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/* 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/>.
*
*/
#define FORBIDDEN_SYMBOL_EXCEPTION_strcat
#define FORBIDDEN_SYMBOL_EXCEPTION_strcpy
#include "watchmaker/3d/animation.h"
#include "watchmaker/3d/geometry.h"
#include "watchmaker/3d/loader.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/t3d_body.h"
#include "watchmaker/3d/t3d_mesh.h"
#include "watchmaker/file_utils.h"
#include "watchmaker/game.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/t3d.h"
#include "watchmaker/types.h"
#include "watchmaker/utils.h"
#include "watchmaker/windows_hacks.h"
/* -----------------16/12/98 10.32-------------------
* PRELOADEDANIMS
* --------------------------------------------------*/
#define MAX_BONES 40
#define MAX_PRELOADED_ANIMS 8
#define A3DFILEVERSION 5
#define SCALE_DEFAULT_ANIM 1
#define SCALE_ANIM 3
namespace Watchmaker {
struct t3dLOADBONE {
t3dV3F *Trasl;
t3dV3F *Euler;
uint32 NumBone;
};
struct t3dLOADANIM {
Common::String name;
uint32 NumFrames = 0, NumBones = 0, HiBone = 0, LastTime = 0;
t3dF32 *Dist = nullptr;
t3dLOADBONE Bone[MAX_BONES] = {};
};
t3dLOADANIM PreloadedAnim[MAX_PRELOADED_ANIMS];
/* -----------------30/12/98 10.56-------------------
* t3dMatRotXYZ
* --------------------------------------------------*/
void t3dMatRotXYZ(t3dM3X3F *dest, t3dF32 x, t3dF32 y, t3dF32 z) {
t3dM3X3F matrix, matrix_x, matrix_y, matrix_z;
t3dMatIdentity(&matrix_x);
t3dMatIdentity(&matrix_y);
t3dMatIdentity(&matrix_z);
matrix_x.M[4] = (float)cos(x);
matrix_x.M[5] = (float)sin(x);
matrix_x.M[7] = -(float)sin(x);
matrix_x.M[8] = (float)cos(x);
matrix_y.M[0] = (float)cos(y);
matrix_y.M[2] = -(float)sin(y);
matrix_y.M[6] = (float)sin(y);
matrix_y.M[8] = (float)cos(y);
matrix_z.M[0] = (float)cos(z);
matrix_z.M[1] = (float)sin(z);
matrix_z.M[3] = -(float)sin(z);
matrix_z.M[4] = (float)cos(z);
t3dMatMul(&matrix, &matrix_x, &matrix_y);
t3dMatMul(&matrix, &matrix, &matrix_z);
dest->M[0] = matrix.M[0];
dest->M[2] = matrix.M[1];
dest->M[1] = matrix.M[2];
dest->M[6] = matrix.M[3];
dest->M[8] = matrix.M[4];
dest->M[7] = matrix.M[5];
dest->M[3] = matrix.M[6];
dest->M[5] = matrix.M[7];
dest->M[4] = matrix.M[8];
}
Common::Array<t3dPLIGHT> t3dBODY::getPositionalLight(uint8 pos) {
Common::Array<t3dPLIGHT> result;
for (const auto &light : PosLightTable) {
if (light.Num == pos) {
result.push_back(light);
}
}
return result;
}
/* -----------------04/07/98 15.52-------------------
* GetLightPosition
* --------------------------------------------------*/
uint8 GetLightPosition(t3dV3F *dest, uint8 pos) {
if (!pos) return 0;
auto pLights = t3dCurRoom->getPositionalLight(pos);
dest->y = CurFloorY;
for (const auto &light : pLights) {
if (light.Pos.x && light.Pos.z) {
dest->x = light.Pos.x;
dest->z = light.Pos.z;
return pos;
}
}
if (pos != 99)
warning("Can't find lpos %d in %s", pos, t3dCurRoom->name.c_str());
return 0;
}
/* -----------------04/07/98 15.52-------------------
* GetLightPosition
* --------------------------------------------------*/
uint8 GetLightDirection(t3dV3F *dest, uint8 pos) {
if (!pos) return 0;
auto pLights = t3dCurRoom->getPositionalLight(pos);
dest->y = CurFloorY;
for (const auto &light : pLights) {
if (light.Dir.x && light.Dir.z) {
dest->x = light.Dir.x;
dest->z = light.Dir.x;
return pos;
}
}
if (pos != 99)
warning("Can't find ldir %d in %s", pos, t3dCurRoom->name.c_str());
return 0;
}
/* -----------------15/12/98 16.26-------------------
* t3dLoadAnimation
* --------------------------------------------------*/
int8 t3dLoadAnimation(WGame &game, const char *s, t3dMESH *mesh, uint16 Flag) {
uint32 nf, nb, i, k, h, older, ScaleAnim, CurPreloadedAnim;
uint32 j = 0;
t3dLOADANIM *p;
t3dLOADBONE *bone;
t3dBONEANIM *db;
t3dBONE *b;
t3dV3F t;
t3dF32 c;
// Prova a vedere se l'ho gia' precaricata
for (CurPreloadedAnim = 0; CurPreloadedAnim < MAX_PRELOADED_ANIMS; CurPreloadedAnim++)
if (PreloadedAnim[CurPreloadedAnim].NumFrames)
if (PreloadedAnim[CurPreloadedAnim].name.equalsIgnoreCase(s))
break;
// Se la devo precaricare, cerco quella piu' vecchia e la scarico
if (CurPreloadedAnim >= MAX_PRELOADED_ANIMS) {
older = 0;
// Prima cerco se ci sono ancora degli slot liberi
for (CurPreloadedAnim = 0; CurPreloadedAnim < MAX_PRELOADED_ANIMS; CurPreloadedAnim++) {
if (!PreloadedAnim[CurPreloadedAnim].NumFrames)
break;
else if (!(older) || (older > PreloadedAnim[CurPreloadedAnim].LastTime))
older = PreloadedAnim[j = CurPreloadedAnim].LastTime;
}
// Se non c'erano slot liberi, rilascia vecchia animazione precaricata
if (CurPreloadedAnim >= MAX_PRELOADED_ANIMS) {
CurPreloadedAnim = j;
//t DebugFile( "Precarico animazione %s nello slot %d occupato da %s", s, CurPreloadedAnim, PreloadedAnim[j].Name );
// Disalloca tutto
for (i = 0; i < MAX_BONES; i++) {
t3dFree(PreloadedAnim[j].Bone[i].Trasl);
t3dFree(PreloadedAnim[j].Bone[i].Euler);
}
delete[] PreloadedAnim[j].Dist;
PreloadedAnim[j] = t3dLOADANIM();
}
//t else
//t DebugFile( "Precarico animazione %s nello slot libero %d", s, CurPreloadedAnim );
p = &PreloadedAnim[CurPreloadedAnim];
p->name = s;
// Carica la nuova animazione
Common::String name = game.workDirs._a3dDir + replaceExtension(s, "a3d");
{
auto stream = game.resolveFile(name.c_str());
if (!stream) {
warning("File %s not found", name.c_str());
return -1;
}
if ((i = stream->readByte()) != A3DFILEVERSION) {
warning("%s file incompatible: current version: %d.\tFile version: %d", name.c_str(), A3DFILEVERSION, i);
return -1;
}
nb = stream->readSint16LE();
nf = stream->readSint16LE();
if (nf == 0) {
warning("%s has N0 frames!", name.c_str());
return -1;
}
if (nb >= MAX_BONES) {
warning("%s has too many bones (%d, MAX is %d)!", name.c_str(), j, MAX_BONES);
return -1;
}
p->NumBones = nb;
p->NumFrames = nf;
for (i = 0; i < nb; i++) {
j = (uint32)(stream->readByte());
if (!(p->HiBone) || (p->HiBone < j))
p->HiBone = j;
bone = &p->Bone[i];
bone->NumBone = j;
bone->Euler = t3dCalloc<t3dV3F>(nf);
bone->Trasl = t3dCalloc<t3dV3F>(nf);
for (k = 0; k < nf; k++) {
bone->Euler[k] = t3dV3F(*stream);
}
for (k = 0; k < nf; k++) {
bone->Trasl[k] = t3dV3F(*stream);
}
}
if (stream->readByte()) {
p->Dist = new t3dF32[nf]{};
for (k = 0; k < nf; k++)
p->Dist[k] = stream->readFloatLE();
}
} // Close file
}
//t else
//t DebugFile( "Animazione %s gia' precaricata nello slot %d", s, CurPreloadedAnim );
p = &PreloadedAnim[CurPreloadedAnim];
// Scrive l'ultima volta che l'ho usata
p->LastTime = t3dReadTime();
// Finalmente copia l'animazione precaricata nella mesh
if (Flag & T3D_MESH_DEFAULTANIM) {
db = &mesh->DefaultAnim;
mesh->Flags |= T3D_MESH_DEFAULTANIM;
if (db) mesh->releaseAnim(T3D_MESH_DEFAULTANIM);
if (db) mesh->releaseAnim(0);
ScaleAnim = SCALE_DEFAULT_ANIM;
db->NumFrames = p->NumFrames;
} else {
db = &mesh->Anim;
mesh->Flags &= ~T3D_MESH_DEFAULTANIM;
if (db) mesh->releaseAnim(0);
ScaleAnim = SCALE_ANIM;
db->NumFrames = (p->NumFrames - 2) * ScaleAnim + 2;
}
if (db->BoneTable) mesh->releaseAnim(0);
mesh->NumNormals = 0;
db->NumBones = 0;
db->BoneTable = nullptr;
db->BoneTable = t3dCalloc<t3dBONE>(p->HiBone + 1);
db->NumBones = p->HiBone + 1;
c = 1.0f / (t3dF32)(ScaleAnim);
for (i = 0; i < p->NumBones; i++) {
bone = &p->Bone[i];
b = &db->BoneTable[bone->NumBone];
b->Matrix = t3dCalloc<t3dM3X3F>(db->NumFrames);
b->Trasl = t3dCalloc<t3dV3F>(db->NumFrames);
for (k = 0; k < db->NumFrames; k++) {
j = ((k - 1) / ScaleAnim) + 1;
h = ((k - 1) % ScaleAnim);
if ((!h) || (k < 1)) {
if (k < 1)
j = k;
t3dMatRotXYZ(&b->Matrix[k], bone->Euler[j].x, bone->Euler[j].y, bone->Euler[j].z);
memcpy(&b->Trasl[k], &bone->Trasl[j], sizeof(t3dV3F));
} else {
t3dVectSub(&t, &bone->Euler[j + 1], &bone->Euler[j]);
if ((t.x < T3D_2PI) && (t.x > T3D_PI)) t.x = t.x - T3D_2PI;
if ((t.x > -T3D_2PI) && (t.x < -T3D_PI)) t.x = t.x + T3D_2PI;
if ((t.y < T3D_2PI) && (t.y > T3D_PI)) t.y = t.y - T3D_2PI;
if ((t.y > -T3D_2PI) && (t.y < -T3D_PI)) t.y = t.y + T3D_2PI;
if ((t.z < T3D_2PI) && (t.z > T3D_PI)) t.z = t.z - T3D_2PI;
if ((t.z > -T3D_2PI) && (t.z < -T3D_PI)) t.z = t.z + T3D_2PI;
t *= (c * (t3dF32)(h));
t3dVectAdd(&t, &bone->Euler[j], &t);
t3dMatRotXYZ(&b->Matrix[k], t.x, t.y, t.z);
t3dVectSub(&t, &bone->Trasl[j + 1], &bone->Trasl[j]);
t *= (c * (t3dF32)(h));
t3dVectAdd(&b->Trasl[k], &bone->Trasl[j], &t);
}
/* if(!(mesh->Flags&T3D_MESH_CHARACTER))
DebugFile("%3d;%3d;%9f;%9f;%9f;%9f;%9f;%9f;%9f;%9f;%9f;%9f;%9f;%9f;",k,i,
(bone->Euler[j].x)*180.0f/T3D_PI,(bone->Euler[j].y)*180.0f/T3D_PI,(bone->Euler[j].z)*180.0f/T3D_PI,
b->Matrix[k].M[0],b->Matrix[k].M[1],b->Matrix[k].M[2],
b->Matrix[k].M[3],b->Matrix[k].M[4],b->Matrix[k].M[5],
b->Matrix[k].M[6],b->Matrix[k].M[7],b->Matrix[k].M[8] );
*/
}
b->ModVertices.clear();
// Poi inserisce tutti i vertici modificati nell'array gia' alloocato della dimensione giusta
for (auto &modVertices : mesh->ModVertices) {
if (modVertices.NumBone == bone->NumBone) {
b->ModVertices.push_back(modVertices.NumVert);
}
}
}
if (p->Dist) {
db->Dist = new t3dF32[db->NumFrames]{};
for (k = 0; k < db->NumFrames; k++)
db->Dist[k] = p->Dist[k];
}
return 1;
}
/* -----------------30/12/98 11.27-------------------
* FixupAnim
* --------------------------------------------------*/
void FixupAnim(t3dMESH *mesh, uint8 pos, const char *room) {
t3dBONEANIM *db;
t3dBONE *bone, *bone0;
t3dV3F lp, ld, Frame0Trasl, cc, tmp, tmp1, tmp2, zero;
t3dM3X3F lm, mx, BoneInitMatrix;
uint32 i, k, frame;
t3dBODY *OldCurRoom = t3dCurRoom;
if (mesh->Flags & T3D_MESH_DEFAULTANIM) {
db = &mesh->DefaultAnim;
pos = 0;
} else {
db = &mesh->Anim;
if (pos) {
if (room && (room[0] != '\0')) {
t3dBODY *roomPtr = _vm->_roomManager->getRoomIfLoaded(room);
if (room) {
t3dCurRoom = roomPtr;
}
}
if (!GetLightPosition(&lp, pos) || (lp.x == 0.0f) || (lp.z == 0.0f)) pos = 0;
if (!GetLightDirection(&ld, pos) || (ld.x == 0.0f) || (ld.z == 0.0f)) pos = 0;
t3dCurRoom = OldCurRoom;
t3dVectSub(&ld, &ld, &lp);
ld.z = -ld.z;
t3dVectAdd(&ld, &ld, &lp);
t3dMatView(&lm, &lp, &ld);
if ((!pos) || (mesh->Flags & (T3D_MESH_ABS_ANIM | T3D_MESH_CHARACTER))) {
t3dVectCopy(&lp, &mesh->Trasl);
t3dMatCopy(&lm, &mesh->Matrix);
pos = 99;
}
if (mesh->Flags & T3D_MESH_ABS_ANIM)
t3dVectTransform(&cc, &CharCorrection, &lm);
}
}
// Ora sistema tutte le altre bones 1..32 (mesh) e 33/34 (camera)
for (i = 1; i < db->NumBones; i++) {
if (!(bone = &db->BoneTable[i]) || !(bone->Trasl) || !(bone->Matrix)) continue;
// Salva la prima matrice di ogni bone
t3dMatCopy(&BoneInitMatrix, &bone->Matrix[0]);
// Calcola scostamento iniziale bone per azioni assolute personaggi
if (i == 1) t3dVectSub(&Frame0Trasl, &bone->Trasl[1], &bone->Trasl[0]);
for (k = 0; k < db->NumFrames; k++) {
// Tutte le matrici diventano relative al frame 0
t3dMatMulInv(&bone->Matrix[k], &bone->Matrix[k], &BoneInitMatrix);
// Aggiunge la correzione a:
// - Azioni di default (tutti frames personaggi)
// - Azioni relative (tutti frames, personaggi e oggetti)
// - Azioni assolute (personaggi frame 0)
if ((mesh->Flags & T3D_MESH_DEFAULTANIM) || !(mesh->Flags & T3D_MESH_ABS_ANIM) ||
((!k) && (mesh->Flags & T3D_MESH_ABS_ANIM) && (mesh->Flags & T3D_MESH_CHARACTER)))
t3dVectAdd(&bone->Trasl[k], &CharCorrection, &bone->Trasl[k]);
if (pos) {
// Oggetti relativi
if (!(mesh->Flags & T3D_MESH_CHARACTER) && !(mesh->Flags & T3D_MESH_ABS_ANIM)) {
t3dVectTransform(&ld, &bone->Trasl[k], &lm);
t3dVectAdd(&bone->Trasl[k], &ld, &lp);
}
// Personaggi assoluti
else if ((mesh->Flags & T3D_MESH_ABS_ANIM) && (mesh->Flags & T3D_MESH_CHARACTER) && (k)) {
t3dVectSub(&bone->Trasl[k], &bone->Trasl[k], &Frame0Trasl);
t3dVectTransformInv(&bone->Trasl[k], &bone->Trasl[k], &lm);
t3dVectAdd(&bone->Trasl[k], &bone->Trasl[k], &CharCorrection);
t3dMatMul(&bone->Matrix[k], &bone->Matrix[k], &lm);
}
}
/* if(!(mesh->Flags&T3D_MESH_CHARACTER))
DebugFile("%3d;%3d;%9f;%9f;%9f;%9f;%9f;%9f;%9f;%9f;%9f;",k,i,
bone->Matrix[k].M[0],bone->Matrix[k].M[1],bone->Matrix[k].M[2],
bone->Matrix[k].M[3],bone->Matrix[k].M[4],bone->Matrix[k].M[5],
bone->Matrix[k].M[6],bone->Matrix[k].M[7],bone->Matrix[k].M[8] );
*/
}
}
if (db->Dist)
for (k = 0; k < db->NumFrames; k++)
if ((mesh->Flags & T3D_MESH_CHARACTER) && ((!k) || (mesh->Flags & T3D_MESH_DEFAULTANIM)))
db->Dist[k] -= CharCorrection.z;
if (!(bone0 = &db->BoneTable[0]) || !(bone0->Trasl) || !(bone0->Matrix)) {
bone0->Matrix = t3dCalloc<t3dM3X3F>(db->NumFrames);
bone0->Trasl = t3dCalloc<t3dV3F>(db->NumFrames);
} else
warning("Guarda che il bone0 e' gia' stato allocato nella mesh %s", mesh->name.c_str());
for (k = 0; k < db->NumFrames; k++) {
t3dVectCopy(&bone0->Trasl[k], &mesh->Trasl);
t3dMatCopy(&bone0->Matrix[k], &mesh->Matrix);
}
if ((mesh->Flags & T3D_MESH_CHARACTER) && !(mesh->Flags & T3D_MESH_DEFAULTANIM)) {
if (!(bone = &db->BoneTable[1]) || !(bone->Trasl) || !(bone->Matrix))
return ;
t3dVectInit(&tmp1, bone->Trasl[1].x, 0.0f, bone->Trasl[1].z);
t3dVectInit(&tmp, 0.0f, 0.0f, 1.0f);
t3dVectTransform(&tmp, &tmp, &bone->Matrix[1]);
tmp.y = 0;
t3dVectFill(&zero, 0.0f);
t3dMatView(&mx, &zero, &tmp);
t3dVectTransform(&cc, &CharCorrection, &mx);
t3dVectSub(&tmp1, &tmp1, &cc);
for (frame = 0; frame < db->NumFrames; frame++) {
t3dVectInit(&tmp2, bone->Trasl[frame].x, 0.0f, bone->Trasl[frame].z);
t3dVectInit(&tmp, 0.0f, 0.0f, 1.0f);
t3dVectTransform(&tmp, &tmp, &bone->Matrix[frame]);
tmp.y = 0;
t3dVectFill(&zero, 0.0f);
t3dMatView(&mx, &zero, &tmp);
t3dVectTransform(&cc, &CharCorrection, &mx);
t3dVectSub(&tmp2, &tmp2, &cc);
t3dVectSub(&tmp, &tmp2, &tmp1);
// t3dVectTransform( &tmp, &tmp, &mesh->Matrix );
tmp.x += bone->Trasl[1].x - bone->Trasl[0].x;
tmp.z += bone->Trasl[1].z - bone->Trasl[0].z;
t3dVectCopy(&bone0->Trasl[frame], &tmp);
t3dVectInit(&tmp, 0.0f, 0.0f, -1.0f);
t3dVectTransform(&tmp, &tmp, &bone->Matrix[frame]);
tmp.z = -tmp.z;
tmp.y = 0;
t3dVectFill(&zero, 0.0f);
t3dMatView(&bone0->Matrix[frame], &zero, &tmp);
}
for (i = 1; i < db->NumBones; i++) {
if (!(bone = &db->BoneTable[i]) || !(bone->Trasl) || !(bone->Matrix))
continue;
for (k = 0; k < db->NumFrames; k++) {
t3dVectSub(&bone->Trasl[k], &bone->Trasl[k], &bone0->Trasl[k]);
t3dVectTransform(&bone->Trasl[k], &bone->Trasl[k], &bone0->Matrix[k]);
t3dMatMulInv(&bone->Matrix[k], &bone->Matrix[k], &bone0->Matrix[k]);
}
}
for (k = 0; k < db->NumFrames; k++) {
t3dMatMulInv(&bone0->Matrix[k], &mesh->Matrix, &bone0->Matrix[k]);
t3dVectTransform(&tmp, &bone0->Trasl[k], &mesh->Matrix);
t3dVectAdd(&bone0->Trasl[k], &mesh->Trasl, &tmp);
}
}
}
/* -----------------13/04/99 14.57-------------------
* LoadShadowMeshes
* --------------------------------------------------*/
t3dBODY *LoadShadowMeshes(WGame &game, const char *pname, t3dBODY *Body) {
uint16 ref;
char Name[255];
t3dBODY *shadow = new t3dBODY();
gVertex *Original = Body->MeshTable[0].VertexBuffer;
t3dF32 dist, rez;
strcpy(Name, pname);
strncpy(&Name[strlen(pname) - 4], "_Shadow.t3d\0", 12);
uint16 numBodys = 0;
shadow = _vm->_roomManager->loadRoom(Name, shadow, &numBodys, (T3D_NOLIGHTMAPS | T3D_NORECURSION | T3D_NOVOLUMETRICLIGHTS | T3D_NOCAMERAS | T3D_NOBOUNDS | T3D_STATIC_SET0 | T3D_STATIC_SET1));
if (!shadow) return nullptr;
for (uint16 i = 0; i < shadow->NumMeshes(); i++) {
t3dMESH &m = shadow->MeshTable[i];
m.VBptr = m.VertexBuffer;
for (uint16 j = 0; j < m.NumFaces(); j++) {
t3dFACE &f = m.FList[j];
for (uint16 n = 0; n < 3; n++) {
t3dV3F pnt;
pnt.x = m.VBptr[f.VertexIndex[n]].x;
pnt.y = m.VBptr[f.VertexIndex[n]].y;
pnt.z = m.VBptr[f.VertexIndex[n]].z;
ref = 0;
dist = 999999999.0f;
for (uint16 k = 0; k < Body->MeshTable[0].NumVerts; k++) {
t3dV3F tpnt;
tpnt.x = Original[k].x;
tpnt.y = Original[k].y;
tpnt.z = Original[k].z;
if ((rez = t3dVectDistance(&pnt, &tpnt)) < dist) {
dist = rez;
ref = k;
}
}
f.VertexIndex[n] = ref;
}
}
m.VBptr = nullptr;
delete[] m.VertexBuffer;
m.VertexBuffer = nullptr;
delete[] m.OldVertexBuffer;
m.OldVertexBuffer = nullptr;
delete[] m.SavedVertexBuffer;
m.SavedVertexBuffer = nullptr;
m.VertexBuffer = Body->MeshTable[0].VertexBuffer;
m.NumVerts = Body->MeshTable[0].NumVerts;
m.Flags |= T3D_MESH_CHARACTER; //this is a character
}
return shadow;
}
/* -----------------30/12/98 11.27-------------------
* t3dLoadCharacter
* --------------------------------------------------*/
t3dCHARACTER *t3dLoadCharacter(WGame &game, const char *pname, uint16 num) {
warning("LoadCharacter(%s)", pname);
uint8 Mirror = 1;
uint16 numBody = 0, f;
t3dV3F tmp;
// gVertex *v;
t3dCHARACTER *b = new t3dCHARACTER[1] {};
b->Body = _vm->_roomManager->loadRoom(pname, b->Body, &numBody, (T3D_NOLIGHTMAPS | T3D_NORECURSION | T3D_NOVOLUMETRICLIGHTS | T3D_NOCAMERAS | T3D_STATIC_SET0 | T3D_STATIC_SET1));
if (!b->Body) {
delete[] b;
return nullptr;
}
b->Mesh = &b->Body->MeshTable[0];
b->CurRoom = t3dCurRoom;
b->Flags = T3D_CHARACTER_HIDE | T3D_CHARACTER_REALTIMELIGHTING;
if (num >= 2) b->Flags |= T3D_CHARACTER_BNDHIDE;
//Try to load animation
if (t3dLoadAnimation(game, pname, b->Mesh, T3D_MESH_DEFAULTANIM) == -1) {
warning("t3dLoadCharacter: Error loading %s", pname);
delete[] b;
return nullptr;
}
FixupAnim(b->Mesh, 0, "");
// Zero's all the Normals vars, 'cause I recalc all the normals runtime...
b->Body->NumNormals = 0;
b->Body->NumVerticesNormals = 0;
for (uint16 i = 0; i < b->Body->NumMeshes(); i++) {
t3dMESH &mesh = b->Body->MeshTable[i];
for (f = 0; f < mesh.NumFaces(); f++) {
mesh.FList[f].n = nullptr;
}
//sb
//sb mesh->Flags|=T3D_MESH_CASTREALTIMESHADOWS;
//sb
}
b->Body->NList.clear();
//sb
//sb b->Flags|=T3D_CHARACTER_CASTREALTIMESHADOWS;
//sb
// Per gli specchi
if (Mirror) { // Ogni personaggio potrebbe apparire in uno specchio
b->Body->MirrorMatTable.resize(b->Body->NumMaterials());
rCopyMaterialList(b->Body->MirrorMatTable, b->Body->MatTable, b->Body->NumMaterials());
}
// Per le ombre, altezza e raggio del cilindro
b->Height = (t3dF32)sqrt(b->Mesh->BBox[0].p.x * b->Mesh->BBox[0].p.x + b->Mesh->BBox[0].p.z * b->Mesh->BBox[0].p.z);
b->Radius = (t3dF32)sqrt(b->Mesh->BBox[5].p.x * b->Mesh->BBox[5].p.x + b->Mesh->BBox[5].p.z * b->Mesh->BBox[5].p.z);
if (b->Radius < b->Height) b->Radius = b->Height;
b->Height = (b->Mesh->BBox[0].p.y - b->Mesh->BBox[2].p.y) * 1.2f;
// No bounding box detection
/* t3dVectFill(&b->Mesh->BBox[0].p,0.0f);
t3dVectFill(&b->Mesh->BBox[1].p,0.0f);
t3dVectFill(&b->Mesh->BBox[2].p,0.0f);
t3dVectFill(&b->Mesh->BBox[3].p,0.0f);
t3dVectFill(&b->Mesh->BBox[4].p,0.0f);
t3dVectFill(&b->Mesh->BBox[5].p,0.0f);
t3dVectFill(&b->Mesh->BBox[6].p,0.0f);
t3dVectFill(&b->Mesh->BBox[7].p,0.0f);
b->Mesh->Flags|=T3D_MESH_NOBOUNDBOX;
*/
for (uint16 i = 0; i < b->Body->NumMeshes(); i++) {
b->Body->MeshTable[i].Flags |= T3D_MESH_CHARACTER;
b->Body->MeshTable[i].Flags &= ~T3D_MESH_MIRROR;
}
t3dVectFill(&b->Pos, 0.0f);
t3dVectInit(&tmp, 0.0f, 0.0f, -1.0f);
t3dVectAdd(&tmp, &b->Pos, &tmp);
t3dMatView(&b->Mesh->Matrix, &b->Pos, &tmp);
b->Mesh->Matrix.Flags &= ~T3D_MATRIX_IDENTITY;
b->Mesh->CurFrame = 4;
b->Mesh->LastFrame = 0;
b->Mesh->BlendPercent = 255;
b->Walk.OldPanel = -1;
b->Walk.CurPanel = -1;
b->Walk.NumPathNodes = -1;
t3dVectInit(&b->Dir, 0.0f, 0.0f, -1.0f);
t3dVectTransform(&b->Dir, &b->Dir, &b->Mesh->Matrix); //rotate by Character angle
//sb
if (num < 2)
b->Shadow = LoadShadowMeshes(game, pname, b->Body);
else
b->Shadow = nullptr;
//sb
return b;
}
/* -----------------25/09/98 16.07-------------------
* GetFullLightPosition
* --------------------------------------------------*/
uint8 GetFullLightDirection(t3dV3F *dest, uint8 pos) {
if (!pos) return 0;
auto pLights = t3dCurRoom->getPositionalLight(pos);
for (const auto &light : pLights) {
if (light.Dir.x && light.Dir.z) {
*dest = light.Dir;
return pos;
}
}
if (pos != 99)
DebugLogFile("Can't find fldir %d in %s", pos, t3dCurRoom->name.c_str());
return 0;
}
/* -----------------21/12/98 16.40-------------------
* ReleasePreloadedAnims
* --------------------------------------------------*/
void ReleasePreloadedAnims() {
int32 i, j;
for (j = 0; j < MAX_PRELOADED_ANIMS; j++) {
// Disalloca tutto
for (i = 0; i < MAX_BONES; i++) {
t3dFree(PreloadedAnim[j].Bone[i].Trasl);
t3dFree(PreloadedAnim[j].Bone[i].Euler);
}
delete[] PreloadedAnim[j].Dist;
PreloadedAnim[j] = t3dLOADANIM();
}
}
/* -----------------02/05/00 9.30--------------------
* CompareLightPosition
* --------------------------------------------------*/
uint8 CompareLightPosition(char *roomname, uint8 pos1, t3dV3F *pos2, t3dF32 acceptable_dist) {
t3dV3F p1;
t3dBODY *t;
if ((pos1 <= 0) || (pos2 == nullptr)) return FALSE;
// cerco la stanza
t = nullptr;
if (roomname && (roomname[0] != '\0')) {
t = _vm->_roomManager->getRoomIfLoaded(roomname);
} else t = t3dCurRoom;
if (!t) return FALSE;
auto pLights = t->getPositionalLight(pos1);
bool foundLight = false;
for (auto &light : pLights) {
if (light.Pos.x && light.Pos.z) {
p1.x = light.Pos.x;
p1.y = light.Pos.y;
p1.z = light.Pos.z;
foundLight = true;
break;
}
}
if (!foundLight) return FALSE;
if (t3dVectSquaredDistance(&p1, pos2) <= acceptable_dist) return TRUE;
return FALSE;
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_ANIMATION_H
#define WATCHMAKER_ANIMATION_H
#include "watchmaker/t3d.h"
#include "watchmaker/3d/t3d_body.h"
#include "watchmaker/work_dirs.h"
namespace Watchmaker {
uint8 GetLightDirection(t3dV3F *dest, uint8 pos);
unsigned char GetLightPosition(t3dV3F *dest, unsigned char pos);
uint8 GetFullLightDirection(t3dV3F *dest, uint8 pos);
void FixupAnim(t3dMESH *mesh, unsigned char pos, const char *room);
t3dBODY *LoadShadowMeshes(WGame &game, const char *pname, t3dBODY *Body);
int8 t3dLoadAnimation(WGame &game, const char *s, t3dMESH *mesh, uint16 Flag);
t3dCHARACTER *t3dLoadCharacter(WGame &game, const char *pname, uint16 num);
void ReleasePreloadedAnims();
uint8 CompareLightPosition(char *roomname, uint8 pos1, t3dV3F *pos2, t3dF32 acceptable_dist);
} // End of namespace Watchmaker
#endif // WATCHMAKER_ANIMATION_H

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/* 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 "common/textconsole.h"
#include "common/ptr.h"
#include "watchmaker/3d/dds_header.h"
namespace Watchmaker {
DDSHeader::DDSHeader(Common::SeekableReadStream &stream) {
//warning("TODO: Implement DDS Header parsing");
uint32 retv = MKTAG(' ', 'S', 'D', 'D');
uint32 magic = stream.readUint32LE();
if (magic != retv) {
error("parseDDSHeader: Wrong Magic, expected %08X, got %08X\n", retv, magic);
}
// The size counts the datastructure, which doesn't include the magic
int initialPos = stream.pos();
uint32 size = stream.readUint32LE();
/*uint32 flags = */ stream.readUint32LE();
this->height = stream.readUint32LE();
this->width = stream.readUint32LE();
/*uint32 dataSize = */ stream.readUint32LE();
stream.seek(13 * 4, SEEK_CUR);
stream.readUint32LE();
uint32 pfFlags = stream.readUint32LE();
assert(pfFlags & 0x4); // For now we assume compressed DDS only.
compression = (DxtCompression)stream.readUint32LE();
// Since we're ignoring a fair amount of header, we still need to position
// ourselves as if we read it.
stream.seek(initialPos + size, SEEK_SET);
}
uint32 blockSize(DxtCompression compression) {
switch (compression) {
case DxtCompression::DXT1:
return 8;
default:
return 16;
}
}
uint32 DDSHeader::dataSize() const {
int blockCount = ceil(width / 4.0) * ceil(height / 4.0);
return blockCount * blockSize(compression);
}
class DDSTextureData : public TextureData {
private:
unsigned int _dataSize = 0;
byte *_data = nullptr;
DDSHeader _header;
public:
DDSTextureData(byte *data, uint32 dataSize, DDSHeader header) : TextureData(header.compression),
_data(data),
_dataSize(dataSize),
_header(header) {}
~DDSTextureData() override {
delete[] _data;
}
int getWidth() const override {
return _header.width;
}
int getHeight() const override {
return _header.height;
}
int getDataSize() const override {
return _dataSize;
}
const void *getData() const override {
return _data;
}
};
Common::SharedPtr<TextureData> loadDdsTexture(Common::SeekableReadStream &stream) {
DDSHeader header(stream);
return loadDdsTexture(stream, header);
}
Common::SharedPtr<TextureData> loadDdsTexture(Common::SeekableReadStream &stream, DDSHeader &header) {
assert(header.width > 0);
unsigned char *data = new unsigned char[header.dataSize()]();
stream.read(data, header.dataSize());
return Common::SharedPtr<TextureData>(new DDSTextureData(data, header.dataSize(), header));
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_DDSHEADER_H
#define WATCHMAKER_DDSHEADER_H
#include "common/ptr.h"
#include "common/stream.h"
namespace Watchmaker {
enum class DxtCompression : uint32 {
UNCOMPRESSED = 0,
DXT1 = MKTAG('1', 'T', 'X', 'D'),
DXT2 = MKTAG('2', 'T', 'X', 'D'),
DXT3 = MKTAG('3', 'T', 'X', 'D'),
DXT4 = MKTAG('4', 'T', 'X', 'D'),
DXT5 = MKTAG('5', 'T', 'X', 'D')
};
class TextureData {
public:
DxtCompression _compression;
TextureData(DxtCompression compression) : _compression(compression) {}
virtual ~TextureData() {}
virtual int getWidth() const = 0;
virtual int getHeight() const = 0;
virtual int getDataSize() const = 0;
virtual const void *getData() const = 0;
};
class Texture {
public:
virtual ~Texture() {}
virtual void assignData(const TextureData &data) = 0;
virtual void bind() = 0;
};
struct DDSHeader {
DDSHeader() {}
DDSHeader(Common::SeekableReadStream &stream);
int height = 0;
int width = 0;
uint32 dataSize() const;
DxtCompression compression = DxtCompression::UNCOMPRESSED;
};
//Common::SharedPtr<Texture> loadTgaTextureData(Common::SeekableReadStream &stream);
Common::SharedPtr<TextureData> loadDdsTexture(Common::SeekableReadStream &stream, DDSHeader &header);
Common::SharedPtr<TextureData> loadDdsTexture(Common::SeekableReadStream &stream);
} // End of namespace Watchmaker
#endif // WATCHMAKER_DDSHEADER_H

