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forked from 0ad/0ad

Moved all files except terrainMain.cpp somewhere else - either maths, graphics or renderer directories.

This was SVN commit r313.
This commit is contained in:
notpete 2004-05-29 21:07:12 +00:00
parent 591a9ff13f
commit 52f5b707ee
72 changed files with 0 additions and 8850 deletions

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///////////////////////////////////////////////////////////////////////////////
//
// Name: AlphaMapCalculator.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "AlphaMapCalculator.h"
#include <string.h>
#include <stdio.h>
///////////////////////////////////////////////////////////////////////////////
// CAlphaMapCalculator: functionality for calculating which alpha blend map
// fits a given shape
namespace CAlphaMapCalculator {
///////////////////////////////////////////////////////////////////////////////
// Blend4: structure mapping a blend shape for N,E,S,W to a particular map
struct Blend4 {
Blend4(BlendShape4 shape,int alphamap) : m_Shape(shape), m_AlphaMap(alphamap) {}
BlendShape4 m_Shape;
int m_AlphaMap;
};
///////////////////////////////////////////////////////////////////////////////
// Blend8: structure mapping a blend shape for N,NE,E,SE,S,SW,W,NW to a
// particular map
struct Blend8 {
Blend8(BlendShape8 shape,int alphamap) : m_Shape(shape), m_AlphaMap(alphamap) {}
BlendShape8 m_Shape;
int m_AlphaMap;
};
///////////////////////////////////////////////////////////////////////////////
// Data tables for mapping between shapes and blend maps
///////////////////////////////////////////////////////////////////////////////
const Blend4 Blends1Neighbour[] =
{
Blend4(BlendShape4(1,0,0,0), 12)
};
const Blend4 Blends2Neighbour[] =
{
Blend4(BlendShape4(0,1,1,0), 7),
Blend4(BlendShape4(1,0,1,0), 10)
};
const Blend8 Blends2Neighbour8[] =
{
Blend8(BlendShape8(1,1,0,0,0,0,0,0), 12),
Blend8(BlendShape8(1,0,0,0,0,1,0,0), 12),
Blend8(BlendShape8(0,1,0,1,0,0,0,0), 0) ,
Blend8(BlendShape8(0,1,0,0,0,1,0,0), 0)
};
const Blend4 Blends3Neighbour[] =
{
Blend4(BlendShape4(1,1,1,0), 4)
};
const Blend8 Blends3Neighbour8[] =
{
Blend8(BlendShape8(1,1,0,0,1,0,0,0), 10),
Blend8(BlendShape8(1,1,0,0,0,0,0,1), 12),
Blend8(BlendShape8(1,1,1,0,0,0,0,0), 1),
Blend8(BlendShape8(0,1,1,0,1,0,0,0), 7),
Blend8(BlendShape8(0,0,1,0,1,0,1,0), 4),
Blend8(BlendShape8(1,1,0,0,0,1,0,0), 12),
Blend8(BlendShape8(1,1,0,1,0,0,0,0), 12),
Blend8(BlendShape8(0,0,1,0,1,0,0,1), 7),
Blend8(BlendShape8(1,0,0,1,0,1,0,0), 12),
Blend8(BlendShape8(0,1,0,1,0,1,0,0), 0)
};
const Blend8 Blends4Neighbour8[] =
{
Blend8(BlendShape8(1,1,0,0,1,0,0,1), 10),
Blend8(BlendShape8(1,1,0,1,1,0,0,0), 10),
Blend8(BlendShape8(1,1,0,0,1,1,0,0), 10),
Blend8(BlendShape8(1,1,0,1,0,0,0,1), 12),
Blend8(BlendShape8(0,1,1,0,1,1,0,0), 7),
Blend8(BlendShape8(1,1,1,1,0,0,0,0), 1),
Blend8(BlendShape8(1,1,1,0,1,0,0,0), 3),
Blend8(BlendShape8(0,0,1,0,1,1,0,1), 7),
Blend8(BlendShape8(1,0,1,0,1,1,0,0), 4),
Blend8(BlendShape8(1,1,1,0,0,1,0,0), 1),
Blend8(BlendShape8(1,1,0,1,0,1,0,0), 12),
Blend8(BlendShape8(0,1,0,1,0,1,0,1), 0)
};
const Blend8 Blends5Neighbour8[] =
{
Blend8(BlendShape8(1,1,1,1,1,0,0,0), 2),
Blend8(BlendShape8(1,1,1,1,0,0,0,1), 1),
Blend8(BlendShape8(1,1,1,0,1,0,0,1), 3),
Blend8(BlendShape8(1,1,1,0,1,0,1,0), 11),
Blend8(BlendShape8(1,1,1,0,0,1,0,1), 1),
Blend8(BlendShape8(1,1,0,1,1,1,0,0), 10),
Blend8(BlendShape8(1,1,1,0,1,1,0,0), 3),
Blend8(BlendShape8(1,0,1,0,1,1,0,1), 4),
Blend8(BlendShape8(1,1,0,1,0,1,0,1), 12),
Blend8(BlendShape8(0,1,1,0,1,1,0,1), 7)
};
const Blend8 Blends6Neighbour8[] =
{
Blend8(BlendShape8(1,1,1,1,1,1,0,0), 2),
Blend8(BlendShape8(1,1,1,1,1,0,1,0), 8),
Blend8(BlendShape8(1,1,1,1,0,1,0,1), 1),
Blend8(BlendShape8(1,1,1,0,1,1,1,0), 6),
Blend8(BlendShape8(1,1,1,0,1,1,0,1), 3),
Blend8(BlendShape8(1,1,0,1,1,1,0,1), 10)
};
const Blend8 Blends7Neighbour8[] =
{
Blend8(BlendShape8(1,1,1,1,1,1,0,1), 2),
Blend8(BlendShape8(1,1,1,1,1,1,1,0), 9)
};
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// MatchBlendShapeFlipped: test if the given shape can be made to fit the
// template in either unflipped state, or by flipping the shape in U or V
template<class T>
bool MatchBlendShapeFlipped(const T& templateshape,const T& shape,unsigned int& flags)
{
// test unrotated shape
if (shape==templateshape) {
return true;
}
// test against shape flipped in U
T tstShape;
templateshape.FlipU(tstShape);
if (shape==tstShape) {
flags|=BLENDMAP_FLIPU;
return true;
}
// test against shape flipped in V
templateshape.FlipV(tstShape);
if (shape==tstShape) {
flags|=BLENDMAP_FLIPV;
return true;
}
// no joy; no match by flipping
return false;
}
///////////////////////////////////////////////////////////////////////////////
// MatchBlendShape: try and find a matching blendmap, and the required flip/
// rotation flags, to fit the given shape to the template
template<class T>
int MatchBlendShape(const T& templateshape,const T& shape,unsigned int& flags)
{
// try matching unrotated shape first using just flipping
if (MatchBlendShapeFlipped(templateshape,shape,flags)) {
return true;
}
// now try iterating through rotations of 90,180,270 degrees
T tstShape;
templateshape.Rotate90(tstShape);
if (MatchBlendShapeFlipped(tstShape,shape,flags)) {
// update flags - note if we've flipped in u or v, we need to rotate in
// the opposite direction
flags|=flags ? BLENDMAP_ROTATE270 : BLENDMAP_ROTATE90;
return true;
}
templateshape.Rotate180(tstShape);
if (MatchBlendShapeFlipped(tstShape,shape,flags)) {
flags|=BLENDMAP_ROTATE180;
return true;
}
templateshape.Rotate270(tstShape);
if (MatchBlendShapeFlipped(tstShape,shape,flags)) {
// update flags - note if we've flipped in u or v, we need to rotate in
// the opposite direction
flags|=flags ? BLENDMAP_ROTATE90 : BLENDMAP_ROTATE270;
return true;
}
return false;
}
///////////////////////////////////////////////////////////////////////////////
// LookupBlend: find and return the blendmap fitting the given shape by
// iterating through the given data table and testing each shape in flipped and
// rotated forms until a match is found
template<class S,class T>
int LookupBlend(int tableSize,const S* table,const T& shape,unsigned int& flags)
{
// iterate through known blend shapes
for (int b=0;b<tableSize;b++) {
const S& blend=table[b];
if (MatchBlendShape(blend.m_Shape,shape,flags)) {
return blend.m_AlphaMap;
}
}
// eh? shouldn't get here if we've correctly considered all possible cases;
// keep the compiler happy, and, while we're still debugging possible shapes,
// return bad blend to highlight suspect alphamap logic
return 13;
}
///////////////////////////////////////////////////////////////////////////////
// Calculate: return the index of the blend map that fits the given shape,
// and the set of flip/rotation flags to get the shape correctly oriented
int Calculate(BlendShape8 shape,unsigned int& flags)
{
// assume we're not going to require flipping or rotating
flags=0;
// count number of neighbours
int count=0;
for (int i=0;i<8;i++) {
if (shape[i]) count++;
}
if (count==0) {
// no neighbours, just the centre tile has the given texture; use blend circle
return 0;
} else if (count==8) {
// all neighbours have same texture; return code to signal no alphamap required
return -1;
} else {
if (count<=4) {
// check if we can consider this a BlendShape4 - ie are any of the diagonals (NE,SE,SW,NW) set?
if (!shape[1] && !shape[3] && !shape[5] && !shape[7]) {
// ok, build a BlendShape4 and use that
BlendShape4 shape4;
shape4[0]=shape[0];
shape4[1]=shape[2];
shape4[2]=shape[4];
shape4[3]=shape[6];
switch (count) {
case 1:
return LookupBlend(sizeof(Blends1Neighbour)/sizeof(Blend4),Blends1Neighbour,shape4,flags);
case 2:
return LookupBlend(sizeof(Blends2Neighbour)/sizeof(Blend4),Blends2Neighbour,shape4,flags);
case 3:
return LookupBlend(sizeof(Blends3Neighbour)/sizeof(Blend4),Blends3Neighbour,shape4,flags);
case 4:
// N,S,E,W have same texture, NE,SE,SW,NW don't; use a blend 4 corners
return 5;
}
}
}
// we've got this far, so now we've got to consider the remaining choices, all containing
// diagonal elements
switch (count) {
case 1:
// trivial case - just return a circle blend
return 0;
case 2:
return LookupBlend(sizeof(Blends2Neighbour8)/sizeof(Blend8),Blends2Neighbour8,shape,flags);
case 3:
return LookupBlend(sizeof(Blends3Neighbour8)/sizeof(Blend8),Blends3Neighbour8,shape,flags);
case 4:
return LookupBlend(sizeof(Blends4Neighbour8)/sizeof(Blend8),Blends4Neighbour8,shape,flags);
case 5:
return LookupBlend(sizeof(Blends5Neighbour8)/sizeof(Blend8),Blends5Neighbour8,shape,flags);
case 6:
return LookupBlend(sizeof(Blends6Neighbour8)/sizeof(Blend8),Blends6Neighbour8,shape,flags);
case 7:
return LookupBlend(sizeof(Blends7Neighbour8)/sizeof(Blend8),Blends7Neighbour8,shape,flags);
}
}
// Shouldn't get here if we've correctly considered all possible cases;
// keep the compiler happy, and, while we're still debugging possible shapes,
// return bad blend to highlight suspect alphamap logic
return 13;
}
} // end of namespace

