/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/graphics/Beam.h" #include "hpl1/engine/impl/tinyXML/tinyxml.h" #include "hpl1/engine/graphics/Graphics.h" #include "hpl1/engine/graphics/LowLevelGraphics.h" #include "hpl1/engine/graphics/Material.h" #include "hpl1/engine/graphics/VertexBuffer.h" #include "hpl1/engine/math/Math.h" #include "hpl1/engine/resources/FileSearcher.h" #include "hpl1/engine/resources/MaterialManager.h" #include "hpl1/engine/resources/Resources.h" #include "hpl1/engine/scene/Camera3D.h" #include "hpl1/engine/scene/Scene.h" #include "hpl1/engine/scene/World3D.h" #include "hpl1/engine/game/Game.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cBeam::cBeam(const tString asName, cResources *apResources, cGraphics *apGraphics) : iRenderable(asName) { mpMaterialManager = apResources->GetMaterialManager(); mpFileSearcher = apResources->GetFileSearcher(); mpLowLevelGraphics = apGraphics->GetLowLevel(); msFileName = ""; mvSize = 1; mbTileHeight = true; mColor = cColor(1, 1, 1, 1); mpMaterial = NULL; mlLastRenderCount = -1; mpVtxBuffer = mpLowLevelGraphics->CreateVertexBuffer( eVertexFlag_Position | eVertexFlag_Color0 | eVertexFlag_Texture0 | eVertexFlag_Normal, eVertexBufferDrawType_Tri, eVertexBufferUsageType_Dynamic, 4, 6); cVector3f vCoords[4] = {cVector3f((mvSize.x / 2), -(mvSize.y / 2), 0), cVector3f(-(mvSize.x / 2), -(mvSize.y / 2), 0), cVector3f(-(mvSize.x / 2), (mvSize.y / 2), 0), cVector3f((mvSize.x / 2), (mvSize.y / 2), 0)}; cVector3f vTexCoords[4] = {cVector3f(1, 1, 0), // Bottom left cVector3f(-1, 1, 0), // Bottom right cVector3f(-1, -1, 0), // Top left cVector3f(1, -1, 0)}; // Top right for (int i = 0; i < 4; i++) { mpVtxBuffer->AddVertex(eVertexFlag_Position, vCoords[i]); mpVtxBuffer->AddColor(eVertexFlag_Color0, cColor(1, 1, 1, 1)); mpVtxBuffer->AddVertex(eVertexFlag_Texture0, (vTexCoords[i] + cVector2f(1, 1)) / 2); mpVtxBuffer->AddVertex(eVertexFlag_Normal, cVector3f(0, 0, 1)); } for (int i = 0; i < 3; i++) mpVtxBuffer->AddIndex(i); for (int i = 2; i < 5; i++) mpVtxBuffer->AddIndex(i == 4 ? 0 : i); mpVtxBuffer->Compile(eVertexCompileFlag_CreateTangents); mpEnd = hplNew(cBeamEnd, (asName + "_end", this)); mpEnd->AddCallback(&mEndCallback); // Some temp setup mBoundingVolume.SetSize(cVector3f(mvSize.x, mvSize.y, mvSize.x)); mbApplyTransformToBV = false; } //----------------------------------------------------------------------- cBeam::~cBeam() { hplDelete(mpEnd); if (mpMaterial) mpMaterialManager->Destroy(mpMaterial); if (mpVtxBuffer) hplDelete(mpVtxBuffer); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cBeam::SetSize(const cVector2f &avSize) { mvSize = avSize; mBoundingVolume.SetSize(cVector3f(mvSize.x, mvSize.y, mvSize.x)); SetTransformUpdated(); } //----------------------------------------------------------------------- void cBeam::SetTileHeight(bool abX) { if (mbTileHeight == abX) return; mbTileHeight = abX; SetTransformUpdated(); } //----------------------------------------------------------------------- void cBeam::SetMultiplyAlphaWithColor(bool abX) { if (mbMultiplyAlphaWithColor == abX) return; mbMultiplyAlphaWithColor = abX; } //----------------------------------------------------------------------- void cBeam::SetColor(const cColor &aColor) { if (mColor == aColor) return; mColor = aColor; float *pColors = mpVtxBuffer->GetArray(eVertexFlag_Color0); // Change "lower colors" if (mbMultiplyAlphaWithColor) { for (int i = 0; i < 2; ++i) { pColors[0] = mColor.r * mColor.a; pColors[1] = mColor.g * mColor.a; pColors[2] = mColor.b * mColor.a; pColors[3] = mColor.a; pColors += 