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engines/wintermute/base/gfx/3dmesh.cpp
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172
engines/wintermute/base/gfx/3dmesh.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "common/file.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/gfx/3dloader_3ds.h"
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#include "engines/wintermute/base/gfx/3dmesh.h"
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#include "engines/wintermute/dcgf.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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Mesh3DS::Mesh3DS(BaseGame *inGame) : BaseNamedObject(inGame) {
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_vertices = nullptr;
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_faces = nullptr;
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_numFaces = _numVertices = 0;
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_visible = true;
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}
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//////////////////////////////////////////////////////////////////////////
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Mesh3DS::~Mesh3DS() {
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cleanup();
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}
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//////////////////////////////////////////////////////////////////////////
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void Mesh3DS::cleanup() {
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SAFE_DELETE_ARRAY(_vertices);
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_numVertices = 0;
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SAFE_DELETE_ARRAY(_faces);
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_numFaces = 0;
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_vb.free();
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}
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//////////////////////////////////////////////////////////////////////////
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bool Mesh3DS::createVertexBuffer() {
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_vb.free();
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if (_numFaces == 0)
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return true;
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int vbSize = _numFaces * sizeof(Mesh3DSVertex) * 3;
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_vb = DXBuffer(vbSize);
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if (_vb.ptr() == nullptr) {
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_game->LOG(0, "Error creating vertex buffer.");
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return false;
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} else
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool Mesh3DS::fillVertexBuffer(uint32 color) {
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_vb.free();
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if (_numFaces == 0)
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return true;
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int vbSize = _numFaces * sizeof(Mesh3DSVertex) * 3;
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_vb = DXBuffer(vbSize);
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if (_vb.ptr() == nullptr) {
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_game->LOG(0, "Error creating vertex buffer.");
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return false;
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}
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Mesh3DSVertex *verts = (Mesh3DSVertex *)_vb.ptr();
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for (int i = 0; i < _numFaces; i++) {
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for (int j = 0; j < 3; j++) {
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int outVert = i * 3 + j;
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int vertex = _faces[i]._vertices[j];
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verts[outVert]._x = _vertices[vertex]._pos._x;
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verts[outVert]._y = _vertices[vertex]._pos._y;
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verts[outVert]._z = _vertices[vertex]._pos._z;
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verts[outVert]._nx = _faces[i]._normals[j]._x;
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verts[outVert]._ny = _faces[i]._normals[j]._y;
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verts[outVert]._nz = _faces[i]._normals[j]._z;
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verts[outVert]._r = RGBCOLGetR(color) / 255.0f;
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verts[outVert]._g = RGBCOLGetG(color) / 255.0f;
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verts[outVert]._b = RGBCOLGetB(color) / 255.0f;
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verts[outVert]._a = RGBCOLGetA(color) / 255.0f;
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}
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}
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fillVertexBuffer();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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void Mesh3DS::computeNormals() {
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DXVector3 *normals = new DXVector3[_numVertices];
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for (uint32 i = 0; i < _numVertices; i++) {
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normals[i]._x = 0.0f;
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normals[i]._y = 0.0f;
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normals[i]._z = 0.0f;
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}
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for (uint32 i = 0; i < _numFaces; i++) {
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uint16 a = _faces[i]._vertices[0];
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uint16 b = _faces[i]._vertices[1];
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uint16 c = _faces[i]._vertices[2];
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DXVector3 *v1 = &_vertices[a]._pos;
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DXVector3 *v2 = &_vertices[b]._pos;
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DXVector3 *v3 = &_vertices[c]._pos;
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DXVector3 edge1 = *v2 - *v1;
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DXVector3 edge2 = *v3 - *v2;
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DXVector3 normal;
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DXVec3Cross(&normal, &edge1, &edge2);
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DXVec3Normalize(&normal, &normal);
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normals[a] += normal;
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normals[b] += normal;
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normals[c] += normal;
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}
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// Assign the newly computed normals back to the vertices
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for (uint32 i = 0; i < _numFaces; i++) {
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for (uint32 j = 0; j < 3; j++) {
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DXVec3Normalize(&_faces[i]._normals[j], &normals[_faces[i]._vertices[j]]);
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//_faces[i]._normals[j] = normals[_faces[i]._vertices[j]];
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}
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}
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delete[] normals;
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}
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//////////////////////////////////////////////////////////////////////////
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bool Mesh3DS::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferBool(TMEMBER(_visible));
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return true;
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}
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} // namespace Wintermute
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