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///////////////////////////////////////////////////////////////////////////////
//
// Name: AlphaMapCalculator.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _ALPHAMAPCALCULATOR_H
#define _ALPHAMAPCALCULATOR_H
#include <string.h>
#include "BlendShapes.h"
// defines for blendmap flipping/rotating
#define BLENDMAP_FLIPV 0x01
#define BLENDMAP_FLIPU 0x02
#define BLENDMAP_ROTATE90 0x04
#define BLENDMAP_ROTATE180 0x08
#define BLENDMAP_ROTATE270 0x10
///////////////////////////////////////////////////////////////////////////////
// CAlphaMapCalculator: functionality for calculating which alpha blend map
// fits a given shape
namespace CAlphaMapCalculator {
// Calculate: return the index of the blend map that fits the given shape,
// and the set of flip/rotation flags to get the shape correctly oriented
int Calculate(BlendShape8 shape,unsigned int& flags);
}
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: BlendShapes.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _BLENDSHAPES_H
#define _BLENDSHAPES_H
struct BlendShape4
{
public:
BlendShape4() {}
BlendShape4(int a,int b,int c,int d) {
m_Data[0]=a; m_Data[1]=b; m_Data[2]=c; m_Data[3]=d;
}
int& operator[](int index) { return m_Data[index]; }
const int& operator[](int index) const { return m_Data[index]; }
bool operator==(const BlendShape4& lhs) const {
return memcmp(m_Data,lhs.m_Data,sizeof(BlendShape4))==0;
}
void Rotate90(BlendShape4& dst) const {
dst[0]=m_Data[3];
dst[1]=m_Data[0];
dst[2]=m_Data[1];
dst[3]=m_Data[2];
}
void Rotate180(BlendShape4& dst) const {
dst[0]=m_Data[2];
dst[1]=m_Data[3];
dst[2]=m_Data[0];
dst[3]=m_Data[1];
}
void Rotate270(BlendShape4& dst) const {
dst[0]=m_Data[1];
dst[1]=m_Data[2];
dst[2]=m_Data[3];
dst[3]=m_Data[0];
}
void FlipU(BlendShape4& dst) const {
dst[0]=m_Data[2];
dst[1]=m_Data[1];
dst[2]=m_Data[0];
dst[3]=m_Data[3];
}
void FlipV(BlendShape4& dst) const {
dst[0]=m_Data[0];
dst[1]=m_Data[3];
dst[2]=m_Data[2];
dst[3]=m_Data[1];
}
private:
int m_Data[4];
};
struct BlendShape8
{
public:
BlendShape8() {}
BlendShape8(int a,int b,int c,int d,int e,int f,int g,int h) {
m_Data[0]=a; m_Data[1]=b; m_Data[2]=c; m_Data[3]=d;
m_Data[4]=e; m_Data[5]=f; m_Data[6]=g; m_Data[7]=h;
}
int& operator[](int index) { return m_Data[index]; }
const int& operator[](int index) const { return m_Data[index]; }
bool operator==(const BlendShape8& lhs) const {
return memcmp(m_Data,lhs.m_Data,sizeof(BlendShape8))==0;
}
void Rotate90(BlendShape8& dst) const {
dst[0]=m_Data[6];
dst[1]=m_Data[7];
dst[2]=m_Data[0];
dst[3]=m_Data[1];
dst[4]=m_Data[2];
dst[5]=m_Data[3];
dst[6]=m_Data[4];
dst[7]=m_Data[5];
}
void Rotate180(BlendShape8& dst) const {
dst[0]=m_Data[4];
dst[1]=m_Data[5];
dst[2]=m_Data[6];
dst[3]=m_Data[7];
dst[4]=m_Data[0];
dst[5]=m_Data[1];
dst[6]=m_Data[2];
dst[7]=m_Data[3];
}
void Rotate270(BlendShape8& dst) const {
dst[0]=m_Data[2];
dst[1]=m_Data[3];
dst[2]=m_Data[4];
dst[3]=m_Data[5];
dst[4]=m_Data[6];
dst[5]=m_Data[7];
dst[6]=m_Data[0];
dst[7]=m_Data[1];
}
void FlipU(BlendShape8& dst) const {
dst[0]=m_Data[4];
dst[1]=m_Data[3];
dst[2]=m_Data[2];
dst[3]=m_Data[1];
dst[4]=m_Data[0];
dst[5]=m_Data[7];
dst[6]=m_Data[6];
dst[7]=m_Data[5];
}
void FlipV(BlendShape8& dst) const {
dst[0]=m_Data[0];
dst[1]=m_Data[7];
dst[2]=m_Data[6];
dst[3]=m_Data[5];
dst[4]=m_Data[4];
dst[5]=m_Data[3];
dst[6]=m_Data[2];
dst[7]=m_Data[1];
}
private:
int m_Data[8];
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Bound.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
// necessary includes
#include <assert.h>
#include <float.h>
#include "Bound.h"
///////////////////////////////////////////////////////////////////////////////
// operator+=: extend this bound to include given bound
CBound& CBound::operator+=(const CBound& b)
{
for (int i=0;i<3;++i) {
if (b[0][i]<m_Data[0][i])
m_Data[0][i]=b[0][i];
if (b[1][i]>m_Data[1][i])
m_Data[1][i]=b[1][i];
}
return *this;
}
///////////////////////////////////////////////////////////////////////////////
// operator+=: extend this bound to include given point
CBound& CBound::operator+=(const CVector3D& pt)
{
for (int i=0;i<3;++i) {
if (pt[i]<m_Data[0][i])
m_Data[0][i]=pt[i];
else if (pt[i]>m_Data[1][i])
m_Data[1][i]=pt[i];
}
return *this;
}
///////////////////////////////////////////////////////////////////////////////
// RayIntersect: intersect ray with this bound; return true
// if ray hits (and store entry and exit times), or false
// otherwise
// note: incoming ray direction must be normalised
bool CBound::RayIntersect(const CVector3D& origin,const CVector3D& dir,
float& tmin,float& tmax) const
{
float t1,t2;
float tnear,tfar;
if (dir[0]==0) {
if (origin[0]<m_Data[0][0] || origin[0]>m_Data[1][0])
return false;
else {
tnear=(float) FLT_MIN;
tfar=(float) FLT_MAX;
}
} else {
t1=(m_Data[0][0]-origin[0])/dir[0];
t2=(m_Data[1][0]-origin[0])/dir[0];
if (dir[0]<0) {
tnear = t2;
tfar = t1;
} else {
tnear = t1;
tfar = t2;
}
if (tfar<0)
return false;
}
if (dir[1]==0 && (origin[1]<m_Data[0][1] || origin[1]>m_Data[1][1]))
return false;
else {
t1=(m_Data[0][1]-origin[1])/dir[1];
t2=(m_Data[1][1]-origin[1])/dir[1];
if (dir[1]<0) {
if (t2>tnear)
tnear = t2;
if (t1<tfar)
tfar = t1;
} else {
if (t1>tnear)
tnear = t1;
if (t2<tfar)
tfar = t2;
}
if (tnear>tfar || tfar<0)
return false;
}
if (dir[2]==0 && (origin[2]<m_Data[0][2] || origin[2]>m_Data[1][2]))
return false;
else {
t1=(m_Data[0][2]-origin[2])/dir[2];
t2=(m_Data[1][2]-origin[2])/dir[2];
if (dir[2]<0) {
if (t2>tnear)
tnear = t2;
if (t1<tfar)
tfar = t1;
} else {
if (t1>tnear)
tnear = t1;
if (t2<tfar)
tfar = t2;
}
if (tnear>tfar || tfar<0)
return false;
}
tmin=tnear;
tmax=tfar;
return true;
}
///////////////////////////////////////////////////////////////////////////////
// SetEmpty: initialise this bound as empty
void CBound::SetEmpty()
{
m_Data[0]=CVector3D(FLT_MAX,FLT_MAX,FLT_MAX);
m_Data[1]=CVector3D(FLT_MIN,FLT_MIN,FLT_MIN);
}
///////////////////////////////////////////////////////////////////////////////
// Transform: transform this bound by given matrix; return transformed bound
// in 'result' parameter - slightly modified version of code in Graphic Gems
// (can't remember which one it was, though)
void CBound::Transform(const CMatrix3D& m,CBound& result) const
{
assert(this!=&result);
for (int i=0;i<3;++i) {
// handle translation
result[0][i]=result[1][i]=m(3,i);
// Now find the extreme points by considering the product of the
// min and max with each component of matrix
for(int j=0;j<3;j++) {
float a=m(i,j)*m_Data[0][j];
float b=m(i,j)*m_Data[1][j];
if (a<b) {
result[0][i]+=a;
result[1][i]+=b;
} else {
result[0][i]+=b;
result[1][i]+=a;
}
}
}
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Bound.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _BOUND_H
#define _BOUND_H
// necessary includes
#include "Vector3D.h"
#include "Matrix3D.h"
///////////////////////////////////////////////////////////////////////////////
// CBound: basic axis aligned bounding box class
class CBound
{
public:
CBound() {}
CBound(const CVector3D& min,const CVector3D& max) {
m_Data[0]=min; m_Data[1]=max;
}
void Transform(const CMatrix3D& m,CBound& result) const;
CVector3D& operator[](int index) { return m_Data[index]; }
const CVector3D& operator[](int index) const { return m_Data[index]; }
void SetEmpty();
CBound& operator+=(const CBound& b);
CBound& operator+=(const CVector3D& pt);
bool RayIntersect(const CVector3D& origin,const CVector3D& dir,float& tmin,float& tmax) const;
float GetVolume() const {
CVector3D v=m_Data[1]-m_Data[0];
return v.X*v.Y*v.Z;
}
private:
CVector3D m_Data[2];
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#endif

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//***********************************************************
//
// Name: Camera.Cpp
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CCamera holds a view and a projection matrix.
// It also has a frustum which can be used to
// cull objects for rendering.
//
//***********************************************************
#include "Camera.h"
CCamera::CCamera ()
{
// set viewport to something anything should handle, but should be initialised
// to window size before use
m_ViewPort.m_X = 0;
m_ViewPort.m_Y = 0;
m_ViewPort.m_Width = 800;
m_ViewPort.m_Height = 600;
}
CCamera::~CCamera ()
{
}
void CCamera::SetProjection (float nearp, float farp, float fov)
{
float h, w, Q;
m_NearPlane = nearp;
m_FarPlane = farp;
m_FOV = fov;
float Aspect = (float)m_ViewPort.m_Width/(float)m_ViewPort.m_Height;
w = 1/tanf (fov*0.5f*Aspect);
h = 1/tanf (fov*0.5f);
Q = m_FarPlane / (m_FarPlane - m_NearPlane);
m_ProjMat.SetZero ();
m_ProjMat._11 = w;
m_ProjMat._22 = h;
m_ProjMat._33 = Q;
m_ProjMat._34 = -Q*m_NearPlane;
m_ProjMat._43 = 1.0f;
}
//Updates the frustum planes. Should be called
//everytime the view or projection matrices are
//altered.
void CCamera::UpdateFrustum ()
{
CMatrix3D MatFinal;
CMatrix3D MatView;
m_Orientation.GetInverse(MatView);
MatFinal = m_ProjMat * MatView;
//get the RIGHT plane
m_ViewFrustum.SetNumPlanes (6);
m_ViewFrustum.m_aPlanes[0].m_Norm.X = MatFinal._41-MatFinal._11;
m_ViewFrustum.m_aPlanes[0].m_Norm.Y = MatFinal._42-MatFinal._12;
m_ViewFrustum.m_aPlanes[0].m_Norm.Z = MatFinal._43-MatFinal._13;
m_ViewFrustum.m_aPlanes[0].m_Dist = MatFinal._44-MatFinal._14;
//get the LEFT plane
m_ViewFrustum.m_aPlanes[1].m_Norm.X = MatFinal._41+MatFinal._11;
m_ViewFrustum.m_aPlanes[1].m_Norm.Y = MatFinal._42+MatFinal._12;
m_ViewFrustum.m_aPlanes[1].m_Norm.Z = MatFinal._43+MatFinal._13;
m_ViewFrustum.m_aPlanes[1].m_Dist = MatFinal._44+MatFinal._14;
//get the BOTTOM plane
m_ViewFrustum.m_aPlanes[2].m_Norm.X = MatFinal._41+MatFinal._21;
m_ViewFrustum.m_aPlanes[2].m_Norm.Y = MatFinal._42+MatFinal._22;
m_ViewFrustum.m_aPlanes[2].m_Norm.Z = MatFinal._43+MatFinal._23;
m_ViewFrustum.m_aPlanes[2].m_Dist = MatFinal._44+MatFinal._24;
//get the TOP plane
m_ViewFrustum.m_aPlanes[3].m_Norm.X = MatFinal._41-MatFinal._21;
m_ViewFrustum.m_aPlanes[3].m_Norm.Y = MatFinal._42-MatFinal._22;
m_ViewFrustum.m_aPlanes[3].m_Norm.Z = MatFinal._43-MatFinal._23;
m_ViewFrustum.m_aPlanes[3].m_Dist = MatFinal._44-MatFinal._24;
//get the FAR plane
m_ViewFrustum.m_aPlanes[4].m_Norm.X = MatFinal._41-MatFinal._31;
m_ViewFrustum.m_aPlanes[4].m_Norm.Y = MatFinal._42-MatFinal._32;
m_ViewFrustum.m_aPlanes[4].m_Norm.Z = MatFinal._43-MatFinal._33;
m_ViewFrustum.m_aPlanes[4].m_Dist = MatFinal._44-MatFinal._34;
//get the NEAR plane
m_ViewFrustum.m_aPlanes[5].m_Norm.X = MatFinal._41+MatFinal._31;
m_ViewFrustum.m_aPlanes[5].m_Norm.Y = MatFinal._42+MatFinal._32;
m_ViewFrustum.m_aPlanes[5].m_Norm.Z = MatFinal._43+MatFinal._33;
m_ViewFrustum.m_aPlanes[5].m_Dist = MatFinal._44+MatFinal._34;
}
void CCamera::SetViewPort (SViewPort *viewport)
{
m_ViewPort.m_X = viewport->m_X;
m_ViewPort.m_Y = viewport->m_Y;
m_ViewPort.m_Width = viewport->m_Width;
m_ViewPort.m_Height = viewport->m_Height;
}