4; } } else { for (int i = 0; i < 2; ++i) { pColors[0] = mColor.r; pColors[1] = mColor.g; pColors[2] = mColor.b; pColors[3] = mColor.a; pColors += 4; } } mpVtxBuffer->UpdateData(eVertexFlag_Color0, false); } //----------------------------------------------------------------------- void cBeam::SetMaterial(iMaterial *apMaterial) { mpMaterial = apMaterial; } //----------------------------------------------------------------------- cBoundingVolume *cBeam::GetBoundingVolume() { if (mbUpdateBoundingVolume) { cVector3f vMax = GetWorldPosition(); cVector3f vMin = vMax; cVector3f vEnd = mpEnd->GetWorldPosition(); if (vMax.x < vEnd.x) vMax.x = vEnd.x; if (vMax.y < vEnd.y) vMax.y = vEnd.y; if (vMax.z < vEnd.z) vMax.z = vEnd.z; if (vMin.x > vEnd.x) vMin.x = vEnd.x; if (vMin.y > vEnd.y) vMin.y = vEnd.y; if (vMin.z > vEnd.z) vMin.z = vEnd.z; vMin -= cVector3f(mvSize.x); vMax += cVector3f(mvSize.x); mBoundingVolume.SetLocalMinMax(vMin, vMax); mbUpdateBoundingVolume = false; } return &mBoundingVolume; } //----------------------------------------------------------------------- void cBeam::UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList) { if (mlStartTransformCount == GetTransformUpdateCount() && mlEndTransformCount == GetTransformUpdateCount()) { return; } //////////////////////////////// // Get Axis mvAxis = mpEnd->GetWorldPosition() - GetWorldPosition(); mvMidPosition = GetWorldPosition() + mvAxis * 0.5f; float fDist = mvAxis.Length(); mvAxis.Normalise(); //////////////////////////////// // Update vertex buffer cVector2f vBeamSize = cVector2f(mvSize.x, fDist); float *pPos = mpVtxBuffer->GetArray(eVertexFlag_Position); float *pTex = mpVtxBuffer->GetArray(eVertexFlag_Texture0); cVector3f vCoords[4] = {cVector3f((vBeamSize.x / 2), -(vBeamSize.y / 2), 0), cVector3f(-(vBeamSize.x / 2), -(vBeamSize.y / 2), 0), cVector3f(-(vBeamSize.x / 2), (vBeamSize.y / 2), 0), cVector3f((vBeamSize.x / 2), (vBeamSize.y / 2), 0)}; cVector3f vTexCoords[4]; if (mbTileHeight) { vTexCoords[0] = cVector3f(1, 1, 0); // Bottom left vTexCoords[1] = cVector3f(0, 1, 0); // Bottom right vTexCoords[2] = cVector3f(0, -fDist / mvSize.y, 0); // Top left vTexCoords[3] = cVector3f(1, -fDist / mvSize.y, 0); // Top right } else { vTexCoords[0] = cVector3f(1, 1, 0); // Bottom left vTexCoords[1] = cVector3f(0, 1, 0); // Bottom right vTexCoords[2] = cVector3f(0, 0, 0); // Top left vTexCoords[3] = cVector3f(1, 0, 0); // Top right } for (int i = 0; i < 4; ++i) { pPos[0] = vCoords[i].x; pPos[1] = vCoords[i].y; pPos[2] = vCoords[i].z; pPos += 4; pTex[0] = vTexCoords[i].x; pTex[1] = vTexCoords[i].y; pTex += 3; } mpVtxBuffer->UpdateData(eVertexFlag_Position | eVertexFlag_Texture0, false); } //----------------------------------------------------------------------- cMatrixf *cBeam::GetModelMatrix(cCamera3D *apCamera) { if (apCamera == NULL) return &GetWorldMatrix(); m_mtxTempTransform = GetWorldMatrix(); cVector3f vForward, vRight, vUp; cVector3f vCameraForward = apCamera->GetPosition() - GetWorldPosition(); vCameraForward.Normalise(); vUp = mvAxis; // cMath::MatrixMul(GetWorldMatrix().GetRotation(),mvAxis); // vUp.Normalise(); if (vUp == vForward) { vRight = cMath::Vector3Cross(vUp, vCameraForward); Warning("Beam Right vector is not correct! Contact programmer!