest._mode = src._mode;
|
||||
dest._ambientColor = src._ambientColor;
|
||||
}
|
||||
|
||||
void TeMesh::facesPerMaterial(uint idx, unsigned short value) {
|
||||
_faceCounts.resize(_materials.size());
|
||||
_faceCounts[idx] = value;
|
||||
}
|
||||
|
||||
void TeMesh::matrixIndex(uint num, unsigned short val) {
|
||||
_matricies[num] = val;
|
||||
}
|
||||
|
||||
void TeMesh::update(const Common::Array<TeMatrix4x4> *matricies1, const Common::Array<TeMatrix4x4> *matricies2) {
|
||||
if (visible()) {
|
||||
if (matricies1) {
|
||||
_updatedVerticies.resize(_verticies.size());
|
||||
_updatedNormals.resize(_normals.size());
|
||||
updateTo(matricies1, matricies2, _updatedVerticies, _updatedNormals);
|
||||
} else {
|
||||
_updatedVerticies.clear();
|
||||
_updatedNormals.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TeMesh::update(TeIntrusivePtr<TeModelVertexAnimation> vertexanim) {
|
||||
_updatedVerticies.resize(_verticies.size());
|
||||
_updatedNormals.resize(_normals.size());
|
||||
|
||||
const Common::Array<TeVector3f32> animverts = vertexanim->getVertices();
|
||||
assert(animverts.size() >= _verticies.size());
|
||||
for (uint i = 0; i < _verticies.size(); i++) {
|
||||
_updatedVerticies[i] = animverts[i];
|
||||
}
|
||||
for (uint i = 0; i < _normals.size(); i++) {
|
||||
_updatedNormals[i] = _normals[i];
|
||||
}
|
||||
}
|
||||
|
||||
void TeMesh::updateTo(const Common::Array<TeMatrix4x4> *matricies1, const Common::Array<TeMatrix4x4> *matricies2,
|
||||
Common::Array<TeVector3f32> &verts, Common::Array<TeVector3f32> &normals) {
|
||||
static const TeMatrix4x4 emptyMatrix;
|
||||
for (uint i = 0; i < _verticies.size(); i++) {
|
||||
uint m = _matricies[i];
|
||||
const TeMatrix4x4 *mat;
|
||||
if (m < matricies1->size()) {
|
||||
mat = &((*matricies1)[m]);
|
||||
} else {
|
||||
m -= matricies1->size();
|
||||
if (m < matricies2->size())
|
||||
mat = &((*matricies2)[m]);
|
||||
else
|
||||
mat = &emptyMatrix;
|
||||
}
|
||||
verts[i] = mat->mult4x3(_verticies[i]);
|
||||
normals[i] = mat->mult3x3(_normals[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/*static*/
|
||||
TeMesh *TeMesh::makeInstance() {
|
||||
Graphics::RendererType r = g_engine->preferredRendererType();
|
||||
|
||||
#if defined(USE_OPENGL_GAME)
|
||||
if (r == Graphics::kRendererTypeOpenGL)
|
||||
return new TeMeshOpenGL();
|
||||
#endif
|
||||
|
||||
#if defined(USE_TINYGL)
|
||||
if (r == Graphics::kRendererTypeTinyGL)
|
||||
return new TeMeshTinyGL();
|
||||
#endif
|
||||
error("Couldn't create TeMesh for selected renderer");
|
||||
|
||||
}
|
||||
|
||||
} // end namespace Tetraedge
|
||||
Reference in New Issue
Block a user