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//***********************************************************
//
// Name: Camera.H
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CCamera holds a view and a projection matrix.
// It also has a frustum which can be used to
// cull objects for rendering.
//
//***********************************************************
#ifndef CAMERA_H
#define CAMERA_H
#include "Frustum.h"
#include "Matrix3D.h"
//view port
struct SViewPort
{
unsigned int m_X;
unsigned int m_Y;
unsigned int m_Width;
unsigned int m_Height;
};
class CCamera
{
public:
CCamera ();
~CCamera ();
//Methods for projection
void SetProjection (CMatrix3D *proj) { m_ProjMat = *proj; }
void SetProjection (float nearp, float farp, float fov);
CMatrix3D GetProjection () { return m_ProjMat; }
//Updates the frustum planes. Should be called
//everytime the view or projection matrices are
//altered.
void UpdateFrustum ();
CFrustum GetFustum () { return m_ViewFrustum; }
void SetViewPort (SViewPort *viewport);
SViewPort GetViewPort () { return m_ViewPort; }
//getters
float GetNearPlane () { return m_NearPlane; }
float GetFarPlane () { return m_FarPlane; }
float GetFOV () { return m_FOV; }
public:
//This is the orientation matrix. The inverse of this
//is the view matrix
CMatrix3D m_Orientation;
private:
//keep the projection matrix private
//so we can't fiddle with it.
CMatrix3D m_ProjMat;
float m_NearPlane;
float m_FarPlane;
float m_FOV;
SViewPort m_ViewPort;
CFrustum m_ViewFrustum;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Color.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _COLOR_H
#define _COLOR_H
#include "Vector3D.h"
#include "Vector4D.h"
// simple defines for 3 and 4 component floating point colors - just map to
// corresponding vector types
typedef CVector3D RGBColor;
typedef CVector4D RGBAColor;
// SColor4ub: structure for packed RGBA colors
struct SColor4ub
{
u8 R;
u8 G;
u8 B;
u8 A;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: FilePacker.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "FilePacker.h"
#include <stdio.h>
////////////////////////////////////////////////////////////////////////////////////////
// CFilePacker constructor
CFilePacker::CFilePacker()
{
}
////////////////////////////////////////////////////////////////////////////////////////
// Write: write out any packed data to file, using given version and magic bits
void CFilePacker::Write(const char* filename,u32 version,const char magicstr[4])
{
FILE* fp=fopen(filename,"wb");
if (!fp) {
throw CFileOpenError();
}
// write magic bits
if (fwrite(magicstr,sizeof(char)*4,1,fp)!=1) {
fclose(fp);
throw CFileWriteError();
}
// write version
if (fwrite(&version,sizeof(version),1,fp)!=1) {
fclose(fp);
throw CFileWriteError();
}
// get size of data
u32 datasize=(u32)m_Data.size();
if (fwrite(&datasize,sizeof(datasize),1,fp)!=1) {
fclose(fp);
throw CFileWriteError();
}
// write out one big chunk of data
if (fwrite(&m_Data[0],datasize,1,fp)!=1) {
fclose(fp);
throw CFileWriteError();
}
// all done
fclose(fp);
}
////////////////////////////////////////////////////////////////////////////////////////
// PackRaw: pack given number of bytes onto the end of the data stream
void CFilePacker::PackRaw(const void* rawdata,size_t rawdatalen)
{
u32 start=(u32)m_Data.size();
m_Data.resize(m_Data.size()+rawdatalen);
memcpy(&m_Data[start],rawdata,rawdatalen);
}
////////////////////////////////////////////////////////////////////////////////////////
// PackString: pack a string onto the end of the data stream
void CFilePacker::PackString(const CStr& str)
{
u32 len=(u32)str.Length();
PackRaw(&len,sizeof(len));
PackRaw((const char*) str,len);
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: FilePacker.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _FILEPACKER_H
#define _FILEPACKER_H
#include <vector>
#include "res/res.h"
#include "CStr.h"
////////////////////////////////////////////////////////////////////////////////////////
// CFilePacker: class to assist in writing of binary files
class CFilePacker
{
public:
// CFilePacker exceptions
class CError { };
class CFileOpenError : public CError { };
class CFileWriteError : public CError { };
public:
// constructor
CFilePacker();
// Write: write out any packed data to file, using given version and magic bits
void Write(const char* filename,u32 version,const char magicstr[4]);
// PackRaw: pack given number of bytes onto the end of the data stream
void PackRaw(const void* rawdata,size_t rawdatalen);
// PackString: pack a string onto the end of the data stream
void PackString(const CStr& str);
private:
// the output data stream built during pack operations
std::vector<u8> m_Data;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: FileUnpacker.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "FileUnpacker.h"
#include <stdio.h>
////////////////////////////////////////////////////////////////////////////////////////
// CFileUnpacker constructor
CFileUnpacker::CFileUnpacker() : m_UnpackPos(0), m_Version(0)
{
}
////////////////////////////////////////////////////////////////////////////////////////
// Read: open and read in given file, check magic bits against those given; throw
// variety of exceptions for missing files etc
void CFileUnpacker::Read(const char* filename,const char magicstr[4])
{
FILE* fp=fopen(filename,"rb");
if (!fp) {
throw CFileOpenError();
}
// read magic bits
char magic[4];
if (fread(magic,sizeof(char)*4,1,fp)!=1) {
fclose(fp);
throw CFileReadError();
}
// check we've got the right kind of file
if (strncmp(magic,magicstr,4)!=0) {
// nope ..
fclose(fp);
throw CFileTypeError();
}
// get version
if (fread(&m_Version,sizeof(m_Version),1,fp)!=1) {
fclose(fp);
throw CFileReadError();
}
// get size of anim data
u32 datasize;
if (fread(&datasize,sizeof(datasize),1,fp)!=1) {
fclose(fp);
throw CFileReadError();
}
// allocate memory and read in a big chunk of data
m_Data.resize(datasize);
if (fread(&m_Data[0],datasize,1,fp)!=1) {
fclose(fp);
throw CFileReadError();
}
// all done
fclose(fp);
}
////////////////////////////////////////////////////////////////////////////////////////
// UnpackRaw: unpack given number of bytes from the input stream into the given array
// - throws CFileEOFError if the end of the data stream is reached before the given
// number of bytes have been read
void CFileUnpacker::UnpackRaw(void* rawdata,size_t rawdatalen)
{
// got enough data to unpack?
if (m_UnpackPos+rawdatalen<=m_Data.size()) {
// yes .. copy over
memcpy(rawdata,&m_Data[m_UnpackPos],rawdatalen);
// advance pointer
m_UnpackPos+=(u32)rawdatalen;
} else {
// nope - throw exception
throw CFileEOFError();
}
}
////////////////////////////////////////////////////////////////////////////////////////
// UnpackString: unpack a string from the raw data stream
void CFileUnpacker::UnpackString(CStr& result)
{
// get string length
u32 length;
UnpackRaw(&length,sizeof(length));
// read string into temporary buffer
std::vector<char> tmp;
tmp.resize(length+1);
UnpackRaw(&tmp[0],length);
tmp[length]='\0';
// assign to output
result=&tmp[0];
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: FileUnpacker.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _FILEUNPACKER_H
#define _FILEUNPACKER_H
#include <vector>
#include "res/res.h"
#include "CStr.h"
////////////////////////////////////////////////////////////////////////////////
// CFileUnpacker: class to assist in reading of binary files
class CFileUnpacker
{
public:
// exceptions thrown by class
class CError { };
class CFileTypeError : public CError { };
class CFileVersionError : public CError { };
class CFileOpenError : public CError { };
class CFileReadError : public CError { };
class CFileEOFError : public CError { };
public:
// constructor
CFileUnpacker();
// Read: open and read in given file, check magic bits against those given; throw
// variety of exceptions for missing files etc
void Read(const char* filename,const char magicstr[4]);
// GetVersion: return stored file version
u32 GetVersion() const { return m_Version; }
// UnpackRaw: unpack given number of bytes from the input stream into the given array
// - throws CFileEOFError if the end of the data stream is reached before the given
// number of bytes have been read
void UnpackRaw(void* rawdata,size_t rawdatalen);
// UnpackString: unpack a string from the raw data stream
void UnpackString(CStr& result);
private:
// the input data stream read from file and used during unpack operations
std::vector<u8> m_Data;
// current unpack position in stream
u32 m_UnpackPos;
// version of the file currently being read
u32 m_Version;
};
#endif

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//***********************************************************
//
// Name: Frustum.Cpp
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CFrustum is a collection of planes which define
// a viewing space. Usually associated with the
// camera, there are 6 planes which define the
// view pyramid. But we allow more planes per
// frustum which maybe used for portal rendering,
// where a portal may have 3 or more edges.
//
//***********************************************************
#include "Frustum.h"
CFrustum::CFrustum ()
{
m_NumPlanes = 0;
}
CFrustum::~CFrustum ()
{
}
void CFrustum::SetNumPlanes (int num)
{
m_NumPlanes = num;
//clip it
if (m_NumPlanes >= MAX_NUM_FRUSTUM_PLANES)
m_NumPlanes = MAX_NUM_FRUSTUM_PLANES-1;
else if (m_NumPlanes < 0)
m_NumPlanes = 0;
}
bool CFrustum::IsPointVisible (const CVector3D &point) const
{
PLANESIDE Side;
for (int i=0; i<m_NumPlanes; i++)
{
Side = m_aPlanes[i].ClassifyPoint (point);
if (Side == PS_BACK)
return false;
}
return true;
}
bool CFrustum::IsSphereVisible (const CVector3D &center, float radius) const
{
for (int i=0; i<m_NumPlanes; i++)
{
float Dist = m_aPlanes[i].DistanceToPlane (center);
//is it behind the plane
if (Dist < 0)
{
//if non of it falls in front its outside the
//frustum
if (-Dist > radius)
return false;
}
}
return true;
}
bool CFrustum::IsBoxVisible (const CVector3D &position,const CBound &bounds) const
{
//basically for every plane we calculate the furthust point
//in the box to that plane. If that point is beyond the plane
//then the box is not visible
CVector3D FarPoint;
PLANESIDE Side;
CVector3D Min = position+bounds[0];
CVector3D Max = position+bounds[1];
for (int i=0; i<m_NumPlanes; i++)
{
if (m_aPlanes[i].m_Norm.X > 0.0f)
{
if (m_aPlanes[i].m_Norm.Y > 0.0f)
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Max.X; FarPoint.Y = Max.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Max.X; FarPoint.Y = Max.Y; FarPoint.Z = Min.Z;
}
}
else
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Max.X; FarPoint.Y = Min.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Max.X; FarPoint.Y = Min.Y; FarPoint.Z = Min.Z;
}
}
}
else
{
if (m_aPlanes[i].m_Norm.Y > 0.0f)
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Min.X; FarPoint.Y = Max.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Min.X; FarPoint.Y = Max.Y; FarPoint.Z = Min.Z;
}
}
else
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Min.X; FarPoint.Y = Min.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Min.X; FarPoint.Y = Min.Y; FarPoint.Z = Min.Z;
}
}
}
Side = m_aPlanes[i].ClassifyPoint (FarPoint);
if (Side == PS_BACK)
return false;
}
return true;
}