File diff suppressed because it is too large Load Diff

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/* 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/>.
*
*/
#ifndef WATCHMAKER_GEOMETRY_H
#define WATCHMAKER_GEOMETRY_H
#include "watchmaker/t3d.h"
#define MAX_RECURSION_LEVEL 10
#define MAX_PARTICLES 10
namespace Watchmaker {
#define LEFTCLIP 0
#define RIGHTCLIP 1
#define TOPCLIP 2
#define BOTTOMCLIP 3
#define NUMCLIPPLANES 4
extern t3dNORMAL ClipPlanes[NUMCLIPPLANES];
extern t3dBODY *t3dCurRoom, *t3dOrigRoom;
extern t3dCAMERA *t3dCurCamera;
extern t3dM3X3F t3dCurViewMatrix;
extern t3dBODY *PortalCrossed;
extern t3dCHARACTER *t3dCurCharacter;
extern uint32 t3d_NumMeshesVisible;
extern t3dMESH *t3d_VisibleMeshes[];
extern t3dBODY *t3dRxt;
extern t3dBODY *t3dSky;
//s extern t3dBODY *t3dSun;
extern uint8 FloorHit;
extern t3dV3F t3d3dMousePos;
extern t3dV3F FloorHitCoords;
extern uint32 StatNumTris, StatNumVerts;
struct WindowInfo;
uint16 t3dBackfaceCulling(NormalList &normals, uint32 NumNormals, t3dV3F *eye);
void t3dReleaseBody(t3dBODY *b);
void t3dReleaseCharacter(t3dCHARACTER *b);
unsigned char t3dCreateSmokeParticle(unsigned int Num, unsigned char Type, unsigned int Opacity);
void t3dCalcRejectedMeshFromPortal(t3dBODY *body);
void t3dSetViewport(t3dCAMERA *cam, WindowInfo &info, t3dF32 fov, uint8 sup);
t3dF32 t3dCheckWithFloor();
void t3dCreateProceduralSky();
void t3dCalcMeshBones(t3dMESH *mesh, int32 last);
void t3dResetPipeline();
void t3dRotateMoveCamera(t3dCAMERA *cam, t3dF32 AngleX, t3dF32 AngleY, t3dF32 AngleSpeed);
void t3dReleaseParticles();
void t3dResetMesh(t3dMESH *mesh);
void t3dShowBoundingBox(t3dBODY *b);
void t3dShowBounds(t3dPAN *p, uint32 numpan);
bool t3dTransformBody(t3dBODY *b);
void t3dTransformSky();
bool t3dTransformCharacter(t3dCHARACTER *c);
void t3dProcessPortals();
t3dBODY *t3dCheckPortalCrossed(t3dV3F *a);
void t3dSortMeshes();
void QueueMaterialList(MaterialTable &MatList, unsigned int NumMat, signed short int ViewMatrixNum);
void ProcessMaterialList();
void t3dAddTriangle(t3dF32 x1, t3dF32 y1, t3dF32 x2, t3dF32 y2, t3dF32 x3, t3dF32 y3,
int32 r, int32 g, int32 b, int32 a);
void t3dAddQuad(t3dF32 x1, t3dF32 y1, t3dF32 x2, t3dF32 y2, t3dF32 x3, t3dF32 y3, t3dF32 x4, t3dF32 y4,
int32 r, int32 g, int32 b, int32 a);
} // End of namespace Watchmaker
#endif // WATCHMAKER_GEOMETRY_H

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/* 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/>.
*
*/
#define FORBIDDEN_SYMBOL_EXCEPTION_strcat
#define FORBIDDEN_SYMBOL_EXCEPTION_strcpy
#include "watchmaker/3d/light.h"
#include "watchmaker/3d/geometry.h"
#include "watchmaker/3d/loader.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/t3d_body.h"
#include "watchmaker/3d/t3d_mesh.h"
#include "watchmaker/file_utils.h"
#include "watchmaker/game.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/renderer.h"
#include "watchmaker/t3d.h"
#include "watchmaker/types.h"
#include "watchmaker/utils.h"
namespace Watchmaker {
/* -----------------29/05/99 11.41-------------------
* Illumina un t3dVERTEX (per WmGen)
* --------------------------------------------------*/
uint8 LightVertex(t3dVERTEX *vv, t3dV3F *v, t3dLIGHT *light) {
t3dF32 dist, direction, ang, deg, Intensity1 = 1.0f, Intensity2 = 1.0f;
t3dV3F vdist, dir, finallight;
t3dF32 half_hotspot = DEGREE_TO_RADIANS(light->HotSpot) * 0.5f,
half_falloff = DEGREE_TO_RADIANS(light->FallOff) * 0.5f;
t3dVectSub(&vdist, v, &light->Source);
dist = t3dVectMod(&vdist);
t3dVectFill(&finallight, 0.0f);
if ((light->Type & T3D_LIGHT_SPOTLIGHT)) {
t3dVectSub(&dir, &light->Target, &light->Source); // Serve per Spot
direction = t3dVectMod(&dir);
ang = (float)acos(t3dVectDot(&vdist, &dir) / (direction * dist));
if ((ang > (half_hotspot))) {
if (ang > (half_falloff)) {
Intensity2 = 0.0f;
Intensity1 = 0.0f;
} else {
Intensity1 = 1.0;
deg = half_hotspot + (ang - half_hotspot);
Intensity2 = (half_falloff - deg) / (half_falloff - half_hotspot);
}
} else {
Intensity1 = 1.0;
Intensity2 = 1.0;
}
if ((light->Type & T3D_LIGHT_ATTENUATION)) {
if ((dist > light->NearRange)) {
if (dist > light->FarRange) {
Intensity1 = 0.0f;
Intensity2 = 0.0f;
} else {
dist = light->NearRange + (dist - light->NearRange);
Intensity2 *= (light->FarRange - dist) / (light->FarRange - light->NearRange);
Intensity1 *= 1.0f;
}
} else {
Intensity1 *= 1.0f;
Intensity2 *= 1.0f;
}
}
} else {
if ((light->Type & T3D_LIGHT_ATTENUATION)) {
if ((dist < light->NearRange)) {
Intensity1 = 1.0f;
Intensity2 = 1.0f;
} else {
Intensity1 = 1.0f;
if (dist > light->FarRange)
Intensity2 = 0.0f;
else {
dist = light->NearRange + (dist - light->NearRange);
Intensity2 *= (light->FarRange - dist) / (light->FarRange - light->NearRange);
Intensity1 *= 1.0f;
}
}
} else {
Intensity1 = 1.0;
Intensity2 = 1.0;
}
}
if ((Intensity1 == 0.0f) || (Intensity2 == 0.0f)) {
return 0;
}
finallight = light->Color * (Intensity1 * Intensity2 * light->Multiplier);
if (finallight.x > 255.0f) finallight.x = 255.0f;
if (finallight.y > 255.0f) finallight.y = 255.0f;
if (finallight.z > 255.0f) finallight.z = 255.0f;
vv->r = (uint8)finallight.x;
vv->g = (uint8)finallight.y;
vv->b = (uint8)finallight.z;
return 1;
}
/* -----------------29/05/99 11.41-------------------
* Illumina un gVertex (per game)
* --------------------------------------------------*/
uint8 LightgVertex(gVertex *v, t3dLIGHT *light) {
t3dVERTEX vv;
t3dV3F vt;
vt.x = v->x;
vt.y = v->y;
vt.z = v->z;
if (LightVertex(&vv, &vt, light))
return true;
else
return false;
}
/* -----------------29/05/99 11.55-------------------
* setDirectoryAndName
* --------------------------------------------------*/
Common::String setDirectoryAndName(const Common::String &path, const Common::String &name) {
int32 len = name.size();
auto backSlashPos = name.findLastOf("\\");
if (backSlashPos != Common::String::npos) {
len = backSlashPos;
}
return path + name.substr(0, len);
}
/* -----------------29/05/99 12.03-------------------
* LoadVolumetricMap
* --------------------------------------------------*/
void LoadVolumetricMap(WorkDirs &workDirs, const char *pname, t3dBODY *b) {
uint32 i, j, k;
auto stream = workDirs.resolveFile(pname);
if (!(stream)) {
//t DebugLogWindow("File %s not found: assuming no volumetriclights informations",pname);
return ;
}
if ((i = stream->readSint32LE()) != VOLLIGHTFILEVERSION) {
warning("Invalid File version: %s file version is: %d\t You need the version: %d", pname, i, VOLLIGHTFILEVERSION);
return ;
}
b->VolumetricLights = Common::SharedPtr<t3dVolLights>(new t3dVolLights());
b->VolumetricLights->CellsSize = stream->readFloatLE();
b->VolumetricLights->xcells = stream->readSint32LE();
b->VolumetricLights->ycells = stream->readSint32LE();
b->VolumetricLights->zcells = stream->readSint32LE();
b->VolumetricLights->VolMap.resize(b->VolumetricLights->ycells * b->VolumetricLights->xcells * b->VolumetricLights->zcells);
for (i = 0; i < b->VolumetricLights->ycells - 1; i++) {
for (j = 0; j < b->VolumetricLights->zcells - 1; j++) {
for (k = 0; k < b->VolumetricLights->xcells - 1; k++) {
b->VolumetricLights->VolMap[(k) + ((j)*b->VolumetricLights->xcells) + ((i)*b->VolumetricLights->xcells * b->VolumetricLights->zcells)] = stream->readByte();
}
}
}
}
/* -----------------29/05/99 12.04-------------------
* t3dLoadOutdoorLights
* --------------------------------------------------*/
void t3dLoadOutdoorLights(const char *pname, t3dBODY *b, int32 ora) {
warning("STUBBED, t3dLoadOutdoorLights");
#if 0
t3dU32 i, j, k;
t3dMESH *m;
gVertex *gv;
t3dU32 nverts;
char Name[T3D_NAMELEN];
t3dU32 len;
DWORD *Buf, *t;
t3dLIGHT *l;
if (!pname || !b) return;
i = 0;
if (ora >= 1130) i++;
if ((ora >= 1300) && (ora <= 1310)) i++;
if (ora >= 1800) i++;
if (ora >= 2030) i++;
if (i == (t3dU32)t3dCurOliSet) return;
len = strlen(pname);
memset(Name, 0, sizeof(Name));
strncpy(Name, pname, len - 4);
strcat(Name, ".oli");
if (!(t3dOpenFile(Name))) {
DebugLogWindow("Unable to open OLI file %s", Name);
return ;
}
if ((i = t3dRead32()) != OUTDOORLIGHTSFILEVERSION) {
DebugLogWindow("Invalid File version: %s file version is: %d\t You need the version: %d", pname, i, VOLLIGHTFILEVERSION);
return ;
}
if ((nverts = t3dRead32()) != b->NumTotVerts) {
DebugLogWindow("Old OLI File %s!", pname);
t3dCurOliSet = i;
t3dCreateProceduralSky();
return ;
}
Buf = t = (DWORD *)t3dMalloc(nverts * sizeof(DWORD));
t3dCurOliSet = 0;
t3dCurTime = ora;
if (ora >= 1130) {
t3dReadData(Buf, nverts * sizeof(DWORD));
t3dCurOliSet++;
}
if ((ora >= 1300) && (ora <= 1310)) {
t3dReadData(Buf, nverts * sizeof(DWORD));
t3dCurOliSet++;
}
if (ora >= 1800) {
t3dReadData(Buf, nverts * sizeof(DWORD));
t3dCurOliSet++;
}
if (ora >= 2030) {
t3dReadData(Buf, nverts * sizeof(DWORD));
t3dCurOliSet++;
}
t3dReadData(Buf, nverts * sizeof(DWORD));
t3dCloseFile();
for (i = 0, m = b->MeshTable; i < b->NumMeshes; i++, m++) {
#ifndef WMGEN
m->VBptr = m->VertexBuffer;
#endif
for (j = 0, gv = m->VBptr; j < m->NumVerts; j++, gv++, t++) {
gv->diffuse = *t;
}
m->Flags |= T3D_MESH_UPDATEVB;
#ifndef WMGEN
m->VBptr = nullptr;
#endif
}
t3dFree(Buf);
t3dVectCopy(&b->AmbientLight, &OliAmbient[t3dCurOliSet]);
l = b->LightTable;
for (k = 0; k < b->NumLights; k++, l++) {
if (l->Type & T3D_LIGHT_SOLARVARIATION) {
if (l->Type & T3D_LIGHT_SUN)
t3dVectCopy(&l->Source, &l->SolarPos[t3dCurOliSet]);
t3dVectCopy(&l->Color, &l->SolarColor[t3dCurOliSet]);
l->Type |= T3D_LIGHT_LIGHTON;
if ((t3dCurOliSet == 0) && (l->Type & T3D_LIGHT_OFF_MORNING)) l->Type &= ~T3D_LIGHT_LIGHTON;
if ((t3dCurOliSet == 1) && (l->Type & T3D_LIGHT_OFF_AFTERNOON)) l->Type &= ~T3D_LIGHT_LIGHTON;
if ((t3dCurOliSet == 2) && (l->Type & T3D_LIGHT_OFF_EVENING)) l->Type &= ~T3D_LIGHT_LIGHTON;
if ((t3dCurOliSet == 3) && (l->Type & T3D_LIGHT_OFF_NIGHT)) l->Type &= ~T3D_LIGHT_LIGHTON;
if (l->Color.x > 255.0f) l->Color.x = 255.0f;
if (l->Color.y > 255.0f) l->Color.y = 255.0f;
if (l->Color.z > 255.0f) l->Color.z = 255.0f;
if (l->Color.x < 0.0f) l->Color.x = 0.0f;
if (l->Color.y < 0.0f) l->Color.y = 0.0f;
if (l->Color.z < 0.0f) l->Color.z = 0.0f;
}
}
t3dCreateProceduralSky();
#endif
}
/* -----------------29/05/99 12.01-------------------
* GetBoundaries
* --------------------------------------------------*/
void GetBoundaries(t3dBODY *b, t3dF32 *minx, t3dF32 *miny, t3dF32 *minz, t3dF32 *maxx, t3dF32 *maxy, t3dF32 *maxz) {
gVertex *gv;
*minx = *miny = *minz = 999999999.9f;
*maxx = *maxy = *maxz = -999999999.9f;
for (uint32 i = 0; i < b->NumMeshes(); i++) {
#ifndef WMGEN
gv = b->MeshTable[i].VertexBuffer;
#else
gv = (gVertex *)(m->VBptr);
#endif
for (uint32 j = 0; j < b->MeshTable[i].NumVerts; j++, gv++) {
if (gv->x < *minx) *minx = gv->x;
if (gv->y < *miny) *miny = gv->y;
if (gv->z < *minz) *minz = gv->z;
if (gv->x > *maxx) *maxx = gv->x;
if (gv->y > *maxy) *maxy = gv->y;
if (gv->z > *maxz) *maxz = gv->z;
}
}
}
t3dLIGHT::t3dLIGHT(WGame &game, t3dBODY *b, WorkDirs &workDirs, Common::SeekableReadStream &stream) {
Type = stream.readUint32LE(); // Legge tipo
// DebugFile("%d: SPOT %X ATTEN %X SHAD %X",light,Light[light].Type&T3D_LIGHT_SPOTLIGHT,Light[light].Type&T3D_LIGHT_ATTENUATION,Light[light].Type&T3D_LIGHT_CASTSHADOWS);
Source = t3dV3F(stream) * SCALEFACTOR; // Legge Source
Target = t3dV3F(stream) * SCALEFACTOR; // Legge Target
HotSpot = stream.readFloatLE() * SCALEFACTOR;
FallOff = stream.readFloatLE() * SCALEFACTOR;
Color = t3dV3F(stream); // Legge Color
NearRange = stream.readFloatLE() * SCALEFACTOR;
FarRange = stream.readFloatLE() * SCALEFACTOR;
Multiplier = stream.readFloatLE();
Flicker = stream.readByte();
t3dBackfaceCulling(b->NList, (uint16)(b->NumNormals + b->NumVerticesNormals), &Source); // Setta le facce che sono backface
//f t3dPreLigthVertices(b->NList, b->VList, (t3dU16)b->NumVerts, &Light[light]); // Illumina facce che non sono backface
if (Flicker) { // Aggiorna Vertici visibili per flicker
Type |= T3D_LIGHT_PULSE;
setupVisibleVerticesFromLight(b);
AnimLight.LastRandomizer = 0;
}
if (Type & T3D_LIGHT_FLARE) { // Se ha una flare
//f Light[light].Type&=~T3D_LIGHT_LIGHTON; // La spegne
FlareSize = stream.readFloatLE() * SCALEFACTOR; // Legge il size della flare
Common::String name = readT3dString(stream); // Legge nome dellaq texture
Common::String appo;
#ifndef WMGEN
if (hasFileExtension(name, "avi")) {
appo = workDirs._moviesDir + name; // altrimenti prende quello di default
} else {
appo = workDirs._mapsDir + name;; // altrimenti prende quello di default
}
#else
strcpy(Appo, WmMapsDir);
strcat(Appo, Name);
#endif
#ifndef WMGEN
if (!(game._renderer->addMaterial(Material[0], appo, 15, 0))) { // Aggiunge il materiale
warning("File %s not found", appo.c_str());
Material[0].Texture = nullptr;
assert(false);
}
//f rAddNumFacesMaterial(&Light[light].Material[0], /*f2*/7); // Aggiunge 7 facce ???
Material[0].addProperty(T3D_MATERIAL_FLARE); // Assegna al materiale la prop flare
warning("TODO!, Implement the user vertex buffer");
#if 0
Light[light].Material[0].VB = rGetUserVertexBuffer();
#endif
warning("TODO: Lights");
//Material[0].NumAllocatedVerts += 45;
#endif
}
Particle = nullptr;
if (Type & T3D_LIGHT_CANDLESMOKE) { // Se ha una smoke-particle
Particle = Common::SharedPtr<t3dParticle>(new t3dParticle(stream)); // Legge data
}
if (Type & T3D_LIGHT_SOLARVARIATION) { // Se ha una variazione in base al sole
if (!(Type & T3D_LIGHT_OFF_MORNING)) {
SolarPos[0] = t3dV3F(stream);
SolarColor[0] = t3dV3F::fromStreamAsBytes(stream);
}
if (!(Type & T3D_LIGHT_OFF_AFTERNOON)) {
t3dVectCopy(&SolarPos[1], &Source);
t3dVectCopy(&SolarColor[1], &Color);
}
if (!(Type & T3D_LIGHT_OFF_EVENING)) {
SolarPos[2] = t3dV3F(stream);
SolarColor[2] = t3dV3F::fromStreamAsBytes(stream);
}
if (!(Type & T3D_LIGHT_OFF_NIGHT)) {
SolarPos[3] = t3dV3F(stream);
SolarColor[3] = t3dV3F::fromStreamAsBytes(stream);
}
}
}
/* -----------------10/06/99 16.02-------------------
* SetVisibleFromLight
* --------------------------------------------------*/
void t3dLIGHT::SetVisibleFromLight(gVertex *v) {
AnimLight.VisVerts.push_back(v);
}
/* -----------------10/06/99 16.02-------------------
* setupVisibleVerticesFromLight
* --------------------------------------------------*/
void t3dLIGHT::setupVisibleVerticesFromLight(t3dBODY *b) {
gVertex *gv;
for (uint32 k = 0; k < b->NumMeshes(); k++) {
t3dMESH &m = b->MeshTable[k];
#ifndef WMGEN
m.VBptr = m.VertexBuffer;
gv = m.VBptr;
#else
gv = m->VBptr;
#endif
for (int j = 0; j < m.NumVerts; j++, gv++)
if (LightgVertex(gv, this))
SetVisibleFromLight(gv);
#ifndef WMGEN
gv = nullptr;
m.VBptr = nullptr;
#endif
}
}
t3dPLIGHT::t3dPLIGHT(Common::SeekableReadStream &stream) {
Num = stream.readByte(); // Legge numero pos
Pos.x = stream.readFloatLE(); // Legge Pos
Pos.y = stream.readFloatLE();
Pos.z = stream.readFloatLE();
Dir.x = stream.readFloatLE(); // Legge Dir
Dir.y = stream.readFloatLE();
Dir.z = stream.readFloatLE();
}
} // End of namespace Watchmaker

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@@ -0,0 +1,46 @@
/* 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/>.
*
*/
#ifndef WATCHMAKER_LIGHT_H
#define WATCHMAKER_LIGHT_H
#include "watchmaker/t3d.h"
#define LIGHT_MAPVERSION 1
#define VOLLIGHTFILEVERSION 1
#define OUTDOORLIGHTSFILEVERSION 2
#define LIGHT_COORDS (1<<0)
#define LIGHT_LIGHTMAPS (1<<1)
#define LIGHT_SHADOWMAPS (1<<2)
namespace Watchmaker {
void GetBoundaries(t3dBODY *b, float *minx, float *miny, float *minz, float *maxx, float *maxy, float *maxz);
unsigned char LightgVertex(gVertex *v, t3dLIGHT *light);
void t3dLoadOutdoorLights(const char *pname, t3dBODY *b, int32 ora);
void LoadVolumetricMap(WorkDirs &workDirs, const char *pname, t3dBODY *b);
Common::String setDirectoryAndName(const Common::String &path, const Common::String &name);
uint8 LightVertex(t3dVERTEX *vv, t3dV3F *v, t3dLIGHT *light);
} // End of namespace Watchmaker
#endif // WATCHMAKER_LIGHT_H

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@@ -0,0 +1,653 @@
/* 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 "watchmaker/3d/loader.h"
#include "common/stream.h"
#include "watchmaker/3d/geometry.h"
#include "watchmaker/3d/light.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/t3d_body.h"
#include "watchmaker/3d/t3d_mesh.h"
#include "watchmaker/game.h"
#include "watchmaker/ll/ll_mesh.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/renderer.h"
#include "watchmaker/t3d.h"
#include "watchmaker/types.h"
#include "watchmaker/utils.h"
#include "watchmaker/windows_hacks.h"
#include "watchmaker/work_dirs.h"
namespace Watchmaker {
#define T3DFILEVERSION 11
t3dV3F CharCorrection;
t3dF32 CurFloorY;
int32 t3dCurTime = 900, t3dCurOliSet = 0;
t3dPathCamera::t3dPathCamera(Common::SeekableReadStream &stream) {
NumCamera = stream.readByte();
PathIndex = stream.readByte();
Direction = stream.readByte();
}
t3dCAMERA::t3dCAMERA(Common::SeekableReadStream &stream) {
Index = stream.readByte();
Source = t3dV3F(stream) * SCALEFACTOR;
Target = t3dV3F(stream) * SCALEFACTOR;
t3dVectCopy(&MaxTarget, &Target);
// Camera[camera].Fov=t3dReadReal();
Fov = RADIANS_TO_DEGREE(stream.readFloatLE()); //FOV
NearClipPlane = stream.readFloatLE() * SCALEFACTOR;
FarClipPlane = stream.readFloatLE() * SCALEFACTOR;
int numPaths = stream.readByte();
CameraPaths.reserve(numPaths);
for (int i = 0; i < numPaths; i++) {
CameraPaths.push_back(t3dPathCamera(stream));
}
}
t3dCAMERAPATH::t3dCAMERAPATH(Common::SeekableReadStream &stream) {
int numPoints = stream.readSint16LE();
CarrelloDist = stream.readSint32LE();
PList.resize(numPoints);
for (int j = 0; j < numPoints; j++) {
PList[j].x = stream.readFloatLE() * SCALEFACTOR;
PList[j].y = stream.readFloatLE() * SCALEFACTOR;
PList[j].z = stream.readFloatLE() * SCALEFACTOR;
}
}
void decodeLoaderFlags(uint32 flags) {
warning("%d: T3D_GENERATESHADOWMAPS", flags & T3D_GENERATESHADOWMAPS);
warning("%d: T3D_NOLIGHTMAPS", flags & T3D_NOLIGHTMAPS);
warning("%d: T3D_NORECURSION", flags & T3D_NORECURSION);
warning("%d: T3D_HALFTEXTURESIZE", flags & T3D_HALFTEXTURESIZE);
warning("%d: T3D_FULLSCREEN", flags & T3D_FULLSCREEN);
warning("%d: T3D_FASTRENDERING", flags & T3D_FASTRENDERING);
warning("%d: T3D_OUTDOORLIGHTS", flags & T3D_OUTDOORLIGHTS);
warning("%d: T3D_NOVOLUMETRICLIGHTS", flags & T3D_NOVOLUMETRICLIGHTS);
warning("%d: T3D_NOBOUNDS", flags & T3D_NOBOUNDS);
warning("%d: T3D_NOCAMERAS", flags & T3D_NOCAMERAS);
warning("%d: T3D_NONEXCLUSIVEMOUSE", flags & T3D_NONEXCLUSIVEMOUSE);
warning("%d: T3D_RECURSIONLEVEL1", flags & T3D_RECURSIONLEVEL1);
warning("%d: T3D_SKY", flags & T3D_SKY);
warning("%d: T3D_PRELOAD_RXT", flags & T3D_PRELOAD_RXT);
warning("%d: T3D_STATIC_SET0", flags & T3D_STATIC_SET0);
warning("%d: T3D_STATIC_SET1", flags & T3D_STATIC_SET1);
warning("%d: T3D_NOSHADOWS", flags & T3D_NOSHADOWS);
warning("%d: T3D_NOICONS", flags & T3D_NOICONS);
warning("%d: T3D_NOSOUND", flags & T3D_NOSOUND);
warning("%d: T3D_PRELOADBASE", flags & T3D_PRELOADBASE);
warning("%d: T3D_NOMUSIC", flags & T3D_NOMUSIC);
warning("%d: T3D_DEBUGMODE", flags & T3D_DEBUGMODE);
warning("%d: T3D_FASTFILE", flags & T3D_FASTFILE);
warning("%d: T3D_HIPOLYPLAYERS", flags & T3D_HIPOLYPLAYERS);
warning("%d: T3D_HIPOLYCHARACTERS", flags & T3D_HIPOLYCHARACTERS);
}
Common::String constructPath(const Common::String &prefix, const Common::String &filename, const char *suffix) {
Common::String name = prefix + filename;
uint16 len = name.size();
if (suffix != nullptr) {
uint16 suffixLen = strlen(suffix);
name = name.substr(0, len - suffixLen) + suffix;
assert(suffixLen == 3);
}
return Common::String(Common::move(name));
}
class RoomManagerImplementation : public RoomManager {
WGame *_game;
#define MAX_LOADED_FILES 100
RecStruct LoadedFiles[MAX_LOADED_FILES];
uint16 NumLoadedFiles = 0;
public:
RoomManagerImplementation(WGame *game) : _game(game) {}
#define MAX_T3D_LOADLIST_ITEMS 50
struct _t3dLOADLIST {
Common::String pname = {};
uint32 LoaderFlags = 0;
t3dMESH *m = nullptr;
};
_t3dLOADLIST t3dLoadList[MAX_T3D_LOADLIST_ITEMS] = {};
void addToLoadList(t3dMESH *m, const Common::String &pname, uint32 _LoaderFlags) override {
if (!pname.empty()) {
int32 a;
for (a = 0; a < MAX_T3D_LOADLIST_ITEMS; a++) {
if (t3dLoadList[a].pname.empty()) {
t3dLoadList[a].LoaderFlags = _LoaderFlags;
t3dLoadList[a].m = m;
t3dLoadList[a].pname = pname;
break;
}
}
if (a >= MAX_T3D_LOADLIST_ITEMS)
warning("Cannot add %s to LoadList", pname.c_str());
} else {
warning("Invalid parameters invoking AddToLoadList()");
warning("Mesh (%s), pname %s", m->name.c_str(), pname.c_str());
}
}
_t3dLOADLIST* getFromLoadList() {
for (int a = 0; a < MAX_T3D_LOADLIST_ITEMS; a++) {
if (!t3dLoadList[a].pname.empty())
return &t3dLoadList[a];
}
return nullptr;
}
t3dBODY *getRoomIfLoaded(const Common::String &roomname) override {
t3dBODY *t = nullptr;
for (int i = 0; i < NumLoadedFiles; i++)
if ((LoadedFiles[i].b != nullptr) && LoadedFiles[i].b->name.equalsIgnoreCase(roomname))
t = LoadedFiles[i].b;
return t;
}
t3dBODY* loadRoom(const Common::String &pname, t3dBODY *b, uint16 *NumBody, uint32 LoaderFlags) override;
t3dBODY* loadSingleRoom(const Common::String &pname, uint16 *NumBody, uint32 LoaderFlags);
void hideRoomMeshesMatching(const Common::String &pname) override {
for (int i = 0; i < NumLoadedFiles; i++)
if (LoadedFiles[i].b)
if (LoadedFiles[i].b->name.equalsIgnoreCase(pname)) {
HideRoomMeshes(_game->init, LoadedFiles[i].b);
}
}
Common::Array<t3dBODY*> getLoadedFiles() override {
// TODO: This won't need to be a copy if we maintain a Common::Array only containing the valid ones.
Common::Array<t3dBODY*> files;
for (int i = 0; i < NumLoadedFiles; i++)
if (LoadedFiles[i].b)
files.push_back(LoadedFiles[i].b);
return files;
}
t3dBODY *checkIfAlreadyLoaded(const Common::String &Name) override {
if (Name.empty()) return nullptr;
for (uint16 i = 0; i < NumLoadedFiles; i++) {
if ((LoadedFiles[i].b != nullptr) && /*(LoadedFiles[i].Name != nullptr) &&*/ (!LoadedFiles[i].name.empty()))
if (LoadedFiles[i].name.equalsIgnoreCase(Name))
return LoadedFiles[i].b;
}
return nullptr;
}
t3dMESH *linkMeshToStr(Init &init, const Common::String &str) override {
if (str.empty()) return nullptr;
// Cerca tra le camere
if (str.equalsIgnoreCase("camera"))
return &init._globals._invVars.CameraDummy;
// Cerca tra i personaggi
for (uint16 i = 0; i < T3D_MAX_CHARACTERS; i++)
if ((Character[i]) && (str.equalsIgnoreCase(init.Obj[i].getMeshLink(0))))
return Character[i]->Mesh;
// Cerca nelle stanze caricate
for (uint16 i = 0; i < NumLoadedFiles; i++) {
if (LoadedFiles[i].b)
for (uint16 j = 0; j < LoadedFiles[i].b->NumMeshes(); j++) {
if (str.equalsIgnoreCase(LoadedFiles[i].b->MeshTable[j].name))
return &LoadedFiles[i].b->MeshTable[j];
}
}
return nullptr;
}
void releaseBody(const Common::String &name, const Common::String &altName) override {
for (int j = 0; j < NumLoadedFiles; j++) {
if (LoadedFiles[j].name.equalsIgnoreCase(name) || LoadedFiles[j].name.equalsIgnoreCase(altName)) {
t3dReleaseBody(LoadedFiles[j].b);
LoadedFiles[j].b = nullptr;
break;
}
}
}
void releaseLoadedFiles(uint32 exceptFlag) override {
for (int i = 0; i < NumLoadedFiles; i++) {
if (LoadedFiles[i].b && !(LoadedFiles[i].Flags & exceptFlag)) {
t3dReleaseBody(LoadedFiles[i].b);
LoadedFiles[i] = RecStruct(); // TODO: Deduplicate.
}
}
}
private:
void loadFromList();
};
RoomManager *RoomManager::create(WGame *game) {
return new RoomManagerImplementation(game);
}
/* -----------------10/06/99 16.04-------------------
* t3dLoadRoom
* --------------------------------------------------*/
t3dBODY* RoomManagerImplementation::loadRoom(const Common::String &pname, t3dBODY *b, uint16 *NumBody, uint32 _LoaderFlags) {
warning("t3dLoadRoom(%s, b, %d, %d)", pname.c_str(), *NumBody, _LoaderFlags);
struct _t3dLOADLIST *l;
t3dBODY *r = nullptr;
t3dBODY *rez = nullptr;
// reset everything that was previously in the load list
for (int i = 0; i < MAX_T3D_LOADLIST_ITEMS; i++) {
t3dLoadList[i] = _t3dLOADLIST();
}
// Add the base stanza to the upload list
addToLoadList(nullptr, pname, _LoaderFlags);
while ((l = getFromLoadList())) {
uint16 num = 0;
if (l->m) {
if ((rez = _vm->_roomManager->checkIfAlreadyLoaded(l->pname)))
l->m->PortalList = rez;
else {
// if (l->m->Flags&T3D_MESH_PREPROCESSPORTAL)
// body=l->m->PortalList = t3dLoadSingleRoom( l->pname, l->m->PortalList, &num, (l->LoaderFlags|T3D_HALFTEXTURESIZE) );
// else
// TODO: This should increase some refcount on the PortalList
warning("TODO: Handle refcounts on PortalList");
l->m->PortalList = loadSingleRoom(l->pname, &num, l->LoaderFlags);
}
} else
r = loadSingleRoom(l->pname, NumBody, l->LoaderFlags);
*l = _t3dLOADLIST();
}
if (!(_LoaderFlags & T3D_NORECURSION)) {
for (uint16 i = 0; i < NumLoadedFiles; i++)
if (LoadedFiles[i].b)
t3dCalcRejectedMeshFromPortal(LoadedFiles[i].b);
}
warning("Room loaded");
return r;
}
t3dBODY* RoomManagerImplementation::loadSingleRoom(const Common::String &_pname, uint16 *NumBody, uint32 _LoaderFlags) {
//warning("t3dLoadSingleRoom(workDirs, %s, b, %d, %d)", _pname, *NumBody, _LoaderFlags);
//decodeLoaderFlags(_LoaderFlags);
Common::String pname(_pname);
WorkDirs &workdirs = _game->workDirs;
if (pname.equalsIgnoreCase("r1c.t3d"))
if (((t3dCurTime >= 1300) && (t3dCurTime <= 1310)) || (t3dCurTime >= 1800)) //se viene cambiato l'orario cambiarlo anche in UpdateRoomVis...
pname = "r1c-notte.t3d";
if (pname.equalsIgnoreCase("r15.t3d"))
if (((t3dCurTime >= 1300) && (t3dCurTime <= 1310)) || (t3dCurTime >= 1800))
pname = "r15-notte.t3d";
auto name = constructPath(workdirs._t3dDir, pname);
//warning("t3dLoadSingleRoom opening(%s)", name.c_str());
auto stream = openFile(name);
if (!(stream)) { // Apre file
warning("t3dLoadSingleRoom: Failed to open(%s)", name.c_str());
return nullptr;
}
if (*NumBody != 0) {
// TODO: This currently means that we never free the dependant bodies.
warning("Loading a dependant body, should also be deleted alongside the base body");
}
t3dBODY *b = new t3dBODY();
//warning("Loading %s ...", name.c_str());
*b = t3dBODY(); // Azzera Body
uint16 fileVersion = stream->readByte();
if (fileVersion != T3DFILEVERSION) { // Controlla la versione del file
warning("%s file incompatible: current version: %d.\tFile version: %d", name.c_str(), T3DFILEVERSION, fileVersion);
delete b;
return nullptr;
}
{
uint16 j = 1;
while (j < MAX_LOADED_FILES && LoadedFiles[j].b != nullptr) {
j++;
}
if (j >= MAX_LOADED_FILES) {
warning("Too many t3d files loaded!");
delete b;
return nullptr;
}
if ((j + 1) > NumLoadedFiles)
NumLoadedFiles = j + 1;
LoadedFiles[j].name = _pname; // Aggiunge il file alla lista
LoadedFiles[j].Flags = LoaderFlags; // Aggiunge Flags alla lista
LoadedFiles[j].b = b; // Aggiunge Body alla lista
j = 0;
}
b->loadFromStream(*_game, pname, *stream, _LoaderFlags);
return b;
}
t3dParticle::t3dParticle(Common::SeekableReadStream &stream) {
t3dF32 difR1, difG1, difB1;
t3dF32 difR2, difG2, difB2;
Num = (uint32)stream.readFloatLE();
Lung = stream.readFloatLE();
Size = stream.readFloatLE();
Seg1 = stream.readFloatLE();
Seg2 = stream.readFloatLE();
Dim1 = stream.readFloatLE() / 1000.0f;
Dim2 = stream.readFloatLE() / 1000.0f;
Speed = stream.readFloatLE() / 10.0f;
Speed1 = stream.readFloatLE() / 10.0f;
Speed2 = stream.readFloatLE() / 10.0f;
Caos = stream.readFloatLE() / 10;
Caos1 = stream.readFloatLE() / 10;
Caos2 = stream.readFloatLE() / 10;
Delay = (uint32)stream.readFloatLE();
OR1 = (uint8)stream.readSint32LE();
R1 = (uint8)stream.readSint32LE();
G1 = (uint8)stream.readSint32LE();
B1 = (uint8)stream.readSint32LE();
R2 = (uint8)stream.readSint32LE();
G2 = (uint8)stream.readSint32LE();
B2 = (uint8)stream.readSint32LE();
R3 = (uint8)stream.readSint32LE();
G3 = (uint8)stream.readSint32LE();
B3 = (uint8)stream.readSint32LE();
Type = (uint8)stream.readSint32LE();
#ifndef WMGEN
ParticleIndex = t3dCreateSmokeParticle(Num,
Type,
OR1);
#endif
difR1 = (R2 - R1) / (Seg1 / Speed1);
difG1 = (G2 - G1) / (Seg1 / Speed1);
difB1 = (B2 - B1) / (Seg1 / Speed1);
difR2 = (R3 - R2) / (Seg2 / Speed2);
difG2 = (G3 - G2) / (Seg2 / Speed2);
difB2 = (B3 - B2) / (Seg2 / Speed2);
R2 = difR1;
G2 = difG1;
B2 = difB1;
R3 = difR2;
G3 = difG2;
B3 = difB2;
}
/* -----------------24/05/00 10.24-------------------
* t3dPrecalcLight
* --------------------------------------------------*/
void t3dPrecalcLight(t3dBODY *b, uint8 *sun) {
t3dV3F tmp, l, *normal;
t3dVERTEX vv;
t3dF32 nlight;
int32 k, aa, rr, gg, bb;
uint32 i, j, cv;
for (i = 0, cv = 0; i < b->NumMeshes(); i++) { // Si ripassa tutte le mesh
t3dMESH &Mesh = b->MeshTable[i];
#ifndef WMGEN
Mesh.VBptr = Mesh.VertexBuffer;
#endif
for (j = 0; j < Mesh.NumVerts; j++, cv++) { // Si passa tutti i vertici
rr = RGBA_GETRED(Mesh.VBptr[j].diffuse);
gg = RGBA_GETGREEN(Mesh.VBptr[j].diffuse);
bb = RGBA_GETBLUE(Mesh.VBptr[j].diffuse);
aa = RGBA_GETALPHA(Mesh.VBptr[j].diffuse);
tmp.x = Mesh.VBptr[j].x;
tmp.y = Mesh.VBptr[j].y;
tmp.z = Mesh.VBptr[j].z;
for (k = 0; k < (int)b->NumLights(); k++) { // Si passa tutte le luci
if ((b->LightTable[k].Type & T3D_LIGHT_REALTIME) || (b->LightTable[k].Type & T3D_LIGHT_FLARE) || !(b->LightTable[k].Type & T3D_LIGHT_LIGHTON)) continue;
t3dVectSub(&l, &b->LightTable[k].Source, &tmp); // Calcola vettore luce->vertice
t3dVectNormalize(&l); // lo normalizza
normal = &Mesh.NList[j]->n; // Calcola normale
if ((nlight = t3dVectDot(normal, &l)) >= 0) {
if (LightVertex(&vv, &tmp, &b->LightTable[k])) {
if ((sun) && (!sun[cv]) && (b->LightTable[k].Type & T3D_LIGHT_SUN)) {
rr += t3dFloatToInt(vv.r * nlight * 0.50f);
gg += t3dFloatToInt(vv.g * nlight * 0.35f);
bb += t3dFloatToInt(vv.b * nlight * 0.27f);
} else {
rr += t3dFloatToInt(vv.r * nlight);
gg += t3dFloatToInt(vv.g * nlight);
bb += t3dFloatToInt(vv.b * nlight);
}
}
}
}
if (rr < 0) rr = 0;
if (gg < 0) gg = 0;
if (bb < 0) bb = 0;
if (rr > 255) rr = 255;
if (gg > 255) gg = 255;
if (bb > 255) bb = 255;
Mesh.VBptr[j].diffuse = RGBA_MAKE(rr, gg, bb, aa);
}
#ifndef WMGEN
Mesh.VBptr = nullptr;
#endif
}
}
/* -----------------10/06/99 16.06-------------------
* t3dLoadSky
* --------------------------------------------------*/
void t3dLoadSky(WGame &game, t3dBODY * /*body*/) {
t3dF32 Skyminx, Skyminy, Skyminz, Skymaxx, Skymaxy, Skymaxz;
uint16 n = 0, i;
gVertex *gv;
// t3dF32 Tile=1.5f;
t3dF32 div;
if (!(t3dSky = _vm->_roomManager->loadRoom("sky.t3d", t3dSky, &n, T3D_NORECURSION | T3D_NOLIGHTMAPS | T3D_NOVOLUMETRICLIGHTS | T3D_NOCAMERAS | T3D_NOBOUNDS | T3D_STATIC_SET0))) {
warning("Error during t3dLoadRoom: Sky not loaded");
}
GetBoundaries(t3dSky, &Skyminx, &Skyminy, &Skyminz, &Skymaxx, &Skymaxy, &Skymaxz);
for (i = 0; i < t3dSky->NumMeshes(); i++) {
gv = t3dSky->MeshTable[i].VertexBuffer;
for (n = 0; n < t3dSky->MeshTable[i].NumVerts; n++, gv++) {
gv->x -= Skyminx + ((Skymaxx - Skyminx) / 2.0f);
gv->y -= Skyminy + ((Skymaxy - Skyminy) / 2.0f);
gv->z -= Skyminz + ((Skymaxz - Skyminz) / 2.0f);
div = (t3dF32)sqrt(gv->x * gv->x + gv->y * gv->y + gv->z * gv->z);
gv->x /= div;
gv->y /= div;
gv->z /= div;
gv->x *= 15000;
gv->y *= 500;
gv->z *= 15000;
gv->u1 *= 1.0f;
gv->v1 *= 1.0f;
}
t3dSky->MeshTable[0].Radius = 15000.0f * 2;
}
for (n = 0; n < t3dSky->NumNormals; n++) {
t3dSky->NList[n]->dist *= 15000.0f;
}
for (n = 0; n < t3dSky->NumMaterials(); n++) {
t3dSky->MatTable[n]->addProperty(T3D_MATERIAL_SKY);
t3dSky->MatTable[n]->addProperty(T3D_MATERIAL_NOLIGHTMAP);
}
}
/* -----------------02/08/99 15.40-------------------
* t3dAddVertexBuffer
* --------------------------------------------------*/
Common::SharedPtr<VertexBuffer> t3dAddVertexBuffer(t3dBODY *b, uint32 numv) {
return b->addVertexBuffer();
}
/* -----------------10/06/99 16.03-------------------
* t3dOptimizeMaterialList
* --------------------------------------------------*/
void t3dOptimizeMaterialList(t3dBODY *b) {
for (uint32 i = 0; i < b->NumMaterials(); i++) { // Scorre tutti materilai di un body
MaterialPtr Mat = b->MatTable[i];
if ((Mat == nullptr) || /*(!Mat->Texture->Name) ||*/ (Mat->Movie) || (Mat->hasFlag(T3D_MATERIAL_MOVIE))) // Se non esiste o non ha texture
continue; // esce
for (uint32 j = 0; j < b->NumMaterials(); j++) { // Cerca materiali uguali
MaterialPtr CurMat = b->MatTable[j];
if (Mat == CurMat)
continue;
if (CurMat == nullptr /*|| (!CurMat->Texture->Name)*/)
continue;
if (Mat->Texture->name.equalsIgnoreCase(CurMat->Texture->name)) { // Se ha lo setsso nome di texture
//warning("TODO: Implement Material-merging");
// This is currently broken.
Mat = rMergeMaterial(Mat, CurMat); // Unisce i due materiali
for (uint32 k = 0; k < b->NumMeshes(); k++) { // Aggiorna in tutte le mesh id materiale
auto &m = b->MeshTable[k];
for (int q = 0; q < m.NumFaces(); q++) {
auto &f = m.FList[q];
if (f.getMaterialIndex() == j)
f.setMaterialIndex(i);
}
}
warning("Deduplicating: %s (%d v %d", Mat->Texture->name.c_str(), i, j);
b->MatTable[j] = nullptr; // TODO: This should probably happen in rMergeMaterial
}
}
}
// TODO: The optimization leaves a bunch of materials as nullptr, we need to update all the
// references to them. Currently we do this by subtracting 1 from all references that were above
// a removed material. This works, but isn't really optimal.
//int subtract = 0;
for (uint32 i = 0; i < b->NumMaterials(); i++) {
if (!b->MatTable[i]) {
b->MatTable.remove_at(i);
//subtract++;
for (uint32 k = 0; k < b->NumMeshes(); k++) {
auto &m = b->MeshTable[k];
for (int q = 0; q < m.NumFaces(); q++) {
auto &f = m.FList[q];
if (f.getMaterialIndex() >= i) {
f.setMaterialIndex(f.getMaterialIndex() - 1);
}
}
}
i--;
}
}
}
/* -----------------30/07/99 10.55-------------------
* t3dFinalizeMaterialList
* --------------------------------------------------*/
void t3dFinalizeMaterialList(t3dBODY *b) {
for (uint32 i = 0; i < b->NumMeshes(); i++) {
t3dMESH &Mesh = b->MeshTable[i];
#ifndef WMGEN
Mesh.VBptr = Mesh.VertexBuffer;
#endif
for (uint32 j = 0; j < Mesh.NumFaces(); j++) {
t3dFACE &Face = Mesh.FList[j];
MaterialPtr Mat = Face.getMaterial();
if (Face.lightmap) {
Mat = nullptr;
for (const auto &material : Face.getMaterial()->AddictionalMaterial) {
if (material->Texture->ID == Face.lightmap->Texture->ID) {
Mat = material;
break;
}
}
if (Mat == nullptr) {
warning("%s: Can't find Lightmap Sub-Material!", Mesh.name.c_str());
warning("%d %d", Face.getMaterial()->NumAddictionalMaterial, Face.lightmap->Texture->ID);
for (const auto &material : Face.getMaterial()->AddictionalMaterial) {
warning("%d", material->Texture->ID);
}
continue;
}
}
uint32 k = 0;
for (k = 0; k < (uint32)Mat->NumAllocatedMesh; k++)
if (Mat->FlagsList[k] == &Mesh.Flags)
break;
if (k >= (uint32)Mat->NumAllocatedMesh) {
Mat->FlagsList.push_back(&Mesh.Flags);
Mat->NumAllocatedMesh++;
Mesh.Flags |= T3D_MESH_UPDATEVB;
}
Mesh.Flags |= T3D_MESH_UPDATEVB;
for (uint32 h = 0; h < 3; h++) {
for (k = 0; k < (uint32)Mat->NumAllocatedVerts(); k++)
if (Mat->VertsList[k] == &Mesh.VBptr[Face.VertexIndex[h]])
break;
if (k >= (uint32)Mat->NumAllocatedVerts()) {
Mat->VertsList.push_back(&Mesh.VBptr[Face.VertexIndex[h]]);
}
assert(k < Mat->VertsList.size());
Face.setMatVertexIndex(h, k);
}
}
#ifndef WMGEN
Mesh.VBptr = nullptr;
#endif
}
for (uint32 i = 0; i < b->NumMaterials(); i++) {
auto &Mat = b->MatTable[i];
if (!Mat) {
warning("nullptr");
}
Mat->VBO = b->addVertexBuffer(); // t3dAddVertexBuffer(b, Mat->NumAllocatedVerts);
for (int j = 0; j < Mat->NumAddictionalMaterial; j++)
Mat->AddictionalMaterial[j]->VBO = t3dAddVertexBuffer(b, Mat->AddictionalMaterial[j]->NumAllocatedVerts());
}
}
} // End of namespace Watchmaker