\n"); } else vRight = cMath::Vector3Cross(vUp, vCameraForward); vRight.Normalise(); vForward = cMath::Vector3Cross(vRight, vUp); // Set right vector m_mtxTempTransform.m[0][0] = vRight.x; m_mtxTempTransform.m[1][0] = vRight.y; m_mtxTempTransform.m[2][0] = vRight.z; // Set up vector m_mtxTempTransform.m[0][1] = vUp.x; m_mtxTempTransform.m[1][1] = vUp.y; m_mtxTempTransform.m[2][1] = vUp.z; // Set forward vector m_mtxTempTransform.m[0][2] = vForward.x; m_mtxTempTransform.m[1][2] = vForward.y; m_mtxTempTransform.m[2][2] = vForward.z; m_mtxTempTransform.SetTranslation(mvMidPosition); return &m_mtxTempTransform; } //----------------------------------------------------------------------- int cBeam::GetMatrixUpdateCount() { return GetTransformUpdateCount(); } //----------------------------------------------------------------------- bool cBeam::LoadXMLProperties(const tString asFile) { msFileName = asFile; tString sNewFile = cString::SetFileExt(asFile, "beam"); tString sPath = mpFileSearcher->GetFilePath(sNewFile); if (sPath != "") { TiXmlDocument *pDoc = hplNew(TiXmlDocument, (sPath.c_str())); if (pDoc->LoadFile()) { TiXmlElement *pRootElem = pDoc->RootElement(); TiXmlElement *pMainElem = pRootElem->FirstChildElement("MAIN"); if (pMainElem != NULL) { tString sMaterial = cString::ToString(pMainElem->Attribute("Material"), ""); cVector2f vSize = cString::ToVector2f(pMainElem->Attribute("Size"), 1); bool bTileHeight = cString::ToBool(pMainElem->Attribute("TileHeight"), true); bool bMultiplyAlphaWithColor = cString::ToBool(pMainElem->Attribute("MultiplyAlphaWithColor"), false); cColor StartColor = cString::ToColor(pMainElem->Attribute("StartColor"), cColor(1, 1)); cColor EndColor = cString::ToColor(pMainElem->Attribute("EndColor"), cColor(1, 1)); SetSize(vSize); SetTileHeight(bTileHeight); SetMultiplyAlphaWithColor(bMultiplyAlphaWithColor); SetColor(StartColor); mpEnd->SetColor(EndColor); ///////////////// // Load material iMaterial *pMat = mpMaterialManager->CreateMaterial(sMaterial); if (pMat) { SetMaterial(pMat); } else { Error("Couldn't load material '%s' in Beam file '%s'", sMaterial.c_str(), sNewFile.c_str()); return false; } } else { Error("Cannot find main element in %s\n", sNewFile.c_str()); return false; } } else { Error("Couldn't load file '%s'\n", sNewFile.c_str()); } hplDelete(pDoc); } else { Error("Couldn't find file '%s'\n", sNewFile.c_str()); return false; } return true; } //----------------------------------------------------------------------- bool cBeam::IsVisible() { if (mColor.r <= 0 && mColor.g <= 0 && mColor.b <= 0) return false; return IsRendered(); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // BEAM END TRANSFORM UPDATE CALLBACK ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cBeamEnd_UpdateCallback::OnTransformUpdate(iEntity3D *apEntity) { cBeamEnd *pEnd = static_cast(apEntity); pEnd->mpBeam->SetTransformUpdated(true); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // BEAM END ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cBeamEnd::SetColor(const cColor &aColor) { if (mColor == aColor) return; mColor = aColor; float *pColors = mpBeam->mpVtxBuffer->GetArray(eVertexFlag_Color0); // Change "upper colors" pColors += 4 * 2; if (mpBeam->mbMultiplyAlphaWithColor) { for (int i = 0; i < 2; ++i) { pColors[0] = mColor.r * mColor.a; pColors[1] = mColor.g * mColor.a; pColors[2] = mColor.b * mColor.a; pColors[3] = mColor.a; pColors += 4; } } else { for (int i = 0; i < 2; ++i) { pColors[0] = mColor.r; pColors[1] = mColor.g; pColors[2] = mColor.b; pColors[3] = mColor.a; pColors += 4; } } mpBeam->mpVtxBuffer->UpdateData(eVertexFlag_Color0, false); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PRIVATE METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // SAVE OBJECT STUFF ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- //----------------------------------------------------------------------- } // namespace hpl