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//***********************************************************
//
// Name: Frustum.H
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CFrustum is a collection of planes which define
// a viewing space. Usually associated with the
// camera, there are 6 planes which define the
// view pyramid. But we allow more planes per
// frustum which maybe used for portal rendering,
// where a portal may have 3 or more edges.
//
//***********************************************************
#ifndef FRUSTUM_H
#define FRUSTUM_H
#include "Plane.h"
#include "Bound.h"
//10 planes should be enough
#define MAX_NUM_FRUSTUM_PLANES (10)
class CFrustum
{
public:
CFrustum ();
~CFrustum ();
//Set the number of planes to use for
//calculations. This is clipped to
//[0,MAX_NUM_FRUSTUM_PLANES]
void SetNumPlanes (int num);
//The following methods return true if the shape is
//partially or completely in front of the frustum planes
bool IsPointVisible (const CVector3D &point) const;
bool IsSphereVisible (const CVector3D &center, float radius) const;
bool IsBoxVisible (const CVector3D &position,const CBound &bounds) const;
public:
//make the planes public for ease of use
CPlane m_aPlanes[MAX_NUM_FRUSTUM_PLANES];
private:
int m_NumPlanes;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "HFTracer.h"
#include "terrain/Terrain.h"
#include "terrain/Bound.h"
#include "terrain/Vector3D.h"
extern CTerrain g_Terrain;
///////////////////////////////////////////////////////////////////////////////
// CHFTracer constructor
CHFTracer::CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale)
: m_Heightfield(hf), m_MapSize(mapsize), m_CellSize(cellsize),
m_HeightScale(heightscale)
{
}
///////////////////////////////////////////////////////////////////////////////
// RayTriIntersect: intersect a ray with triangle defined by vertices
// v0,v1,v2; return true if ray hits triangle at distance less than dist,
// or false otherwise
bool CHFTracer::RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
const CVector3D& origin,const CVector3D& dir,float& dist) const
{
const float EPSILON=0.00001f;
// calculate edge vectors
CVector3D edge0=v1-v0;
CVector3D edge1=v2-v0;
// begin calculating determinant - also used to calculate U parameter
CVector3D pvec=dir.Cross(edge1);
// if determinant is near zero, ray lies in plane of triangle
float det = edge0.Dot(pvec);
if (fabs(det)<EPSILON)
return false;
float inv_det = 1.0f/det;
// calculate vector from vert0 to ray origin
CVector3D tvec=origin-v0;
// calculate U parameter, test bounds
float u=tvec.Dot(pvec)*inv_det;
if (u<-0.01f || u>1.01f)
return false;
// prepare to test V parameter
CVector3D qvec=tvec.Cross(edge0);
// calculate V parameter and test bounds
float v=dir.Dot(qvec)*inv_det;
if (v<0.0f || u+v>1.0f)
return false;
// calculate distance to intersection point from ray origin
float d=edge1.Dot(qvec)*inv_det;
if (d>=0 && d<dist) {
dist=d;
return true;
}
return false;
}
///////////////////////////////////////////////////////////////////////////////
// CellIntersect: test if ray intersects either of the triangles in the given
// cell - return hit result, and distance to hit, if hit occurred
bool CHFTracer::CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const
{
bool res=false;
// get vertices for this cell
CVector3D vpos[4];
g_Terrain.CalcPosition(cx,cz,vpos[0]);
g_Terrain.CalcPosition(cx+1,cz,vpos[1]);
g_Terrain.CalcPosition(cx+1,cz+1,vpos[2]);
g_Terrain.CalcPosition(cx,cz+1,vpos[3]);
dist=1.0e30f;
if (RayTriIntersect(vpos[0],vpos[1],vpos[2],origin,dir,dist)) {
res=true;
}
if (RayTriIntersect(vpos[0],vpos[2],vpos[3],origin,dir,dist)) {
res=true;
}
return res;
}
///////////////////////////////////////////////////////////////////////////////
// RayIntersect: intersect ray with this heightfield; return true if
// intersection occurs (and fill in grid coordinates of intersection), or false
// otherwise
bool CHFTracer::RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const
{
// intersect first against bounding box
CBound bound;
bound[0]=CVector3D(0,0,0);
bound[1]=CVector3D(m_MapSize*m_CellSize,65535*m_HeightScale,m_MapSize*m_CellSize);
float tmin,tmax;
if (!bound.RayIntersect(origin,dir,tmin,tmax)) {
// ray missed world bounds; no intersection
return false;
}
// project origin onto grid, if necessary, to get starting point for traversal
CVector3D traversalPt;
if (tmin>0) {
traversalPt=origin+dir*tmin;
} else {
traversalPt=origin;
}
// setup traversal variables
int sx=dir.X<0 ? -1 : 1;
int sz=dir.Z<0 ? -1 : 1;
float invCellSize=1.0f/float(m_CellSize);
float fcx=traversalPt.X*invCellSize;
int cx=int(fcx);
float fcz=traversalPt.Z*invCellSize;
int cz=int(fcz);
float invdx=float(1.0/fabs(dir.X));
float invdz=float(1.0/fabs(dir.Z));
float dist;
do {
// test current cell
if (cx>=0 && cx<int(m_MapSize-1) && cz>=0 && cz<int(m_MapSize-1)) {
if (CellIntersect(cx,cz,origin,dir,dist)) {
x=cx;
z=cz;
ipt=origin+dir*dist;
return true;
}
}
// get coords of current cell
fcx=traversalPt.X*invCellSize;
fcz=traversalPt.Z*invCellSize;
// get distance to next cell in x,z
float dx=(sx==-1) ? fcx-float(cx) : 1-(fcx-float(cx));
dx*=invdx;
float dz=(sz==-1) ? fcz-float(cz) : 1-(fcz-float(cz));
dz*=invdz;
// advance ..
float dist;
if (dx<dz) {
cx+=sx;
dist=dx;
} else {
cz+=sz;
dist=dz;
}
traversalPt+=dir*dist;
} while (traversalPt.Y>=0);
// fell off end of heightmap with no intersection; return a miss
return false;
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _HFTRACER_H
#define _HFTRACER_H
class CVector3D;
#include "res/res.h"
///////////////////////////////////////////////////////////////////////////////
// CHFTracer: a class for determining ray intersections with a heightfield
class CHFTracer
{
public:
// constructor; setup data
CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale);
// intersect ray with this heightfield; return true if intersection
// occurs (and fill in grid coordinates and point of intersection), or false otherwise
bool RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const;
private:
// intersect a ray with triangle defined by vertices
// v0,v1,v2; return true if ray hits triangle at distance less than dist,
// or false otherwise
bool RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
const CVector3D& origin,const CVector3D& dir,float& dist) const;
// test if ray intersects either of the triangles in the given
bool CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const;
// the heightfield were tracing
const u16* m_Heightfield;
// size of the heightfield
u32 m_MapSize;
// cell size - size of each cell in x and z
float m_CellSize;
// vertical scale - size of each cell in y
float m_HeightScale;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: LightEnv.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
// Description: class describing current lighting environment -
// at the minute, this is only sunlight and ambient light
// parameters; will be extended to handle dynamic lights at some
// later date
//
///////////////////////////////////////////////////////////////////////////////
#ifndef __LIGHTENV_H
#define __LIGHTENV_H
#include "Color.h"
#include "Vector3D.h"
///////////////////////////////////////////////////////////////////////////////
// CLightEnv: description of a lighting environment - contains all the
// necessary parameters for representation of the lighting within a scenario
class CLightEnv
{
public:
RGBColor m_SunColor;
float m_Elevation;
float m_Rotation;
RGBColor m_TerrainAmbientColor;
RGBColor m_UnitsAmbientColor;
// get sun direction from a rotation and elevation; defined such that:
// 0 rotation = (0,0,1)
// PI/2 rotation = (-1,0,0)
// 0 elevation = (0,0,0)
// PI/2 elevation = (0,-1,0)
void GetSunDirection(CVector3D& lightdir) const {
lightdir.Y=-float(sin(m_Elevation));
float scale=1+lightdir.Y;
lightdir.X=scale*float(sin(m_Rotation));
lightdir.Z=scale*float(cos(m_Rotation));
lightdir.Normalize();
}
};
#endif

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#ifndef _MAPIO_H
#define _MAPIO_H
class CMapIO
{
public:
// current file version given to saved maps
enum { FILE_VERSION = 2 };
// supported file read version - file with version less than this will be reject
enum { FILE_READ_VERSION = 1 };
#pragma pack(push, 1)
// description of a tile for I/O purposes
struct STileDesc {
// index into the texture array of first texture on tile
u16 m_Tex1Index;
// index into the texture array of second texture; (0xffff) if none
u16 m_Tex2Index;
// priority
u32 m_Priority;
};
// description of an object for I/O purposes
struct SObjectDesc {
// index into the object array
u16 m_ObjectIndex;
// transformation matrix
float m_Transform[16];
};
#pragma pack(pop)
};
#endif

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// switch off warnings before including stl files
#pragma warning(disable : 4786) // identifier truncated to 255 chars
#include "Types.h"
#include "MapReader.h"
#include "UnitManager.h"
#include "ObjectManager.h"
#include "BaseEntity.h"
#include "BaseEntityCollection.h"
#include "EntityManager.h"
#include "terrain/Model.h"
#include "terrain/Terrain.h"
#include "terrain/TextureManager.h"
extern CTerrain g_Terrain;
extern CLightEnv g_LightEnv;
#include <set>
#include <stdio.h>
// CMapReader constructor: nothing to do at the minute
CMapReader::CMapReader()
{
}
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
void CMapReader::LoadMap(const char* filename)
{
CFileUnpacker unpacker;
unpacker.Read(filename,"PSMP");
// check version
if (unpacker.GetVersion()<FILE_READ_VERSION) {
throw CFileUnpacker::CFileVersionError();
}
// unpack the data
UnpackMap(unpacker);
// finally, apply data to the world
ApplyData(unpacker);
}
// UnpackMap: unpack the given data from the raw data stream into local variables
void CMapReader::UnpackMap(CFileUnpacker& unpacker)
{
// now unpack everything into local data
UnpackTerrain(unpacker);
UnpackObjects(unpacker);
if (unpacker.GetVersion()>=2) {
UnpackLightEnv(unpacker);
}
}
// UnpackLightEnv: unpack lighting parameters from input stream
void CMapReader::UnpackLightEnv(CFileUnpacker& unpacker)
{
unpacker.UnpackRaw(&m_LightEnv.m_SunColor,sizeof(m_LightEnv.m_SunColor));
unpacker.UnpackRaw(&m_LightEnv.m_Elevation,sizeof(m_LightEnv.m_Elevation));
unpacker.UnpackRaw(&m_LightEnv.m_Rotation,sizeof(m_LightEnv.m_Rotation));
unpacker.UnpackRaw(&m_LightEnv.m_TerrainAmbientColor,sizeof(m_LightEnv.m_TerrainAmbientColor));
unpacker.UnpackRaw(&m_LightEnv.m_UnitsAmbientColor,sizeof(m_LightEnv.m_UnitsAmbientColor));
}
// UnpackObjects: unpack world objects from input stream
void CMapReader::UnpackObjects(CFileUnpacker& unpacker)
{
// unpack object types
u32 numObjTypes;
unpacker.UnpackRaw(&numObjTypes,sizeof(numObjTypes));
m_ObjectTypes.resize(numObjTypes);
for (uint i=0;i<numObjTypes;i++) {
CStr objname;
unpacker.UnpackString(objname);
CObjectEntry* object=g_ObjMan.FindObject((const char*) objname);
m_ObjectTypes[i]=object;
}
// unpack object data
u32 numObjects;
unpacker.UnpackRaw(&numObjects,sizeof(numObjects));
m_Objects.resize(numObjects);
unpacker.UnpackRaw(&m_Objects[0],sizeof(SObjectDesc)*numObjects);
}
// UnpackTerrain: unpack the terrain from the end of the input data stream
// - data: map size, heightmap, list of textures used by map, texture tile assignments
void CMapReader::UnpackTerrain(CFileUnpacker& unpacker)
{
// unpack map size
unpacker.UnpackRaw(&m_MapSize,sizeof(m_MapSize));
// unpack heightmap
u32 verticesPerSide=m_MapSize*PATCH_SIZE+1;
m_Heightmap.resize(SQR(verticesPerSide));
unpacker.UnpackRaw(&m_Heightmap[0],SQR(verticesPerSide)*sizeof(u16));
// unpack texture names; find handle for each texture
u32 numTextures;
unpacker.UnpackRaw(&numTextures,sizeof(numTextures));
m_TerrainTextures.reserve(numTextures);
for (uint i=0;i<numTextures;i++) {
CStr texturename;
unpacker.UnpackString(texturename);
Handle handle;
CTextureEntry* texentry=g_TexMan.FindTexture(texturename);
if (!texentry) {
// ack; mismatch between texture datasets?
handle=0;
} else {
handle=texentry->m_Handle;
}
m_TerrainTextures.push_back(handle);
}
// unpack tile data
u32 tilesPerSide=m_MapSize*PATCH_SIZE;
m_Tiles.resize(SQR(tilesPerSide));
unpacker.UnpackRaw(&m_Tiles[0],sizeof(STileDesc)*m_Tiles.size());
}
// ApplyData: take all the input data, and rebuild the scene from it
void CMapReader::ApplyData(CFileUnpacker& unpacker)
{
// initialise the terrain
g_Terrain.Initialize(m_MapSize,&m_Heightmap[0]);
// setup the textures on the minipatches
STileDesc* tileptr=&m_Tiles[0];
for (u32 j=0;j<m_MapSize;j++) {
for (u32 i=0;i<m_MapSize;i++) {
for (u32 m=0;m<PATCH_SIZE;m++) {
for (u32 k=0;k<PATCH_SIZE;k++) {
CMiniPatch& mp=g_Terrain.GetPatch(i,j)->m_MiniPatches[m][k];
mp.Tex1=m_TerrainTextures[tileptr->m_Tex1Index];
mp.Tex1Priority=tileptr->m_Priority;
tileptr++;
}
}
}
}
// empty out existing units
g_UnitMan.DeleteAll();
// add new objects
for (u32 i=0;i<m_Objects.size();i++) {
CObjectEntry* objentry=m_ObjectTypes[m_Objects[i].m_ObjectIndex];
if (objentry && objentry->m_Model) {
// Hijack the standard actor instantiation for actors that correspond to entities.
// Not an ideal solution; we'll have to figure out a map format that can define entities seperately or somesuch.
CBaseEntity* templateObject = g_EntityTemplateCollection.getTemplateByActor( objentry );
if( templateObject )
{
CVector3D orient = ((CMatrix3D*)m_Objects[i].m_Transform)->GetIn();
CVector3D position = ((CMatrix3D*)m_Objects[i].m_Transform)->GetTranslation();
g_EntityManager.create( templateObject, position, atan2( -orient.X, -orient.Z ) );
}
else
{
CUnit* unit=new CUnit;
unit->m_Object=objentry;
unit->m_Model=objentry->m_Model ? objentry->m_Model->Clone() : 0;
CMatrix3D transform;
memcpy(&transform._11,m_Objects[i].m_Transform,sizeof(float)*16);
unit->m_Model->SetTransform(transform);
// add this unit to list of units stored in unit manager
g_UnitMan.AddUnit(unit);
}
}
}
if (unpacker.GetVersion()>=2) {
// copy over the lighting parameters
g_LightEnv=m_LightEnv;
}
}