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@@ -0,0 +1,96 @@
/* 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/>.
*
*/
#ifndef WATCHMAKER_LOADER_H
#define WATCHMAKER_LOADER_H
#include "watchmaker/t3d.h"
#include "watchmaker/types.h"
#include "watchmaker/work_dirs.h"
namespace Watchmaker {
#define SCALEFACTOR 1.0f//(1.0f/7.0f)
#define MAX_MIRRORS 10
#define T3D_GENERATESHADOWMAPS (1<<0) //Generate shadow maps
#define T3D_NOLIGHTMAPS (1<<1) //view without lightmaps
#define T3D_NORECURSION (1<<2) //do not recurse sub-rooms mirrors, reflections
#define T3D_HALFTEXTURESIZE (1<<3) //Half the texture dimension when load .t3d texture
#define T3D_FULLSCREEN (1<<4) //run in fullscreen
#define T3D_FASTRENDERING (1<<5) //render shadow/light maps with minimum dimension
#define T3D_OUTDOORLIGHTS (1<<6) //load .oli files for outdoor lights informations
#define T3D_NOVOLUMETRICLIGHTS (1<<7) //do not load .vol file
#define T3D_NOBOUNDS (1<<8) //do not load .vol file
#define T3D_NOCAMERAS (1<<9) //do not load .vol file
#define T3D_NONEXCLUSIVEMOUSE (1<<10) // mouse is not in exclusive mode
#define T3D_RECURSIONLEVEL1 (1<<12) // one recursion level only
#define T3D_SKY (1<<13) // if the sky is visible
#define T3D_PRELOAD_RXT (1<<14) // preload extern
#define T3D_STATIC_SET0 (1<<15) // static loaded elements
#define T3D_STATIC_SET1 (1<<16) // static loaded elements
#define T3D_NOSHADOWS (1<<17) // do not calc shadows
#define T3D_NOICONS (1<<18) // do not load icons
#define T3D_NOSOUND (1<<19) // do not use sound system
#define T3D_PRELOADBASE (1<<20) // preload basic elements
#define T3D_NOMUSIC (1<<21) // do not use music system
#define T3D_DEBUGMODE (1<<22) // debug mode
#define T3D_FASTFILE (1<<23) // fastfile
#define T3D_HIPOLYPLAYERS (1<<24) // hipoly players (darrell e victoria hipoly)
#define T3D_HIPOLYCHARACTERS (1<<25) // hipoly characters (gli abitanti del castello hipoly)
// TODO: Unglobalize
extern t3dV3F CharCorrection;
extern t3dF32 CurFloorY;
extern int32 t3dCurTime, t3dCurOliSet;
struct RecStruct {
Common::String name;
t3dBODY *b = nullptr;
uint32 Flags = 0;
};
void t3dOptimizeMaterialList(t3dBODY *b);
void t3dFinalizeMaterialList(t3dBODY *b);
void t3dPrecalcLight(t3dBODY *b, unsigned char *sun);
void t3dLoadSky(WGame &game, t3dBODY *b);
Common::String constructPath(const Common::String &prefix, const Common::String &filename, const char *suffix = nullptr);
class RoomManager {
public:
virtual ~RoomManager() {}
virtual void addToLoadList(t3dMESH *m, const Common::String &pname, uint32 LoaderFlags) = 0;
virtual t3dBODY* loadRoom(const Common::String &pname, t3dBODY *b, uint16 *NumBody, uint32 LoaderFlags) = 0;
static RoomManager *create(WGame *game);
virtual t3dBODY *getRoomIfLoaded(const Common::String &roomname) = 0;
virtual t3dMESH *linkMeshToStr(Init &init, const Common::String &str) = 0;
virtual void hideRoomMeshesMatching(const Common::String &pname) = 0;
virtual void releaseBody(const Common::String &name, const Common::String &altName) = 0;
virtual void releaseLoadedFiles(uint32 exceptFlag) = 0;
virtual t3dBODY *checkIfAlreadyLoaded(const Common::String &Name) = 0;
virtual Common::Array<t3dBODY*> getLoadedFiles() = 0;
};
} // End of namespace Watchmaker
#endif // WATCHMAKER_LOADER_H

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@@ -0,0 +1,299 @@
/* 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 "watchmaker/3d/material.h"
#include "common/util.h"
#include "watchmaker/3d/render/opengl_2d.h"
#include "watchmaker/render.h"
namespace Watchmaker {
MaterialPtr rAddMaterial(gMaterial &Material, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags) {
// TODO: This is duplicated in opengl_3d.cpp
warning("TODO: Fix rAddMaterial");
#if 0
bool AlreadyLoaded = FALSE;
int len = strlen(TextName);
if (((TextName[len - 1 - 0] == 'i') || (TextName[len - 1 - 0] == 'I')) &&
((TextName[len - 1 - 1] == 'v') || (TextName[len - 1 - 1] == 'V')) &&
((TextName[len - 1 - 2] == 'a') || (TextName[len - 1 - 2] == 'A'))) {
if ((Material.Movie = gLoadMovie(TextName)) == NULL)
return NULL;
if ((Material.Texture = gUserTexture(64,
128)) == NULL)
// if( (Material->Texture=gUserTexture( Material->Movie->g_psiStreamInfo.rcFrame.right,
// Material->Movie->g_psiStreamInfo.rcFrame.bottom)) == NULL )
return NULL;
Material.Flags |= T3D_MATERIAL_MOVIE;
} else {
if ((Material.Texture = gLoadTexture(TextName, LoaderFlags)) == NULL)
return NULL;
}
//f
//f Material->FacesList=(WORD *)t3dRealloc(Material->FacesList,sizeof(WORD)*3*NumFaces+1);
//f Material->NumAllocatedFaces+=3*NumFaces+1;
Material.FacesList.resize(Material.FacesList.size() + NumFaces * 3);
Material.NumAllocatedFaces += NumFaces * 3;
//f
Material.Flags |= T3D_MATERIAL_NOLIGHTMAP;
return Material;
#endif
return nullptr;
}
void gMaterial::addProperty(int flag) {
this->Flags |= flag;
}
void gMaterial::clearFlag(int flag) {
this->Flags &= ~flag;
}
bool gMaterial::hasFlag(int flag) {
return this->Flags & flag;
}
void gMaterial::addColor(unsigned char r_add, unsigned char g_add, unsigned char b_add) {
int rr, gg, bb;
rr = this->r;
gg = this->g;
bb = this->b;
rr += r;
gg += g;
bb += b;
rr = MIN(MAX(rr, 0), 255);
gg = MIN(MAX(gg, 0), 255);
bb = MIN(MAX(bb, 0), 255);
this->r = (unsigned char)rr;
this->g = (unsigned char)gg;
this->b = (unsigned char)bb;
}
bool gMaterial::addNumFacesAdditionalMaterial(MaterialPtr am, unsigned int num) {
if (!num || !am)
return false;
Common::SharedPtr<gMaterial> cm;
int i;
for (i = 0; i < this->NumAddictionalMaterial; i++) {
cm = this->AddictionalMaterial[i];
if (cm->Texture->ID == am->Texture->ID)
break;
}
if (i == this->NumAddictionalMaterial) {
this->AddictionalMaterial.push_back(Common::SharedPtr<gMaterial>(new gMaterial(*am)));
cm = this->AddictionalMaterial.back();
cm->FacesList.resize(0);
this->NumAddictionalMaterial++;
}
return true;
}
bool gMaterial::addNumFaces(unsigned int num) {
// TODO: Remove, as this is not necessary with a Common::Array
return true;
}
MaterialPtr rMergeMaterial(MaterialPtr Mat1, MaterialPtr Mat2) {
if (!Mat1 || !Mat2)
return nullptr;
for (int i = 0; i < Mat2->NumAddictionalMaterial; i++) {
Mat1->addNumFacesAdditionalMaterial(Mat2->AddictionalMaterial[i],
/*Mat2->AddictionalMaterial[i]->NumAllocatedFaces*/ Mat2->AddictionalMaterial[i]->NumFaces());
}
//reset mat2
rRemoveMaterial(Mat2);
*Mat2 = gMaterial();
return Mat1;
}
void rRemoveMaterials(Common::Array<Common::SharedPtr<gMaterial>> &m) {
for (auto &material : m) {
material->clear();
}
m.clear();
}
Common::SharedPtr<gMaterial> rCopyMaterial(Common::SharedPtr<gMaterial> Mat1, Common::SharedPtr<gMaterial> Mat2) {
if (!Mat1 || !Mat2)
return nullptr;
Mat1->clearFaceList();
Mat1->AddictionalMaterial.clear();
Mat1->clearFaceList();
Mat1->VertsList.clear();
//t3dFree(Mat1->FlagsList);
*Mat1 = gMaterial();
if (Mat2->NumFaces()) {
for (int i = 0; i < Mat2->NumFaces(); i++) {
Mat1->addFace(Mat2->getFace(i));
}
}
for (int i = 0; i < Mat2->NumFaces(); i++) {
if (Mat2->getFace(i) >= Mat2->VertsList.size()) {
warning("TODO");
}
}
if (Mat2->NumAllocatedVerts()) {
Mat1->VertsList = Mat2->VertsList;
}
if (Mat2->NumAllocatedMesh) {
Mat1->FlagsList = Mat2->FlagsList;
}
Mat1->Texture = Mat2->Texture;
Mat1->Movie = Mat2->Movie;
Mat1->Flags = Mat2->Flags;
Mat1->VBO = Mat2->VBO;
Mat1->NumAllocatedMesh = Mat2->NumAllocatedMesh;
Mat1->r = Mat2->r;
Mat1->g = Mat2->g;
Mat1->b = Mat2->b;
Mat1->NumAddictionalMaterial = Mat2->NumAddictionalMaterial;
rCopyMaterialList(Mat1->AddictionalMaterial, Mat2->AddictionalMaterial, Mat2->NumAddictionalMaterial); // TODO: Does this mean that we don't copy any extras?
return Mat1;
}
void rCopyMaterialList(MaterialTable &dst, MaterialTable &src, uint count) {
dst.resize(count);
if (count > src.size()) {
error("Copying more materials than there are in the src");
}
for (uint i = 0; i < count; i++) {
if (!dst[i]) {
dst[i] = Common::SharedPtr<gMaterial>(new gMaterial());
}
rCopyMaterial(dst[i], src[i]);
}
}
void gMaterial::clear() {
// TODO: This flag clearing doesn't happen in the original, but shouldn't matter as the class is instantiated again when used in Particles.
Flags = 0;
if (Movie) {
Movie = nullptr;
}
FacesList.clear();
VertsList.clear();
FlagsList.clear();
// rDeleteVertexBuffer(m->VB);
VBO = 0;
for (int j = 0; j < NumAddictionalMaterial; j++) {
Common::SharedPtr<gMaterial> cm = AddictionalMaterial[j];
cm->FacesList.clear();
cm->VertsList.clear();
cm->FlagsList.clear();
// rDeleteVertexBuffer(cm->VB);
cm->VBO = 0;
}
AddictionalMaterial.clear();
}
void rRemoveMaterial(Common::SharedPtr<gMaterial> &m) {
m->clear();
}
/* -----------------29/07/99 15.53-------------------
* Aggiunge un materiale alla MaterialList
* --------------------------------------------------*/
void rAddToMaterialList(gMaterial &mat, signed short int ViewMatrixNum) {
gBatchBlock *bb = nullptr;
if ((mat.Flags & T3D_MATERIAL_MOVIE)) {
warning("Movie: %s %d", mat.Movie->_name.c_str(), mat.Texture->ID);
mat.Movie->updateMovie();
}
if ((mat.NumFaces() >= 3) && (mat.VBO)) {
if (mat.Texture) {
// if (mat.Texture->name == "./TMaps/bianco.tga")
// return;
}
bb = rNewBatchBlock(mat.Texture->ID, mat.Flags, 0, 0);
bb->ViewMatrixNum = ViewMatrixNum;
bb->FacesList = mat.getFacesList();
bb->VBO = mat.VBO;
for (uint f = 0; f < bb->FacesList.size(); f++) {
if (bb->FacesList[f] >= bb->VBO->_buffer.size()) {
for (uint o = 0; o < bb->FacesList.size(); o++) {
warning("%d", bb->FacesList[o]);
}
warning("%d > %d (%d)", bb->FacesList[f], bb->VBO->_buffer.size(), bb->NumVerts());
}
}
mat.emptyFacesList(); // We may want to keep the reservation to avoid the extra reallocs here.
}
for (auto &cm : mat.AddictionalMaterial) {
if (cm->NumFaces() < 3) continue;
if (cm->VBO == NULL) continue;
bb = rNewBatchBlock(mat.Texture->ID, mat.Flags, cm->Texture->ID, cm->Flags);
bb->ViewMatrixNum = ViewMatrixNum;
bb->FacesList = cm->getFacesList();
bb->VBO = cm->VBO;
cm->emptyFacesList();
}
}
void rAddToMaterialList(MaterialPtr mat, signed short int ViewMatrixNum) {
if (mat) {
rAddToMaterialList(*mat, ViewMatrixNum);
}
}
/* -----------------31/05/99 10.07-------------------
* Costruisce la lista dei materiali ordinata
* --------------------------------------------------*/
void rBuildMaterialList(MaterialTable &MatList, unsigned int NumMat, signed short int ViewMatrixNum) {
if (NumMat == 0)
return;
for (auto &mat : MatList) {
rAddToMaterialList(mat, ViewMatrixNum);
}
}
MaterialTable rCreateMaterialList(int num) {
MaterialTable list;
// We avoid actually allocating the gMaterial-objects, as we want the size() to
// represent the actually loaded elements.
list.reserve(num);
return list;
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_MATERIAL_H
#define WATCHMAKER_MATERIAL_H
#include "common/array.h"
#include "common/ptr.h"
#include "watchmaker/3d/texture.h"
#include "watchmaker/3d/movie.h"
#include "watchmaker/3d/vertex.h"
namespace Watchmaker {
struct gMaterial;
typedef Common::SharedPtr<gMaterial> MaterialPtr;
typedef Common::Array<MaterialPtr> MaterialTable;
struct VertexBuffer;
// Material definition
struct gMaterial {
gTexture *Texture = nullptr; // pointer to texture struct
Common::SharedPtr<gMovie> Movie; // pointer to movie struct
unsigned int Flags = 0; // material flags
int NumFaces() {
return FacesList.size();
}; // current number of faces to be processed
void addFace(uint16 face) {
FacesList.push_back(face);
}
uint16 getFace(int index) const {
return FacesList[index];
}
void clearFaceList() {
FacesList.clear();
}
void emptyFacesList() {
FacesList.resize(0);
}
Common::Array<uint16> getFacesList() {
return FacesList;
}
private:
Common::Array<uint16> FacesList; // list of verts indices
public:
Common::Array<gVertex *> VertsList; // pointers to pointers to verts
int NumAllocatedVerts() {
return this->VertsList.size();
}; // number of allocated vertex in mat VB
Common::SharedPtr<VertexBuffer> VBO = nullptr;
// LPDIRECT3DVERTEXBUFFER7 VB; // mat VB struct
int NumAllocatedMesh = 0; // num mesh to check for modifications
Common::Array<unsigned int *> FlagsList; // vector of pointer to mesh flags
unsigned char r, g, b; // default material color
int NumAddictionalMaterial = 0; // number of addictional material (lightmaps)
MaterialTable AddictionalMaterial; // pointer to addictional material struct
public:
gMaterial() : r(0), g(0), b(0) {
}
void addColor(unsigned char r, unsigned char g, unsigned char b);
void addProperty(int flag);
bool hasFlag(int flag);
void clearFlag(int flag);
bool addNumFaces(unsigned int num);
bool addNumFacesAdditionalMaterial(MaterialPtr am, unsigned int num);
void clear();
};
MaterialPtr rAddMaterial(MaterialTable &MList, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags);
MaterialPtr rAddMaterial(gMaterial &Material, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags);
void rRemoveMaterial(MaterialPtr &m);
void rRemoveMaterials(MaterialTable &m);
void rCopyMaterialList(MaterialTable &dst, MaterialTable &src, uint count);
MaterialPtr rMergeMaterial(MaterialPtr Mat1, MaterialPtr Mat2);
void rAddToMaterialList(gMaterial &mat, signed short int ViewMatrixNum);
} // End of namespace Watchmaker
#endif // WATCHMAKER_MATERIAL_H

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/* 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 "watchmaker/3d/math/Matrix4x4.h"
namespace Watchmaker {
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_MATRIX4X4_H
#define WATCHMAKER_MATRIX4X4_H
#include "common/scummsys.h"
#include "common/textconsole.h"
namespace Watchmaker {
struct Matrix4x4 {
float data[16] = {};
void setIdentity() {
setValue(1, 1, 1.0f);
setValue(2, 2, 1.0f);
setValue(3, 3, 1.0f);
setValue(4, 4, 1.0f);
}
void setValue(int row, int col, float value) {
data[(col - 1) * 4 + (row - 1)] = value;
}
float getValue(int row, int col) const {
return data[(col - 1) * 4 + (row - 1)];
}
void print() const {
for (int row = 1; row <= 4; row++) {
for (int col = 1; col <= 4; col++) {
warning("%f ", getValue(row, col));
}
warning(" ");
}
}
bool operator==(const Matrix4x4 &rhs) const {
for (int row = 1; row <= 4; row++) {
for (int col = 1; col <= 4; col++) {
if (getValue(row, col) != rhs.getValue(row, col)) {
return false;
}
}
}
return true;
}
};
} // End of namespace Watchmaker
#endif // WATCHMAKER_MATRIX4X4_H

