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2026-02-02 04:50:13 +01:00

252 lines
6.7 KiB
C++

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