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#ifndef _MAPREADER_H
#define _MAPREADER_H
#include "MapIO.h"
#include "CStr.h"
#include "terrain/LightEnv.h"
#include "terrain/FileUnpacker.h"
class CObjectEntry;
class CMapReader : public CMapIO
{
public:
// constructor
CMapReader();
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
void LoadMap(const char* filename);
private:
// UnpackMap: unpack the given data from the raw data stream into local variables
void UnpackMap(CFileUnpacker& unpacker);
// UnpackTerrain: unpack the terrain from the input stream
void UnpackTerrain(CFileUnpacker& unpacker);
// UnpackObjects: unpack world objects from the input stream
void UnpackObjects(CFileUnpacker& unpacker);
// UnpackObjects: unpack lighting parameters from the input stream
void UnpackLightEnv(CFileUnpacker& unpacker);
// ApplyData: take all the input data, and rebuild the scene from it
void ApplyData(CFileUnpacker& unpacker);
// size of map
u32 m_MapSize;
// heightmap for map
std::vector<u16> m_Heightmap;
// list of terrain textures used by map
std::vector<Handle> m_TerrainTextures;
// tile descriptions for each tile
std::vector<STileDesc> m_Tiles;
// list of object types used by map
std::vector<CObjectEntry*> m_ObjectTypes;
// descriptions for each objects
std::vector<SObjectDesc> m_Objects;
// lightenv stored in file
CLightEnv m_LightEnv;
};
#endif

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// switch off warnings before including stl files
#pragma warning(disable : 4786) // identifier truncated to 255 chars
#include "Types.h"
#include "MapWriter.h"
#include "UnitManager.h"
#include "ObjectManager.h"
#include "terrain/Model.h"
#include "terrain/Terrain.h"
#include "terrain/LightEnv.h"
#include "terrain/TextureManager.h"
extern CTerrain g_Terrain;
extern CLightEnv g_LightEnv;
#include <set>
#include <stdio.h>
///////////////////////////////////////////////////////////////////////////////////////////////////
// CMapWriter constructor: nothing to do at the minute
CMapWriter::CMapWriter()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// SaveMap: try to save the current map to the given file
void CMapWriter::SaveMap(const char* filename)
{
CFilePacker packer;
// build necessary data
PackMap(packer);
// write it out
packer.Write(filename,FILE_VERSION,"PSMP");
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// GetHandleIndex: return the index of the given handle in the given list; or 0xffff if
// handle isn't in list
static u16 GetHandleIndex(const Handle handle,const std::vector<Handle>& handles)
{
for (uint i=0;i<handles.size();i++) {
if (handles[i]==handle) {
return i;
}
}
return 0xffff;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// GetObjectIndex: return the index of the given object in the given list; or 0xffff if
// object isn't in list
static u16 GetObjectIndex(const CObjectEntry* object,const std::vector<CObjectEntry*>& objects)
{
for (uint i=0;i<objects.size();i++) {
if (objects[i]==object) {
return i;
}
}
return 0xffff;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// EnumTerrainTextures: build lists of textures used by map, and tile descriptions for
// each tile on the terrain
void CMapWriter::EnumTerrainTextures(std::vector<CStr>& textures,
std::vector<STileDesc>& tiles)
{
// the list of all handles in use
std::vector<Handle> handles;
// resize tile array to required size
tiles.resize(SQR(g_Terrain.GetVerticesPerSide()-1));
STileDesc* tileptr=&tiles[0];
// now iterate through all the tiles
u32 mapsize=g_Terrain.GetPatchesPerSide();
for (u32 j=0;j<mapsize;j++) {
for (u32 i=0;i<mapsize;i++) {
for (u32 m=0;m<PATCH_SIZE;m++) {
for (u32 k=0;k<PATCH_SIZE;k++) {
CMiniPatch& mp=g_Terrain.GetPatch(i,j)->m_MiniPatches[m][k];
u16 index=u16(GetHandleIndex(mp.Tex1,handles));
if (index==0xffff) {
index=(u16)handles.size();
handles.push_back(mp.Tex1);
}
tileptr->m_Tex1Index=index;
tileptr->m_Tex2Index=0xffff;
tileptr->m_Priority=mp.Tex1Priority;
tileptr++;
}
}
}
}
// now find the texture names for each handle
for (uint i=0;i<handles.size();i++) {
CStr texturename;
CTextureEntry* texentry=g_TexMan.FindTexture(handles[i]);
if (!texentry) {
// uh-oh, this shouldn't happen; set texturename to empty string
texturename="";
} else {
texturename=texentry->m_Name;
}
textures.push_back(texturename);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// EnumObjects: build lists of object types used by map, and object descriptions for
// each object in the world
void CMapWriter::EnumObjects(std::vector<CStr>& objectTypes,std::vector<SObjectDesc>& objects)
{
// the list of all object entries in use
std::vector<CObjectEntry*> objectsInUse;
// resize object array to required size
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
objects.resize(units.size());
SObjectDesc* objptr=&objects[0];
// now iterate through all the units
for (u32 j=0;j<units.size();j++) {
CUnit* unit=units[j];
u16 index=u16(GetObjectIndex(unit->m_Object,objectsInUse));
if (index==0xffff) {
index=(u16)objectsInUse.size();
objectsInUse.push_back(unit->m_Object);
}
objptr->m_ObjectIndex=index;
memcpy(objptr->m_Transform,&unit->m_Model->GetTransform()._11,sizeof(float)*16);
objptr++;
}
// now build outgoing objectTypes array
for (uint i=0;i<objectsInUse.size();i++) {
objectTypes.push_back(objectsInUse[i]->m_Name);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// PackMap: pack the current world into a raw data stream
void CMapWriter::PackMap(CFilePacker& packer)
{
// now pack everything up
PackTerrain(packer);
PackObjects(packer);
PackLightEnv(packer);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// PackLightEnv: pack lighting parameters onto the end of the output data stream
void CMapWriter::PackLightEnv(CFilePacker& packer)
{
packer.PackRaw(&g_LightEnv.m_SunColor,sizeof(g_LightEnv.m_SunColor));
packer.PackRaw(&g_LightEnv.m_Elevation,sizeof(g_LightEnv.m_Elevation));
packer.PackRaw(&g_LightEnv.m_Rotation,sizeof(g_LightEnv.m_Rotation));
packer.PackRaw(&g_LightEnv.m_TerrainAmbientColor,sizeof(g_LightEnv.m_TerrainAmbientColor));
packer.PackRaw(&g_LightEnv.m_UnitsAmbientColor,sizeof(g_LightEnv.m_UnitsAmbientColor));
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// PackObjects: pack world objects onto the end of the output data stream
// - data: list of objects types used by map, list of object descriptions
void CMapWriter::PackObjects(CFilePacker& packer)
{
// the list of object types used by map
std::vector<CStr> objectTypes;
// descriptions of each object
std::vector<SObjectDesc> objects;
// build lists by scanning through the world
EnumObjects(objectTypes,objects);
// pack object types
u32 numObjTypes=(u32)objectTypes.size();
packer.PackRaw(&numObjTypes,sizeof(numObjTypes));
for (uint i=0;i<numObjTypes;i++) {
packer.PackString(objectTypes[i]);
}
// pack object data
u32 numObjects=(u32)objects.size();
packer.PackRaw(&numObjects,sizeof(numObjects));
packer.PackRaw(&objects[0],sizeof(SObjectDesc)*numObjects);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// PackTerrain: pack the terrain onto the end of the output data stream
// - data: map size, heightmap, list of textures used by map, texture tile assignments
void CMapWriter::PackTerrain(CFilePacker& packer)
{
// pack map size
u32 mapsize=g_Terrain.GetPatchesPerSide();
packer.PackRaw(&mapsize,sizeof(mapsize));
// pack heightmap
packer.PackRaw(g_Terrain.GetHeightMap(),sizeof(u16)*SQR(g_Terrain.GetVerticesPerSide()));
// the list of textures used by map
std::vector<CStr> terrainTextures;
// descriptions of each tile
std::vector<STileDesc> tiles;
// build lists by scanning through the terrain
EnumTerrainTextures(terrainTextures,tiles);
// pack texture names
u32 numTextures=(u32)terrainTextures.size();
packer.PackRaw(&numTextures,sizeof(numTextures));
for (uint i=0;i<numTextures;i++) {
packer.PackString(terrainTextures[i]);
}
// pack tile data
packer.PackRaw(&tiles[0],sizeof(STileDesc)*tiles.size());
}

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#ifndef _MAPWRITER_H
#define _MAPWRITER_H
#include <vector>
#include "MapIO.h"
#include "CStr.h"
#include "terrain/FilePacker.h"
class CMapWriter : public CMapIO
{
public:
// constructor
CMapWriter();
// SaveMap: try to save the current map to the given file
void SaveMap(const char* filename);
private:
// PackMap: pack the current world into a raw data stream
void PackMap(CFilePacker& packer);
// PackTerrain: pack the terrain onto the end of the data stream
void PackTerrain(CFilePacker& packer);
// PackObjects: pack world objects onto the end of the output data stream
void PackObjects(CFilePacker& packer);
// PackLightEnv: pack lighting parameters onto the end of the output data stream
void PackLightEnv(CFilePacker& packer);
// EnumTerrainTextures: build lists of textures used by map, and indices into this list
// for each tile on the terrain
void EnumTerrainTextures(std::vector<CStr>& textures,std::vector<STileDesc>& tileIndices);
// EnumObjects: build lists of object types used by map, and object descriptions for
// each object in the world
void EnumObjects(std::vector<CStr>& objectTypes,std::vector<SObjectDesc>& objects);
};
#endif