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/* 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 "watchmaker/3d/math/llmath.h"
#include "watchmaker/utils.h"
namespace Watchmaker {
int32 t3dFloatToInt(t3dF32 nfloat) {
int32 sint = nfloat;
// warning("STUBBED: t3dFloatToInt");
/*
__asm
{
fld nfloat
fistp sint
}*/
return sint;
}
void t3dMatIdentity(t3dM3X3F *d) {
d->M[1] = d->M[2] = d->M[3] = d->M[5] = d->M[6] = d->M[7] = 0.0;
d->M[0] = d->M[4] = d->M[8] = 1.0;
d->Flags |= T3D_MATRIX_IDENTITY;
}
void t3dMatMul(t3dM3X3F *Dest, t3dM3X3F *a, t3dM3X3F *b) {
t3dM3X3F Tmp, *d = &Tmp;
/* t3dM3X3F Tmp,*d=&Tmp;
int r,c;
if (Dest == a || Dest == b)
d=&Tmp;
else
d=Dest;
for (r=0; r<3; r++)
for (c=0; c<3; c++)
d->M[r][c]=a->M[r][0]*b->M[0][c]+a->M[r][1]*b->M[1][c]+a->M[r][2]*b->M[2][c];*/
d->M[0] = (a->M[0] * b->M[0] + a->M[1] * b->M[3] + a->M[2] * b->M[6]);
d->M[1] = (a->M[0] * b->M[1] + a->M[1] * b->M[4] + a->M[2] * b->M[7]);
d->M[2] = (a->M[0] * b->M[2] + a->M[1] * b->M[5] + a->M[2] * b->M[8]);
d->M[3] = (a->M[3] * b->M[0] + a->M[4] * b->M[3] + a->M[5] * b->M[6]);
d->M[4] = (a->M[3] * b->M[1] + a->M[4] * b->M[4] + a->M[5] * b->M[7]);
d->M[5] = (a->M[3] * b->M[2] + a->M[4] * b->M[5] + a->M[5] * b->M[8]);
d->M[6] = (a->M[6] * b->M[0] + a->M[7] * b->M[3] + a->M[8] * b->M[6]);
d->M[7] = (a->M[6] * b->M[1] + a->M[7] * b->M[4] + a->M[8] * b->M[7]);
d->M[8] = (a->M[6] * b->M[2] + a->M[7] * b->M[5] + a->M[8] * b->M[8]);
if (d != Dest)
t3dMatCopy(Dest, &Tmp);
}
void t3dMatCopy(t3dM3X3F *d, t3dM3X3F *s) {
d->M[0] = s->M[0];
d->M[1] = s->M[1];
d->M[2] = s->M[2];
d->M[3] = s->M[3];
d->M[4] = s->M[4];
d->M[5] = s->M[5];
d->M[6] = s->M[6];
d->M[7] = s->M[7];
d->M[8] = s->M[8];
d->Flags = 0;
}
void t3dMatView(t3dM3X3F *dest, t3dV3F *eye, t3dV3F *center) {
t3dM3X3F *fm = dest;
t3dM3X3F fmat;
// D3DVECTOR from,at,up;
if ((!eye) || (!dest)) return;
// F
t3dF32 dx = (t3dF32)(center->x - eye->x);
t3dF32 dy = (t3dF32)(center->y - eye->y);
t3dF32 dz = (t3dF32)(center->z - eye->z);
t3dF32 dd = (dx * dx + dy * dy + dz * dz);
if (dd == 0.0)dd = 1.0;
dd = (float)sqrt((t3dF64)dd); // dd = ||F||
t3dF32 d2 = (dz * dz + dx * dx);
if (d2 == 0.0)d2 = 1.0;
d2 = (float)sqrt((t3dF64)d2); // |s|
t3dF32 fcosa = (dz / d2);
t3dF32 fsina = (dx / d2);
fm->M[0] = fcosa;
fm->M[1] = 0;
fm->M[2] = -fsina;
fm->M[3] = 0;
fm->M[4] = 1;
fm->M[5] = 0;
fm->M[6] = fsina;
fm->M[7] = 0;
fm->M[8] = fcosa;
fcosa = (d2 / dd);
fsina = (dy / dd);
fmat.M[0] = 1;
fmat.M[1] = 0;
fmat.M[2] = 0;
fmat.M[3] = 0;
fmat.M[4] = fcosa;
fmat.M[5] = -fsina;
fmat.M[6] = 0;
fmat.M[7] = fsina;
fmat.M[8] = fcosa;
t3dMatMul(dest, &fmat, dest);
const float roll = 0.0f;
fcosa = (t3dF32)cos((-roll) / 180.0f * T3D_PI);
fsina = (t3dF32)sin((-roll) / 180.0f * T3D_PI);
fmat.M[0] = fcosa;
fmat.M[1] = fsina;
fmat.M[2] = 0;
fmat.M[3] = -fsina;
fmat.M[4] = fcosa;
fmat.M[5] = 0;
fmat.M[6] = 0;
fmat.M[7] = 0;
fmat.M[8] = 1;
t3dMatMul(dest, &fmat, dest);
dest->Flags &= ~T3D_MATRIX_IDENTITY;
}
void t3dVectTransform(t3dV3F *d, t3dV3F *s, t3dM3X3F *mat) {
t3dV3F Tmp;
Tmp.x = (s->x * mat->M[0]) + (s->y * mat->M[1]) + (s->z * mat->M[2]);
Tmp.y = (s->x * mat->M[3]) + (s->y * mat->M[4]) + (s->z * mat->M[5]);
Tmp.z = (s->x * mat->M[6]) + (s->y * mat->M[7]) + (s->z * mat->M[8]);
d->x = Tmp.x;
d->y = Tmp.y;
d->z = Tmp.z;
}
void t3dVectTransformInv(t3dV3F *d, t3dV3F *s, t3dM3X3F *mat) {
t3dV3F Tmp;
Tmp.x = (s->x * mat->M[0]) + (s->y * mat->M[3]) + (s->z * mat->M[6]);
Tmp.y = (s->x * mat->M[1]) + (s->y * mat->M[4]) + (s->z * mat->M[7]);
Tmp.z = (s->x * mat->M[2]) + (s->y * mat->M[5]) + (s->z * mat->M[8]);
d->x = Tmp.x;
d->y = Tmp.y;
d->z = Tmp.z;
}
void t3dVectCross(t3dV3F *d, t3dV3F *v2, t3dV3F *v3) {
t3dV3F Tmp;
Tmp.x = (v2->y * v3->z) - (v2->z * v3->y);
Tmp.y = (v2->z * v3->x) - (v2->x * v3->z);
Tmp.z = (v2->x * v3->y) - (v2->y * v3->x);
d->x = Tmp.x;
d->y = Tmp.y;
d->z = Tmp.z;
}
void t3dVectSub(t3dV3F *d, t3dV3F *a, t3dV3F *b) { // d = a - b
d->x = a->x - b->x;
d->y = a->y - b->y;
d->z = a->z - b->z;
}
void t3dVectAdd(t3dV3F *d, t3dV3F *a, t3dV3F *b) { // d = a - b
d->x = a->x + b->x;
d->y = a->y + b->y;
d->z = a->z + b->z;
}
void t3dVectFill(t3dV3F *d, t3dF32 a) {
d->x = a;
d->y = a;
d->z = a;
}
void t3dVectInit(t3dV3F *d, t3dF32 a1, t3dF32 a2, t3dF32 a3) {
d->x = a1;
d->y = a2;
d->z = a3;
}
void t3dVectCopy(t3dV3F *d, t3dV3F *s) {
memcpy(d, s, sizeof(t3dV3F));
}
t3dF32 t3dVectMod(t3dV3F *c) {
t3dF32 mod = (c->x * c->x + c->y * c->y + c->z * c->z);
if (mod)
return (float)sqrt((double)mod);
else
return 0.0f;
}
t3dF32 t3dVectDistance(t3dV3F *a, t3dV3F *b) {
t3dF32 mod;
t3dV3F c;
c.x = b->x - a->x;
c.y = b->y - a->y;
c.z = b->z - a->z;
mod = (c.x * c.x + c.y * c.y + c.z * c.z);
if (mod)
return ((float)sqrt((double)mod));
else
return 0.0f;
}
t3dF32 t3dVectDot(t3dV3F *a, t3dV3F *b) {
return (t3dF32)(a->x * b->x + a->y * b->y + a->z * b->z);
}
void t3dMatMulInv(t3dM3X3F *Dest, t3dM3X3F *a, t3dM3X3F *b) {
t3dM3X3F Tmp, *d = &Tmp;
d->M[0] = (a->M[0] * b->M[0] + a->M[1] * b->M[1] + a->M[2] * b->M[2]);
d->M[1] = (a->M[0] * b->M[3] + a->M[1] * b->M[4] + a->M[2] * b->M[5]);
d->M[2] = (a->M[0] * b->M[6] + a->M[1] * b->M[7] + a->M[2] * b->M[8]);
d->M[3] = (a->M[3] * b->M[0] + a->M[4] * b->M[1] + a->M[5] * b->M[2]);
d->M[4] = (a->M[3] * b->M[3] + a->M[4] * b->M[4] + a->M[5] * b->M[5]);
d->M[5] = (a->M[3] * b->M[6] + a->M[4] * b->M[7] + a->M[5] * b->M[8]);
d->M[6] = (a->M[6] * b->M[0] + a->M[7] * b->M[1] + a->M[8] * b->M[2]);
d->M[7] = (a->M[6] * b->M[3] + a->M[7] * b->M[4] + a->M[8] * b->M[5]);
d->M[8] = (a->M[6] * b->M[6] + a->M[7] * b->M[7] + a->M[8] * b->M[8]);
if (d != Dest)
t3dMatCopy(Dest, &Tmp);
}
void t3dPlaneNormal(t3dNORMAL *n, t3dV3F *p0, t3dV3F *p1, t3dV3F *p2) {
t3dV3F a, b;
t3dVectSub(&a, p1, p0);
t3dVectSub(&b, p2, p0);
t3dVectCross(&n->n, &a, &b);
t3dVectNormalize(&n->n);
n->dist = t3dVectDot(&n->n, p0);
}
void t3dVectNormalize(t3dV3F *c) {
t3dF32 mod = (float)sqrt((double)(c->x * c->x + c->y * c->y + c->z * c->z));
if (!mod)return;
mod = 1.0f / mod;
c->x = c->x * mod;
c->y = c->y * mod;
c->z = c->z * mod;
}
void t3dMatRot(t3dM3X3F *matrix, t3dF32 x, t3dF32 y, t3dF32 z) {
/* t3dF32 cx, cy, cz, sx, sy, sz,sxsy,szsy,szcy,czcy;
sx = sin(x);cx = cos(x); // qui ci vorrebbe una FSINCOS in asm
sy = sin(y);cy = cos(y);
sz = sin(z);cz = cos(z);
sxsy=sx*sy;szsy=sz*sy;szcy=sz*cy;czcy=cz*cy;
matrix->M[0] = czcy + sx*szsy ;
matrix->M[1] = -szcy + sxsy*cz ;
matrix->M[2] = cx*sy;
matrix->M[3] = cx*sz;
matrix->M[4] = cx*cz;
matrix->M[5] = -sx;
matrix->M[6] = -cz*sy + sx*szcy;
matrix->M[7] = szsy + sx*czcy;
matrix->M[8] = cx*cy ;*/
t3dM3X3F matrix_x, matrix_y, matrix_z;
t3dMatIdentity(&matrix_x);
t3dMatIdentity(&matrix_y);
t3dMatIdentity(&matrix_z);
/* | 1 0 0 0 | x' = x
| 0 cos <20> -sin <20> 0 | y' = (cos <20>) * y - (sin <20>) * z
| 0 sin <20> cos <20> 0 | z' = (sin <20>) * y + (cos <20>) * z
| 0 0 0 1 |*/
matrix_x.M[4] = (float)cos(x);
matrix_x.M[5] = -(float)sin(x);
matrix_x.M[7] = (float)sin(x);
matrix_x.M[8] = (float)cos(x);
/* | cos <20> 0 sin <20> 0 | x' = (cos <20>) * x + (sin <20>) * z
| 0 1 0 0 | y' = y
| -sin <20> 0 cos <20> 0 | z' = -(sin <20>) * x + (cos <20>) * z
| 0 0 0 1 |*/
matrix_y.M[0] = (float)cos(y);
matrix_y.M[2] = (float)sin(y);
matrix_y.M[6] = -(float)sin(y);
matrix_y.M[8] = (float)cos(y);
/* | cos <20> -sin <20> 0 0 | x' = (cos <20>) * x - (sin <20>) * y
| sin <20> cos <20> 0 0 | y' = (sin <20>) * x + (cos <20>) * y
| 0 0 1 0 | z' = z
| 0 0 0 1 |*/
matrix_z.M[0] = (float)cos(z);
matrix_z.M[1] = -(float)sin(z);
matrix_z.M[3] = (float)sin(z);
matrix_z.M[4] = (float)cos(z);
t3dMatMul(matrix, &matrix_x, &matrix_y);
t3dMatMul(matrix, matrix, &matrix_z);
}
t3dF32 t3dVectPlaneDistance(t3dV3F start, t3dNORMAL n) {
return t3dVectDot(&start, &n.n) - n.dist;
}
uint8 t3dVectPlaneIntersection(t3dV3F *inter, t3dV3F start, t3dV3F end, t3dNORMAL n) {
t3dF32 divi;
t3dF32 d1 = t3dVectPlaneDistance(start, n);
t3dF32 d2 = t3dVectPlaneDistance(end, n);
if ((d1 < 0) && (d2 < 0))
return 0;
else if ((d1 >= 0) && (d2 >= 0))
return 1;
if ((d1 < 0) && (d2 >= 0)) {
d2 = d2 - d1;
divi = -d1 / d2;
inter->x = start.x + divi * (end.x - start.x);
inter->y = start.y + divi * (end.y - start.y);
inter->z = start.z + divi * (end.z - start.z);
return 2;
} else {
d1 = d1 - d2;
divi = -d2 / d1;
inter->x = end.x + divi * (start.x - end.x);
inter->y = end.y + divi * (start.y - end.y);
inter->z = end.z + divi * (start.z - end.z);
return 3;
}
}
uint8 t3dVectTriangleIntersection(t3dV3F *inter, t3dV3F start, t3dV3F end,
t3dV3F v1, t3dV3F v2, t3dV3F v3, t3dNORMAL n) {
t3dV3F appo;
t3dNORMAL normal;
if (t3dVectPlaneIntersection(inter, start, end, n) <= 1)
return 0;
t3dVectAdd(&appo, &n.n, &v1);
t3dPlaneNormal(&normal, &appo, &v1, &v2);
if (t3dVectPlaneDistance(*inter, normal) >= 0.0f) {
t3dVectAdd(&appo, &n.n, &v2);
t3dPlaneNormal(&normal, &appo, &v2, &v3);
if (t3dVectPlaneDistance(*inter, normal) >= 0.0f) {
t3dVectAdd(&appo, &n.n, &v3);
t3dPlaneNormal(&normal, &appo, &v3, &v1);
if (t3dVectPlaneDistance(*inter, normal) >= 0.0f)
return 1;
}
}
return 0;
}
t3dF32 t3dVectSquaredDistance(t3dV3F *a, t3dV3F *b) {
t3dV3F c;
c.x = b->x - a->x;
c.y = b->y - a->y;
c.z = b->z - a->z;
return (c.x * c.x + c.y * c.y + c.z * c.z);
}
t3dF32 t3dPointSquaredDistance(t3dV3F *c) {
return (c->x * c->x + c->y * c->y + c->z * c->z);
}
void t3dMatReflect(t3dM3X3F *Matrix, t3dV3F *mirrorpos, t3dNORMAL *n) {
// | 1-2*nx*nx -2*nx*ny -2*nx*nz -2*nx*k |
// | -2*ny*nx 1-2*ny*ny -2*ny*nz -2*ny*k |
// | -2*nz*nx -2*nz*ny 1-2*nz*nz -2*nz*k |
// | 0 0 0 1 |
Matrix->M[0] = 1 - 2 * n->n.x * n->n.x;
Matrix->M[1] = -2 * n->n.x * n->n.y;
Matrix->M[2] = -2 * n->n.x * n->n.z;
Matrix->M[3] = -2 * n->n.y * n->n.x;
Matrix->M[4] = 1 - 2 * n->n.y * n->n.y;
Matrix->M[5] = -2 * n->n.y * n->n.z;
Matrix->M[6] = -2 * n->n.z * n->n.x;
Matrix->M[7] = -2 * n->n.z * n->n.y;
Matrix->M[8] = 1 - 2 * n->n.z * n->n.z;
mirrorpos->x = -2 * n->n.x * n->dist;
mirrorpos->y = -2 * n->n.y * n->dist;
mirrorpos->z = -2 * n->n.z * n->dist;
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_LLMATH_H
#define WATCHMAKER_LLMATH_H
#include "watchmaker/t3d.h"
namespace Watchmaker {
void t3dMatCopy(t3dM3X3F *d, t3dM3X3F *s);
void t3dMatIdentity(t3dM3X3F *d);
void t3dMatSet(t3dM3X3F *d,
t3dF32 _m11, t3dF32 _m12, t3dF32 _m13,
t3dF32 _m21, t3dF32 _m22, t3dF32 _m23,
t3dF32 _m31, t3dF32 _m32, t3dF32 _m33);
void t3dMatMul(t3dM3X3F *Dest, t3dM3X3F *a, t3dM3X3F *b);
void t3dMatRotAxis(t3dM3X3F *m, t3dF32 x, t3dF32 y, t3dF32 z, t3dF32 rad);
void t3dMatRot(t3dM3X3F *matrix, t3dF32 x, t3dF32 y, t3dF32 z);
void t3dMatReflect(t3dM3X3F *Matrix, t3dV3F *mirrorpos, t3dNORMAL *n);
void t3dMatView(t3dM3X3F *dest, t3dV3F *eye, t3dV3F *center);
void t3dVectTransform(t3dV3F *d, t3dV3F *s, t3dM3X3F *mat);
void t3dVectTransformInv(t3dV3F *d, t3dV3F *s, t3dM3X3F *mat);
void t3dVectInit(t3dV3F *a, t3dF32 x, t3dF32 y, t3dF32 z);
void t3dVectCross(t3dV3F *d, t3dV3F *v2, t3dV3F *v3);
void t3dVectSub(t3dV3F *d, t3dV3F *a, t3dV3F *b); // d = a - b
void t3dVectAdd(t3dV3F *d, t3dV3F *a, t3dV3F *b); // d = a - b
void t3dVectFill(t3dV3F *d, t3dF32 a);
void t3dVectCopy(t3dV3F *d, t3dV3F *s);
t3dF32 t3dVectMod(t3dV3F *c);
t3dF32 t3dVectDistance(t3dV3F *a, t3dV3F *b);
t3dF32 t3dVectSquaredDistance(t3dV3F *a, t3dV3F *b);
t3dF32 t3dPointSquaredDistance(t3dV3F *c);
void t3dVectNormalize(t3dV3F *c);
t3dF32 t3dVectDot(t3dV3F *a, t3dV3F *b);
void t3dMatMulInv(t3dM3X3F *Dest, t3dM3X3F *a, t3dM3X3F *b);
void t3dVectReflection(t3dV3F *r, t3dV3F *p1, t3dNORMAL *plane, t3dF32 dist);
void t3dMatInv(t3dM3X3F *d, t3dM3X3F *s);
void t3dPlaneNormal(t3dNORMAL *n, t3dV3F *p0, t3dV3F *p1, t3dV3F *p2);
void t3dVector2dTo3d(t3dV3F *end, t3dV2F *start);
int32 t3dFloatToInt(t3dF32 nfloat);
t3dF32 t3dVectPlaneDistance(t3dV3F start, t3dNORMAL n); //return the distance of start from plane normal n
uint8 t3dVectPlaneIntersection(t3dV3F *inter, t3dV3F start, t3dV3F end, t3dNORMAL n); //if return value !=0 inter contains the intersection point
uint8 t3dVectTriangleIntersection(t3dV3F *inter, t3dV3F start, t3dV3F end, t3dV3F v1, t3dV3F v2, t3dV3F v3, t3dNORMAL n); //return 1 if the vector from start to end pass trought the triangle v1,v2,v3
} // End of namespace Watchmaker
#endif // WATCHMAKER_LLMATH_H

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/* 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 "watchmaker/3d/mem_management.h"
#include "watchmaker/types.h"
#include "watchmaker/ll/ll_system.h"
namespace Watchmaker {
static int8 *MemoryPool = nullptr;
static uint32 MemoryPoolPointer = 0;
static uint32 MaxAllocatedMem = 0;
// Memory Management
// Only linear (non dynamic) stack allocations
/* -----------------10/06/99 16.06-------------------
* t3dAllocMemoryPool
* --------------------------------------------------*/
uint8 t3dAllocMemoryPool(uint32 pool) {
uint8 allocated = 0;
MemoryPoolPointer = 0;
while ((allocated == 0) && (pool > 0)) {
if (!(MemoryPool = t3dCalloc<int8>(pool)))
pool -= 10000;
else
allocated = 1;
}
if (allocated == 0)
return 0;
else {
MaxAllocatedMem = pool;
return 1;
}
}
/* -----------------10/06/99 16.07-------------------
* t3dDeallocMemoryPool
* --------------------------------------------------*/
void t3dDeallocMemoryPool() {
if (MemoryPool == nullptr) return;
t3dFree(MemoryPool);
MemoryPool = nullptr;
MaxAllocatedMem = 0;
}
/* -----------------10/06/99 16.07-------------------
* t3dAlloc
* --------------------------------------------------*/
void *t3dAlloc(uint32 size) {
if (MemoryPool == nullptr) return nullptr;
MemoryPoolPointer += size;
if (MemoryPoolPointer > MaxAllocatedMem) {
return nullptr;
}
return &MemoryPool[MemoryPoolPointer - size];
}
/* -----------------10/06/99 16.07-------------------
* t3dDealloc
* --------------------------------------------------*/
void *t3dDealloc(uint32 size) {
if (MemoryPool == nullptr) return nullptr;
MemoryPoolPointer -= size;
return &MemoryPool[MemoryPoolPointer];
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_MEM_MANAGEMENT_H
#define WATCHMAKER_MEM_MANAGEMENT_H
namespace Watchmaker {
unsigned char t3dAllocMemoryPool(unsigned int pool);
void t3dDeallocMemoryPool();
void *t3dAlloc(unsigned int size);
void *t3dDealloc(unsigned int size);
} // End of namespace Watchmaker
#endif // WATCHMAKER_MEM_MANAGEMENT_H

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/* 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 "watchmaker/3d/movie.h"
#include "watchmaker/3d/dds_header.h"
#include "watchmaker/file_utils.h"
#include "watchmaker/windows_hacks.h"
#include "watchmaker/work_dirs.h"
namespace Watchmaker {
gMovie::gMovie(Common::SharedPtr<Common::SeekableReadStream> stream, Texture *texture, const Common::String &name) : _name(name), _stream(stream), _texture(texture) {
_numFrames = stream->readUint16LE();
_width = stream->readUint16LE();
_height = stream->readUint16LE();
_keyFrame = stream->readByte();
_frameRate = stream->readByte();
_header = DDSHeader(*stream);
_numBlocks = _width * _height / 16;
_curFrame = 0xFFFF;
_frameOffsets = new uint32[_numFrames] {};
if (!_frameOffsets) {
error("gLoadMovie FAILED: Can't alloc Movie->frameOffsets struct");
}
_buffer = new uint8[bufferSize()] {};
_surfaceBuffer = new uint8[_header.dataSize()] {};
_frameStream = new Common::MemoryReadStream(_surfaceBuffer, _header.dataSize(), DisposeAfterUse::NO);
if (!_buffer) {
error("gLoadMovie FAILED: Can't alloc Movie->buffer struct");
}
//read frame offsets
for (int i = 0; i < _numFrames; i++) {
_frameOffsets[i] = _stream->readUint32LE();
}
_startTime = 0;
}
gMovie::~gMovie() {
delete[] _frameOffsets;
delete[] _buffer;
delete[] _surfaceBuffer;
delete _frameStream;
}
Common::SharedPtr<gMovie> gLoadMovie(WorkDirs &workDirs, const char *TextName, Texture *texture) {
//convert .avi name in .wmm
Common::String finalName = replaceExtension(TextName, "wmm");
auto stream = workDirs.resolveFile(finalName);
if (!stream) {
DebugLogFile("gLoadMovie FAILED: Can't find movie file\n");
return nullptr;
}
auto Movie = Common::SharedPtr<gMovie>(new gMovie(stream, texture, TextName));
Movie->_name = TextName;
if (!Movie) {
DebugLogFile("gLoadMovie FAILED: Can't alloc Movie struct");
return nullptr;
}
// Movie->frameRate=240;
return Movie;
}
void gMovie::loadThisFrameData(uint16 frame) {
_stream->seek(_frameOffsets[frame], SEEK_SET);
//read frame data
int32 size = 0;
if ((frame + 1) == _numFrames) {
size = _stream->size() - _frameOffsets[frame];
} else {
size = _frameOffsets[frame + 1] - _frameOffsets[frame];
}
assert(size <= (int32)bufferSize());
_stream->read(_buffer, size);
}
//build a new frame by difference from previous
void gMovie::buildNewFrame(byte *surf, uint16 frame) {
loadThisFrameData(frame);
DWORD bitArraySize = _numBlocks >> 3;
byte *buf = &_buffer[bitArraySize];
WORD curBlock = 0;
for (int i = 0; i < bitArraySize; i++) {
byte block = _buffer[i];
if (!block) {
curBlock += 8;
continue; //everything is equal
}
for (int j = 0; j < 8; j++, curBlock++) {
if (block & (1 << j)) {
memcpy(&surf[curBlock << 3], buf, 8);
buf += 8;
}
}
}
}
bool gMovie::setFrame(uint16 newFrame) {
warning("Set Frame: %d\t%s", newFrame, _name.c_str());
if (_curFrame == newFrame)
return true;
//do we have to replace the whole frame or do we have to built it?
bool rebuildFrame = true;
if (_curFrame == 0xFFFF) rebuildFrame = false;
else if (!(newFrame % _keyFrame)) rebuildFrame = false; //it's a keyframe
_header.dataSize();
#if 0
DDSURFACEDESC2 ddsd2;
ddsd2.dwSize = sizeof(DDSURFACEDESC2);
if ((mv->surf->Lock(NULL, &ddsd2, DDLOCK_NOSYSLOCK | DDLOCK_WAIT, NULL))) { // Lock and fill with the dds
DebugLogFile("gMovie_SetFrame: Can't lock surface DDS");
return NULL;
}
#endif
if (!rebuildFrame) {
loadThisFrameData(newFrame);
memcpy(_surfaceBuffer, _buffer, _header.dataSize());
} else {
if ((_curFrame + 1) != newFrame) { //we can't directly build this frame because the current frame is not his previous
uint16 startFrame;
uint16 prevKey = (newFrame / _keyFrame) * _keyFrame;
if ((_curFrame > newFrame) || (_curFrame < prevKey)) {
loadThisFrameData(prevKey);
memcpy(_surfaceBuffer, _buffer, _header.dataSize());
startFrame = prevKey + 1;
} else startFrame = _curFrame + 1;
for (uint16 i = startFrame; i < newFrame; i++) {
buildNewFrame(_surfaceBuffer, i);
}
}
buildNewFrame(_surfaceBuffer, newFrame);
}
_frameStream->seek(0, SEEK_SET);
auto tex = loadDdsTexture(*_frameStream, _header);
_texture->assignData(*tex);
#if 0
if (mat->Texture->lpDDSurface->Blt(NULL, mv->surf, NULL, DDBLT_WAIT, NULL) != DD_OK) {
DebugLogFile("gMovie_SetFrame: Can't Blit DDS texture");
return NULL;
}
#endif
_curFrame = newFrame;
return true;
}
//*********************************************************************************************
bool gMovie::updateMovie() {
int16 newFrame = 0;
if (_paused)
return TRUE;
warning("Update Movie: %s", _name.c_str());
if ((_curFrame == 0xFFFF) || (!_startTime)) {
_startTime = timeGetTime();
newFrame = 0;
} else {
// Use the time to find which frame we should be drawing
uint32 curTime = timeGetTime();
DWORD elapsedTime = curTime - _startTime;
newFrame = (WORD)((float)elapsedTime / (1000.f / (float)_frameRate));
if (newFrame >= _numFrames) {
_startTime = curTime;
newFrame = 0;
}
}
return setFrame(newFrame);
}
int gMovie::frameSize(int index) {
if ((index + 1) < _numFrames) {
return _frameOffsets[index + 1] - _frameOffsets[index];
} else {
return _stream->size() - _frameOffsets[index];
}
}
uint32 gMovie::bufferSize() const {
return (_numBlocks / 8) + 8 * _numBlocks; //bit array + max different blocks
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_MOVIE_H
#define WATCHMAKER_MOVIE_H
#include "common/memstream.h"
#include "watchmaker/3d/dds_header.h"
#include "watchmaker/types.h"
#include "watchmaker/utils.h"
namespace Watchmaker {
struct gMovie {
private:
Common::MemoryReadStream *_frameStream = nullptr;
public:
Common::String _name;
Common::SharedPtr<Common::SeekableReadStream> _stream;
uint16 _numFrames;
uint16 _curFrame;
uint16 _width;
uint16 _height;
uint16 _numBlocks;
uint32 _startTime;
uint8 _keyFrame;
uint8 _frameRate;
uint32 *_frameOffsets;
uint8 *_buffer;
uint8 *_surfaceBuffer;
DDSHeader _header;
Texture *_texture = nullptr;
bool _paused = false;
gMovie(Common::SharedPtr<Common::SeekableReadStream> stream, Texture *texture, const Common::String &name);
~gMovie();
bool setFrame(uint16 newFrame);
void loadThisFrameData(uint16 frame);
void buildNewFrame(byte *surf, uint16 frame);
bool updateMovie();
private:
int frameSize(int index);
uint32 bufferSize() const;
};
class WorkDirs;
Common::SharedPtr<gMovie> gLoadMovie(WorkDirs &workDirs, const char *TextName, Texture *texture);
} // End of namespace Watchmaker
#endif // WATCHMAKER_MOVIE_H

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/* 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 "watchmaker/3d/render/opengl.h"
#include "watchmaker/utils.h"
namespace Watchmaker {
//*********************************************************************************************
bool rGetStencilBitDepth() {
#if 0
return gStencilBitDepth;
#endif
//warning("TODO: Implement rGetStencilBitDepth");
return false;
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_OPENGL_H
#define WATCHMAKER_OPENGL_H
namespace Watchmaker {
} // End of namespace Watchmaker
#endif // WATCHMAKER_OPENGL_H

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/* 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 "watchmaker/game.h"
#if defined(USE_OPENGL_GAME)
#include "graphics/pixelformat.h"
#include "watchmaker/3d/render/opengl_2d.h"
#include "watchmaker/3d/render/opengl_renderer.h"
#include "watchmaker/game.h"
#include "watchmaker/rect.h"
#include "watchmaker/render.h"
#include "watchmaker/renderer.h"
#include "watchmaker/sdl_wrapper.h"
#include "watchmaker/tga_util.h"
#include "watchmaker/utils.h"
#include "watchmaker/work_dirs.h"
#include "graphics/opengl/system_headers.h"
namespace Watchmaker {
Common::Rect gBlitterExtends;
int gStencilBitDepth;
unsigned int CurLoaderFlags;
//*********************************************************************************************
unsigned int Renderer::BitmapList::acquirePosition() {
unsigned int pos = 1;
while (!bitmaps[pos].isEmpty()) {
pos++;
}
if (pos > MAX_BITMAP_LIST)
return 0;
if (pos > _numBitmaps)
_numBitmaps = pos;
return pos;
}
unsigned int Renderer::getBitmapDimX(int32 id) const {
return _bitmapList.bitmaps[id].DimX;
}
unsigned int Renderer::getBitmapDimY(int32 id) const {
return _bitmapList.bitmaps[id].DimY;
}
unsigned int Renderer::getBitmapRealDimX(int32 id) const {
return _bitmapList.bitmaps[id].RealDimX;
}
unsigned int Renderer::getBitmapRealDimY(int32 id) const {
return _bitmapList.bitmaps[id].RealDimY;
}
//************************************************************************************************************************
void rUpdateExtends(int x1, int y1, int x2, int y2) {
//Update extends
if (x1 < gBlitterExtends.left)
gBlitterExtends.left = x1;
if (y1 < gBlitterExtends.top)
gBlitterExtends.top = y1;
if (x2 > gBlitterExtends.right)
gBlitterExtends.right = x2;
if (y2 > gBlitterExtends.bottom)
gBlitterExtends.bottom = y2;
}
//************************************************************************************************************************
void rGetExtends(int *x1, int *y1, int *x2, int *y2) {
*x1 = gBlitterExtends.left;
*y1 = gBlitterExtends.top;
*x2 = gBlitterExtends.right;
*y2 = gBlitterExtends.bottom;
}
//************************************************************************************************************************
void rResetExtends() {
gBlitterExtends.left = SHRT_MAX;
gBlitterExtends.top = SHRT_MAX;
gBlitterExtends.right = SHRT_MIN;
gBlitterExtends.bottom = SHRT_MIN;
}
// TODO: Move this to Renderer
extern Common::Rect gBlitterViewport;
bool gClipToBlitterViewport(int *sposx, int *sposy, int *sdimx, int *sdimy,
int *dposx, int *dposy) {
int dwWidth, dwHeight;
dwWidth = (gBlitterViewport.right - gBlitterViewport.left);
dwHeight = (gBlitterViewport.bottom - gBlitterViewport.top);
if (((*dposx) + (*sdimx)) > dwWidth) {
(*sdimx) = (*sdimx) - ((*dposx) + (*sdimx) - dwWidth);
}
if (((*dposy) + (*sdimy)) > dwHeight) {
(*sdimy) = (*sdimy) - ((*dposy) + (*sdimy) - dwHeight);
}
if ((*dposx) < gBlitterViewport.left) {
(*sposx) += gBlitterViewport.left - (*dposx);
(*sdimx) -= gBlitterViewport.left - (*dposx);
(*dposx) = gBlitterViewport.left;
}
if ((*dposy) < gBlitterViewport.top) {
(*sposy) += gBlitterViewport.top - (*dposy);
(*sdimy) -= gBlitterViewport.top - (*dposy);
(*dposy) = gBlitterViewport.top;
}
if (((*sdimx) <= 0) || ((*sdimy) <= 0)) {
return false;
}
return true;
}
void renderTexture(WGame &game, gTexture &bitmap, Common::Rect srcRect, Common::Rect dstRect) {
checkGlError("Entering renderTexture");
glClearColor(0, 0, 1, 0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
bitmap._texture->bind();
glLoadIdentity();
glTranslatef(0, 0, 0.0);
float bottomSrc = ((float)srcRect.bottom) / bitmap.RealDimY;
float topSrc = ((float)srcRect.top) / bitmap.RealDimY;
float leftSrc = ((float)srcRect.left) / bitmap.RealDimX;
float rightSrc = ((float)srcRect.right) / bitmap.RealDimX;
Common::Rect viewport = game._renderer->_viewport;
float bottomDst = 1.0 - ((dstRect.bottom == 0 ? 0 : ((double)dstRect.bottom) / viewport.height()) * 2.0);
float topDst = 1.0 - ((dstRect.top == 0 ? 0 : ((double)dstRect.top) / viewport.height()) * 2.0);
float leftDst = ((dstRect.left == 0 ? 0 : ((double)dstRect.left) / viewport.width()) * 2.0) - 1.0;
float rightDst = ((dstRect.right == 0 ? 0 : ((double)dstRect.right) / viewport.width()) * 2.0) - 1.0;
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(leftSrc, bottomSrc); // Bottom Left
glVertex3f(leftDst, bottomDst, 0.0f);
glTexCoord2f(rightSrc, bottomSrc); // Bottom Right
glVertex3f(rightDst, bottomDst, 0.0f);
glTexCoord2f(rightSrc, topSrc); // Top Right
glVertex3f(rightDst, topDst, 0.0f);
glTexCoord2f(leftSrc, topSrc); // Top Left
glVertex3f(leftDst, topDst, 0.0f);
glEnd();
glFlush();
checkGlError("Exiting renderTexture");
}
void gTexture::render(WGame &game, Common::Rect src, Common::Rect dst) {
// Render self
if (_texture) {
renderTexture(game, *this, src, dst);
}
for (uint i = 0; i < _blitsOnTop.size(); i++) {
_blitsOnTop[i].texture->render(game, _blitsOnTop[i].src, _blitsOnTop[i].dst);
}
}
void Renderer::blitScreenBuffer() {
checkGlError("Entering rBlitScreenBuffer");
g_renderer->enter2Dmode();
_bitmapList.bitmaps[BACK_BUFFER].render(*_game, _game->_renderer->_viewport, _game->_renderer->_viewport);
g_renderer->exit2Dmode();
checkGlError("Exiting rBlitScreenBuffer");
}
void Renderer::clearBitmap(int dst, int dposx, int dposy, int sdimx, int sdimy, unsigned char r, unsigned char g, unsigned char b) {
warning("STUBBED: rClear(%d, %d, %d, %d, %d", dst, dposx, dposy, sdimx, sdimy);
_bitmapList.bitmaps[dst].clear();
}
//************************************************************************************************************************
void rBlitter(WGame &game, int dst, int src, int dposx, int dposy,
int sposx, int sposy, int sdimx, int sdimy) {
auto &bitmapList = game._renderer->_bitmapList.bitmaps;
// TODO: This currently gets called a bit too much.
warning("TODO: Stubbed rBlitter(%s, %d, %d, %d, %d, %d, %d, %d, %d)", bitmapList[src].name.c_str(), dst, src, dposx, dposy, sposx, sposy, sdimx, sdimy);
auto &bitmap = bitmapList[src];
assert(dst == 0);
auto &dstBitmap = bitmapList[dst];
checkGlError("rBlitter Start");
glEnable(GL_TEXTURE_2D);
int dwWidth, dwHeight;
dwWidth = game._renderer->_viewport.width();
dwHeight = game._renderer->_viewport.height();
if ((sdimx <= 0)) {
sdimx = bitmapList[src].DimX;
}
if ((sdimy <= 0)) {
sdimy = bitmapList[src].DimY;
}
if ((dposx >= dwWidth) || (dposy >= dwHeight) || (sposx >= dwWidth) || (sposy >= dwHeight) ||
((dposx + sdimx) <= 0) || ((dposy + sdimy) <= 0) || ((sposx + sdimx) <= 0) || ((sposy + sdimy) <= 0)) {
return;
}
if (dst == 0) {
if (!gClipToBlitterViewport(&sposx, &sposy, &sdimx, &sdimy, &dposx, &dposy)) {
error("gClipToBlitterViewport report an error");
return;
}
rUpdateExtends(dposx, dposy, dposx + sdimx, dposy + sdimy);
}
if ((sdimx == 0) && (sdimy == 0)) {
sdimx = bitmapList[src].DimX;
sdimy = bitmapList[src].DimY;
}
{
Common::Rect srcRect;
// Source rect
srcRect.top = sposy;
srcRect.left = sposx;
srcRect.right = sposx + sdimx;
srcRect.bottom = sposy + sdimy;
Common::Rect dstRect;
// Destination rect
// Convention in dpos is that 0,0 is upper left hand corner, increasing down the y-axis.
dstRect.top = dposy;
dstRect.left = dposx;
dstRect.right = dposx + sdimx;
dstRect.bottom = dposy + sdimy;
if (((dstRect.bottom - dstRect.top) <= 0) || ((dstRect.right - dstRect.left) <= 0) || ((srcRect.bottom - srcRect.top) <= 0) || ((srcRect.right - srcRect.left) <= 0) ||
(dstRect.right <= 0) || (srcRect.right <= 0) || (dstRect.bottom < 0) || (srcRect.bottom < 0)) {
// DebugLogWindow("gBlitter: blit not needed: dimx:%d dimy:%d", ( sr.top-sr.bottom ),( sr.left-sr.right ));
return;
}
dstBitmap.blitInto(&bitmap, srcRect, dstRect);
}
checkGlError("rBlitter End");
// DebugLogFile("gBlitter(%d %d)",dst,src);
//gBlitter(d, s, sposx, sposy, sdimx, sdimy, dposx, dposy, 0);
//#endif
}
// Straight from Wintermute:
void applyColorKey(Graphics::Surface &surf, byte ckRed, byte ckGreen, byte ckBlue, bool replaceAlpha) {
// this is taken from Graphics::TransparentSurface
// only difference is that we set the pixel
// color to transparent black, like D3DX,
// if it matches the color key
for (int y = 0; y < surf.h; y++) {
for (int x = 0; x < surf.w; x++) {
uint32 pix = ((uint32 *)surf.getPixels())[y * surf.w + x];
uint8 r, g, b, a;
surf.format.colorToARGB(pix, a, r, g, b);
if (r == ckRed && g == ckGreen && b == ckBlue) {
a = 0;
r = 0;
g = 0;
b = 0;
((uint32 *)surf.getPixels())[y * surf.w + x] = surf.format.ARGBToColor(a, r, g, b);
} else if (replaceAlpha) {
a = 255;
((uint32 *)surf.getPixels())[y * surf.w + x] = surf.format.ARGBToColor(a, r, g, b);
}
}
}
}
int rLoadBitmapImage(WGame &game, const char *TextName, unsigned char flags) {
WorkDirs &workDirs = game.workDirs;
if (flags & rTEXTURESURFACE) {
warning("TODO: support texture surface loading");
// return ((int) gLoadTexture(TextName, flags));
}
assert(TextName);
auto stream = workDirs.resolveFile(TextName);
if (!stream) {
warning("gLoadBitmapImage: Cannot find %s.", TextName);
return -1;
}
const Graphics::PixelFormat RGBA32 = Graphics::PixelFormat::createFormatRGBA32();
unsigned int pos = game._renderer->_bitmapList.acquirePosition();
if (pos == 0) {
warning("rLoadBitmap: Can't create more bitmaps");
return -1;
}
gTexture *Texture = &game._renderer->_bitmapList.bitmaps[pos];
*Texture = gTexture();
Texture->Flags = CurLoaderFlags;
auto surface = ReadTgaImage(TextName, *stream, RGBA32, Texture->Flags);
applyColorKey(*surface, 0, 0, 0, false);
auto texData = createTextureFromSurface(*surface, GL_RGBA);
Texture->_texture = createGLTexture();
Texture->_texture->assignData(*texData);
Texture->name = TextName;
if (flags & rSURFACESTRETCH) { // Also rSURFACEFLIP
static bool warned = false;
if (!warned) {
warning("TODO: rSURFACESTRETCH");
warned = true;
}
// HACK: Just set a dimension at all:
Texture->DimX = surface->w;
Texture->DimY = surface->h;
} else {
Texture->DimX = surface->w;
Texture->DimY = surface->h;
}
Texture->RealDimX = surface->w;
Texture->RealDimY = surface->h;
// TODO: Colour-keying
return pos;
}
void rSetLoaderFlags(unsigned int NewLoaderFlags) {
CurLoaderFlags = NewLoaderFlags;
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME

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@@ -0,0 +1,36 @@
/* 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/>.
*
*/
#ifndef WATCHMAKER_OPENGL2D_H
#define WATCHMAKER_OPENGL2D_H
#include "watchmaker/render.h"
#include "watchmaker/3d/render/opengl_3d.h"
namespace Watchmaker {
extern int gStencilBitDepth;
extern unsigned int CurLoaderFlags;
} // End of namespace Watchmaker
#endif // WATCHMAKER_OPENGL2D_H