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//***********************************************************
//
// Name: MathUtil.H
// Last Update: 28/1/02
// Author: Poya Manouchehri
//
// Description: This file contains some maths related
// utility macros and fucntions.
//
//***********************************************************
#ifndef MATHUTIL_H
#define MATHUTIL_H
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#define DEGTORAD(a) ((a) * (PI/180.0f))
#define RADTODEG(a) ((a) * (180.0f/PI))
#define SQR(x) ((x) * (x))
//#define MAX(a,b) ((a < b) ? (b) : (a))
//#define MIN(a,b) ((a < b) ? (a) : (b))
#define MAX3(a,b,c) ( MAX (MAX(a,b), c) )
#define ABS(a) ((a > 0) ? (a) : (-a))
//extern unsigned int F2DW (float f);
#endif

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@ -1,540 +0,0 @@
//***********************************************************
//
// Name: Matrix3D.Cpp
// Last Update: 31/1/02
// Author: Poya Manouchehri
//
// Description: A Matrix class used for holding and
// manipulating transformation info.
//
//***********************************************************
#include "Matrix3D.h"
#include "Quaternion.h"
CMatrix3D::CMatrix3D ()
{
}
CMatrix3D::CMatrix3D(float a11,float a12,float a13,float a14,float a21,float a22,float a23,float a24,
float a31,float a32,float a33,float a34,float a41,float a42,float a43,float a44)
{
_11=a11;
_12=a12;
_13=a13;
_14=a14;
_21=a21;
_22=a22;
_23=a23;
_24=a24;
_31=a31;
_32=a32;
_33=a33;
_34=a34;
_41=a41;
_42=a42;
_43=a43;
_44=a44;
}
//Matrix multiplication
CMatrix3D CMatrix3D::operator * (const CMatrix3D &matrix) const
{
CMatrix3D Temp;
Temp._11 = _11*matrix._11 +
_12*matrix._21 +
_13*matrix._31 +
_14*matrix._41;
Temp._12 = _11*matrix._12 +
_12*matrix._22 +
_13*matrix._32 +
_14*matrix._42;
Temp._13 = _11*matrix._13 +
_12*matrix._23 +
_13*matrix._33 +
_14*matrix._43;
Temp._14 = _11*matrix._14 +
_12*matrix._24 +
_13*matrix._34 +
_14*matrix._44;
Temp._21 = _21*matrix._11 +
_22*matrix._21 +
_23*matrix._31 +
_24*matrix._41;
Temp._22 = _21*matrix._12 +
_22*matrix._22 +
_23*matrix._32 +
_24*matrix._42;
Temp._23 = _21*matrix._13 +
_22*matrix._23 +
_23*matrix._33 +
_24*matrix._43;
Temp._24 = _21*matrix._14 +
_22*matrix._24 +
_23*matrix._34 +
_24*matrix._44;
Temp._31 = _31*matrix._11 +
_32*matrix._21 +
_33*matrix._31 +
_34*matrix._41;
Temp._32 = _31*matrix._12 +
_32*matrix._22 +
_33*matrix._32 +
_34*matrix._42;
Temp._33 = _31*matrix._13 +
_32*matrix._23 +
_33*matrix._33 +
_34*matrix._43;
Temp._34 = _31*matrix._14 +
_32*matrix._24 +
_33*matrix._34 +
_34*matrix._44;
Temp._41 = _41*matrix._11 +
_42*matrix._21 +
_43*matrix._31 +
_44*matrix._41;
Temp._42 = _41*matrix._12 +
_42*matrix._22 +
_43*matrix._32 +
_44*matrix._42;
Temp._43 = _41*matrix._13 +
_42*matrix._23 +
_43*matrix._33 +
_44*matrix._43;
Temp._44 = _41*matrix._14 +
_42*matrix._24 +
_43*matrix._34 +
_44*matrix._44;
return Temp;
}
//Matrix multiplication/assignment
CMatrix3D &CMatrix3D::operator *= (const CMatrix3D &matrix)
{
CMatrix3D tmp=(*this) * matrix;
*this=tmp;
return *this;
}
//Matrix scaling
CMatrix3D CMatrix3D::operator*(float f) const
{
CMatrix3D tmp;
for (int i=0;i<16;i++) {
tmp._data[i]=_data[i]*f;
}
return tmp;
}
//Matrix scaling/assignment
CMatrix3D& CMatrix3D::operator*=(float f)
{
for (int i=0;i<16;i++) {
_data[i]*=f;
}
return *this;
}
//Matrix addition
CMatrix3D CMatrix3D::operator+(const CMatrix3D& m) const
{
CMatrix3D tmp;
for (int i=0;i<16;i++) {
tmp._data[i]=_data[i]+m._data[i];
}
return tmp;
}
//Matrix addition/assignment
CMatrix3D& CMatrix3D::operator+=(const CMatrix3D& m)
{
for (int i=0;i<16;i++) {
_data[i]+=m._data[i];
}
return *this;
}
//Sets the identity matrix
void CMatrix3D::SetIdentity ()
{
_11=1.0f; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=1.0f; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=1.0f; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
//Sets the zero matrix
void CMatrix3D::SetZero ()
{
_11=0.0f; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=0.0f; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=0.0f; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=0.0f;
}
//The following clear the matrix and set the
//rotation of each of the 3 axes
void CMatrix3D::SetXRotation (float angle)
{
float Cos = cosf (angle);
float Sin = sinf (angle);
_11=1.0f; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=Cos; _23=-Sin; _24=0.0f;
_31=0.0f; _32=Sin; _33=Cos; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
void CMatrix3D::SetYRotation (float angle)
{
float Cos = cosf (angle);
float Sin = sinf (angle);
_11=Cos; _12=0.0f; _13=Sin; _14=0.0f;
_21=0.0f; _22=1.0f; _23=0.0f; _24=0.0f;
_31=-Sin; _32=0.0f; _33=Cos; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
void CMatrix3D::SetZRotation (float angle)
{
float Cos = cosf (angle);
float Sin = sinf (angle);
_11=Cos; _12=-Sin; _13=0.0f; _14=0.0f;
_21=Sin; _22=Cos; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=1.0f; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
//The following apply a rotation to the matrix
//about each of the axes;
void CMatrix3D::RotateX (float angle)
{
CMatrix3D Temp;
Temp.SetXRotation (angle);
(*this) = Temp * (*this);
}
void CMatrix3D::RotateY (float angle)
{
CMatrix3D Temp;
Temp.SetYRotation (angle);
(*this) = Temp * (*this);
}
void CMatrix3D::RotateZ (float angle)
{
CMatrix3D Temp;
Temp.SetZRotation (angle);
(*this) = Temp * (*this);
}
//Sets the translation of the matrix
void CMatrix3D::SetTranslation (float x, float y, float z)
{
_11=1.0f; _12=0.0f; _13=0.0f; _14=x;
_21=0.0f; _22=1.0f; _23=0.0f; _24=y;
_31=0.0f; _32=0.0f; _33=1.0f; _34=z;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
void CMatrix3D::SetTranslation(const CVector3D& vector)
{
SetTranslation (vector.X, vector.Y, vector.Z);
}
//Applies a translation to the matrix
void CMatrix3D::Translate (float x, float y, float z)
{
CMatrix3D Temp;
Temp.SetTranslation (x, y, z);
(*this) = Temp * (*this);
}
void CMatrix3D::Translate (const CVector3D &vector)
{
Translate (vector.X, vector.Y, vector.Z);
}
CVector3D CMatrix3D::GetTranslation() const
{
CVector3D Temp;
Temp.X = _14;
Temp.Y = _24;
Temp.Z = _34;
return Temp;
}
//Clears and sets the scaling of the matrix
void CMatrix3D::SetScaling (float x_scale, float y_scale, float z_scale)
{
_11=x_scale; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=y_scale; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=z_scale; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
//Scales the matrix
void CMatrix3D::Scale (float x_scale, float y_scale, float z_scale)
{
CMatrix3D Temp;
Temp.SetScaling (x_scale, y_scale, z_scale);
(*this) = Temp * (*this);
}
//Returns the transpose of the matrix. For orthonormal
//matrices, this is the same is the inverse matrix
void CMatrix3D::GetTranspose(CMatrix3D& result) const
{
result._11 = _11;
result._21 = _12;
result._31 = _13;
result._41 = _14;
result._12 = _21;
result._22 = _22;
result._32 = _23;
result._42 = _24;
result._13 = _31;
result._23 = _32;
result._33 = _33;
result._43 = _34;
result._14 = _41;
result._24 = _42;
result._34 = _43;
result._44 = _44;
}
//Get a vector which points to the left of the matrix
CVector3D CMatrix3D::GetLeft () const
{
CVector3D Temp;
Temp.X = -_11;
Temp.Y = -_21;
Temp.Z = -_31;
return Temp;
}
//Get a vector which points up from the matrix
CVector3D CMatrix3D::GetUp () const
{
CVector3D Temp;
Temp.X = _12;
Temp.Y = _22;
Temp.Z = _32;
return Temp;
}
//Get a vector which points to front of the matrix
CVector3D CMatrix3D::GetIn () const
{
CVector3D Temp;
Temp.X = _13;
Temp.Y = _23;
Temp.Z = _33;
return Temp;
}
//Transform a vector by this matrix
CVector3D CMatrix3D::Transform (const CVector3D &vector) const
{
CVector3D result;
Transform(vector,result);
return result;
}
void CMatrix3D::Transform(const CVector3D& vector,CVector3D& result) const
{
result.X = _11*vector.X + _12*vector.Y + _13*vector.Z + _14;
result.Y = _21*vector.X + _22*vector.Y + _23*vector.Z + _24;
result.Z = _31*vector.X + _32*vector.Y + _33*vector.Z + _34;
}
//Transform a vector by this matrix
CVector4D CMatrix3D::Transform(const CVector4D &vector) const
{
CVector4D result;
Transform(vector,result);
return result;
}
void CMatrix3D::Transform(const CVector4D& vector,CVector4D& result) const
{
result[0] = _11*vector[0] + _12*vector[1] + _13*vector[2] + _14*vector[3];
result[1] = _21*vector[0] + _22*vector[1] + _23*vector[2] + _24*vector[3];
result[2] = _31*vector[0] + _32*vector[1] + _33*vector[2] + _34*vector[3];
result[3] = _41*vector[0] + _42*vector[1] + _43*vector[2] + _44*vector[3];
}
//Only rotate (not translate) a vector by this matrix
CVector3D CMatrix3D::Rotate (const CVector3D& vector) const
{
CVector3D result;
Rotate(vector,result);
return result;
}
void CMatrix3D::Rotate(const CVector3D& vector,CVector3D& result) const
{
result.X = _11*vector.X + _12*vector.Y + _13*vector.Z;
result.Y = _21*vector.X + _22*vector.Y + _23*vector.Z;
result.Z = _31*vector.X + _32*vector.Y + _33*vector.Z;
}
///////////////////////////////////////////////////////////////////////////////
// RotateTransposed: rotate a vector by the transpose of this matrix
CVector3D CMatrix3D::RotateTransposed(const CVector3D& vector) const
{
CVector3D result;
RotateTransposed(vector,result);
return result;
}
///////////////////////////////////////////////////////////////////////////////
// RotateTransposed: rotate a vector by the transpose of this matrix
void CMatrix3D::RotateTransposed(const CVector3D& vector,CVector3D& result) const
{
result.X = _11*vector.X + _21*vector.Y + _31*vector.Z;
result.Y = _12*vector.X + _22*vector.Y + _32*vector.Z;
result.Z = _13*vector.X + _23*vector.Y + _33*vector.Z;
}
void CMatrix3D::GetInverse(CMatrix3D& dst) const
{
float tmp[12]; // temp array for pairs
float src[16]; // array of transpose source matrix
float det; // determinant
// transpose matrix
for (int i = 0; i < 4; ++i) {
src[i] = _data[i*4];
src[i + 4] = _data[i*4 + 1];
src[i + 8] = _data[i*4 + 2];
src[i + 12] = _data[i*4 + 3];
}
// calculate pairs for first 8 elements (cofactors)
tmp[0] = src[10] * src[15];
tmp[1] = src[11] * src[14];
tmp[2] = src[9] * src[15];
tmp[3] = src[11] * src[13];
tmp[4] = src[9] * src[14];
tmp[5] = src[10] * src[13];
tmp[6] = src[8] * src[15];
tmp[7] = src[11] * src[12];
tmp[8] = src[8] * src[14];
tmp[9] = src[10] * src[12];
tmp[10] = src[8] * src[13];
tmp[11] = src[9] * src[12];
// calculate first 8 elements (cofactors)
dst._data[0] = tmp[0]*src[5] + tmp[3]*src[6] + tmp[4]*src[7];
dst._data[0] -= tmp[1]*src[5] + tmp[2]*src[6] + tmp[5]*src[7];
dst._data[1] = tmp[1]*src[4] + tmp[6]*src[6] + tmp[9]*src[7];
dst._data[1] -= tmp[0]*src[4] + tmp[7]*src[6] + tmp[8]*src[7];
dst._data[2] = tmp[2]*src[4] + tmp[7]*src[5] + tmp[10]*src[7];
dst._data[2] -= tmp[3]*src[4] + tmp[6]*src[5] + tmp[11]*src[7];
dst._data[3] = tmp[5]*src[4] + tmp[8]*src[5] + tmp[11]*src[6];
dst._data[3] -= tmp[4]*src[4] + tmp[9]*src[5] + tmp[10]*src[6];
dst._data[4] = tmp[1]*src[1] + tmp[2]*src[2] + tmp[5]*src[3];
dst._data[4] -= tmp[0]*src[1] + tmp[3]*src[2] + tmp[4]*src[3];
dst._data[5] = tmp[0]*src[0] + tmp[7]*src[2] + tmp[8]*src[3];
dst._data[5] -= tmp[1]*src[0] + tmp[6]*src[2] + tmp[9]*src[3];
dst._data[6] = tmp[3]*src[0] + tmp[6]*src[1] + tmp[11]*src[3];
dst._data[6] -= tmp[2]*src[0] + tmp[7]*src[1] + tmp[10]*src[3];
dst._data[7] = tmp[4]*src[0] + tmp[9]*src[1] + tmp[10]*src[2];
dst._data[7] -= tmp[5]*src[0] + tmp[8]*src[1] + tmp[11]*src[2];
// calculate pairs for second 8 elements (cofactors)
tmp[0] = src[2]*src[7];
tmp[1] = src[3]*src[6];
tmp[2] = src[1]*src[7];
tmp[3] = src[3]*src[5];
tmp[4] = src[1]*src[6];
tmp[5] = src[2]*src[5];
tmp[6] = src[0]*src[7];
tmp[7] = src[3]*src[4];
tmp[8] = src[0]*src[6];
tmp[9] = src[2]*src[4];
tmp[10] = src[0]*src[5];
tmp[11] = src[1]*src[4];
// calculate second 8 elements (cofactors)
dst._data[8] = tmp[0]*src[13] + tmp[3]*src[14] + tmp[4]*src[15];
dst._data[8] -= tmp[1]*src[13] + tmp[2]*src[14] + tmp[5]*src[15];
dst._data[9] = tmp[1]*src[12] + tmp[6]*src[14] + tmp[9]*src[15];
dst._data[9] -= tmp[0]*src[12] + tmp[7]*src[14] + tmp[8]*src[15];
dst._data[10] = tmp[2]*src[12] + tmp[7]*src[13] + tmp[10]*src[15];
dst._data[10]-= tmp[3]*src[12] + tmp[6]*src[13] + tmp[11]*src[15];
dst._data[11] = tmp[5]*src[12] + tmp[8]*src[13] + tmp[11]*src[14];
dst._data[11]-= tmp[4]*src[12] + tmp[9]*src[13] + tmp[10]*src[14];
dst._data[12] = tmp[2]*src[10] + tmp[5]*src[11] + tmp[1]*src[9];
dst._data[12]-= tmp[4]*src[11] + tmp[0]*src[9] + tmp[3]*src[10];
dst._data[13] = tmp[8]*src[11] + tmp[0]*src[8] + tmp[7]*src[10];
dst._data[13]-= tmp[6]*src[10] + tmp[9]*src[11] + tmp[1]*src[8];
dst._data[14] = tmp[6]*src[9] + tmp[11]*src[11] + tmp[3]*src[8];
dst._data[14]-= tmp[10]*src[11] + tmp[2]*src[8] + tmp[7]*src[9];
dst._data[15] = tmp[10]*src[10] + tmp[4]*src[8] + tmp[9]*src[9];
dst._data[15]-= tmp[8]*src[9] + tmp[11]*src[10] + tmp[5]*src[8];
// calculate matrix inverse
det=src[0]*dst._data[0]+src[1]*dst._data[1]+src[2]*dst._data[2]+src[3]*dst._data[3];
det = 1/det;
for ( int j = 0; j < 16; j++) {
dst._data[j] *= det;
}
}
void CMatrix3D::Rotate(const CQuaternion& quat)
{
CMatrix3D rotationMatrix=quat.ToMatrix();
(*this) = rotationMatrix * (*this);
}
void CMatrix3D::SetRotation(const CQuaternion& quat)
{
quat.ToMatrix(*this);
}