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@@ -0,0 +1,840 @@
/* 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/>.
*
*/
#define FORBIDDEN_SYMBOL_EXCEPTION_strcat
#define FORBIDDEN_SYMBOL_EXCEPTION_strcpy
#include "watchmaker/3d/render/opengl_3d.h"
#include "watchmaker/windows_hacks.h"
#include "watchmaker/t3d.h"
#include "watchmaker/3d/math/Matrix4x4.h"
#include "watchmaker/3d/render/opengl_renderer.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/3d/render/opengl_2d.h"
#include "watchmaker/renderer.h"
#include "watchmaker/globvar.h"
#include "watchmaker/work_dirs.h"
#ifdef USE_OPENGL_GAME
#include "graphics/opengl/system_headers.h"
#include "watchmaker/3d/render/shadows.h"
#include "watchmaker/file_utils.h"
#include "watchmaker/tga_util.h"
#define MAXTEXTURES 2000
namespace Watchmaker {
#define T3D_FASTFILE (1<<23) // fastfile
// Tecture formats
int NumAvailableFormats = 0;
gAvailFormat AvailableFormats[50];
gAvailFormat *gCurrentFormat;
// Point VB
int g_lpD3DPointsBuffer;
unsigned int gNumPointsBuffer;
// Tecture list
gTexture gTextureList[MAXTEXTURES];
unsigned int gNumTextureList = 0;
// {ines array
uint16 gLinesArray[MAX_LINES];
unsigned int gNumLinesArray = 0;
// screen traingles
Vertex gTriangles[100];
unsigned int gNumTrianglesArray = 0;
// camera info
Matrix4x4 rWorldMatrix;
Matrix4x4 rProjectionMatrix;
float gNearPlane, gFarPlane;
// saved matrix
Matrix4x4 rLinesViewMatrix;
// user matrix
#define MAX_USER_VIEW_MATRICES 2000 // TODO: Why do we get so many of them?
Matrix4x4 rUserViewMatrix[MAX_USER_VIEW_MATRICES];
unsigned int rNumUserViewMatrices = 0;
// user vertext buffer
void *g_lpD3DUserVertexBuffer = nullptr;
unsigned int g_dwD3DUserVertexBufferCounter = 0;
//***********************************************************************************************
uint16 *rGetLinesArrayPtr() {
return &gLinesArray[gNumLinesArray];
}
//***********************************************************************************************
void rAddLinesArray() {
gNumLinesArray++;
}
//***********************************************************************************************
void *rLockPointArray() {
warning("TODO: Implement rLockPointArray");
#if 0
HRESULT hResult;
LPVOID v;
if ((hResult = g_lpD3DPointsBuffer->Lock(DDLOCK_SURFACEMEMORYPTR, &v, NULL)) != D3D_OK) {
char str[255];
GetDDErrorString(hResult, str, 1);
DebugLogFile("rLockPointArray: Unable to lock points vertexbuffer:\r\n%s", str);
return NULL;
}
gVertex *gv = (gVertex *)v;
return &gv[rGetNumPointArray()];
#endif
return nullptr;
}
void rAddTrianglesArray(float x, float y, int r, int g, int b, int a) {
gTriangles[gNumTrianglesArray].sx = x;
gTriangles[gNumTrianglesArray].sy = y;
gTriangles[gNumTrianglesArray].sz = 1.0f;
gTriangles[gNumTrianglesArray].color = RGBA_MAKE(r, g, b, a);
gNumTrianglesArray++;
}
//***********************************************************************************************
void rUnlockPointArray() {
warning("TODO: Implement rUnlockPointArray");
#if 0
g_lpD3DPointsBuffer->Unlock();
#endif
}
//***********************************************************************************************
unsigned int rGetNumPointArray() {
return gNumPointsBuffer;
}
//***********************************************************************************************
void rAddPointArray() {
gNumPointsBuffer++;
}
//***********************************************************************************************
bool rSetViewMatrix(float _00, float _01, float _02,
float _03, float _04, float _05,
float _06, float _07, float _08,
float _tx, float _ty, float _tz) {
Matrix4x4 rViewMatrix;
rViewMatrix.setIdentity();
rViewMatrix.setValue(1, 1, _00);
rViewMatrix.setValue(1, 2, _01);
rViewMatrix.setValue(1, 3, _02);
rViewMatrix.setValue(1, 4, _tx);
rViewMatrix.setValue(2, 1, _03);
rViewMatrix.setValue(2, 2, _04);
rViewMatrix.setValue(2, 3, _05);
rViewMatrix.setValue(2, 4, _ty);
rViewMatrix.setValue(3, 1, -_06);
rViewMatrix.setValue(3, 2, -_07);
rViewMatrix.setValue(3, 3, -_08);
rViewMatrix.setValue(3, 4, _tz);
rViewMatrix.setValue(4, 1, 0.0f);
rViewMatrix.setValue(4, 2, 0.0f);
rViewMatrix.setValue(4, 3, 0.0f);
rViewMatrix.setValue(4, 4, 1.0f);
g_renderer->setTransformMatrix(TransformMatrix::VIEW, rViewMatrix);
return true;
}
void rSetViewMatrix(const t3dM3X3F &viewMatrix, const t3dV3F &translation) {
rSetViewMatrix(viewMatrix.M[0], viewMatrix.M[1], viewMatrix.M[2],
viewMatrix.M[3], viewMatrix.M[4], viewMatrix.M[5],
viewMatrix.M[6], viewMatrix.M[7], viewMatrix.M[8],
translation.x, translation.y, -translation.z);
}
void rSaveViewMatrix() {
g_renderer->pushModelView();
}
//***********************************************************************************************
void rRestoreViewMatrix() {
g_renderer->popModelView();
}
//***********************************************************************************************
bool rBuildLinesViewMatrix(float _00, float _01, float _02,
float _03, float _04, float _05,
float _06, float _07, float _08,
float _tx, float _ty, float _tz) {
rLinesViewMatrix.setIdentity();
rLinesViewMatrix.setValue(1, 1, _00);
rLinesViewMatrix.setValue(1, 2, _01);
rLinesViewMatrix.setValue(1, 3, _02);
rLinesViewMatrix.setValue(1, 4, _tx);
rLinesViewMatrix.setValue(2, 1, _03);
rLinesViewMatrix.setValue(2, 2, _04);
rLinesViewMatrix.setValue(2, 3, _05);
rLinesViewMatrix.setValue(2, 4, _ty);
rLinesViewMatrix.setValue(3, 1, -_06);
rLinesViewMatrix.setValue(3, 2, -_07);
rLinesViewMatrix.setValue(3, 3, -_08);
rLinesViewMatrix.setValue(3, 4, -_tz);
rLinesViewMatrix.setValue(4, 1, 0.0f);
rLinesViewMatrix.setValue(4, 2, 0.0f);
rLinesViewMatrix.setValue(4, 3, 0.0f);
rLinesViewMatrix.setValue(4, 4, 1.0f);
return true;
}
int rBuildLinesViewMatrix(const t3dM3X3F &viewMatrix, const t3dV3F &translation) {
return rBuildLinesViewMatrix(viewMatrix.M[0], viewMatrix.M[1], viewMatrix.M[2],
viewMatrix.M[3], viewMatrix.M[4], viewMatrix.M[5],
viewMatrix.M[6], viewMatrix.M[7], viewMatrix.M[8],
translation.x, translation.y, translation.z);
}
//***********************************************************************************************
int rAddUserViewMatrix(float _00, float _01, float _02,
float _03, float _04, float _05,
float _06, float _07, float _08,
float _tx, float _ty, float _tz) {
Matrix4x4 rTempViewMatrix;
Matrix4x4 *um;
unsigned int i;
rTempViewMatrix.setIdentity();
rTempViewMatrix.setValue(1, 1, _00);
rTempViewMatrix.setValue(1, 2, _01);
rTempViewMatrix.setValue(1, 3, _02);
rTempViewMatrix.setValue(1, 4, _tx);
rTempViewMatrix.setValue(2, 1, _03);
rTempViewMatrix.setValue(2, 2, _04);
rTempViewMatrix.setValue(2, 3, _05);
rTempViewMatrix.setValue(2, 4, _ty);
rTempViewMatrix.setValue(3, 1, -_06);
rTempViewMatrix.setValue(3, 2, -_07);
rTempViewMatrix.setValue(3, 3, -_08);
rTempViewMatrix.setValue(3, 4, -_tz);
rTempViewMatrix.setValue(4, 1, 0.0f);
rTempViewMatrix.setValue(4, 2, 0.0f);
rTempViewMatrix.setValue(4, 3, 0.0f);
rTempViewMatrix.setValue(4, 4, 1.0f);
auto &tmp = rTempViewMatrix;
//warning("Adding: ");
//tmp.print();
for (i = 0, um = &rUserViewMatrix[0]; i < rNumUserViewMatrices; i++, um++) {
//warning("Comparing %d", i);
//um->print();
if (*um == tmp) {
return i;
}
}
if (i >= MAX_USER_VIEW_MATRICES) {
DebugLogFile("Too many UserViewMatrix %d (MAX is %d)\n", i, MAX_USER_VIEW_MATRICES);
return -1;
}
*um = tmp;
rNumUserViewMatrices ++;
return rNumUserViewMatrices - 1;
}
int rAddUserViewMatrix(const t3dM3X3F &viewMatrix, const t3dV3F &translation) {
return rAddUserViewMatrix(viewMatrix.M[0], viewMatrix.M[1], viewMatrix.M[2],
viewMatrix.M[3], viewMatrix.M[4], viewMatrix.M[5],
viewMatrix.M[6], viewMatrix.M[7], viewMatrix.M[8],
translation.x, translation.y, translation.z);
}
void rResetPipeline() {
gNumLinesArray = 0;
gNumPointsBuffer = 0;
gNumShadowBoxesList = 0;
rNumUserViewMatrices = 0;
g_dwD3DUserVertexBufferCounter = 0;
return;
}
//*********************************************************************************************
void *rGetUserVertexBuffer() {
return g_lpD3DUserVertexBuffer;
}
//*********************************************************************************************
unsigned int rGetUserVertexBufferCounter() {
return g_dwD3DUserVertexBufferCounter;
}
//*********************************************************************************************
void rSetUserVertexBufferCounter(unsigned int uvbc) {
g_dwD3DUserVertexBufferCounter = uvbc;
}
gVertex *rLockVertexPtr(void *vb, int flags) {
warning("TODO: Implement rLockVertexPtr");
#if 0
LPVOID v;
DWORD dim, lock_flags;
HRESULT hResult;
LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuffer1 = (LPDIRECT3DVERTEXBUFFER7)vb;
lock_flags = DDLOCK_SURFACEMEMORYPTR;
if (flags & rVBLOCK_READONLY)
lock_flags |= DDLOCK_READONLY;
else if (flags & rVBLOCK_WRITEONLY)
lock_flags |= DDLOCK_WRITEONLY;
if (flags & rVBLOCK_NOSYSLOCK)
lock_flags |= DDLOCK_NOSYSLOCK;
if ((hResult = lpD3DVertexBuffer1->Lock(lock_flags, &v, &dim)) != D3D_OK) {
char str[255];
GetDDErrorString(hResult, str, 1);
DebugLogFile("Unable to lock vertexbuffer:\r\n%s", str);
return NULL;
}
return (gVertex *)v;
#endif
return nullptr;
}
Graphics::Surface *gCreateSurface(int width, int height, void *ptr) {
auto surface = new Graphics::Surface();
surface->w = width;
surface->h = height;
surface->pitch = width * 4; // TODO
surface->setPixels(ptr);
return surface;
}
//***********************************************************************************************
bool rUnlockVertexPtr(void *vb) {
warning("Implement rUnlockVertexPtr");
#if 0
LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuffer1 = (LPDIRECT3DVERTEXBUFFER7)vb;
if (lpD3DVertexBuffer1->Unlock() != D3D_OK) {
DebugLogFile("VertexBuffer Unlock error");
return FALSE;
}
#endif
return TRUE;
}
//***********************************************************************************************
void rSetLinesViewMatrix() {
g_renderer->setTransformMatrix(TransformMatrix::VIEW, rLinesViewMatrix);
}
//***********************************************************************************************
void rSetUserViewMatrix(int num) {
auto &matrix = rUserViewMatrix[num];
g_renderer->setTransformMatrix(TransformMatrix::VIEW, matrix);
}
//*********************************************************************************************
unsigned int gGetTextureListPosition() {
unsigned int pos = 1;
while (!gTextureList[pos].isEmpty()) { // TODO: Do we need the surface?
pos++;
}
if (pos > MAXTEXTURES)
return 0;
if (pos > gNumTextureList)
gNumTextureList = pos;
return pos;
}
//*********************************************************************************************
void gBuildAlternateName(char *AltName, const char *Name) {
int len, i, j;
if (!Name || !AltName) return;
len = strlen(Name);
memset(AltName, 0, len + 4);
memcpy(AltName, Name, len);
for (i = len - 1; i >= 0; i--) {
if ((AltName[i] == '.') && (i < (len - 3))) {
AltName[i + 1] = 'd';
AltName[i + 2] = 'd';
AltName[i + 3] = 's';
}
if (AltName[i] == '\\' || AltName[i] == '/') {
for (j = len; j >= i; j--)
AltName[j + 3] = AltName[j];
AltName[i + 0] = 'D';
AltName[i + 1] = 'D';
AltName[i + 2] = 'S';
break;
}
}
//warning("Build alternate name %s -> %s", Name, AltName);
}
//*********************************************************************************************
void gBuildAlternateName(char *AltName, char *Name) {
int len, i, j;
if (!Name || !AltName) return;
len = strlen(Name);
memset(AltName, 0, len + 4);
memcpy(AltName, Name, len);
for (i = len - 1; i >= 0; i--) {
if ((AltName[i] == '.') && (i < (len - 3))) {
AltName[i + 1] = 'd';
AltName[i + 2] = 'd';
AltName[i + 3] = 's';
}
if (AltName[i] == '\\') {
for (j = len; j >= i; j--)
AltName[j + 3] = AltName[j];
AltName[i + 0] = 'D';
AltName[i + 1] = 'D';
AltName[i + 2] = 'S';
break;
}
}
}
//*********************************************************************************************
gTexture *gUserTexture(Texture *texture, unsigned int dimx, unsigned int dimy) {
gTexture *Texture;
int pos;
//DDSURFACEDESC2 DDSurfDesc;
pos = gGetTextureListPosition();
if (pos == 0) {
DebugLogFile("gUserTexture: Can't create more textures");
return nullptr;
}
Texture = &gTextureList[pos];
*Texture = gTexture();
Texture->Flags = CurLoaderFlags;
{
#if 0
memset(&DDSurfDesc, 0, sizeof(DDSURFACEDESC2));
memcpy(&DDSurfDesc.ddpfPixelFormat, &gCurrentFormat->SurfaceDesc, sizeof(DDPIXELFORMAT));
DDSurfDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
if (gRenderFlags & gAGPSUPPORTED) {
//Alloc texture in AGP
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_NONLOCALVIDMEM | DDSCAPS_VIDEOMEMORY |
DDSCAPS_TEXTURE;
} else {
//No AGP support; alloc in sysmem
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
DDSurfDesc.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
}
#endif
if (dimx > 8) {
if (dimx > 16) {
if (dimx > 32) {
if (dimx > 64) {
if (dimx > 128) {
dimx = 256;
} else {
dimx = 128;
}
} else {
dimx = 64;
}
} else {
dimx = 32;
}
} else {
dimx = 16;
}
}
if (dimy > 8) {
if (dimy > 16) {
if (dimy > 32) {
if (dimy > 64) {
if (dimy > 128) {
dimy = 256;
} else {
dimy = 128;
}
} else {
dimy = 64;
}
} else {
dimy = 32;
}
} else {
dimy = 16;
}
}
#if 0
DDSurfDesc.dwWidth = dimx;
DDSurfDesc.dwHeight = dimy;
if (!(Texture->lpDDSurface = gCreateSurface(&DDSurfDesc, Texture->lpDDSurface))) {
DebugLogFile("gCreateSurface FAILED: Can't create surface");
return NULL;
}
strcpy(Texture->Name, "UserTexture");
gClear(Texture->lpDDSurface, 0, 0, dimx, dimy, 0, 0, 0);
#endif
Texture->ID = pos;
Texture->DimX = dimx;
Texture->DimY = dimy;
#if 0
DDCOLORKEY ddck;
ddck.dwColorSpaceLowValue = 0;
ddck.dwColorSpaceHighValue = 0;
Texture->lpDDSurface->SetColorKey(DDCKEY_SRCBLT, &ddck);
#endif
}
Texture->_texture = texture;
return Texture;
}
class SurfaceBackedTextureData : public TextureData {
bool _owned = true;
public:
Graphics::Surface *_surface;
SurfaceBackedTextureData(Graphics::Surface *surface, bool owned = true) : TextureData(DxtCompression::UNCOMPRESSED), _surface(surface), _owned(owned) {}
~SurfaceBackedTextureData() override {
if (_owned) {
_surface->free();
delete _surface;
}
}
int getWidth() const override {
return _surface->w;
}
int getHeight() const override {
return _surface->h;
}
int getDataSize() const override {
return _surface->w * _surface->h * _surface->format.bytesPerPixel;
}
const void *getData() const override {
return _surface->getPixels();
}
};
Common::SharedPtr<TextureData> createTextureFromSurface(Graphics::Surface &surface, int texFormat) {
return Common::SharedPtr<TextureData>(new SurfaceBackedTextureData(&surface, false));
}
//*********************************************************************************************
gTexture *gLoadTexture(WorkDirs &workDirs, const char *TextName, unsigned int _LoaderFlags) {
//bool bAlpha = FALSE
bool bUseAlternate = FALSE;
gTexture *texture = nullptr;
int32 pos = 0;
char AlternateName[500] {};
uint32 date1 = 0, date2 = 0, time1 = 0, time2 = 0;
//uint32 magic,retv;
unsigned long dwWidth = 0, dwHeight = 0;
//DDSURFACEDESC2 DDSurfDesc;
//Graphics::Surface *lpSSource = nullptr;
if (!TextName) return nullptr;
//lpSSource = nullptr;
//warning("gLoadTexture(%s)", TextName);
// Check if already loaded
for (uint32 i = 0; i < gNumTextureList; i++) {
if (gTextureList[i].name.equalsIgnoreCase(TextName)) {
//Texture already loaded; just assign pointers
texture = &gTextureList[i];
texture->ID = i;
return texture;
}
}
/* VERSIONE ORIGINALE by FAB
gBuildAlternateName( AlternateName, TextName );
if( ( CurLoaderFlags & T3D_FASTFILE ) || ( !t3dGetFileDate( &date1, &time1, TextName ) ) )
bUseAlternate = TRUE;
if( !t3dGetFileDate( &date2, &time2, AlternateName ) )
{
if( bUseAlternate == TRUE )
{
DebugLogFile("gAddMaterial:gLoadTexture: Cannot find %s and alternate %s.\n", TextName, AlternateName );
return NULL;
}
}
else if( bUseAlternate == FALSE )
{
if( ( date2 > date1 ) || ( ( date2 == date1 ) && ( time2 >= time1 ) ) )
bUseAlternate = TRUE;
}
*/
gBuildAlternateName(AlternateName, TextName);
if (!t3dGetFileDate(&date1, &time1, TextName)) // if it doesn't find the .tga texture, try the dds
bUseAlternate = TRUE;
if (!t3dGetFileDate(&date2, &time2, AlternateName)) { //se non trova la texture .dds
if (bUseAlternate == TRUE) { // does not find the .dds texture and furthermore the .tga does not exist
DebugLogFile("gAddMaterial:gLoadTexture: Cannot find %s and alternate %s.\n", TextName, AlternateName);
return nullptr;
}
} else if (bUseAlternate == FALSE) { // if there is the .dds and there is also the .tga see which is newer
if ((date2 > date1) || ((date2 == date1) && (time2 >= time1)))
bUseAlternate = TRUE;
}
if ((pos = gGetTextureListPosition()) == 0) {
DebugLogFile("gLoadTexture: Can't create more textures");
return nullptr;
}
texture = &gTextureList[pos];
*texture = gTexture();
texture->_texture = createGLTexture();
if (bUseAlternate) {
auto stream = workDirs.resolveFile(AlternateName);
if (!stream) {
DebugLogFile("gAddMaterial:gLoadTexture: Cannot find %s.\n", AlternateName);
return nullptr;
}
auto ddsTextureData = loadDdsTexture(*stream);
texture->_texture->assignData(*ddsTextureData);
dwWidth = ddsTextureData->getWidth();
dwHeight = ddsTextureData->getHeight();
//lpSSource = nullptr;
#if 0
if (gRenderFlags & gDXT1SUPPORTED) {
/* if( gRenderFlags & gAGPSUPPORTED )
{ // Alloc texture in AGP
DDSurfDesc.ddsCaps.dwCaps= DDSCAPS_NONLOCALVIDMEM | DDSCAPS_VIDEOMEMORY | DDSCAPS_TEXTURE;
}
else
*/ { //No AGP support; alloc in sysmem
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
DDSurfDesc.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
}
lpSSource = Texture->lpDDSurface;
} else
DDSurfDesc.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
if (!(lpSSource = gCreateSurface(&DDSurfDesc, lpSSource))) {
DebugLogFile("gLoadTexture: gCreateSurface FAILED: Can't create surface DDS");
return NULL;
}
if ((lpSSource->Lock(NULL, &DDSurfDesc, DDLOCK_NOSYSLOCK | DDLOCK_WAIT, NULL))) { // Lock and fill with the dds
DebugLogFile("gLoadTexture: Can't lock surface DDS");
return NULL;
}
t3dReadData(DDSurfDesc.lpSurface, DDSurfDesc.dwLinearSize);
if ((lpSSource->Unlock(NULL))) {
DebugLogFile("gLoadTexture: Can't unlock surface DDS");
return NULL;
}
#endif
stream = nullptr;
} else { // TGA
auto stream = workDirs.resolveFile(TextName);
auto image = ReadTgaImage(TextName, *stream, Graphics::PixelFormat::createFormatRGBA32(), 0); // TODO Flags
SurfaceBackedTextureData texData(image);
texture->_texture->assignData(texData);
#if 0
//warning("TODO: Handle TGA");
if (!t3dOpenFile(TextName)) {
DebugLogFile("gAddMaterial:gLoadTexture: Cannot find %s.\n", TextName);
return NULL;
}
// Parse the PPM header
if (!loadTGAHeader(&dwWidth, &dwHeight)) {
t3dCloseFile();
DebugLogFile("gAddMaterial: gLoadTexture: Could not load or parse TGA header in %s.\n", TextName);
return NULL;
}
#endif
}
#if 0 // Replaced by createTextureFromSurface
if (!(gRenderFlags & gDXT1SUPPORTED) || (bUseAlternate == FALSE)) {
memset(&DDSurfDesc, 0, sizeof(DDSURFACEDESC2));
memcpy(&DDSurfDesc.ddpfPixelFormat, &gCurrentFormat->SurfaceDesc, sizeof(DDPIXELFORMAT));
DDSurfDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
/* if (gRenderFlags&gAGPSUPPORTED)
{ //Alloc texture in AGP
DDSurfDesc.ddsCaps.dwCaps= DDSCAPS_NONLOCALVIDMEM | DDSCAPS_VIDEOMEMORY |
DDSCAPS_TEXTURE;
}
else
*/ { //No AGP support; alloc in sysmem
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
DDSurfDesc.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
}
DDSurfDesc.dwWidth = dwWidth;
DDSurfDesc.dwHeight = dwHeight;
if (!(Texture->lpDDSurface = gCreateSurface(&DDSurfDesc, Texture->lpDDSurface))) {
DebugLogFile("gLoadTexture: gCreateSurface FAILED: Can't create surface");
return NULL;
}
}
#endif
texture->name = TextName;
if (bUseAlternate) {
#if 0
// DebugFile( "Carico |%s|", AlternateName );
if (!(gRenderFlags & gDXT1SUPPORTED)) {
if (Texture->lpDDSurface->Blt(NULL, lpSSource, NULL, DDBLT_WAIT, NULL) != DD_OK) {
DebugLogFile("gLoadTexture: Can't Blit DDS texture");
return NULL;
}
lpSSource->Release();
} else
Texture->lpDDSurface = lpSSource;
#endif
} else {
#if 0
// DebugFile( "Carico |%s|", TextName );
Texture->lpDDSurface->Lock(NULL, &DDSurfDesc, DDLOCK_NOSYSLOCK | DDLOCK_WAIT, NULL); //Lock and fill with the tga
if (gCurrentFormat->abits)
bAlpha = TRUE;
if (!ReadTgaImage(TextName, &DDSurfDesc, bAlpha)) {
DebugLogFile("gLoadTexture: Error reading TGA file");
return NULL;
}
Texture->lpDDSurface->Unlock(NULL);
#endif
}
texture->RealDimX = dwWidth;
texture->RealDimY = dwHeight;
if (_LoaderFlags & rSURFACEHALF) {
warning("Half-res loading not implemented");
#if 0
LPDIRECTDRAWSURFACE7 surf;
HRESULT err;
dwWidth /= 2;
dwHeight /= 2;
memset(&DDSurfDesc, 0, sizeof(DDSURFACEDESC2));
memcpy(&DDSurfDesc.ddpfPixelFormat, &gCurrentFormat->SurfaceDesc, sizeof(DDPIXELFORMAT));
DDSurfDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
/* if (gRenderFlags&gAGPSUPPORTED)
{ //Alloc texture in AGP
DDSurfDesc.ddsCaps.dwCaps= DDSCAPS_NONLOCALVIDMEM | DDSCAPS_VIDEOMEMORY |
DDSCAPS_TEXTURE;
}
else
*/ { //No AGP support; alloc in sysmem
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
DDSurfDesc.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
}
surf = NULL;
DDSurfDesc.dwWidth = dwWidth;
DDSurfDesc.dwHeight = dwHeight;
if (!(surf = gCreateSurface(&DDSurfDesc, surf))) {
DebugLogFile("gLoadTexture (rSURFACEHALF) FAILED: Can't create surface");
return NULL;
}
if ((err = surf->Blt(NULL, Texture->lpDDSurface, NULL, 0, NULL)) != DD_OK) {
char str[255];
GetDDErrorString(err, str, 1);
DebugLogFile("gLoadTexture: BltStretch failed.\n%s", str);
}
//Release old texture
Texture->lpDDSurface->Release();
//Assign the newone
Texture->lpDDSurface = surf;
#endif
}
texture->ID = pos;
texture->Flags = CurLoaderFlags;
texture->DimX = dwWidth;
texture->DimY = dwHeight;
return texture;
}
bool Renderer::addMaterial(gMaterial &material, const Common::String &name, int NumFaces, unsigned int _LoaderFlags) {
//warning("AddMaterial(%s)", name.c_str());
if (hasFileExtension(name, "avi")) {
auto tex = createGLTexture();
if ((material.Movie = gLoadMovie(*_workDirs, name.c_str(), tex)) == nullptr)
return false;
if ((material.Texture = gUserTexture(tex, 64, 128)) == nullptr)
// if( (Material->Texture=gUserTexture( Material->Movie->g_psiStreamInfo.rcFrame.right,
// Material->Movie->g_psiStreamInfo.rcFrame.bottom)) == NULL )
return false;
material.addProperty(T3D_MATERIAL_MOVIE);
} else {
if ((material.Texture = gLoadTexture(*_workDirs, name.c_str(), _LoaderFlags)) == nullptr)
return false;
}
//f
material.addProperty(T3D_MATERIAL_NOLIGHTMAP);
return true;
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME

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/* 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/>.
*
*/
#ifndef WATCHMAKER_OPENGL_3D_H
#define WATCHMAKER_OPENGL_3D_H
#include "watchmaker/windows_hacks.h"
#include "watchmaker/render.h"
#define MAXTEXTURES 2000
namespace Watchmaker {
struct gAvailFormat {
//DDPIXELFORMAT SurfaceDesc;
char rbits;
char gbits;
char bbits;
char abits;
};
struct Vertex {
float sx, sy, sz, rhw;
uint32 color;
};
extern unsigned int gNumTrianglesArray;
extern unsigned int gNumLinesArray;
extern gAvailFormat *gCurrentFormat;
extern int NumAvailableFormats;
extern gAvailFormat AvailableFormats[];
extern gTexture gTextureList[];
extern unsigned int gNumTextureList;
extern uint16 gLinesArray[];
extern unsigned int gNumLinesArray;
extern unsigned int gNumTrianglesArray;
extern Vertex gTriangles[];
extern int g_lpD3DPointsBuffer;
extern void *g_lpD3DUserVertexBuffer;
extern unsigned int g_dwD3DUserVertexBufferCounter;
extern unsigned int gNumPointsBuffer;
} // End of namespace Watchmaker
#endif // WATCHMAKER_OPENGL_3D_H

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/* 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 "watchmaker/3d/render/opengl_renderer.h"
#include "watchmaker/t3d.h"
#if defined(USE_OPENGL_GAME)
#include "graphics/opengl/system_headers.h"
#include "math/glmath.h"
#include "math/glmath.h"
namespace Watchmaker {
OpenGLRenderer *g_renderer = nullptr;
void OpenGLRenderer::drawIndexedPrimitivesVBO(PrimitiveType primitiveType, Common::SharedPtr<VertexBuffer> VBO, int firstVertex, int numVertices, Common::Array<uint16> faces, uint32 numFaces) {
assert(numFaces <= faces.size());
assert(primitiveType == PrimitiveType::TRIANGLE);
float fNearPlane = 1.0f;//5000.0f;
float fFarPlane = 15000.0f;
float width = 1024;
float height = 768;
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float fAspect = 60.0f;//curCamera->FovRad;
auto perspectiveMatrix = Math::makePerspectiveMatrix(fAspect, width / height, fNearPlane, fFarPlane);
glLoadMatrixf(perspectiveMatrix.getData());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLES);
for (uint32 i = 0; i < numFaces; i++) {
uint16 index = faces[i];
assert(index <= VBO->_buffer.size());
auto &vertex = VBO->_buffer[index];
//warning("%d/%d %d: [%f, %f, %f], [%f, %f], [%f, %f]", i, numFaces, index, vertex.x, vertex.y, vertex.z, vertex.u1, vertex.v1, vertex.u2, vertex.v2);
//glColor4f((float)i/numFaces, 1.0f, 0.0f, 1.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(vertex.u1, vertex.v1);
glVertex3f(vertex.x, vertex.y, -vertex.z);
}
glEnd();
glFlush();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
void OpenGLRenderer::drawPrimitives(PrimitiveType primitiveType, Vertex *vertices, int numPrimitives) {
assert(primitiveType == PrimitiveType::TRIANGLE);
glBegin(GL_TRIANGLES);
for (int i = 0; i < numPrimitives; i++) {
auto &vertex = vertices[i];
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glVertex3f(vertex.sx, vertex.sy, -vertex.sz);
}
glEnd();
glFlush();
}
void OpenGLRenderer::drawIndexedPrimitivesVBO(PrimitiveType primitiveType, int VBO, int firstVertex, int numVertices, uint16 *faces, uint32 numFaces) {
//warning("TODO: Implement drawIndexedPrimitivesVBO");
}
void OpenGLRenderer::drawIndexedPrimitivesVBO(PrimitiveType primitiveType, gBatchBlock &bb) {
drawIndexedPrimitivesVBO(primitiveType,
bb.VBO, 0, bb.NumVerts(),
bb.FacesList,
bb.NumFaces()/*, 0x0*/
);
}
void OpenGLRenderer::setTransformMatrix(TransformMatrix which, const Matrix4x4 &matrix) {
GLint oldMatrixMode;
glGetIntegerv(GL_MATRIX_MODE, &oldMatrixMode);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(matrix.data);
glScalef(1.0f, 1.0f, -1.0f);
glMatrixMode(oldMatrixMode);
}
void OpenGLRenderer::pushModelView() {
GLint oldMatrixMode;
glGetIntegerv(GL_MATRIX_MODE, &oldMatrixMode);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(oldMatrixMode);
}
void OpenGLRenderer::popModelView() {
GLint oldMatrixMode;
glGetIntegerv(GL_MATRIX_MODE, &oldMatrixMode);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(oldMatrixMode);
}
void OpenGLRenderer::setTextureWrapMode(int index, TextureWrapMode mode) {
GLint openGlWrapMode = 0;
switch (mode) {
case TextureWrapMode::WRAP:
openGlWrapMode = GL_REPEAT;
break;
case TextureWrapMode::CLAMP:
openGlWrapMode = GL_CLAMP;
break;
default:
assert(0);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, openGlWrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, openGlWrapMode);
}
void OpenGLRenderer::setTexture(int stage, void *texture) {
if (texture == nullptr) {
glBindTexture(GL_TEXTURE_2D, 0);
} else {
assert(0);
}
}
void OpenGLRenderer::setTexture(int stage, const gTexture &texture) {
texture._texture->bind();
}
void setGlFeature(GLint feature, bool state) {
if (state) {
glEnable(feature);
} else {
glDisable(feature);
}
}
void OpenGLRenderer::setRenderState(RenderState state, int value) {
switch (state) {
case RenderState::ZENABLE:
glDepthFunc(GL_LEQUAL);
setGlFeature(GL_DEPTH_TEST, value);
break;
case RenderState::ALPHAREF: // ALPHA-func is never changed.
glAlphaFunc(GL_ALWAYS, value);
// fall through
// FIXME: Is this intended?
case RenderState::ALPHABLEND:
setGlFeature(GL_BLEND, value);
break; // TODO
case RenderState::LIGHT:
case RenderState::CLIP:
case RenderState::EXTENT:
case RenderState::ZWRITE_ENABLE:
case RenderState::TEXTUREFACTOR:
default:
break;
}
//warning("TODO: Implement setRenderState");
}
GLenum translateBlendFactorToGL(BlendFactor factor) {
switch (factor) {
case BlendFactor::ONE:
return GL_ONE;
case BlendFactor::ZERO:
return GL_ZERO;
case BlendFactor::SRCALPHA:
return GL_SRC_ALPHA;
case BlendFactor::INVSRCALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case BlendFactor::INVSRCCOLOR:
return GL_ONE_MINUS_SRC_COLOR;
case BlendFactor::SRCCOLOR:
return GL_SRC_COLOR;
case BlendFactor::DESTCOLOR:
return GL_DST_COLOR;
case BlendFactor::INVDESTCOLOR:
return GL_ONE_MINUS_DST_COLOR;
default:
return GL_INVALID_VALUE;
}
}
void OpenGLRenderer::setBlendFunc(BlendFactor src, BlendFactor dst) {
glBlendFunc(translateBlendFactorToGL(src), translateBlendFactorToGL(dst));
}
void OpenGLRenderer::enter2Dmode() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
checkGlError("Exiting enter2Dmode");
}
void OpenGLRenderer::exit2Dmode() {
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
checkGlError("exit2Dmode");
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME

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/* 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/>.
*
*/
#ifndef WATCHMAKER_OPENGL_RENDERER_H
#define WATCHMAKER_OPENGL_RENDERER_H
#include "watchmaker/3d/math/Matrix4x4.h"
#include "watchmaker/utils.h"
#include "watchmaker/render.h"
#include "watchmaker/3d/render/opengl_3d.h"
namespace Watchmaker {
enum class TransformMatrix {
PROJECTION,
VIEW
};
enum class RenderState {
LIGHT,
CLIP,
EXTENT,
ALPHABLEND,
ALPHAREF, // TODO
ZENABLE, // TODO
ZWRITE_ENABLE, // TODO
TEXTUREFACTOR // TODO
};
enum class BlendFactor {
ONE,
ZERO,
SRCALPHA,
INVSRCALPHA,
INVSRCCOLOR,
SRCCOLOR,
DESTCOLOR,
INVDESTCOLOR
};
enum class TextureWrapMode {
WRAP,
CLAMP
};
enum class PrimitiveType {
LINE,
TRIANGLE
};
Common::SharedPtr<TextureData> createTextureFromSurface(Graphics::Surface &surface, int texFormat);
Texture *createGLTexture();
class OpenGLRenderer {
public:
void enter2Dmode();
void exit2Dmode();
void pushModelView();
void popModelView();
void setTransformMatrix(TransformMatrix which, const Matrix4x4 &matrix);
// TODO: This should be split.
void setRenderState(RenderState state, int value);
void setBlendFunc(BlendFactor src, BlendFactor dst);
bool error() const {
//warning("TODO: Implement error");
return false;
}
Common::String getErrorString() {
warning("TODO: Implement getErrorString");
return "";
}
// TODO: This just maps to the D3D way to setting textures
void setTexture(int stage, void *texture);
void setTexture(int stage, const gTexture &texture);
void setTextureWrapMode(int index, TextureWrapMode mode);
void drawPrimitives(PrimitiveType primitiveType, Vertex *vertices, int numPrimitives);
void drawIndexedPrimitivesVBO(PrimitiveType primitiveType, int VBO, int firstVertex, int numVertices, uint16 *faces, uint32 numFaces);
void drawIndexedPrimitivesVBO(PrimitiveType primitiveType, Common::SharedPtr<VertexBuffer> VBO, int firstVertex, int numVertices, Common::Array<uint16> faces, uint32 numFaces);
void drawIndexedPrimitivesVBO(PrimitiveType primitiveType, gBatchBlock &bb);
bool supportsMultiTexturing() const { // TODO
return false;
}
};
extern OpenGLRenderer *g_renderer;
} // End of namespace Watchmaker
#endif // WATCHMAKER_OPENGL_RENDERER_H

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/* 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 "watchmaker/3d/render/opengl_texture.h"
#include "common/textconsole.h"
#include "graphics/opengl/system_headers.h"
#include "watchmaker/3d/dds_header.h"
#include "watchmaker/render.h"
#ifdef USE_OPENGL_GAME
namespace Watchmaker {
GLuint dxtCompressionToTextureFormat(DxtCompression compression) {
switch (compression) {
case DxtCompression::UNCOMPRESSED:
default:
return GL_RGBA;
case DxtCompression::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case DxtCompression::DXT2:
error("DXT2 Support is not implemented");
case DxtCompression::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case DxtCompression::DXT4:
error("DXT4 Support is not implemented");
case DxtCompression::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
}
class OpenGLTexture : public Texture {
public:
unsigned int _texId;
OpenGLTexture() {
glGenTextures(1, &_texId);
}
OpenGLTexture(unsigned int texId) : _texId(texId) {}
void assignData(const TextureData &data) override {
glBindTexture(GL_TEXTURE_2D, _texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// TODO: Check both compiletime and runtime for the existence of EXT_texture_compression_s3tc
GLuint texFormat = dxtCompressionToTextureFormat(data._compression);
bool compressed = data._compression != DxtCompression::UNCOMPRESSED;
if (compressed) {
glCompressedTexImage2D(GL_TEXTURE_2D, // target
0, // level
texFormat, // internalFormat
data.getWidth(), // width
data.getHeight(), // height
0, // border
data.getDataSize(),
data.getData()
);
checkGlError("glCompressedTexImage");
} else {
glTexImage2D(GL_TEXTURE_2D, 0, texFormat, data.getWidth(), data.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, data.getData());
checkGlError("glTexImage2D");
}
}
void bind() override {
glBindTexture(GL_TEXTURE_2D, _texId);
checkGlError("OpenGLTexture::bind");
};
};
Texture *createGLTexture() {
return new OpenGLTexture();
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME

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@@ -0,0 +1,32 @@
/* 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/>.
*
*/
#ifndef WATCHMAKER_3D_OPENGL_TEXTURE_H
#define WATCHMAKER_3D_OPENGL_TEXTURE_H
namespace Watchmaker {
class Texture;
Texture *createGLTexture();
} // End of namespace Watchmaker
#endif // WATCHMAKER_3D_OPENGL_TEXTURE_H

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@@ -0,0 +1,621 @@
/* 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 "watchmaker/render.h"
#include "watchmaker/windows_hacks.h"
#include "watchmaker/3d/render/opengl_3d.h"
#include "watchmaker/render.h"
#include "watchmaker/3d/render/opengl_renderer.h"
#include "watchmaker/3d/render/opengl_2d.h"
#include "watchmaker/3d/render/shadows.h"
#include "watchmaker/ll/ll_regen.h"
namespace Watchmaker {
unsigned int bLightmaps = FALSE; // if lightmaps are activated
unsigned int bDisableShadows = FALSE; // if shadows should be disabled
unsigned int bDisableMultiTexturing = FALSE; // if multitexturing should be disabled
gBatchBlock BatchBlockList[MAX_BATCH_BLOCKS];
gBatchBlock BatchBlockListSpecial[MAX_BATCH_BLOCKS_SPECIAL];
//gBatchBlock BatchBlockListLightmaps[MAX_BATCH_BLOCKS_LIGHTMAPS];
gBatchBlock BatchBlockListSky[MAX_BATCH_BLOCKS_SKY];
unsigned int NumBatchBlocks = 0;
unsigned int NumBatchBlocksSpecial = 0;
//unsigned int NumBatchBlocksLightmaps=0;
unsigned int NumBatchBlocksSky = 0;
/* -----------------13/08/99 10.34-------------------
* Comparazione per BB
* --------------------------------------------------*/
int cmpbb(const void *a, const void *b) {
const gBatchBlock *v1 = (const gBatchBlock *)a;
const gBatchBlock *v2 = (const gBatchBlock *)b;
if (v1->Texture2 < v2->Texture2) return -1;
else if (v1->Texture2 > v2->Texture2) return 1;
else if (v1->Texture1 < v2->Texture1) return -1;
else if (v1->Texture1 > v2->Texture1) return 1;
else return 0;
}
/* -----------------31/05/99 10.12-------------------
* Attiva o disattiva lo ZBuffer
* --------------------------------------------------*/
bool rSetZBufferState(bool state) {
g_renderer->setRenderState(RenderState::ZENABLE, state);
g_renderer->setRenderState(RenderState::ZWRITE_ENABLE, state);
return !g_renderer->error();
}
/* -----------------25/06/99 11.14-------------------
* Renderizza il cielo senza considerare lo zbuffer
* --------------------------------------------------*/
void RenderSky() {
unsigned int i;
bool hres;
gBatchBlock *bb;
if (!NumBatchBlocksSky)
return;
if (!rSetZBufferState(false)) {
DebugLogFile("Can't rSetZBufferState FALSE");
return ;
}
g_renderer->setRenderState(RenderState::ALPHABLEND, TRUE);
g_renderer->setRenderState(RenderState::ALPHAREF, 0x00000055);
g_renderer->setBlendFunc(BlendFactor::ONE, BlendFactor::INVSRCALPHA);
if (g_renderer->error()) {
return;
}
bb = &BatchBlockListSky[0];
for (i = 0; i < NumBatchBlocksSky; i++, bb++) {
if (bb->Texture1 < 0) continue;
rSetUserViewMatrix(bb->ViewMatrixNum);
if (bb->Texture1)
g_renderer->setTexture(0, gTextureList[bb->Texture1]);
else
g_renderer->setTexture(0, nullptr);
g_renderer->drawIndexedPrimitivesVBO(PrimitiveType::TRIANGLE, *bb);
hres = !g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
bb->Texture1 = -3;
bb->Texture2 = -3;
}
if (!rSetZBufferState(true)) {
DebugLogFile("Can't rSetZBufferState TRUE");
return ;
}
}
/* -----------------31/05/99 10.19-------------------
* Renderizza la Geometria
* --------------------------------------------------*/
void RenderGeometry() {
signed short int LastViewMatrixNum, LastTexture1, LastTexture2;
gBatchBlock *bb;
bool hres = false;
RenderSky();
//warning("TODO: Texture configuration");
#if 0
g_renderer->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
g_renderer->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
g_renderer->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
g_renderer->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
#endif
g_renderer->setTextureWrapMode(1, TextureWrapMode::CLAMP);
g_renderer->setRenderState(RenderState::TEXTUREFACTOR, 0xFFFFFFFF);
g_renderer->setRenderState(RenderState::ALPHAREF, 0x00000000);
g_renderer->setRenderState(RenderState::ALPHABLEND, FALSE);
if (g_renderer->error()) {
return;
}
LastViewMatrixNum = LastTexture1 = LastTexture2 = -2;
bb = &BatchBlockList[0];
qsort(bb, NumBatchBlocks, sizeof(gBatchBlock), cmpbb);
for (uint i = 0; i < NumBatchBlocks; i++, bb++) {
if (bb->Texture1 < 0) continue;
if (bb->ViewMatrixNum != LastViewMatrixNum) {
rSetUserViewMatrix(bb->ViewMatrixNum);
LastViewMatrixNum = bb->ViewMatrixNum;
}
if (bb->Texture1 != LastTexture1) {
if (bb->Texture1)
g_renderer->setTexture(0, gTextureList[bb->Texture1]);
else
g_renderer->setTexture(0, nullptr);
LastTexture1 = bb->Texture1;
}
if ((g_renderer->supportsMultiTexturing()) && (bb->Texture2 != LastTexture2)) {
if (bb->Texture2 > 0) {
if (LastTexture2 <= 0) {
//warning("TODO: Texture configuration");
#if 0
g_renderer->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_renderer->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_renderer->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g_renderer->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g_renderer->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
#endif
g_renderer->setTextureWrapMode(1, TextureWrapMode::CLAMP);
}
g_renderer->setTexture(1, gTextureList[bb->Texture2]);
} else if (LastTexture2 > 0) {
//warning("TODO: Texture configuration");
#if 0
g_renderer->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
g_renderer->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
#endif
g_renderer->setTexture(1, nullptr);
}
LastTexture2 = bb->Texture2;
}
g_renderer->drawIndexedPrimitivesVBO(PrimitiveType::TRIANGLE, *bb);
hres = !g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
bb->Texture1 = -3;
}
//warning("TODO: Texture configuration");
#if 0
g_renderer->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
g_renderer->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
#endif
// 2nd pass: lightmaps, if device doesn't support multi-texturing
if ((!g_renderer->supportsMultiTexturing()) && (bLightmaps)) {
g_renderer->setRenderState(RenderState::ZWRITE_ENABLE, FALSE);
#if 0 // TODO
g_renderer->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 1); // use mapping coordinates set 1
#endif
g_renderer->setBlendFunc(BlendFactor::ZERO, BlendFactor::SRCCOLOR);
g_renderer->setRenderState(RenderState::ALPHABLEND, true);
if (g_renderer->error()) {
return;
}
LastViewMatrixNum = LastTexture1 = LastTexture2 = -2;
bb = &BatchBlockList[0];
for (uint i = 0; i < NumBatchBlocks; i++, bb++) {
if (bb->Texture2 <= 0) continue;
if (bb->ViewMatrixNum != LastViewMatrixNum) {
rSetUserViewMatrix(bb->ViewMatrixNum);
LastViewMatrixNum = bb->ViewMatrixNum;
}
if (bb->Texture2 != LastTexture2) {
g_renderer->setTexture(0, gTextureList[bb->Texture2]);
LastTexture2 = bb->Texture2;
}
g_renderer->drawIndexedPrimitivesVBO(PrimitiveType::TRIANGLE, *bb);
hres = !g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
}
g_renderer->setRenderState(RenderState::ZWRITE_ENABLE, TRUE);
#if 0 // TODO
g_renderer->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0); // mapping coordinates back to set 0
#endif
}
// Clipmaps
g_renderer->setRenderState(RenderState::ALPHABLEND, TRUE);
g_renderer->setRenderState(RenderState::ALPHAREF, 0x00000055);
g_renderer->setBlendFunc(BlendFactor::ONE, BlendFactor::INVSRCALPHA);
if (g_renderer->error()) {
return;
}
LastViewMatrixNum = LastTexture1 = LastTexture2 = -2;
bb = &BatchBlockListSpecial[0];
qsort(bb, NumBatchBlocksSpecial, sizeof(gBatchBlock), cmpbb);
for (uint i = 0; i < NumBatchBlocksSpecial; i++, bb++) {
if (bb->Texture1 < 0) continue;
if (!(bb->Flags1 & T3D_MATERIAL_CLIPMAP) ||
(bb->Flags1 & T3D_MATERIAL_FLARE) ||
(bb->Flags1 & T3D_MATERIAL_SMOKE))
continue;
if (bb->ViewMatrixNum != LastViewMatrixNum) {
rSetUserViewMatrix(bb->ViewMatrixNum);
LastViewMatrixNum = bb->ViewMatrixNum;
}
if (bb->Texture1 != LastTexture1) {
if (bb->Texture1)
g_renderer->setTexture(0, gTextureList[bb->Texture1]);
else
g_renderer->setTexture(0, nullptr);
LastTexture1 = bb->Texture1;
}
g_renderer->drawIndexedPrimitivesVBO(PrimitiveType::TRIANGLE, *bb);
hres = !g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
bb->Texture1 = -3;
bb->Texture2 = -3;
}
// Render Smoke or Flare materials
g_renderer->setRenderState(RenderState::ALPHAREF, 0x00000055);
g_renderer->setRenderState(RenderState::ZWRITE_ENABLE, FALSE);
if (g_renderer->error()) {
return;
}
LastViewMatrixNum = LastTexture1 = LastTexture2 = -2;
bb = &BatchBlockListSpecial[0];
for (uint i = 0; i < NumBatchBlocksSpecial; i++, bb++) {
if (bb->Texture1 < 0) continue;
if (!(bb->Flags1 & T3D_MATERIAL_FLARE) &&
!(bb->Flags1 & T3D_MATERIAL_SMOKE))
continue;
if (bb->Flags1 & T3D_MATERIAL_FLARE_SUN) {
g_renderer->setBlendFunc(BlendFactor::ONE, BlendFactor::INVSRCCOLOR);
} else if (bb->Flags1 & T3D_MATERIAL_FLARESOFT) {
g_renderer->setRenderState(RenderState::ZENABLE, FALSE);
g_renderer->setBlendFunc(BlendFactor::DESTCOLOR, BlendFactor::ONE);
} else if (bb->Flags1 & T3D_MATERIAL_SMOKE) {
g_renderer->setBlendFunc(BlendFactor::SRCALPHA, BlendFactor::ONE);
} else {
g_renderer->setBlendFunc(BlendFactor::SRCCOLOR, BlendFactor::ONE);
}
if (g_renderer->error()) {
return;
}
if (bb->ViewMatrixNum != LastViewMatrixNum) {
rSetUserViewMatrix(bb->ViewMatrixNum);
LastViewMatrixNum = bb->ViewMatrixNum;
}
if (bb->Texture1 != LastTexture1) {
if (bb->Texture1)
g_renderer->setTexture(0, gTextureList[bb->Texture1]);
else
g_renderer->setTexture(0, nullptr);
LastTexture1 = bb->Texture1;
}
g_renderer->drawIndexedPrimitivesVBO(PrimitiveType::TRIANGLE, *bb);
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
bb->Texture1 = -3;
bb->Texture2 = -3;
}
g_renderer->setRenderState(RenderState::ZWRITE_ENABLE, TRUE);
hres = !g_renderer->error();
if (!hres) {
return;
}
// Print transparent/translucent materials
g_renderer->setRenderState(RenderState::ALPHAREF, 0x0000002);
LastViewMatrixNum = LastTexture1 = LastTexture2 = -2;
bb = &BatchBlockListSpecial[0];
for (uint i = 0; i < NumBatchBlocksSpecial; i++, bb++) {
if (bb->Texture1 < 0) continue;
if ((bb->Flags1 & T3D_MATERIAL_FLARE) ||
(bb->Flags1 & T3D_MATERIAL_SMOKE))
continue;
if (bb->Flags1 & T3D_MATERIAL_GLASS) {
g_renderer->setBlendFunc(BlendFactor::DESTCOLOR, BlendFactor::ZERO);
return;
} else if (bb->Flags1 & T3D_MATERIAL_OPACITY) {
g_renderer->setBlendFunc(BlendFactor::ONE, BlendFactor::SRCCOLOR);
} else if (bb->Flags1 & T3D_MATERIAL_BOTTLE) {
g_renderer->setBlendFunc(BlendFactor::ONE, BlendFactor::INVDESTCOLOR);
} else if (bb->Flags1 & T3D_MATERIAL_ADDITIVE) {
g_renderer->setBlendFunc(BlendFactor::DESTCOLOR, BlendFactor::ONE);
} else {
continue;
}
if (g_renderer->error()) {
return;
}
if (bb->ViewMatrixNum != LastViewMatrixNum) {
rSetUserViewMatrix(bb->ViewMatrixNum);
LastViewMatrixNum = bb->ViewMatrixNum;
}
if (bb->Texture1 != LastTexture1) {
if (bb->Texture1)
g_renderer->setTexture(0, gTextureList[bb->Texture1]);
else
g_renderer->setTexture(0, nullptr);
LastTexture1 = bb->Texture1;
}
g_renderer->drawIndexedPrimitivesVBO(PrimitiveType::TRIANGLE, *bb);
hres = !g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
bb->Texture1 = -3;
bb->Texture2 = -3;
}
// Render blank materials
// ???
}
/* -----------------31/05/99 10.55-------------------
* Renderizza la scena
* --------------------------------------------------*/
bool rRenderScene() {
unsigned int i, j;
bool hres;
//static unsigned int dwFrameCount = 0;
g_renderer->setRenderState(RenderState::LIGHT, false);
g_renderer->setRenderState(RenderState::CLIP, true);
g_renderer->setRenderState(RenderState::EXTENT, false);
// Added:
ResetScreenBuffer();
if (!gStencilBitDepth && !bDisableShadows) {
//tb
//Render Projected shadow into shadow surface
for (j = 0; j < gNumShadowBoxesList; j++) {
SHADOWBOX *sb = ShadowBoxesList[j];
rSetUserViewMatrix(sb->ViewMatrixNum);
if (bDisableShadows) break;
warning("TODO: Shadows");
#if 0
for (i = 0; i < sb->NumShadowsList; i++) {
if (!(hres = RenderProjectiveShadow(&sb->ShadowsList[i]))) {
Common::String str = g_renderer->getErrorString();
DebugLogFile("Unable to RenderProjectiveShadow into a texture: %s | %d %d | %d", str.c_str(), S_OK, DD_OK, hres);
bDisableShadows = TRUE;
break;
}
if (sb->ShadowsList[i].ProjectiveTexture.lpDDSurface) {
if (hres = sb->ShadowsList[i].ProjectiveTexture.lpDDSurface->BltFast(0, 0, g_pddsShadowBuffer, NULL, DDBLTFAST_NOCOLORKEY) != S_OK) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("Unable to blitfast Shadowbuffer into a texture: %s", str.c_str());
bDisableShadows = TRUE;
break;
}
}
/* if (g_pddsBackBuffer && !j)
{
RECT rect;
rect.left=rect.top=0;
rect.right=rect.bottom=256;
if (FAILED(hres=g_pddsBackBuffer->BltFast(0,0,sb->ShadowsList[i].ProjectiveTexture.lpDDSurface,&rect,DDBLTFAST_NOCOLORKEY)))
{
Common::String str = g_renderer->getErrorString();
DebugLogWindow("Unable to blit projective texture: %s",str);
bDisableShadows=TRUE;
break;
}
}*/
}
#endif
}
//tb
}
// Begin the scene.
#if 0
if (FAILED(g_pd3dDevice->BeginScene()))
goto closescene;
#endif
RenderGeometry();
if (gStencilBitDepth && !bDisableShadows) {
//sb
rSaveViewMatrix();
g_renderer->setRenderState(RenderState::ALPHAREF, 0x00000002);
hres = !g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("Unable to SetRenderState for Shadowbuffer: %s", str.c_str());
bDisableShadows = TRUE;
}
//Render Shadows volumes
for (j = 0; j < gNumShadowBoxesList; j++) {
SHADOWBOX *sb = ShadowBoxesList[j];
rSetUserViewMatrix(sb->ViewMatrixNum);
for (i = 0; i < sb->NumShadowsList; i++)
RenderShadow(&sb->ShadowsList[i], sb->ShadowsList[i].VB);
if (i) {
RenderShadowBox(sb, sb->VBO);
unsigned int width, height, bpp;
rGetScreenInfos(&width, &height, &bpp);
DrawShadow(0, 0, width, height, sb->Intensity);
}
}
rRestoreViewMatrix();
//sb
} else if (!bDisableShadows) {
//tb
for (j = 0; j < gNumShadowBoxesList; j++) {
SHADOWBOX *sb = ShadowBoxesList[j];
rSetUserViewMatrix(sb->ViewMatrixNum);
for (i = 0; i < sb->NumShadowsList; i++)
if (!(hres = DrawProjectiveShadow(&sb->ShadowsList[i]))) {
Common::String str = g_renderer->getErrorString();
DebugLogFile("Unable to DrawProjectiveShadow: %s", str.c_str());
bDisableShadows = TRUE;
}
}
//tb
}
if (gNumLinesArray && gNumPointsBuffer) {
rSaveViewMatrix();
rSetLinesViewMatrix();
g_renderer->setBlendFunc(BlendFactor::ONE, BlendFactor::ZERO);
g_renderer->setRenderState(RenderState::ALPHABLEND, false);
if (g_renderer->error()) {
goto closescene;
}
g_renderer->setTexture(0, nullptr);
/*
hres=g_pd3dDevice->DrawIndexedPrimitiveVB( D3DPT_LINELIST,
g_lpD3DPointsBuffer,0,gNumPointsBuffer,
gLinesArray, gNumLinesArray,0);
*/
g_renderer->drawIndexedPrimitivesVBO(PrimitiveType::LINE, g_lpD3DPointsBuffer, 0, gNumPointsBuffer, gLinesArray, gNumLinesArray/*, 0*/);
hres = g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
rRestoreViewMatrix();
gNumLinesArray = 0;
}
if (gNumTrianglesArray) {
rSetZBufferState(FALSE);
g_renderer->setRenderState(RenderState::ALPHAREF, 0x0000000);
g_renderer->setBlendFunc(BlendFactor::ONE, BlendFactor::SRCALPHA);
g_renderer->setRenderState(RenderState::ALPHABLEND, true);
if (g_renderer->error()) {
goto closescene;
}
g_renderer->setTexture(0, nullptr);
g_renderer->drawPrimitives(PrimitiveType::TRIANGLE,
/*D3DFVF_TLVERTEX,*/ gTriangles,
gNumTrianglesArray/*, 0x0*/);
hres = !g_renderer->error();
if (!hres) {
Common::String str = g_renderer->getErrorString();
DebugLogWindow("DrawIndexedPrimitiveVB ERROR:\n\r%s", str.c_str());
}
gNumTrianglesArray = 0;
rSetZBufferState(TRUE);
}
#if 0
g_pd3dDevice->EndScene();
#endif
NumBatchBlocks = 0;
NumBatchBlocksSpecial = 0;
// NumBatchBlocksLightmaps=0;
NumBatchBlocksSky = 0;
//dwFrameCount++;
return TRUE;
// End the scene.
closescene:
#if 0
g_pd3dDevice->EndScene();
#endif
DebugLogFile("Error during renderscene");
return FALSE;
}
/* -----------------13/08/99 10.34-------------------
* Aggiunge un nuovo BatchBlock
* --------------------------------------------------*/
gBatchBlock *rNewBatchBlock(signed short int T1, unsigned int F1, signed short int T2, unsigned int F2) {
gBatchBlock *bb;
bb = nullptr;
if ((F1 & T3D_MATERIAL_GLASS) ||
(F1 & T3D_MATERIAL_OPACITY) ||
(F1 & T3D_MATERIAL_CLIPMAP) ||
(F1 & T3D_MATERIAL_SMOKE) ||
(F1 & T3D_MATERIAL_BOTTLE) ||
(F1 & T3D_MATERIAL_FLARE) ||
(F1 & T3D_MATERIAL_ADDITIVE)) {
if ((NumBatchBlocksSpecial + 1) < MAX_BATCH_BLOCKS_SPECIAL)
bb = &BatchBlockListSpecial[NumBatchBlocksSpecial++];
else
DebugLogFile("Too many BB Special: %d (MAX is %d)!", NumBatchBlocksSpecial, MAX_BATCH_BLOCKS_SPECIAL);
}
// else if( (T2>0) )
// {
// if( (NumBatchBlocksLightmaps+1) < MAX_BATCH_BLOCKS_LIGHTMAPS )
// bb=&BatchBlockList[NumBatchBlocksLightmaps++];
// else
// DebugLogFile("Too many BB LightMaps: %d (MAX is %d)!",NumBatchBlocksLightmaps,MAX_BATCH_BLOCKS_LIGHTMAPS);
// }
else if ((F1 & T3D_MATERIAL_SKY)) {
if ((NumBatchBlocksSky + 1) < MAX_BATCH_BLOCKS_SKY)
bb = &BatchBlockListSky[NumBatchBlocksSky++];
else
DebugLogFile("Too many BB Sky: %d (MAX is %d)!", NumBatchBlocksSky, MAX_BATCH_BLOCKS_SKY);
} else {
if ((NumBatchBlocks + 1) < MAX_BATCH_BLOCKS)
bb = &BatchBlockList[NumBatchBlocks++];
else
DebugLogFile("Too many BB: %d (MAX is %d)!", NumBatchBlocks, MAX_BATCH_BLOCKS);
}
if (!bb) return nullptr;
*bb = gBatchBlock(T1, T2, F1, F2);
return bb;
}
} // End of namespace Watchmaker

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@@ -0,0 +1,29 @@
/* 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/>.
*
*/
#ifndef WATCHMAKER_3D_RENDER_H
#define WATCHMAKER_3D_RENDER_H
namespace Watchmaker {
} // End of namespace Watchmaker
#endif // WATCHMAKER_3D_RENDER_H

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@@ -0,0 +1,945 @@
/* 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 "watchmaker/3d/render/shadows.h"
#include "watchmaker/3d/math/Matrix4x4.h"
#define MAX_SHADOW_BOXES 20 // max shadows
namespace Watchmaker {
SHADOWBOX *ShadowBoxesList[MAX_SHADOW_BOXES];
unsigned int gNumShadowBoxesList = 0;
unsigned int gGetTextureListPosition();
extern unsigned int CurLoaderFlags;
#if 0
#pragma pack(1)
struct COLORVERTEX { // vertex structures
D3DVECTOR p;
D3DCOLOR c;
};
struct TRANSCOLORVERTEX { // transformed vertex
D3DVECTOR p;
D3DVALUE rhw;
D3DCOLOR c;
};
#pragma pack()
#endif
#define MAX_SHADOW_BOXES 20 // max shadows
bool g_bUseOneBitStencil = FALSE; // if Stencil buffer if 1 bit deep only
DWORD g_max_StencilVal = 255; // maximum value the stencil buffer will hold
#if 0
D3DSTENCILOP g_StencDecOp, g_StencIncOp; // increment e decrement functions
LPDIRECTDRAWSURFACE7 g_pddsShadowBuffer = NULL;
LPDIRECTDRAWSURFACE7 g_pddsShadowZBuffer = NULL;
#endif
//************************************************************************************************
inline void SetIdentityMatrix(Matrix4x4 &m) { // set D3D matrix to identity
m.setIdentity();
}
#if 0
//************************************************************************************************
int ccw(COLORVERTEX *P[], int i, int j, int k) { // for convex-hull
double a = P[i]->p.x - P[j]->p.x,
b = P[i]->p.y - P[j]->p.y,
c = P[k]->p.x - P[j]->p.x,
d = P[k]->p.y - P[j]->p.y;
return a * d - b * c <= 0; // true if points i, j, k counterclockwise
}
//*********************************************************************************************
int cmpl(const void *a, const void *b) { // for convex-hull
float v;
COLORVERTEX **av, **bv;
av = (COLORVERTEX **)a;
bv = (COLORVERTEX **)b;
v = (*av)->p.x - (*bv)->p.x;
if (v > 0) return 1;
if (v < 0) return -1;
v = (*bv)->p.y - (*av)->p.y;
if (v > 0) return 1;
if (v < 0) return -1;
return 0;
}
//*********************************************************************************************
int cmph(const void *a, const void *b) {
return cmpl(b, a); // for convex-hull
}
//*********************************************************************************************
int make_chain(COLORVERTEX *V[], int n, int (*cmp)(const void *, const void *)) { // for convex-hull
int i, j, s = 1;
COLORVERTEX *t;
qsort(V, n, sizeof(COLORVERTEX *), cmp);
for (i = 2; i < n; i++) {
for (j = s; j >= 1 && ccw(V, i, j, j - 1); j--)
{}
s = j + 1;
t = V[s];
V[s] = V[i];
V[i] = t;
}
return s;
}
//*********************************************************************************************
int ch2d(COLORVERTEX *P[], int n) { // for convex-hull
int u = make_chain(P, n, cmpl); // make lower hull
if (!n) return 0;
P[n] = P[0];
return u + make_chain(P + u, n - u + 1, cmph); // make upper hull
}
//************************************************************************************************
void Find2DConvexHull(DWORD nverts, COLORVERTEX *pntptr, DWORD *cNumOutIdxs, WORD **OutHullIdxs) { // find a convex hull
COLORVERTEX **PntPtrs;
DWORD i;
*cNumOutIdxs = 0; //max space needed is n+1 indices
*OutHullIdxs = (WORD *)malloc((nverts + 1) * (sizeof(DWORD) + sizeof(COLORVERTEX *)));
PntPtrs = (COLORVERTEX **) & (*OutHullIdxs)[nverts + 1];
// alg requires array of ptrs to verts (for qsort) instead of array of verts, so do the conversion
for (i = 0; i < nverts; i++) {
PntPtrs[i] = &pntptr[i];
}
*cNumOutIdxs = ch2d(PntPtrs, nverts);
// convert back to array of idxs
for (i = 0; i < *cNumOutIdxs; i++) {
(*OutHullIdxs)[i] = (WORD)(PntPtrs[i] - &pntptr[0]);
}
}
#endif
/* -----------------25/08/1999 16.41-----------------
* find 2D convex hull for the object
* --------------------------------------------------*/
bool rMakeShadowVolume(SHADOWBOX *sb, gVertex *InVerts, DWORD nverts, float lightm[9]) {
warning("Stubbed: rMakeShadowVolume");
#if 0
Matrix4x4 matWorld, matView, matProj, IDmat;
DWORD i;
HRESULT hr;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
unsigned int AlphaVal = 98;
SHADOW *shad = &sb->ShadowsList[sb->NumShadowsList++];
// Get a ptr to the ID3D object to create materials and/or lights. Note:
// the Release() call just serves to decrease the ref count.
LPDIRECT3D7 pD3D;
pd3dDevice->GetDirect3D(&pD3D);
pD3D->Release();
LPDIRECT3DVERTEXBUFFER7 VB_Proj;
D3DVERTEXBUFFERDESC vbDesc;
vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
vbDesc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
// xyz+color so we can render them in showshadvol mode
// Create vertex buffer to hold shadow volumes verts
if (shad->VB == NULL) {
// now form array of indices that will make the tris
ZeroMemory(shad, sizeof(SHADOW));
shad->num_objverts = nverts;
vbDesc.dwNumVertices = nverts * 2; // *2 to hold top of shadvol for infin light source
if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &shad->VB, 0)))
return hr;
// alloc enough to hold largest-case shadvol (max # of verts in c-hull is nverts)
// (nverts+1)*2 for tri mesh to hold shadvol sides + nverts to hold tri-fan
shad->pwShadVolIndices = (WORD *)t3dCalloc(sizeof(WORD) * (nverts + 1) * 2);
}
// create VB_Proj vertex buffer as a target for the vertex-projection operation used to compute
// the silhouette
vbDesc.dwNumVertices = nverts;
vbDesc.dwFVF = D3DFVF_XYZRHW;
// even though RHW not used, must specify it or ProcessVerts will not consider this as a valid
// target to xform verts into
if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &VB_Proj, NULL)))
return hr;
// must lock VB, then copy verts into its space.
COLORVERTEX *VBvertptr;
shad->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(VOID **) &VBvertptr, NULL);
// have to copy verts into VB memory. I reformat into COLORVERTEX to do this.
// could prevent reformat and do a straight memcpy if Find2DConvexHull used D3DVERTEX tho.
COLORVERTEX *cvptr = VBvertptr;
gVertex *d3dvptr = InVerts;
// reformat D3DVERTEX array to COLORVERTEX array
for (i = 0; i < nverts; i++) {
cvptr->p.x = d3dvptr->x;
cvptr->p.y = d3dvptr->y;
cvptr->p.z = d3dvptr->z;
cvptr->c = RGBA_MAKE(0xff, 0x0, 0x0, 0xff); // shadvol is semi-transparent black
cvptr++;
d3dvptr++;
}
shad->VB->Unlock();
// save cur matrices so we can use xform pipeln to project verts supafast
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_VIEW, &matView);
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_PROJECTION, &matProj);
SetIdentityMatrix(IDmat);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &IDmat);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &IDmat);
// for view matrix, all we want is anything that projects the verts onto a plane
// perp to light direction. so any eyepoint is OK (try to make obj near origin though,
// so look at one of the verts). dont care what direction is view up vector (y).
rSetViewMatrix(lightm[0], lightm[1], lightm[2],
lightm[3], lightm[4], lightm[5],
lightm[6], lightm[7], lightm[8],
0.0f, 0.0f, 0.0f);
// do the planar projection
VB_Proj->ProcessVertices(D3DVOP_TRANSFORM,
0, // write new verts at idx 0
nverts,
shad->VB,
0, // read src verts from idx 0
pd3dDevice,
0x0); // no flags
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &matView);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &matProj);
COLORVERTEX *pntptr;
VB_Proj->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(void **) &pntptr, NULL);
WORD *OutHullIdxs;
DWORD n_idxs;
Find2DConvexHull(nverts, pntptr, &n_idxs, &OutHullIdxs); // This is the function supplied with dx6
VB_Proj->Unlock();
VB_Proj->Release(); // just needed the indices of hull
shad->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(void **) &VBvertptr, NULL);
// make shadow volume by taking hull verts and project them along light dir far enough
// to be offscreen
// add verts to end of VB
for (i = 0; i < n_idxs; i++) {
VBvertptr[nverts + i].p.x = VBvertptr[OutHullIdxs[i]].p.x - (2000.0f * lightm[6]); // scale factor of 10 should be enough
VBvertptr[nverts + i].p.y = VBvertptr[OutHullIdxs[i]].p.y - (2000.0f * lightm[7]); // scale factor of 10 should be enough
VBvertptr[nverts + i].p.z = VBvertptr[OutHullIdxs[i]].p.z - (2000.0f * lightm[8]); // scale factor of 10 should be enough
VBvertptr[nverts + i].c = RGBA_MAKE(0x0, 0xff, 0x0, 0xff);
}
shad->totalverts = nverts + n_idxs;
// now form array of indices that will make the tris
// shad vol will have n_idxs square sides
shad->num_side_indices = (n_idxs + 1) * 2;
// if shadvol is not capped, shadow may be drawn in place where a backfacing cap is missing even
// though no geometry is there
//f shad->num_cap_indices=n_idxs;
shad->num_cap_indices = 0;
WORD *idxptr;
idxptr = shad->pwShadVolSideIndices = shad->pwShadVolIndices;
// tris for all facets but final one
for (i = 0; i < n_idxs; i++) {
// outhullidx[i] is the index of the ith vertex of the n_idx convex hull verts
// nverts+i is the index of the projected vert corresponding to the OutHullIdx[i] vertex
*idxptr++ = OutHullIdxs[i];
*idxptr++ = (WORD)(nverts + i);
}
// add tris for final facet (i==n_idxs)
*idxptr++ = OutHullIdxs[0];
*idxptr++ = (WORD)(nverts + 0);
//m shad->pwShadVolCapIndices=idxptr;
free(OutHullIdxs); // allocated by Find2DConvexHull
shad->VB->Unlock();
#endif
return true;
}
/* -----------------25/08/1999 16.41-----------------
* makes a shadow box to avoid stenciled shadows over the object
* --------------------------------------------------*/
bool rMakeShadowBox(SHADOWBOX *sb, float BoxX, float BoxY, float BoxZ, WORD intens) {
warning("Stubbed: rMakeShadowBox");
#if 0
bool hr;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
// Get a ptr to the ID3D object to create materials and/or lights. Note:
// the Release() call just serves to decrease the ref count.
LPDIRECT3D7 pD3D;
pd3dDevice->GetDirect3D(&pD3D);
pD3D->Release();
D3DVERTEXBUFFERDESC vbDesc;
vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
vbDesc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
// xyz+color so we can render them in showshadvol mode
// Create vertex buffer to hold shadow volumes verts
if (sb->VB == NULL) {
sb->NumVerts = 16;
sb->NumIndices = 12 * 3;
vbDesc.dwNumVertices = sb->NumVerts;
if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &sb->VB, 0)))
return hr;
// alloc enough to hold largest-case shadvol (max # of verts in c-hull is nverts)
// (nverts+1)*2 for tri mesh to hold shadvol sides + nverts to hold tri-fan
sb->pwIndices = (WORD *)t3dCalloc(sizeof(WORD) * sb->NumIndices);
WORD *curind = sb->pwIndices;
*curind++ = 0;
*curind++ = 1;
*curind++ = 2; // Base scura
*curind++ = 2;
*curind++ = 1;
*curind++ = 3;
*curind++ = 0;
*curind++ = 4;
*curind++ = 1; // Bordo sinistro scuro
*curind++ = 1;
*curind++ = 4;
*curind++ = 5;
*curind++ = 2;
*curind++ = 6;
*curind++ = 0; // Bordo destro scuro
*curind++ = 0;
*curind++ = 6;
*curind++ = 4;
*curind++ = 12;
*curind++ = 13;
*curind++ = 14; // Testa chiara
*curind++ = 14;
*curind++ = 13;
*curind++ = 15;
*curind++ = 11;
*curind++ = 15;
*curind++ = 9; // Bordo sinistro chiaro
*curind++ = 9;
*curind++ = 15;
*curind++ = 13;
*curind++ = 10;
*curind++ = 14;
*curind++ = 11; // Bordo destro chiaro
*curind++ = 11;
*curind++ = 14;
*curind++ = 15;
}
sb->NumShadowsList = 0;
sb->Intensity = intens;
// must lock VB, then copy verts into its space.
COLORVERTEX *VBvertptr;
sb->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(VOID **) &VBvertptr, NULL);
// have to copy verts into VB memory. I reformat into COLORVERTEX to do this.
// could prevent reformat and do a straight memcpy if Find2DConvexHull used D3DVERTEX tho.
COLORVERTEX *cvptr = VBvertptr;
D3DCOLOR cshadow = RGBA_MAKE(0x0, 0x0, 0x0, intens);
D3DCOLOR clight = RGBA_MAKE(0x0, 0x0, 0x0, 0);
// 0: Base Piu' distante scuro
cvptr->p.x = BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 1: Base Sinistra scuro
cvptr->p.x = -BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxX;
cvptr->c = cshadow;
cvptr ++;
// 2: Base Destra scuro
cvptr->p.x = BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxX;
cvptr->c = cshadow;
cvptr ++;
// 3: Base Piu' vicino scuro
cvptr->p.x = -BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 4: Testa Piu' distante scura
cvptr->p.x = BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 5: Testa Sinistra scuro
cvptr->p.x = -BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = BoxX;
cvptr->c = cshadow;
cvptr ++;
// 6: Testa Destra scuro
cvptr->p.x = BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxX;
cvptr->c = cshadow;
cvptr ++;
// 7: Testa Piu' vicino scuro
cvptr->p.x = -BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 8: Base Piu' distante chiaro
cvptr->p.x = BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxZ;
cvptr->c = clight;
cvptr ++;
// 9: Base Sinistra chiaro
cvptr->p.x = -BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxX;
cvptr->c = clight;
cvptr ++;
// 10: Base Destra chiaro
cvptr->p.x = BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxX;
cvptr->c = clight;
cvptr ++;
// 11: Base Piu' vicino chiaro
cvptr->p.x = -BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxZ;
cvptr->c = clight;
cvptr ++;
// 12: Testa Piu' distante chiaro
cvptr->p.x = BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = BoxZ;
cvptr->c = clight;
cvptr ++;
// 13: Testa Sinistra chiaro
cvptr->p.x = -BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = BoxX;
cvptr->c = clight;
cvptr ++;
// 14: Testa Destra chiaro
cvptr->p.x = BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxX;
cvptr->c = clight;
cvptr ++;
// 15: Testa Piu' vicino chiaro
cvptr->p.x = -BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxZ;
cvptr->c = clight;
cvptr ++;
sb->VB->Unlock();
ShadowBoxesList[gNumShadowBoxesList++] = sb;
#endif
return true;
}
/* -----------------25/08/1999 17.24-----------------
* renders a stenciled convex hull
* --------------------------------------------------*/
bool RenderShadow(SHADOW *pShad,
void *lpVBuf) {
warning("TODO: Stubbed RenderShadow");
#if 0
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
pd3dDevice->SetTexture(0, NULL);
// Turn depth buffer off, and stencil buffer on
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT); // dont want to bother interpolating color
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
// Set up stencil compare fuction, reference value, and masks
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_ALWAYS);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILZFAIL, D3DSTENCILOP_KEEP);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFAIL, D3DSTENCILOP_KEEP);
if (g_bUseOneBitStencil) {
// If ztest passes, write !(g_bInvertStencilBufferSense) into stencil buffer
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILMASK, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_REPLACE);
} else {
// If ztest passes, inc/decrement stencil buffer value
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILMASK, 0xffffffff);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK, 0xffffffff);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, g_StencIncOp);
}
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
// this should result in the tri color being completely dropped
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO);
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
// draw front-side of shadow volume in stencil/z only
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, lpVBuf, 0, pShad->totalverts,
pShad->pwShadVolSideIndices,
pShad->num_side_indices, 0x0);
// Now reverse cull order so back sides of shadow volume are written.
if (g_bUseOneBitStencil) {
// write 0's/1's into stencil buffer to erase pixels beyond back of shadow
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x0);
} else {
// increment stencil buffer value
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, g_StencDecOp);
}
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
// Draw back-side of shadow volume in stencil/z only
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, lpVBuf, 0, pShad->totalverts,
pShad->pwShadVolSideIndices,
pShad->num_side_indices, 0x0);
// Restore render states
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
//f pd3dDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
#endif
return true;
}
/* -----------------25/08/1999 17.25-----------------
* renders an object stenciled shadows box
* --------------------------------------------------*/
bool RenderShadowBox(SHADOWBOX *pSB,
int lpVBuf) {
warning("TODO: RenderShadowBox");
#if 0
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
pd3dDevice->SetTexture(0, NULL);
// Turn depth buffer off, and stencil buffer on
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
// Set up stencil compare fuction, reference value, and masks
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_LESSEQUAL);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILZFAIL, D3DSTENCILOP_ZERO);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFAIL, D3DSTENCILOP_ZERO);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_ZERO);
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
// this should result in the tri color being completely dropped
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, lpVBuf, 0, pSB->NumVerts,
pSB->pwIndices,
pSB->NumIndices, 0x0);
// Restore render states
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
#endif
return true;
}
/* -----------------25/08/1999 17.25-----------------
* Name: DrawShadow()
* Desc: Draws a big grey polygon over scene, and blend it with pixels with
* stencil 1, which are in shadow. Could optimize this by keeping track
* of rendered 2D extent rect of all shadow vols.
* --------------------------------------------------*/
bool DrawShadow(unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2, WORD intens) {
warning("Stubbed: DrawShadow");
#if 0
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
// this results in destcolor= (AlphaSrc) * SRC_COLOR + (1-AlphaSrc)*DestColor
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
// stencil cmp func is defined as (ref cmpfn stencbufval).
// Only write where stencil val >= 1. (count indicates # of shadows that overlap that pixel)
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_LESSEQUAL);
//f pd3dDevice->SetRenderState( D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_KEEP );
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_ZERO);
// Set the world matrix to identity to draw the big grey square
D3DMATRIX matWorld, matIdentity;
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
SetIdentityMatrix(matIdentity);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matIdentity);
// pd3dDevice->SetTransform( D3DTRANSFORMSTATE_VIEW, &matIdentity );
// pd3dDevice->SetTransform( D3DTRANSFORMSTATE_PROJECTION, &matIdentity );
TRANSCOLORVERTEX sqverts[4];
WORD sqindices[6];
sqverts[0].p.z = sqverts[1].p.z = sqverts[2].p.z = sqverts[3].p.z = 0.0f;
sqverts[0].rhw = sqverts[1].rhw = sqverts[3].rhw = sqverts[3].rhw = 0.0f;
sqverts[0].c = sqverts[1].c = sqverts[2].c = sqverts[3].c = RGBA_MAKE(0x0, 0x0, 0x0, intens);
sqindices[0] = 0;
sqindices[1] = 2;
sqindices[2] = 1;
sqindices[3] = 0;
sqindices[4] = 3;
sqindices[5] = 2;
sqverts[0].p.x = (float)x1;
sqverts[0].p.y = (float)y1;
sqverts[1].p.x = (float)x2;
sqverts[1].p.y = (float)y1;
sqverts[2].p.x = (float)x2;
sqverts[2].p.y = (float)y2;
sqverts[3].p.x = (float)x1;
sqverts[3].p.y = (float)y2;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, (D3DFVF_XYZRHW | D3DFVF_DIFFUSE),
sqverts, 4, sqindices, 6, 0x0);
// Restore render states
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
#endif
return true;
}
/* -----------------25/08/1999 17.28-----------------
* prepare shadow for projection to a texture
* --------------------------------------------------*/
bool rMakeProjectiveShadow(SHADOWBOX *sb, void *InVerts, DWORD nverts) {
warning("Stubbed. rMakeProjectiveShadow");
#if 0
SHADOW *shad = &sb->ShadowsList[0];
D3DVERTEXBUFFERDESC vbDesc;
LPDIRECT3D7 pD3D;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
int pos;
if (shad->VB == NULL) {
pd3dDevice->GetDirect3D(&pD3D);
pD3D->Release();
vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
vbDesc.dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;
// now form array of indices that will make the tris
shad->num_objverts = nverts;
vbDesc.dwNumVertices = nverts; // *2 to hold top of shadvol for infin light source
if (FAILED(pD3D->CreateVertexBuffer(&vbDesc, &shad->VB, 0))) {
DebugLogFile("Unable to create VertexBuffer");
return FALSE;
}
//Alloc indices for triangles
shad->pwShadVolSideIndices = (WORD *)t3dCalloc(sizeof(WORD) * (nverts + 1) * 3);
}
if (!g_pddsShadowBuffer) {
HRESULT LastError;
DDSURFACEDESC2 ddsd;
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);
memcpy(&ddsd, &GraphicsModes[gCurrGraphicsMode].SurfDesc, sizeof(DDSURFACEDESC2));
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_3DDEVICE;
ddsd.dwWidth = 256;
ddsd.dwHeight = 256;
g_pddsShadowBuffer = gCreateSurface(&ddsd, g_pddsShadowBuffer);
if (!g_pddsShadowBuffer) {
DebugLogFile("Unable to create ShadowBuffer");
return FALSE;
}
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);
g_pddsZBuffer->GetSurfaceDesc(&ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
ddsd.dwWidth = 256;
ddsd.dwHeight = 256;
g_pddsShadowZBuffer = gCreateSurface(&ddsd, g_pddsZBuffer);
if (!g_pddsShadowZBuffer) {
char str[200];
LastError = 0;
GetDDErrorString(LastError, str, 1);
DebugLogFile("CreateSurface for ShadowBuffer Z-buffer failed.\r\n%s", str);
return FALSE;
}
LastError = g_pddsShadowBuffer->AddAttachedSurface(g_pddsShadowZBuffer);
if (LastError != DD_OK) {
char str[200];
GetDDErrorString(LastError, str, 1);
DebugLogFile("AddAttachedBuffer To ShadowBuffer failed for Z-Buffer.%s", str);
return FALSE;
}
}
if (!shad->ProjectiveTexture.lpDDSurface) {
DDSURFACEDESC2 DDSurfDesc;
memset(&DDSurfDesc, 0, sizeof(DDSURFACEDESC2));
memcpy(&DDSurfDesc.ddpfPixelFormat, &gCurrentFormat->SurfaceDesc, sizeof(DDPIXELFORMAT));
memcpy(&DDSurfDesc, &GraphicsModes[gCurrGraphicsMode].SurfDesc, sizeof(DDSURFACEDESC2));
DDSurfDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
if (gRenderFlags & gAGPSUPPORTED) {
//Alloc texture in AGP
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_NONLOCALVIDMEM | DDSCAPS_VIDEOMEMORY |
DDSCAPS_TEXTURE;
} else {
//No AGP support; alloc in sysmem
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
DDSurfDesc.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
}
DDSurfDesc.dwWidth = 256;
DDSurfDesc.dwHeight = 256;
if (!(shad->ProjectiveTexture.lpDDSurface = gCreateSurface(&DDSurfDesc, shad->ProjectiveTexture.lpDDSurface))) {
DebugLogFile("rMakeProjectiveShadow: gCreateSurface FAILED: Can't create surface");
return FALSE;
}
pos = gGetTextureListPosition();
if (pos == 0) {
DebugLogFile("rMakeProjectiveShadow: Can't create more textures");
return -1;
}
memset(&gTextureList[pos], 0, sizeof(gTexture));
strcpy(gTextureList[pos].Name, "Texture Buffer Shadow");
gTextureList[pos].lpDDSurface = shad->ProjectiveTexture.lpDDSurface;
gTextureList[pos].RealDimX = 256;
gTextureList[pos].RealDimY = 256;
gTextureList[pos].DimX = 256;
gTextureList[pos].DimY = 256;
gTextureList[pos].Flags = CurLoaderFlags;
}
ShadowBoxesList[gNumShadowBoxesList++] = sb;
sb->NumShadowsList = 1;
#endif
return TRUE;
}
/* -----------------25/08/1999 17.28-----------------
* renders shadow to a specific texture
* --------------------------------------------------*/
bool RenderProjectiveShadow(SHADOW *pShad) {
warning("Stubbed. RenderPojectiveShadow");
#if 0
HRESULT hres;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
LPDIRECTDRAWSURFACE7 OldRenderTarget;
D3DVIEWPORT7 NewViewport;
memset(&gOldViewport, 0, sizeof(D3DVIEWPORT7));
if (hres = pd3dDevice->GetViewport(&gOldViewport) != D3D_OK) {
DebugLogFile("Unable to get ViewPort2");
return hres;
}
memcpy(&NewViewport, &gOldViewport, sizeof(D3DVIEWPORT7));
if (hres = pd3dDevice->GetRenderTarget(&OldRenderTarget) != D3D_OK) {
DebugLogFile("Can't GetRenderTarget for shadow");
return hres;
}
if (hres = pd3dDevice->SetRenderTarget(g_pddsShadowBuffer, 0) != D3D_OK) {
DebugLogFile("Can't SetRenderTarget for shadow");
return hres;
}
NewViewport.dwHeight = NewViewport.dwWidth = 256;
if (hres = pd3dDevice->SetViewport(&NewViewport) != D3D_OK) {
DebugLogFile("Unable to set ShadowBuffer viewport");
return hres;
}
D3DRECT rect;
rect.x1 = rect.y1 = 0;
rect.x2 = 256;
rect.y2 = 256;
if (hres = pd3dDevice->Clear(1, &rect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 1.0f, 0) != D3D_OK) {
DebugLogFile("Unable to clear2 ShadowBuffer viewport");
return hres;
}
if (hres = g_pd3dDevice->BeginScene() != D3D_OK) {
DebugLogFile("Unable to begin Shadow scene");
return hres;
}
if (hres = pd3dDevice->SetTexture(0, NULL)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, D3DZB_FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT)) return hres; // dont want to bother interpolating color
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO)) return hres;
if (hres = pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, pShad->VB, 0, pShad->totalverts,
pShad->pwShadVolSideIndices,
pShad->num_side_indices, 0x0) != D3D_OK) {
DebugLogFile("Unable to DrawIndexedPrimitive for projected shadow");
return hres;
}
if (hres = g_pd3dDevice->EndScene() != D3D_OK) {
DebugLogFile("Unable to end shadow scene");
return hres;
}
if (hres = g_pd3dDevice->SetRenderTarget(OldRenderTarget, 0) != D3D_OK) {
DebugLogFile("Can't SetRenderTarget for shadows");
return hres;
}
if (hres = pd3dDevice->SetViewport(&gOldViewport) != D3D_OK) {
DebugLogFile("Unable to restore viewport");
return hres;
}
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, D3DZB_TRUE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE)) return hres;
#endif
return true;
}
/* -----------------25/08/1999 17.31-----------------
* draw projected shadow texture to the room
* --------------------------------------------------*/
bool DrawProjectiveShadow(SHADOW *pShad) {
warning("Stubbed: DrawProjectiveShadow");
#if 0
bool hres;
if (hres = g_pd3dDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, FALSE) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCCOLOR) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetTexture(0, pShad->ProjectiveTexture.lpDDSurface) != DD_OK) return hres;
if (hres = g_pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST,
pShad->ProjVertsVB, 0, pShad->totalverts,
pShad->pwShadVolCapIndices,
pShad->num_cap_indices, 0x0) != DD_OK) {
char str[255];
GetDDErrorString(hres, str, 1);
DebugLogFile("DrawIndexedPrimitiveVB ERROR:\n\r%s", str);
}
pShad->num_cap_indices = 0;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE) != DD_OK) return hres;
#endif
return true;
}
} // End of namespace Watchmaker