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#ifndef __MATRIX3D_H
#define __MATRIX3D_H
#include <math.h>
#include "Vector3D.h"
#include "Vector4D.h"
class CQuaternion;
/////////////////////////////////////////////////////////////////////////
// CMatrix3D: a 4x4 matrix class for common operations in 3D
class CMatrix3D
{
public:
// the matrix data itself - accessible as either longhand names
// or via a flat array
union {
struct {
float _11, _21, _31, _41;
float _12, _22, _32, _42;
float _13, _23, _33, _43;
float _14, _24, _34, _44;
};
float _data[16];
};
public:
// constructors
CMatrix3D();
CMatrix3D(float a11,float a12,float a13,float a14,float a21,float a22,float a23,float a24,
float a31,float a32,float a33,float a34,float a41,float a42,float a43,float a44);
// accessors to individual elements of matrix
float& operator()(int col,int row) {
return _data[row*4+col];
}
const float& operator()(int col,int row) const {
return _data[row*4+col];
}
// matrix multiplication
CMatrix3D operator*(const CMatrix3D &matrix) const;
// matrix multiplication/assignment
CMatrix3D& operator*=(const CMatrix3D &matrix);
// matrix scaling
CMatrix3D operator*(float f) const;
// matrix scaling/assignment
CMatrix3D& operator*=(float f);
// matrix addition
CMatrix3D operator+(const CMatrix3D &matrix) const;
// matrix addition/assignment
CMatrix3D& operator+=(const CMatrix3D &matrix);
// set this matrix to the identity matrix
void SetIdentity();
// set this matrix to the zero matrix
void SetZero();
// set this matrix to a rotation matrix for a rotation about X axis of given angle
void SetXRotation(float angle);
// set this matrix to a rotation matrix for a rotation about Y axis of given angle
void SetYRotation(float angle);
// set this matrix to a rotation matrix for a rotation about Z axis of given angle
void SetZRotation(float angle);
// set this matrix to a rotation described by given quaternion
void SetRotation(const CQuaternion& quat);
// concatentate a rotation about the X axis onto this matrix
void RotateX(float angle);
// concatentate a rotation about the Y axis onto this matrix
void RotateY(float angle);
// concatentate a rotation about the Z axis onto this matrix
void RotateZ(float angle);
// concatentate a rotation described by given quaternion
void Rotate(const CQuaternion& quat);
// set this matrix to given translation
void SetTranslation(float x, float y, float z);
void SetTranslation(const CVector3D& vector);
// concatenate given translation onto this matrix
void Translate(float x, float y, float z);
void Translate(const CVector3D& vector);
// set this matrix to the given scaling matrix
void SetScaling(float x_scale, float y_scale, float z_scale);
// concatentate given scaling matrix onto this matrix
void Scale(float x_scale, float y_scale, float z_scale);
// calculate the inverse of this matrix, store in dst
void GetInverse(CMatrix3D& dst) const;
// calculate the transpose of this matrix, store in dst
void GetTranspose(CMatrix3D& dst) const;
// return the translation component of this matrix
CVector3D GetTranslation() const;
// return left vector, derived from rotation
CVector3D GetLeft() const;
// return up vector, derived from rotation
CVector3D GetUp() const;
// return forward vector, derived from rotation
CVector3D GetIn() const;
// transform a 3D vector by this matrix
void Transform(const CVector3D &vector,CVector3D& result) const;
CVector3D Transform(const CVector3D &vector) const;
// transform a 4D vector by this matrix
void Transform(const CVector4D &vector,CVector4D& result) const;
CVector4D Transform(const CVector4D &vector) const;
// rotate a vector by this matrix
void Rotate(const CVector3D& vector,CVector3D& result) const;
CVector3D Rotate(const CVector3D& vector) const;
// rotate a vector by the transpose of this matrix
void RotateTransposed(const CVector3D& vector,CVector3D& result) const;
CVector3D RotateTransposed(const CVector3D& vector) const;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: MiniPatch.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "MiniPatch.h"
#include "Patch.h"
///////////////////////////////////////////////////////////////////////////////
// Constructor
CMiniPatch::CMiniPatch() : Tex1(0), Tex1Priority(0), m_Parent(0)
{
}
///////////////////////////////////////////////////////////////////////////////
// Destructor
CMiniPatch::~CMiniPatch()
{
}
///////////////////////////////////////////////////////////////////////////////
// GetTileIndex: get the index of this tile in the root terrain object;
// on return, parameters x,y contain index in [0,MapSize)
void CMiniPatch::GetTileIndex(u32& x,u32& z)
{
uintptr_t tindex=this-&m_Parent->m_MiniPatches[0][0];
x=(m_Parent->m_X*16)+tindex%16;
z=(m_Parent->m_Z*16)+tindex/16;
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: MiniPatch.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _MINIPATCH_H
#define _MINIPATCH_H
#include "res/res.h"
class CPatch;
///////////////////////////////////////////////////////////////////////////////
// CMiniPatch: definition of a single terrain tile
class CMiniPatch
{
public:
// constructor
CMiniPatch();
// destructor
~CMiniPatch();
// get the index of this tile in the root terrain object; x,y in [0,MapSize)
void GetTileIndex(u32& x,u32& z);
public:
// texture applied to tile
Handle Tex1;
// 'priority' of the texture - determines drawing order of terrain textures
int Tex1Priority;
// parent patch
CPatch* m_Parent;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Model.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "Model.h"
#include "Quaternion.h"
#include "Bound.h"
///////////////////////////////////////////////////////////////////////////////
// Constructor
CModel::CModel()
: m_pModelDef(0), m_Anim(0), m_AnimTime(0),
m_BoneMatrices(0), m_InvBoneMatrices(0)
{
}
///////////////////////////////////////////////////////////////////////////////
// Destructor
CModel::~CModel()
{
ReleaseData();
}
///////////////////////////////////////////////////////////////////////////////
// ReleaseData: delete anything allocated by the model
void CModel::ReleaseData()
{
delete[] m_BoneMatrices;
delete[] m_InvBoneMatrices;
}
///////////////////////////////////////////////////////////////////////////////
// InitModel: setup model from given geometry
bool CModel::InitModel(CModelDef* modeldef)
{
// clean up any existing data first
ReleaseData();
m_pModelDef = modeldef;
u32 numBones=modeldef->GetNumBones();
if (numBones>0) {
// allocate matrices for bone transformations
m_BoneMatrices=new CMatrix3D[numBones];
m_InvBoneMatrices=new CMatrix3D[numBones];
// store default pose until animation assigned
CBoneState* defpose=modeldef->GetBones();
for (uint i=0;i<numBones;i++) {
CMatrix3D& m=m_BoneMatrices[i];
m.SetIdentity();
m.Rotate(defpose[i].m_Rotation);
m.Translate(defpose[i].m_Translation);
m.GetInverse(m_InvBoneMatrices[i]);
}
}
return true;
}
///////////////////////////////////////////////////////////////////////////////
// SkinPoint: skin the given point using the given blend and bonestate data
static CVector3D SkinPoint(const CVector3D& pos,const SVertexBlend& blend,
const CBoneState* bonestates)
{
CVector3D result(0,0,0);
for (int i=0;i<SVertexBlend::SIZE && blend.m_Bone[i]!=0xff;i++) {
CMatrix3D m;
m.SetIdentity();
m.Rotate(bonestates[blend.m_Bone[i]].m_Rotation);
m.Translate(bonestates[blend.m_Bone[i]].m_Translation);
CVector3D tmp=m.Transform(pos);
result+=tmp*blend.m_Weight[i];
}
return result;
}
///////////////////////////////////////////////////////////////////////////////
// CalcBound: calculate the world space bounds of this model
//
// TODO,RC 11/03/04: need to calculate (and store somewhere) the object space
// bounds, and then just retransform the bounds as necessary, rather than
// recalculating them from vertex data every time the transform changes
void CModel::CalcBounds()
{
m_Bounds.SetEmpty();
int numverts=m_pModelDef->GetNumVertices();
SModelVertex* verts=m_pModelDef->GetVertices();
u32 numbones=m_pModelDef->GetNumBones();
if (numbones>0) {
// Boned object: tricky to get an ideal bound - for the minute, just use the bound of
// the reference pose. There's no guarantee that when animations are applied to the
// model, the bounds will be within this bound - ideally, we want the bound of the
// object to be the union of the bounds of the model for each animation
for (int i=0;i<numverts;i++) {
CVector3D tmp=SkinPoint(verts[i].m_Coords,verts[i].m_Blend,m_pModelDef->GetBones());
m_Bounds+=m_Transform.Transform(tmp);
}
} else {
for (int i=0;i<numverts;i++) {
m_Bounds+=m_Transform.Transform(verts[i].m_Coords);
}
}
}
///////////////////////////////////////////////////////////////////////////////
// Update: update this model by the given time, in seconds
void CModel::Update(float time)
{
// convert to ms
time*=1000;
if (m_Anim && m_BoneMatrices) {
m_AnimTime+=time;
float duration=m_Anim->GetDuration();
if (m_AnimTime>duration) {
m_AnimTime=(float) fmod(m_AnimTime,duration);
}
m_Anim->BuildBoneMatrices(m_AnimTime,m_BoneMatrices);
for (int i=0;i<m_pModelDef->GetNumBones();i++) {
m_BoneMatrices[i].GetInverse(m_InvBoneMatrices[i]);
}
if (m_RenderData) m_RenderData->m_UpdateFlags|=RENDERDATA_UPDATE_VERTICES;
}
}
/////////////////////////////////////////////////////////////////////////////////////
// SetAnimation: set the given animation as the current animation on this model;
// return false on error, else true
bool CModel::SetAnimation(CSkeletonAnim* anim)
{
if (anim) {
if (!m_BoneMatrices) {
// not boned, can't animate
return false;
}
if (anim->GetNumKeys()!=m_pModelDef->GetNumBones()) {
// mismatch between models skeleton and animations skeleton
return false;
}
}
m_AnimTime=0;
m_Anim=anim;
return true;
}
/////////////////////////////////////////////////////////////////////////////////////
// Clone: return a clone of this model
CModel* CModel::Clone() const
{
CModel* clone=new CModel;
clone->InitModel(m_pModelDef);
clone->SetTexture(m_Texture);
clone->SetAnimation(m_Anim);
return clone;
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Model.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _MODEL_H
#define _MODEL_H
#include "Texture.h"
#include "ModelDef.h"
#include "RenderableObject.h"
///////////////////////////////////////////////////////////////////////////////
// CModel: basically, a mesh object - holds the texturing and skinning
// information for a model in game
class CModel : public CRenderableObject
{
public:
// constructor
CModel();
// destructor
~CModel();
// setup model from given geometry
bool InitModel(CModelDef *modeldef);
// calculate the world space bounds of this model
void CalcBounds();
// update this model's state; 'time' is the time since the last update, in MS
void Update(float time);
// get the model's geometry data
CModelDef *GetModelDef() { return m_pModelDef; }
// set the model's texture
void SetTexture(const CTexture& tex) { m_Texture=tex; }
// get the model's texture
CTexture* GetTexture() { return &m_Texture; }
// set the given animation as the current animation on this model
bool SetAnimation(CSkeletonAnim* anim);
// get the currently playing animation, if any
CSkeletonAnim* GetAnimation() { return m_Anim; }
// return the models bone matrices
const CMatrix3D* GetBoneMatrices() { return m_BoneMatrices; }
// return the models inverted bone matrices
const CMatrix3D* GetInvBoneMatrices() { return m_InvBoneMatrices; }
// return a clone of this model
CModel* Clone() const;
private:
// delete anything allocated by the model
void ReleaseData();
// texture used by model
CTexture m_Texture;
// pointer to the model's raw 3d data
CModelDef* m_pModelDef;
// animation currently playing on this model, if any
CSkeletonAnim* m_Anim;
// time (in MS) into the current animation
float m_AnimTime;
// current state of all bones on this model; null if associated modeldef isn't skeletal
CMatrix3D* m_BoneMatrices;
// inverse of all the above matrices
CMatrix3D* m_InvBoneMatrices;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: ModelDef.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "ModelDef.h"
#include "FilePacker.h"
#include "FileUnpacker.h"
///////////////////////////////////////////////////////////////////////////////
// CModelDef Constructor
CModelDef::CModelDef()
: m_pVertices(0), m_NumVertices(0), m_pFaces(0), m_NumFaces(0), m_Bones(0), m_NumBones(0)
{
}
///////////////////////////////////////////////////////////////////////////////
// CModelDef Destructor
CModelDef::~CModelDef()
{
delete[] m_pVertices;
delete[] m_pFaces;
delete[] m_Bones;
}
///////////////////////////////////////////////////////////////////////////////
// Load: read and return a new CModelDef initialised with data from given file
CModelDef* CModelDef::Load(const char* filename)
{
CFileUnpacker unpacker;
// read everything in from file
unpacker.Read(filename,"PSMD");
// check version
if (unpacker.GetVersion()<FILE_READ_VERSION) {
throw CFileUnpacker::CFileVersionError();
}
CModelDef* mdef=new CModelDef;
try {
// now unpack everything
unpacker.UnpackRaw(&mdef->m_NumVertices,sizeof(mdef->m_NumVertices));
mdef->m_pVertices=new SModelVertex[mdef->m_NumVertices];
unpacker.UnpackRaw(mdef->m_pVertices,sizeof(SModelVertex)*mdef->m_NumVertices);
unpacker.UnpackRaw(&mdef->m_NumFaces,sizeof(mdef->m_NumFaces));
mdef->m_pFaces=new SModelFace[mdef->m_NumFaces];
unpacker.UnpackRaw(mdef->m_pFaces,sizeof(SModelFace)*mdef->m_NumFaces);
unpacker.UnpackRaw(&mdef->m_NumBones,sizeof(mdef->m_NumBones));
if (mdef->m_NumBones) {
mdef->m_Bones=new CBoneState[mdef->m_NumBones];
unpacker.UnpackRaw(mdef->m_Bones,mdef->m_NumBones*sizeof(CBoneState));
}
} catch (...) {
delete mdef;
throw CFileUnpacker::CFileEOFError();
}
return mdef;
}
///////////////////////////////////////////////////////////////////////////////
// Save: write the given CModelDef to the given file
void CModelDef::Save(const char* filename,const CModelDef* mdef)
{
CFilePacker packer;
// pack everything up
u32 numVertices=mdef->GetNumVertices();
packer.PackRaw(&numVertices,sizeof(numVertices));
packer.PackRaw(mdef->GetVertices(),sizeof(SModelVertex)*numVertices);
u32 numFaces=mdef->GetNumFaces();
packer.PackRaw(&numFaces,sizeof(numFaces));
packer.PackRaw(mdef->GetFaces(),sizeof(SModelFace)*numFaces);
packer.PackRaw(&mdef->m_NumBones,sizeof(mdef->m_NumBones));
if (mdef->m_NumBones) {
packer.PackRaw(mdef->m_Bones,sizeof(CBoneState)*mdef->m_NumBones);
}
// flush everything out to file
packer.Write(filename,FILE_VERSION,"PSMD");
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: ModelDef.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _MODELDEF_H
#define _MODELDEF_H
///////////////////////////////////////////////////////////////////////////////
// TODO,RC 11/03/04: get rid of all the m_Name[MAX_NAME_LENGTH] - use CStr
// - problem: conflicts with CStr in MAX's SDK; can't compile PMDExp if
// ps\CStr.h included here
///////////////////////////////////////////////////////////////////////////////
#include "res/res.h"
#include "Vector3D.h"
#include "SkeletonAnim.h"
#ifndef MAX_NAME_LENGTH
#define MAX_NAME_LENGTH (128)
#endif
///////////////////////////////////////////////////////////////////////////////
// SVertexBlend: structure containing the necessary data for blending vertices
// with multiple bones
struct SVertexBlend
{
enum { SIZE = 4 };
// index of the influencing bone, or 0xff if none
u8 m_Bone[SIZE];
// weight of the influence; all weights sum to 1
float m_Weight[SIZE];
};
///////////////////////////////////////////////////////////////////////////////
// SModelVertex: structure containing per-vertex data
struct SModelVertex
{
// vertex position
CVector3D m_Coords;
// vertex normal
CVector3D m_Norm;
// vertex UVs
float m_U, m_V;
// vertex blend data
SVertexBlend m_Blend;
};
///////////////////////////////////////////////////////////////////////////////
// SModelFace: structure containing per-face data
struct SModelFace
{
// indices of the 3 vertices on this face
u16 m_Verts[3];
};
////////////////////////////////////////////////////////////////////////////////////////
// CModelDef: a raw 3D model; describes the vertices, faces, skinning and skeletal
// information of a model
class CModelDef
{
public:
// current file version given to saved animations
enum { FILE_VERSION = 1 };
// supported file read version - files with a version less than this will be rejected
enum { FILE_READ_VERSION = 1 };
public:
// constructor
CModelDef();
// destructor
virtual ~CModelDef();
// model I/O functions
static CModelDef* Load(const char* filename);
static void Save(const char* filename,const CModelDef* mdef);
public:
// accessor: get vertex data
int GetNumVertices() const { return m_NumVertices; }
SModelVertex *GetVertices() const { return m_pVertices; }
// accessor: get face data
int GetNumFaces() const { return m_NumFaces; }
SModelFace *GetFaces() const { return m_pFaces; }
// accessor: get bone data
int GetNumBones() const { return m_NumBones; }
CBoneState *GetBones() const { return m_Bones; }
public:
// vertex data
u32 m_NumVertices;
SModelVertex* m_pVertices;
// face data
u32 m_NumFaces;
SModelFace* m_pFaces;
// bone data - default model pose
u32 m_NumBones;
CBoneState* m_Bones;
};
#endif