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@@ -0,0 +1,44 @@
/* 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/>.
*
*/
#ifndef WATCHMAKER_SHADOWS_H
#define WATCHMAKER_SHADOWS_H
#include "watchmaker/render.h"
namespace Watchmaker {
extern SHADOWBOX *ShadowBoxesList[];
extern unsigned int gNumShadowBoxesList;
extern void *g_pddsShadowBuffer;
extern void *g_pddsShadowZBuffer;
//extern D3DSTENCILOP g_StencDecOp,g_StencIncOp;
bool RenderShadow(SHADOW *pShad, void *lpVBuf);
bool RenderShadowBox(SHADOWBOX *pSB, int VBO);
bool DrawShadow(unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2, WORD intens);
extern DWORD g_max_StencilVal; // maximum value the stencil buffer will hold
extern bool RenderProjectiveShadow(SHADOW *pShad);
bool DrawProjectiveShadow(SHADOW *pShad);
} // End of namespace Watchmaker
#endif // WATCHMAKER_SHADOWS_H

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@@ -0,0 +1,613 @@
/* 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/>.
*
*/
#define FORBIDDEN_SYMBOL_EXCEPTION_strcat
#define FORBIDDEN_SYMBOL_EXCEPTION_strcpy
#define FORBIDDEN_SYMBOL_EXCEPTION_sprintf
#include "watchmaker/3d/t3d_body.h"
#include "common/stream.h"
#include "watchmaker/3d/light.h"
#include "watchmaker/3d/loader.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/t3d_face.h"
#include "watchmaker/3d/t3d_mesh.h"
#include "watchmaker/file_utils.h"
#include "watchmaker/game.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/renderer.h"
namespace Watchmaker {
#define CAMFILEVERSION 2
#define BNDFILEVERSION 2
void t3dLoadMaterials(WGame &game, t3dBODY *b, Common::SeekableReadStream &stream, int numMaterials) {
int16 loader_numtextures = 0;
WorkDirs &workdirs = game.workDirs;
for (uint16 material = 0; material < numMaterials; material++) { // Legge Materiali
char Name[100] = {}, Appo[100] = {};
unsigned int Flags = 0, flag = 0;
#ifndef WMGEN
int len;
#endif
unsigned char AmbientR = (uint8)(stream.readFloatLE()); // legge Ambient
unsigned char AmbientG = (uint8)(stream.readFloatLE());
unsigned char AmbientB = (uint8)(stream.readFloatLE());
for (uint16 kk = 0; kk < T3D_NAMELEN; kk++) // Legge noem della texture
Name[kk] = (uint8)stream.readByte();
Flags = stream.readSint32LE(); // Legge Flags
#ifndef WMGEN
len = strlen(Name);
if (((Name[len - 1] == 'i') || (Name[len - 1] == 'I')) &&
((Name[len - 2] == 'v') || (Name[len - 2] == 'V')) &&
((Name[len - 3] == 'a') || (Name[len - 3] == 'A'))) {
strcpy(Appo, workdirs._moviesDir.c_str()); // altrimenti prende quello di default
} else {
strcpy(Appo, workdirs._mapsDir.c_str()); // altrimenti prende quello di default
}
strcat(Appo, Name); // Attacca nome Immagine
#else
strcpy(Appo, WmMapsDir); // altrimenti prende quello di default
strcat(Appo, Name); // Attacca nome TGA
#endif
// if( LoaderFlags&T3D_HALFTEXTURESIZE ) // Se ho settato texture dimezzate
// strcpy(Appo,WmHalfMapsDir); // cambio path
// else
//f strcat(Appo,"grid.tga");
if (LoaderFlags & T3D_HALFTEXTURESIZE) flag = rSURFACEHALF; // Se deve scalare le textures
else flag = 0;
MaterialPtr mat(new gMaterial());
assert(b->MatTable.size() == material);
b->MatTable.push_back(mat);
//warning("Loading material %d", material);
#ifndef WMGEN
if (!(game._renderer->addMaterial(*mat, Appo,/*f1*/0, flag))) { // Carica e scala texture
warning("Material file %s not found, ", Appo); // Se non trova la texture
mat->Texture = nullptr;
assert(0);
//return nullptr;
} else
#endif
{
mat->addProperty(Flags); // Aggiunge i Flags al materiale
// if(LoaderFlags&T3D_NOLIGHTMAPS)
mat->addColor(AmbientR, AmbientG, AmbientB); // Sovrascrive Ambient con quello gloable
mat->addColor((uint8)b->AmbientLight.x, (uint8)b->AmbientLight.y, (uint8)b->AmbientLight.z);
loader_numtextures++;
}
assert(mat->Texture);
}//__for_material
(void)loader_numtextures;
}
void t3dLoadMeshes(t3dBODY *b, uint32 numMeshes, t3dMESH *&ReceiveRipples, uint8 &Mirror, Common::SeekableReadStream &stream) {
b->MeshTable.clear();
b->MeshTable.reserve(numMeshes);
for (uint32 mesh = 0; mesh < numMeshes; mesh++) {
b->MeshTable.push_back(Common::move(t3dMESH(b, stream, ReceiveRipples, Mirror)));
}
}
void t3dBODY::allocateNormals() {
int nListSize = this->NumNormals + this->NumVerticesNormals;
this->NList.clear();
this->NList.reserve(nListSize);
for (int i = 0; i < nListSize; i++) { // Alloca Normali globali
this->NList.push_back(Common::SharedPtr<t3dNORMAL>(new t3dNORMAL()));
}
}
void t3dBODY::initNormals(Common::SeekableReadStream &stream) {
uint nListSize = this->NumNormals + this->NumVerticesNormals;
assert(this->NList.size() == nListSize);
for (uint16 normal = 0; normal < this->NList.size(); normal++) { // Legge normali globali
*this->NList[normal] = t3dNORMAL(stream);
}
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Aggiorna normali mesh con normali globali
t3dMESH &Mesh = this->MeshTable[i];
#ifndef WMGEN
Mesh.VBptr = Mesh.VertexBuffer;
#endif
Mesh.NList.reserve(Mesh.NumVerts); // Alloca normali mesh
for (int k = 0; k < Mesh.NumVerts; k++) {
Mesh.NList.push_back(Common::SharedPtr<t3dNORMAL>(new t3dNORMAL()));
}
Mesh.NumNormals = 0;
Mesh.NumVerticesNormals = Mesh.NumVerts; // Sono tutte normali ai vertici
for (uint16 j = 0; j < Mesh.NumVerts; j++) {
uint16 n = (uint16)Mesh.VBptr[j].diffuse;
*Mesh.NList[j] = *this->NList[n]; // Copia normale globale in normale mesh
Mesh.VBptr[j].diffuse = 0;
}
#ifndef WMGEN
Mesh.VBptr = nullptr;
#endif
}
}
void t3dBODY::populatePortalLists() {
t3dMESH *Mesh = &this->MeshTable[0];
for (uint16 mesh = 0; mesh < this->NumMeshes(); mesh++) { // Cerca portali in tutte le mesh
Mesh[mesh].PortalList = nullptr; // Azzera portale
if (Mesh[mesh].portalName.empty()) // Se non ha portale
continue; // continua
if (Mesh[mesh].portalName == "castle") { // Aggiunge mesh che bloccano la vista
// DebugFile("%s: %d %d",Mesh[mesh].Name,Mesh[mesh].NumVerts,Mesh[mesh].NumFaces);
for (uint16 i = 0; i < T3D_MAX_BLOCK_MESHES; i++) {
if (!this->BlockMeshes[i]) {
this->BlockMeshes[i] = &Mesh[mesh];
break;
}
}
continue;
}
Common::String Name = Mesh[mesh].portalName + ".t3d"; // Crea nome del nuovo portale
Mesh[mesh].Flags |= T3D_MESH_PORTAL; // Mesh e' un portale
Mesh[mesh].Flags |= T3D_MESH_NOBOUNDBOX; // Mesh non viene vista dal mouse
//#ifndef VIEWER
// Mesh[mesh].Flags|=T3D_MESH_NOPORTALCHECK; // Spegne portale
//#endif
// TODO: This should probably be upfactored.
t3dBODY *rez = nullptr;
if (((rez = _vm->_roomManager->checkIfAlreadyLoaded(Name)) == nullptr) && (!(LoaderFlags & T3D_NORECURSION))) { // Controlla se lo ha gia' caricato
if (Name.equalsIgnoreCase("rxt.t3d"))
_vm->_roomManager->addToLoadList(&Mesh[mesh], Name, (uint16)((LoaderFlags | T3D_NORECURSION) & ~T3D_RECURSIONLEVEL1)); // aggiunge e leva la ricorsione
// Mesh[mesh].Flags|=T3D_MESH_NOPORTALCHECK;
else {
if (LoaderFlags & T3D_RECURSIONLEVEL1)
_vm->_roomManager->addToLoadList(&Mesh[mesh], Name, (uint16)((LoaderFlags | T3D_NORECURSION) & ~T3D_RECURSIONLEVEL1)); // aggiunge e leva la ricorsione
else
_vm->_roomManager->addToLoadList(&Mesh[mesh], Name, (uint16)(LoaderFlags)); // altrimenti lo agggiunge alla lista
}
} else
Mesh[mesh].PortalList = rez;
}
}
/* -----------------10/06/99 16.03-------------------
* SetupWaterRipples
* --------------------------------------------------*/
void SetupWaterRipples(t3dMESH *m) {
warning("TODO: Stubbed");
return;
}
/* -----------------10/06/99 16.02-------------------
* LoadCameras
* --------------------------------------------------*/
void LoadCameras(WorkDirs &workDirs, const char *pname, t3dBODY *b) {
uint8 ver;
uint16 camera;
auto stream = workDirs.resolveFile(pname);
if (!stream) {
warning("File %s not found", pname);
return ;
}
if ((ver = stream->readByte()) != CAMFILEVERSION) {
warning("CAM File Version Error: loaded %d.\tRequired %d", ver, CAMFILEVERSION);
return ;
}
int numCameras = stream->readSint16LE();
int numPaths = stream->readSint16LE();
b->CameraTable.clear();
b->CameraTable.reserve(numCameras);
for (camera = 0; camera < numCameras; camera++) {
b->CameraTable.push_back(t3dCAMERA(*stream));
}//__for_camera
b->CameraGrid.TopLeft.x = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.TopLeft.z = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.BottomRight.x = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.BottomRight.z = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.Row = stream->readSint16LE();
b->CameraGrid.Col = stream->readSint16LE();
b->CameraGrid.Grid.clear();
b->CameraGrid.Grid.reserve(b->CameraGrid.Row * b->CameraGrid.Col);
for (int i = 0; i < (b->CameraGrid.Row * b->CameraGrid.Col); i++) {
b->CameraGrid.Grid.push_back(stream->readByte());
}
b->CameraPath.clear();
b->CameraPath.reserve(numPaths);
for (int i = 0; i < numPaths; i++) {
b->CameraPath.push_back(t3dCAMERAPATH(*stream));
}
b->CameraGrid.CellDim.x = (b->CameraGrid.BottomRight.x - b->CameraGrid.TopLeft.x) / b->CameraGrid.Col;
b->CameraGrid.CellDim.z = (b->CameraGrid.BottomRight.z - b->CameraGrid.TopLeft.z) / b->CameraGrid.Row;
}
/* -----------------10/06/99 16.03-------------------
* loadBounds
* --------------------------------------------------*/
void loadBounds(WorkDirs &workDirs, const char *pname, t3dBODY *b) {
for (int i = 0; i < T3D_MAX_LEVELS; i++)
b->Panel[i] = nullptr;
b->CurLevel = 0;
auto stream = workDirs.resolveFile(pname);
if (!stream) {
warning("File %s not found", pname);
return ;
}
uint8 ver = stream->readByte();
if (ver != BNDFILEVERSION) {
warning("BND File Version Error: loaded %d.\tRequired %d", ver, BNDFILEVERSION);
return;
}
uint16 nlev = stream->readSint16LE();
b->NumLevels = nlev;
if (nlev > T3D_MAX_LEVELS) {
warning("Too much Floor Levels in %s: %d instead of %d", pname, b->NumLevels, T3D_MAX_LEVELS);
b->NumLevels = nlev = T3D_MAX_LEVELS;
}
for (int j = 0; j < nlev; j++) {
uint16 npan = stream->readSint16LE();
b->NumPanels[j] = npan;
b->PanelHeight[j] = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j] = new t3dPAN[npan + 4 * T3D_MAX_CHARACTERS]; // also leave some space for any additions
for (int i = 0; i < npan; i++) {
b->Panel[j][i].a.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].a.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].b.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].b.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backA.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backA.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backB.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backB.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].near1 = stream->readSint16LE();
b->Panel[j][i].near2 = stream->readSint16LE();
}
}
}
/* -----------------10/06/99 16.03-------------------
* LoadLightmaps
* --------------------------------------------------*/
void LoadLightmaps(WGame &game, t3dBODY *b) {
uint32 NumLightmaps;//, num;
gVertex *gv;
uint8 rr, gg, bb;
int32 Map, alphaval1, alphaval2, alphaval3;
WorkDirs &workDirs = game.workDirs;
Common::String Appo = setDirectoryAndName(workDirs._lightmapsDir, b->name);
Appo = replaceExtension(Appo.c_str(), "map");
auto stream = workDirs.resolveFile(Appo);
if (!stream) {
warning("LoadLightmaps warning: File %s not found", Appo.c_str());
return;
}
uint32 lightMapVersion = stream->readSint32LE();
if (lightMapVersion != LIGHT_MAPVERSION) {
warning("LoadLightmaps error: File version error: found %d, required %d", lightMapVersion, LIGHT_MAPVERSION);
return;
}
b->NumLightmaps = NumLightmaps = stream->readSint32LE();
b->LightmapTable = rCreateMaterialList(NumLightmaps);
for (uint32 i = 0; i < NumLightmaps; i++) {
Common::String root = setDirectoryAndName(workDirs._lightmapsDir, b->name);
root = root.substr(0, root.size() - 4);
Appo = Common::String::format("%s_%d.tga", root.c_str(), i);
/*num = */stream->readSint32LE();
MaterialPtr mat(new gMaterial());
assert(b->LightmapTable.size() == i);
b->LightmapTable.push_back(mat);
if (!game._renderer->addMaterial(*b->LightmapTable[i], Appo, 0, 0))
return;
b->LightmapTable[i]->clear();
}
for (uint32 i = 0; i < b->NumNormals; i++) {
rr = (uint8)stream->readByte();
gg = (uint8)stream->readByte();
bb = (uint8)stream->readByte();
Map = (int32)stream->readSint32LE();
Appo = setDirectoryAndName(workDirs._lightmapsDir.c_str(), b->name);
Appo = Common::String::format("%s_%d.tga", Appo.c_str(), Map);
if (Map >= 0) {
for (uint32 k = 0; k < b->NumMeshes(); k++) {
t3dMESH &m = b->MeshTable[k];
//f if (m->Flags&T3D_MESH_HIDDEN)
//f continue;
m.VBptr = m.VertexBuffer;
gv = m.VBptr;
if (m.Flags & T3D_MESH_NOLIGHTMAP) {
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
if (f.n == b->NList[i]) {
f.lightmap = nullptr;
}
}
m.VBptr = nullptr;
continue;
}
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
// gMaterial *newmat;
if (f.n == b->NList[i]) {
// f->mat->Texture=f->mat->Lightmap;
if ((!(f.hasMaterialFlag(T3D_MATERIAL_OPACITY))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_CLIPMAP))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_BOTTLE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_ADDITIVE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_GLASS)))) {
alphaval1 = RGBA_GETALPHA(gv[f.VertexIndex[0]].diffuse);
alphaval2 = RGBA_GETALPHA(gv[f.VertexIndex[1]].diffuse);
alphaval3 = RGBA_GETALPHA(gv[f.VertexIndex[2]].diffuse);
gv[f.VertexIndex[0]].diffuse = RGBA_MAKE(254, 254, 254, alphaval1);
gv[f.VertexIndex[1]].diffuse = RGBA_MAKE(254, 254, 254, alphaval2);
gv[f.VertexIndex[2]].diffuse = RGBA_MAKE(254, 254, 254, alphaval3);
f.lightmap = b->LightmapTable[Map];
f.getMaterial()->addNumFacesAdditionalMaterial(f.lightmap, 1);
} else if (((f.hasMaterialFlag(T3D_MATERIAL_OPACITY))) ||
((f.hasMaterialFlag(T3D_MATERIAL_CLIPMAP))) ||
((f.hasMaterialFlag(T3D_MATERIAL_BOTTLE))) ||
((f.hasMaterialFlag(T3D_MATERIAL_ADDITIVE))) ||
((f.hasMaterialFlag(T3D_MATERIAL_GLASS)))) {
f.lightmap = nullptr;
}
// if (!f->mat->Lightmap)
{
//DebugLogWindow("Mesh %s: Face %d has not lightmap",m->Name,j);
}
}
}
m.VBptr = nullptr;
}
} else {
for (uint32 k = 0; k < b->NumMeshes(); k++) {
t3dMESH &m = b->MeshTable[k];
// gMaterial *newmat;
m.VBptr = m.VertexBuffer;
gv = m.VBptr;
//f if (m->Flags&T3D_MESH_HIDDEN)
//f continue;
if (m.Flags & T3D_MESH_NOLIGHTMAP) {
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
if (f.n == b->NList[i]) {
f.lightmap = nullptr;
}
}
m.VBptr = nullptr;
continue;
}
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
// t3dU32 nr,ng,nb;
if (f.n == b->NList[i]) {
f.lightmap = nullptr;
// if (Map==-1)
if ((!(f.hasMaterialFlag(T3D_MATERIAL_OPACITY))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_CLIPMAP))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_BOTTLE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_ADDITIVE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_GLASS)))) {
alphaval1 = RGBA_GETALPHA(gv[f.VertexIndex[0]].diffuse);
alphaval2 = RGBA_GETALPHA(gv[f.VertexIndex[1]].diffuse);
alphaval3 = RGBA_GETALPHA(gv[f.VertexIndex[2]].diffuse);
gv[f.VertexIndex[0]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval1);
gv[f.VertexIndex[1]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval2);
gv[f.VertexIndex[2]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval3);
}
}
}
// f->mat->Texture= nullptr;
m.VBptr = nullptr;
}
}
}
for (uint32 i = 0; i < b->NumMeshes(); i++) {
t3dMESH &m = b->MeshTable[i];
m.VBptr = m.VertexBuffer;
gv = m.VBptr;
for (uint32 j = 0; j < m.NumVerts; j++) {
t3dF32 u = stream->readFloatLE();
t3dF32 v = stream->readFloatLE();
if ((RGBA_GETRED(gv[j].diffuse) == 254) &&
(RGBA_GETGREEN(gv[j].diffuse) == 254) &&
(RGBA_GETBLUE(gv[j].diffuse) == 254)) {
gv[j].u2 = u;
gv[j].v2 = v;
gv[j].diffuse = RGBA_MAKE(255, 255, 255, RGBA_GETALPHA(gv[j].diffuse));
// gv[j].u2=(rand())%2;
// gv[j].v2=(rand())%2;
} else {
gv[j].u2 = gv[j].u1;
gv[j].v2 = gv[j].v1;
}
// gv[j].diffuse=0xFFFFFFFF;
// DebugLogWindow("%f %f",gv[j].u1,gv[j].v1);
}
m.VBptr = nullptr;
}
}
/* -----------------10/06/99 16.04-------------------
* t3dLoadSingleRoom
* --------------------------------------------------*/
t3dBODY *t3dBODY::loadFromStream(WGame &game, const Common::String &pname, Common::SeekableReadStream &stream, uint32 _LoaderFlags) {
//decodeLoaderFlags(_LoaderFlags);
//char /*t3dU8*/ Name[255];
uint16 light;
t3dF32 minx, miny, minz, maxx, maxy, maxz;
WorkDirs &workdirs = game.workDirs;
this->name = pname;
auto _name = constructPath(workdirs._t3dDir, pname);
this->NumTotVerts = 0;
this->AmbientLight = t3dV3F::fromStreamAsBytes(stream);
int numMeshes = stream.readSint16LE(); // Legge globali del body
int numMaterials = stream.readSint16LE();
int numLights = stream.readSint16LE();
int numPosLights = stream.readSint16LE();
this->NumNormals = stream.readSint32LE();
this->NumVerticesNormals = stream.readSint32LE();
this->allocateNormals();
this->MatTable = rCreateMaterialList(numMaterials); // Crea Materiali Globali
this->LightmapTable.clear();
//-------------------LOADING MESHES--------------------------------------
t3dMESH *ReceiveRipples = nullptr;
uint8 Mirror = 0;
t3dLoadMeshes(this, numMeshes, ReceiveRipples, Mirror, stream); // TODO: We probably don't need to pass ReceiveRipples, Mirror
//-------------------END OF LOADING MESHES-------------------------------
this->initNormals(stream);
//-------------------LOADING MATERIALS--------------------------------------
t3dLoadMaterials(game, this, stream, numMaterials);
//-------------------LOADING LIGHTS--------------------------------------
this->LightTable.reserve(numLights); // Alloca spazio per le luci globali
for (light = 0; light < numLights; light++) {
this->LightTable.push_back(t3dLIGHT(game, this, workdirs, stream)); // Azzera luce
}//__for_light
//-------------------END OF LOADING LIGHTS-------------------------------
this->PosLightTable.clear();
this->PosLightTable.reserve(numPosLights); // Alloca spazio per luci di posizione
for (light = 0; light < numPosLights; light++) {
this->PosLightTable.push_back(t3dPLIGHT(stream));
}//__for_plight
//-------------------Extra optimization here-------------------------------
#ifndef WMGEN
if (ReceiveRipples) // Se c'era una mesh con i riples
SetupWaterRipples(ReceiveRipples); // crea i buffers
#endif
//-------------------Prelighting body-------------------------------
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Cerca in tutte le mesh
this->MeshTable[i].preCalcLights(this->AmbientLight);
}
#ifndef WMGEN
t3dPrecalcLight(this, nullptr);
#endif
//----------------END OF VERTEX PRE-LIGHTING---------------------
populatePortalLists();
warning("LoaderFlags late = %08X", _LoaderFlags);
//decodeLoaderFlags(_LoaderFlags);
if (!(_LoaderFlags & T3D_NOBOUNDS)) { // Carica Bounds
auto bndName = workdirs.join(workdirs._bndDir, pname, "bnd");
loadBounds(game.workDirs, bndName.c_str(), this);
}
if (!(_LoaderFlags & T3D_NOCAMERAS)) { // Carica Camere
auto cameraName = constructPath(workdirs._camDir, pname, "cam");
LoadCameras(game.workDirs, cameraName.c_str(), this);
}
if (!(_LoaderFlags & T3D_NOLIGHTMAPS)) { // Carica le Lightmaps
// TODO: This looks odd
if (!pname.equalsIgnoreCase("rxt.t3d") || !pname.equalsIgnoreCase("rxt-b.t3d") || !pname.equalsIgnoreCase("rxt-c.t3d") ||
!pname.equalsIgnoreCase("rxt-d.t3d") || !pname.equalsIgnoreCase("rxt-e.t3d") || !pname.equalsIgnoreCase("rxt.t3d-f"))
LoadLightmaps(game, this);
}
if ((_LoaderFlags & T3D_OUTDOORLIGHTS)) { // Carica le luci per l'esterno
if (pname.equalsIgnoreCase("rxt.t3d")) {
auto outdoorLightsPath = constructPath(workdirs._lightmapsDir, pname);
t3dLoadOutdoorLights(outdoorLightsPath.c_str(), this, t3dCurTime);
}
}
if (!(_LoaderFlags & T3D_NOVOLUMETRICLIGHTS)) { // Carica le luci volumetriche
auto volMapPath = constructPath(workdirs._lightmapsDir, pname, "vol");
LoadVolumetricMap(workdirs, volMapPath.c_str(), this);
}
GetBoundaries(this, &minx, &miny, &minz, &maxx, &maxy, &maxz); // Calcola occupazione stanza
this->MinPos.x = minx; // Salva il minimo per le luci volumetriche
this->MinPos.y = miny;
this->MinPos.z = minz;
#ifndef WMGEN
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Scorre le mesh
this->MeshTable[i].saveVertexBuffer();
}
#endif
t3dOptimizeMaterialList(this); // Ottimizza la lista dei metriali (evitando i doppi)
#ifndef WMGEN
t3dFinalizeMaterialList(this); // Crea VB e indici per materiali
#endif
if (Mirror) { // Se c'era uno specchio
this->MirrorMatTable = rCreateMaterialList(this->NumMaterials());
rCopyMaterialList(this->MirrorMatTable, this->MatTable, this->NumMaterials());
}
//f
#ifndef WMGEN
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Cancella le normali
if (this->MeshTable[i].ModVertices.empty()) // dalle mesh con Smoothing groups
continue;
for (uint16 j = 0; j < this->MeshTable[i].NumFaces(); j++) {
this->MeshTable[i].FList[j].n = nullptr;
}
}
#endif
//f
return this;
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_T3D_BODY_H
#define WATCHMAKER_T3D_BODY_H
#include "watchmaker/types.h"
#include "watchmaker/t3d.h"
#include "watchmaker/3d/t3d_mesh.h"
namespace Watchmaker {
struct t3dBODY {
Common::String name; // room name
uint32 NumMeshes() {
return MeshTable.size();
}; // num meshes
uint32 NumCameras() const {
return CameraTable.size(); // num cameras
}
uint16 NumPaths() const {
return CameraPath.size(); // num camera paths
}
uint32 NumLights() const {
return LightTable.size(); // num lights
}
uint16 NumPanels[T3D_MAX_LEVELS] = {}; // num panels per level
uint16 NumNormals = 0; // num face normals
uint16 NumVerticesNormals = 0; // num vertex normals
uint16 NumPosLights() const {
return PosLightTable.size();
}; // num positional lights
uint16 NumLevels = 0; // num panel levels
uint16 CurLevel = 0; // current level
uint32 NumTotVerts = 0; // total number of verts in room
t3dV3F AmbientLight; // room ambient color
Common::Array<t3dMESH> MeshTable; // meshes list
MaterialTable MatTable; // materials list
uint32 NumMaterials() const {
return MatTable.size(); // num materials
}
MaterialTable LightmapTable; // lightmap material list
uint32 NumLightmaps = 0; // num lightmap materials
MaterialTable MirrorMatTable; // material list (for mirrors)
uint32 NumMirrorMaterials() const {
return MirrorMatTable.size();
}; // num materials (for mirror)
private:
Common::Array<Common::SharedPtr<VertexBuffer>> VBTable; // metrial vertex buffers list
public:
Common::SharedPtr<VertexBuffer> addVertexBuffer() {
VBTable.push_back(Common::SharedPtr<VertexBuffer>(new VertexBuffer()));
return VBTable.back();
}
void clearVBTable() {
for (uint i = 0; i < VBTable.size(); i++) {
rDeleteVertexBuffer(*VBTable[i]);
}
VBTable.clear();
}
uint32 NumVB() {
return VBTable.size();
}; // num vertex buffer
public:
Common::Array<t3dCAMERA> CameraTable; // camera list
Common::Array<t3dLIGHT> LightTable; // light list
Common::Array<t3dPLIGHT> PosLightTable; // positional light list
NormalList NList; // normal list
t3dCAMERAGRID CameraGrid; // camera grid
Common::Array<t3dCAMERAPATH> CameraPath; // camer paths list
t3dPAN *Panel[T3D_MAX_LEVELS] = {}; // room panels for level
t3dF32 PanelHeight[T3D_MAX_LEVELS] = {}; // panel height for levels
Common::SharedPtr<t3dVolLights> VolumetricLights; // volumetric lights
t3dMESH *BlockMeshes[T3D_MAX_BLOCK_MESHES] = {}; // block mesh (for external rooms)
t3dV3F MinPos; // min room position
private:
void allocateNormals();
void initNormals(Common::SeekableReadStream &stream);
public:
t3dCAMERA *PickCamera(uint8 in);
Common::Array<t3dPLIGHT> getPositionalLight(uint8 pos);
t3dBODY *loadFromStream(WGame &game, const Common::String &pname, Common::SeekableReadStream &stream, uint32 LoaderFlags);
void populatePortalLists();
};
} // End of namespace Watchmaker
#endif // WATCHMAKER_T3D_BODY_H

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/* 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 "common/stream.h"
#include "watchmaker/3d/t3d_face.h"
#include "watchmaker/3d/t3d_body.h"
namespace Watchmaker {
t3dFACE::t3dFACE(t3dBODY *b, Common::SeekableReadStream &stream) {
VertexIndex[0] = stream.readSint16LE(); // Legge VertexIndex0
VertexIndex[1] = stream.readSint16LE(); // Legge VertexIndex1
VertexIndex[2] = stream.readSint16LE(); // Legge VertexIndex2
this->n = b->NList[stream.readSint16LE()]; // Legge puntatore a normale
_materialIndex = stream.readSint16LE(); // Legge indice materiale
_body = b;
}
bool t3dFACE::isVisible() const {
if (!n)
return true;
else if (n->flag != T3D_NORMAL_VISIBLE)
return false;
return true;
}
MaterialPtr t3dFACE::getMaterial() {
if (_mat) {
return _mat;
} else {
_mat = _body->MatTable[_materialIndex];
return _mat;
}
}
const gMaterial *t3dFACE::getMaterial() const {
if (_mat) {
return _mat.get();
} else {
error("t3dFACE::getMaterial(): No material loaded");
}
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_T3D_FACE_H
#define WATCHMAKER_T3D_FACE_H
#include "watchmaker/3d/types3d.h"
#include "watchmaker/3d/material.h"
namespace Watchmaker {
struct t3dBODY;
struct t3dFACE {
uint32 flags = 0; // face status 4
NormalPtr n; // pointer to the face normal 4
private:
int16 MatVertexIndex[3] = {}; // Vertices indices in material 6
uint16 _materialIndex = 0;
MaterialPtr _mat = nullptr; // pointer to material 4
t3dBODY *_body = nullptr;
public:
int16 VertexIndex[3] = {}; // Vertices indices in mesh 6
void setMatVertexIndex(int index, int16 value) {
MatVertexIndex[index] = value;
}
uint16 getMatVertexIndex(int index) {
return MatVertexIndex[index];
}
public:
MaterialPtr lightmap; // pointer to lightmap (or 2nd material) 4
t3dFACE(t3dBODY *b, Common::SeekableReadStream &stream);
bool hasMaterialFlag(uint32 flag) {
return getMaterial()->hasFlag(flag);
}
MaterialPtr getMaterial();
const gMaterial *getMaterial() const;
uint16 getMaterialIndex() const {
return _materialIndex;
}
void setMaterialIndex(uint32 index) {
_materialIndex = index;
_mat = nullptr;
getMaterial();
}
void checkVertices() {
for (int i = 0; i < 3; i++) {
assert((int)getMaterial()->VertsList.size() > MatVertexIndex[i]);
}
}
bool isVisible() const;
};
} // End of namespace Watchmaker
#endif // SCUMMVM_T3D_FACE_H

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/* 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 "watchmaker/3d/t3d_mesh.h"
#include "watchmaker/3d/t3d_body.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/loader.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/3d/geometry.h"
namespace Watchmaker {
void t3dMESH::loadFaces(t3dBODY *b, Common::SeekableReadStream &stream, int numFaces) {
//Mesh[mesh].FList = new t3dFACE[Mesh[mesh].NumFaces]{}; // Alloca facce
this->FList.reserve(numFaces); // Legge numero facce mesh
for (uint16 face = 0; face < numFaces; face++) {
FList.push_back(t3dFACE(b, stream));
}//__for_face
}
t3dMESH::t3dMESH(t3dBODY *b, Common::SeekableReadStream &stream, t3dMESH *&ReceiveRipples, uint8 &Mirror) {
t3dMatIdentity(&Matrix); // Setta matrice identica
this->DefaultAnim.NumBones = this->DefaultAnim.NumFrames = 0;
this->Anim.NumBones = this->Anim.NumFrames = 0;
char stringBuffer[T3D_NAMELEN + 1] = {};
stream.read(stringBuffer, T3D_NAMELEN); // Legge nome mesh
this->name = stringBuffer;
stream.read(stringBuffer, T3D_NAMELEN); // Legge nome portale
this->portalName = stringBuffer;
int numFaces = stream.readSint16LE(); // Legge numero facce mesh
t3dVectFill(&this->Trasl, 0.0f);
this->Pos = t3dV3F(stream) * SCALEFACTOR;
this->Radius = stream.readFloatLE() * SCALEFACTOR; // Legge raggio boundsphere
//this->LightmapDim=(t3dU16)t3dRead8();
uint8 SaveMipStatus = stream.readByte(); // Legge dimensione lightmap
this->LightmapDim = SaveMipStatus;
if (this->LightmapDim == 255)
this->LightmapDim = 256;
if (this->LightmapDim == 0) { // Se non e' specificata
if ((this->name[0] == 'o') || (this->name[0] == 'O')) // decide in base al nome
this->LightmapDim = 8;
else if ((this->name[0] == 'p') || (this->name[0] == 'P'))
this->LightmapDim = 16;
}
if (this->LightmapDim > 256) { // Se > 256, errore
this->LightmapDim = 256;
warning("ATTENTION: Lightmap dim >256 on mesh %s!!!", this->name.c_str());
warning("Check and verify .t3d");
}
this->Flags = stream.readSint32LE(); // Legge flags
// if ( !strcasecmp( "pxt-musoleoBUCO", this->Name ) );
if (this->Flags & T3D_MESH_MIRROR) // Incrementa numero mirror
Mirror++;
// if( this->Flags&T3D_MESH_PORTAL)
// this->Flags|=T3D_MESH_PORTAL;
if ((this->Flags & T3D_MESH_RECEIVERIPPLES) || // Aggiunge buffer per le onde
(this->Flags & T3D_MESH_POOLWATER))
ReceiveRipples = this;
if (this->Flags & T3D_MESH_WAVESTEXTURE) { // Legge informazioni sulle onde
this->WavesSpeed = (t3dF32)stream.readSint32LE() / 10000.0f;
this->YSpeed = (t3dF32)stream.readSint32LE() / 100.0f;
}
if (this->Flags & T3D_MESH_SOLARVARIATION) { // Legge informazioni sulla variazione solare
this->SolarRGBVar[0].x = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[0].y = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[0].z = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[1].x = 1.0f;
this->SolarRGBVar[1].y = 1.0f;
this->SolarRGBVar[1].z = 1.0f;
this->SolarRGBVar[2].x = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[2].y = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[2].z = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[3].x = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[3].y = (t3dF32)stream.readSint16LE() / 100.0f;
this->SolarRGBVar[3].z = (t3dF32)stream.readSint16LE() / 100.0f;
}
{
uint16 n = stream.readSint32LE();
if (n)
this->XInc = 1.0f / (t3dF32) n; // Legge info su movimenti texture
else this->XInc = 0.0f;
n = stream.readSint32LE();
if (n) this->YInc = 1.0f / (t3dF32) n;
else this->YInc = 0.0f;
}
this->CurFrame = 0;
this->loadFaces(b, stream, numFaces);
this->NumVerts = stream.readSint16LE(); // Rilegge numero vertici
b->NumTotVerts += this->NumVerts;
#ifndef WMGEN
this->VertexBuffer = new gVertex[this->NumVerts](); // Crea un VertexBuffer
this->VBptr = this->VertexBuffer;
#else
this->VBptr = (gVertex *)t3dMalloc(sizeof(gVertex) * this->NumVerts);
#endif
for (uint16 i = 0; i < this->NumVerts; i++) {
this->VBptr[i].x = stream.readFloatLE(); // Legge X
this->VBptr[i].y = stream.readFloatLE(); // Legge Y
this->VBptr[i].z = stream.readFloatLE(); // Legge Z
this->VBptr[i].u1 = stream.readFloatLE(); // Legge U
this->VBptr[i].v1 = stream.readFloatLE(); // Legge V
uint16 n = stream.readSint16LE(); // Legge indice normale
this->VBptr[i].diffuse = n; //temporary storage for normal index
}
#ifndef WMGEN
this->VBptr = nullptr;
#endif
this->NList = b->NList; // Lista di normali e' quella globale
int numMorphFrames = stream.readSint16LE(); // Legge frame di espressioni
if (numMorphFrames) { // Se frame di espressioni
this->MorphFrames.reserve(numMorphFrames); // Alloca spazio
for (int i = 0; i < numMorphFrames; i++) {
this->MorphFrames.push_back(t3dMORPH(stream));
}
}
// Bounding box vertices
//
// 4 5
// *-------*
//0*-----1*/|
// | 6 | |
// |/*----+-*7
// *------*/
//2 3
for (uint16 normal = 0; normal < 8; normal++) { // Legge BoundingBox
this->BBox[normal].p = t3dV3F(stream) * SCALEFACTOR;
}//__for_normal
if ((this->BBox[0].p == this->BBox[4].p) && // Se non ha spessore
(this->BBox[1].p == this->BBox[5].p) &&
(this->BBox[2].p == this->BBox[6].p) &&
(this->BBox[3].p == this->BBox[7].p)) {
t3dV3F sub;
sub.x = sub.y = sub.z = 5.0f;
t3dVectSub(&this->BBox[0].p, &this->BBox[0].p, &sub); // Aggiunge 5 di spessore
t3dVectSub(&this->BBox[1].p, &this->BBox[1].p, &sub);
t3dVectSub(&this->BBox[2].p, &this->BBox[2].p, &sub);
t3dVectSub(&this->BBox[3].p, &this->BBox[3].p, &sub);
}
// Calcs the BBox normals
t3dPlaneNormal(&this->BBoxNormal[0], &this->BBox[0].p, &this->BBox[2].p, &this->BBox[1].p); //front
t3dPlaneNormal(&this->BBoxNormal[1], &this->BBox[4].p, &this->BBox[5].p, &this->BBox[6].p); //back
t3dPlaneNormal(&this->BBoxNormal[2], &this->BBox[4].p, &this->BBox[0].p, &this->BBox[5].p); //Up
t3dPlaneNormal(&this->BBoxNormal[3], &this->BBox[6].p, &this->BBox[7].p, &this->BBox[2].p); //Down
t3dPlaneNormal(&this->BBoxNormal[4], &this->BBox[4].p, &this->BBox[6].p, &this->BBox[0].p); //Left
t3dPlaneNormal(&this->BBoxNormal[5], &this->BBox[5].p, &this->BBox[1].p, &this->BBox[7].p); //Right
this->BBoxAverageZ = 0; // Azzera distanza media
uint32 numAniVerts = stream.readSint32LE();
if (numAniVerts > 0) { // Se ci sono Smoothing Groups
this->OldVertexBuffer = new gVertex[this->NumVerts]; // Crea un OldVertexBuffer
this->SavedVertexBuffer = new gVertex[this->NumVerts]; // Crea un SavedVertexBuffer
this->VertsInterpolants = t3dCalloc<t3dV3F>(this->NumVerts); // Crea spazio per interpolanti
this->ModVertices.reserve(numAniVerts);
for (uint32 i = 0; i < numAniVerts; i++) {
this->ModVertices.push_back(t3dMODVERTS(stream));
}
}
}
t3dMESH &t3dMESH::operator=(t3dMESH rhs) {
SWAP(name, rhs.name);
SWAP(portalName, rhs.portalName);
SWAP(NumVerts, rhs.NumVerts);
SWAP(NumNormals, rhs.NumNormals);
SWAP(NumVerticesNormals, rhs.NumVerticesNormals);
SWAP(SavedVertexBuffer, rhs.SavedVertexBuffer);
SWAP(VertexBuffer, rhs.VertexBuffer);
SWAP(OldVertexBuffer, rhs.OldVertexBuffer);
SWAP(VertsInterpolants, rhs.VertsInterpolants);
SWAP(VBptr, rhs.VBptr);
SWAP(MorphFrames, rhs.MorphFrames);
SWAP(FList, rhs.FList);
SWAP(NList, rhs.NList);
SWAP(Pos, rhs.Pos);
SWAP(Trasl, rhs.Trasl);
SWAP(Radius, rhs.Radius);
SWAP(BBoxAverageZ, rhs.BBoxAverageZ);
SWAP(Intersection, rhs.Intersection);
SWAP(Matrix, rhs.Matrix);
SWAP(LightmapDim, rhs.LightmapDim);
SWAP(ModVertices, rhs.ModVertices);
SWAP(CurFrame, rhs.CurFrame);
SWAP(LastFrame, rhs.LastFrame);
SWAP(BlendPercent, rhs.BlendPercent);
SWAP(LastBlendPercent, rhs.LastBlendPercent);
SWAP(ExpressionFrame, rhs.ExpressionFrame);
SWAP(LastExpressionFrame, rhs.LastExpressionFrame);
SWAP(DefaultAnim, rhs.DefaultAnim);
SWAP(Anim, rhs.Anim);
SWAP(WaterBuffer1, rhs.WaterBuffer1);
SWAP(WaterBuffer2, rhs.WaterBuffer2);
SWAP(WavesSpeed, rhs.WavesSpeed);
SWAP(YSpeed, rhs.YSpeed);
SWAP(XInc, rhs.XInc);
SWAP(YInc, rhs.YInc);
SWAP(Flags, rhs.Flags);
SWAP(PortalList, rhs.PortalList);
SWAP(RejectedMeshes, rhs.RejectedMeshes);
Common::copy(rhs.BBox, rhs.BBox + 8, BBox);
Common::copy(rhs.BBoxNormal, rhs.BBoxNormal + 6, BBoxNormal);
Common::copy(rhs.SolarRGBVar, rhs.SolarRGBVar + 4, SolarRGBVar);
return *this;
}
t3dMESH::t3dMESH(const t3dMESH &other) :
name(other.name),
portalName(other.portalName),
NumVerts(other.NumVerts),
NumNormals(other.NumNormals),
NumVerticesNormals(other.NumVerticesNormals),
SavedVertexBuffer(nullptr),
VertexBuffer(new gVertex[other.NumVerts]()),
OldVertexBuffer(nullptr),
VertsInterpolants(nullptr),
VBptr(other.VBptr),
MorphFrames(other.MorphFrames),
FList(other.FList),
NList(other.NList),
Pos(other.Pos),
Trasl(other.Trasl),
Radius(other.Radius),
BBoxAverageZ(other.BBoxAverageZ),
Intersection(other.Intersection),
Matrix(other.Matrix),
LightmapDim(other.LightmapDim),
ModVertices(other.ModVertices),
CurFrame(other.CurFrame),
LastFrame(other.LastFrame),
BlendPercent(other.BlendPercent),
LastBlendPercent(other.LastBlendPercent),
ExpressionFrame(other.ExpressionFrame),
LastExpressionFrame(other.LastExpressionFrame),
DefaultAnim(other.DefaultAnim),
Anim(other.Anim),
WaterBuffer1(other.WaterBuffer1),
WaterBuffer2(other.WaterBuffer2),
WavesSpeed(other.WavesSpeed),
YSpeed(other.YSpeed),
XInc(other.XInc),
YInc(other.YInc),
Flags(other.Flags),
PortalList(other.PortalList),
RejectedMeshes(other.RejectedMeshes) {
Common::copy(other.VertexBuffer, other.VertexBuffer + NumVerts, VertexBuffer);
if (other.SavedVertexBuffer) {
SavedVertexBuffer = new gVertex[other.NumVerts]();
Common::copy(other.SavedVertexBuffer, other.SavedVertexBuffer + NumVerts, SavedVertexBuffer);
}
if (other.OldVertexBuffer) {
OldVertexBuffer = new gVertex[other.NumVerts]();
Common::copy(other.OldVertexBuffer, other.OldVertexBuffer + NumVerts, OldVertexBuffer);
}
if (other.VertsInterpolants) {
VertsInterpolants = t3dCalloc<t3dV3F>(NumVerts);
Common::copy(other.VertsInterpolants, other.VertsInterpolants + NumVerts, VertsInterpolants);
}
Common::copy(other.BBox, other.BBox + 8, BBox);
Common::copy(other.BBoxNormal, other.BBoxNormal + 6, BBoxNormal);
Common::copy(other.SolarRGBVar, other.SolarRGBVar + 4, SolarRGBVar);
}
t3dMESH::t3dMESH(t3dMESH &&old) :
name(Common::move(old.name)),
portalName(Common::move(old.portalName)),
NumVerts(old.NumVerts),
NumNormals(old.NumNormals),
NumVerticesNormals(old.NumVerticesNormals),
SavedVertexBuffer(old.SavedVertexBuffer),
VertexBuffer(old.VertexBuffer),
OldVertexBuffer(old.OldVertexBuffer),
VertsInterpolants(old.VertsInterpolants),
VBptr(old.VBptr),
MorphFrames(Common::move(old.MorphFrames)),
FList(Common::move(old.FList)),
NList(Common::move(old.NList)),
Pos(Common::move(old.Pos)),
Trasl(Common::move(old.Trasl)),
Radius(old.Radius),
BBoxAverageZ(old.BBoxAverageZ),
Intersection(Common::move(old.Intersection)),
Matrix(Common::move(old.Matrix)),
LightmapDim(old.LightmapDim),
ModVertices(Common::move(old.ModVertices)),
CurFrame(old.CurFrame),
LastFrame(old.LastFrame),
BlendPercent(old.BlendPercent),
LastBlendPercent(old.LastBlendPercent),
ExpressionFrame(old.ExpressionFrame),
LastExpressionFrame(old.LastExpressionFrame),
DefaultAnim(Common::move(old.DefaultAnim)),
Anim(Common::move(old.Anim)),
WaterBuffer1(old.WaterBuffer1),
WaterBuffer2(old.WaterBuffer2),
WavesSpeed(old.WavesSpeed),
YSpeed(old.YSpeed),
XInc(old.XInc),
YInc(old.YInc),
Flags(old.Flags),
PortalList(old.PortalList),
RejectedMeshes(Common::move(old.RejectedMeshes)) {
old.SavedVertexBuffer = nullptr;
old.VertexBuffer = nullptr;
old.OldVertexBuffer = nullptr;
old.VertsInterpolants = nullptr;
old.VBptr = nullptr;
for (int i = 0; i < 8; i++) {
BBox[i] = Common::move(old.BBox[i]);
}
for (int i = 0; i < 6; i++) {
BBoxNormal[i] = Common::move(old.BBoxNormal[i]);
}
old.WaterBuffer1 = nullptr;
old.WaterBuffer2 = nullptr;
for (int i = 0; i < 4; i++) {
SolarRGBVar[i] = Common::move(old.SolarRGBVar[i]);
}
}
t3dMESH::~t3dMESH() {
release();
}
/* -----------------10/06/99 15.39-------------------
* t3dReleaseAnim
* --------------------------------------------------*/
void t3dMESH::releaseAnim(uint8 flag) {
t3dBONEANIM *ba;
uint32 i;
if (flag & T3D_MESH_DEFAULTANIM)
ba = &this->DefaultAnim;
else
ba = &this->Anim;
if (!ba)
return ;
for (i = 0; i < ba->NumBones; i++) {
if (ba->BoneTable && ba->BoneTable[i].Matrix) {
t3dFree(ba->BoneTable[i].Matrix);
ba->BoneTable[i].Matrix = nullptr;
t3dFree(ba->BoneTable[i].Trasl);
ba->BoneTable[i].Trasl = nullptr;
ba->BoneTable[i].ModVertices.clear();
}
}
t3dFree(ba->BoneTable);
ba->BoneTable = nullptr;
delete[] ba->Dist;
ba->Dist = nullptr;
}
void t3dMESH::release() { // Will eventually be a destructor.
this->FList.clear();
this->MorphFrames.clear();
this->NList.clear();
releaseAnim(0);
releaseAnim(T3D_MESH_DEFAULTANIM);
this->RejectedMeshes.clear();
this->PortalList = nullptr;
delete[] this->WaterBuffer1;
this->WaterBuffer1 = nullptr;
delete[] this->WaterBuffer2;
this->WaterBuffer2 = nullptr;
delete[] this->VertexBuffer;
this->VertexBuffer = nullptr;
delete[] this->OldVertexBuffer;
this->OldVertexBuffer = nullptr;
delete[] this->SavedVertexBuffer;
this->SavedVertexBuffer = nullptr;
t3dFree(this->VertsInterpolants);
this->VertsInterpolants = nullptr;
// if(mt->VBptr)
// t3dFree(mt->VBptr);
this->VBptr = nullptr;
}
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_T3D_MESH_H
#define WATCHMAKER_T3D_MESH_H
#include "watchmaker/3d/t3d_face.h"
#include "watchmaker/t3d.h"
namespace Watchmaker {
struct t3dMESH {
Common::String name; // mesh name
Common::String portalName; // dest room name (if portal)
uint16 NumFaces() {
return FList.size();
}; // faces number
uint16 NumVerts = 0; // verts number
uint16 NumNormals = 0; // face normals number
uint16 NumVerticesNormals = 0; // verts normals number
gVertex *SavedVertexBuffer = nullptr; // saved vertices pos (original)
gVertex *VertexBuffer = nullptr; // cur vertices pos
gVertex *OldVertexBuffer = nullptr; // last vertices pos
t3dV3F *VertsInterpolants = nullptr; // verts interpolants (for blending)
gVertex *VBptr = nullptr; // temp pointer to vertexbuffer
Common::Array<t3dMORPH> MorphFrames; // morph frames list
Common::Array<t3dFACE> FList; // faces list
NormalList NList; // normals list
t3dV3F Pos; // mesh center
t3dV3F Trasl; // mesh traslation (world)
t3dF32 Radius = 0.0f; // radius for Bounding Sphere culling
t3dVERTEX BBox[8] = {}; // Bounding box
t3dNORMAL BBoxNormal[6] = {}; // bound box normals
t3dF32 BBoxAverageZ = 0.0f; // average distance from eye
t3dV3F Intersection; // intersecton form eye
t3dM3X3F Matrix; // transformation matrix (useful only for 1st mesh in body)
uint16 LightmapDim = 0; // lightmap texture dimensions
Common::Array<t3dMODVERTS> ModVertices; // mod vertices list
t3dBONEANIM DefaultAnim; // Default Animations
t3dBONEANIM Anim; // Animations
int16 CurFrame = 0; // current animation frames (0 no anim)
int16 LastFrame = 0; // last animation frames
uint8 BlendPercent = 0; // blend animation percentage
uint8 LastBlendPercent = 0; // last blend animation percentage
uint32 ExpressionFrame = 0; // current expression frames
uint32 LastExpressionFrame = 0; // last expression frames
int32 *WaterBuffer1 = nullptr; // pointers to ripple buffer
int32 *WaterBuffer2 = nullptr; // pointers to ripple buffer
t3dF32 WavesSpeed; // waves speed
t3dF32 YSpeed; // waves y speed
t3dF32 XInc, YInc; // waves movements
t3dV3F SolarRGBVar[4]; // Override ambient color variation for solar movement
uint32 Flags; // Flags
t3dBODY *PortalList = nullptr; // Pointer to portal connected
Common::Array<t3dMESH *> RejectedMeshes; // rejected mesh from portal
void saveVertexBuffer() { // Scorre le mesh
this->VBptr = this->VertexBuffer;
if (this->OldVertexBuffer)
memcpy(this->OldVertexBuffer, this->VBptr, sizeof(gVertex)*this->NumVerts);
if (this->SavedVertexBuffer)
memcpy(this->SavedVertexBuffer, this->VBptr, sizeof(gVertex)*this->NumVerts);
this->VBptr = nullptr;
}
void preCalcLights(const t3dV3F &ambientLight) {
#ifndef WMGEN
this->VBptr = this->VertexBuffer;
#endif
for (uint16 j = 0; j < this->NumFaces(); j++) { // Scorre le facce
t3dFACE &Face = this->FList[j];
MaterialPtr Material = Face.getMaterial();
uint32 alphaval = 2;
uint32 rr = 0, gg = 0, bb = 0;
rr = Material->r; // Prende Ambient da materiale
gg = Material->g;
bb = Material->b;
if (Material->hasFlag(T3D_MATERIAL_CLIPMAP)) { // Se il materiale e' clipmap
alphaval = 0xfe;
Face.flags |= T3D_MATERIAL_CLIPMAP; // lo setta sulla faccia
/* Face->flags&=~T3D_MATERIAL_OPACITY;
Face->flags&=~T3D_MATERIAL_GLASS;
Material->Flags&=~T3D_MATERIAL_OPACITY;
Material->Flags&=~T3D_MATERIAL_GLASS;*/
// r=g=b=0;
}
if (Material->hasFlag(T3D_MATERIAL_OPACITY)) { // Se il materiale e' opacity
Face.flags |= T3D_MATERIAL_OPACITY; // lo setta sulla faccia
alphaval = 0x88;
rr = gg = bb = 0;
}
if (Material->hasFlag(T3D_MATERIAL_GLASS)) { // Se e' un glass
Face.flags |= T3D_MATERIAL_GLASS; // lo setta sulla faccia
alphaval = 0xfe;
rr = gg = bb = 255;
}
if (Material->hasFlag(T3D_MATERIAL_BOTTLE)) { // Se e' un bottle
Face.flags |= T3D_MATERIAL_BOTTLE; // sulla faccia
alphaval = 0x88;
rr = gg = bb = 255;
}
if (Material->hasFlag(T3D_MATERIAL_ADDITIVE)) { // Se e' un additivo
Face.flags |= T3D_MATERIAL_ADDITIVE; // sulla faccia
alphaval = 0x88;
rr = gg = bb = 255;
}
if (rr < ambientLight.x) rr = (uint8)ambientLight.x;
if (gg < ambientLight.y) gg = (uint8)ambientLight.y;
if (bb < ambientLight.z) bb = (uint8)ambientLight.z;
this->VBptr[Face.VertexIndex[0]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval); // Cambia diffse dei vertici della mesh
this->VBptr[Face.VertexIndex[1]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval);
this->VBptr[Face.VertexIndex[2]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval);
}
#ifndef WMGEN
this->VBptr = nullptr;
#endif
// rOptimizeVertexArray(Mesh->VertexBuffer);
}
t3dMESH() = default;
t3dMESH(t3dBODY *b, Common::SeekableReadStream &stream, t3dMESH *&ReceiveRipples, uint8 &Mirror);
t3dMESH(const t3dMESH &other);
t3dMESH(t3dMESH &&old);
t3dMESH& operator=(t3dMESH rhs);
~t3dMESH();
void loadFaces(t3dBODY *b, Common::SeekableReadStream &stream, int numFaces);
void release();
void releaseAnim(uint8 flag);
bool hasFaceMaterial() const {
return !this->FList.empty() && (bool)(this->FList[0].getMaterial());
}
void setMovieFrame(uint32 dwCurrFrame) {
// TODO: Could just inline rSetMovieFrame?
if (!this->FList.empty() && this->FList[0].getMaterial()) {
rSetMovieFrame(this->FList[0].getMaterial(), dwCurrFrame);
}
}
uint32 getMovieFrame() {
assert(!this->FList.empty() && this->FList[0].getMaterial());
return rGetMovieFrame(this->FList[0].getMaterial());
}
};
} // End of namespace Watchmaker
#endif // WATCHMAKER_T3D_MESH_H

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/* 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 "watchmaker/3d/texture.h"
namespace Watchmaker {
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_TEXTURE_H
#define WATCHMAKER_TEXTURE_H
#include "common/array.h"
#include "common/str.h"
#include "common/textconsole.h"
#include "watchmaker/3d/dds_header.h"
#include "graphics/surface.h"
#include "watchmaker/rect.h"
namespace Watchmaker {
class WGame;
// Texture structs
struct gTexture {
Common::String name;
Texture *_texture = nullptr;
int RealDimX = 0; // original dimensions
int RealDimY = 0; // original dimensions
int DimX = 0; // current dimensions
int DimY = 0; // current dimensions
int ID = 0; // id
int Flags = 0; // Flags
bool isEmpty() {
return _texture == nullptr;
}
void clear() {
// TODO: This will only work for the back-surface
warning("Clearing %d", _blitsOnTop.size());
_blitsOnTop.clear();
}
void render(WGame &game, Common::Rect src, Common::Rect dst);
void blitInto(gTexture *texture, Common::Rect src, Common::Rect dst) {
_blitsOnTop.push_back({texture, src, dst});
}
private:
struct Blit {
gTexture *texture;
Common::Rect src;
Common::Rect dst;
};
Common::Array<Blit> _blitsOnTop;
};
} // End of namespace Watchmaker
#endif // WATCHMAKER_TEXTURE_H

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/* 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 "watchmaker/3d/types3d.h"
namespace Watchmaker {
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_TYPES3D_H
#define WATCHMAKER_TYPES3D_H
#include "common/stream.h"
#include "math/vector3d.h"
#include "watchmaker/types.h"
namespace Watchmaker {
struct t3dV2F {
t3dF32 x = 0.0f, y = 0.0f; // 2d Vector
public:
constexpr t3dV2F() = default;
constexpr t3dV2F(float _x, float _y, float z) : x(_x), y(_y) {}
};
struct t3dV3F {
t3dF32 x = 0.0f, y = 0.0f, z = 0.0f; // 3d vector
public:
constexpr t3dV3F() = default;
constexpr t3dV3F(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
t3dV3F(const Math::Vector3d &vector) {
x = vector.x();
y = vector.y();
z = vector.z();
}
t3dV3F(Common::SeekableReadStream &stream) {
x = stream.readFloatLE(); // Legge Pos
y = stream.readFloatLE();
z = stream.readFloatLE();
}
static t3dV3F fromStreamAsBytes(Common::SeekableReadStream &stream) {
t3dF32 x = stream.readByte();
t3dF32 y = stream.readByte();
t3dF32 z = stream.readByte();
return t3dV3F(x, y, z);
}
t3dV3F operator+(const t3dV3F &rhs) const {
return t3dV3F(
x + rhs.x,
y + rhs.y,
z + rhs.z
);
}
t3dV3F operator-(const t3dV3F &rhs) const {
return t3dV3F(
x + rhs.x,
y + rhs.y,
z + rhs.z
);
}
t3dV3F operator-() const {
return t3dV3F(
-x,
-y,
-z
);
}
t3dV3F operator*(float scalar) const {
return t3dV3F(
x * scalar,
y * scalar,
z * scalar
);
}
t3dV3F &operator*=(float scalar) {
this->x *= scalar;
this->y *= scalar;
this->z *= scalar;
return *this;
}
bool operator==(const t3dV3F &rhs) const {
return this->x == rhs.x && this->y == rhs.y && this->z == rhs.z;
}
bool operator!=(const t3dV3F &rhs) const {
return !(*this == rhs);
}
};
struct t3dNORMAL {
t3dV3F n; //normal coords 12
t3dF32 tn = 0.0f; //normal coords in light space
t3dF32 dist = 0.0f; //dist from plane 4
t3dF32 tras_n = 0.0f; //transformed normal 4
uint8 flag = 0; //flags 1
public:
constexpr t3dNORMAL() = default;
t3dNORMAL(Common::SeekableReadStream &stream) {
n = t3dV3F(stream); // Direzione
dist = -stream.readFloatLE(); // Distanza-Dot
}
};
typedef Common::SharedPtr<t3dNORMAL> NormalPtr;
typedef Common::Array<NormalPtr> NormalList; // TODO: Not necessarily the prettiest solution, but chosen to ensure that changes to copies are shared.
} // End of namespace Watchmaker
#endif // WATCHMAKER_TYPES3D_H

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/* 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 "watchmaker/3d/vertex.h"
namespace Watchmaker {
} // End of namespace Watchmaker

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/* 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/>.
*
*/
#ifndef WATCHMAKER_VERTEX_H
#define WATCHMAKER_VERTEX_H
#include "watchmaker/types.h"
#include "watchmaker/windows_hacks.h"
namespace Watchmaker {
// VertexBuffer vertices definition
#pragma pack(1)
struct gVertex {
float x; // untransformed vertex
float y;
float z;
int32 diffuse; // diffuse color
float u1; // texture set for primary texture
float v1;
float u2; // texture set for lightmaps
float v2;
};
#pragma pack()
struct pVert {
float x, y, z, rhw; // transformed vertex
DWORD diffuse; // diffuse color
} ;
} // End of namespace Watchmaker
#endif // WATCHMAKER_VERTEX_H