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#include <assert.h>
#include <algorithm>
#include "res/tex.h"
#include "Renderer.h"
#include "TransparencyRenderer.h"
#include "ModelRData.h"
#include "terrain/Model.h"
CModelRData::CModelRData(CModel* model) : m_Model(model), m_Vertices(0), m_Normals(0), m_Indices(0), m_VB(0)
{
assert(model);
// build all data now
Build();
}
CModelRData::~CModelRData()
{
}
void CModelRData::Build()
{
BuildVertices();
BuildIndices();
}
void CModelRData::BuildIndices()
{
CModelDef* mdef=m_Model->GetModelDef();
// allocate indices if we haven't got any already
if (!m_Indices) {
m_Indices=new u16[mdef->GetNumFaces()*3];
}
// build indices
u32 indices=0;
SModelFace* faces=mdef->GetFaces();
for (int j=0; j<mdef->GetNumFaces(); j++) {
SModelFace& face=faces[j];
m_Indices[indices++]=face.m_Verts[0];
m_Indices[indices++]=face.m_Verts[1];
m_Indices[indices++]=face.m_Verts[2];
}
}
inline int clamp(int x,int min,int max)
{
if (x<min) return min;
else if (x>max) return max;
else return x;
}
static SColor4ub ConvertColor(const RGBColor& src)
{
SColor4ub result;
result.R=clamp(int(src.X*255),0,255);
result.G=clamp(int(src.Y*255),0,255);
result.B=clamp(int(src.Z*255),0,255);
result.A=0xff;
return result;
}
static CVector3D SkinPoint(const SModelVertex& vertex,const CMatrix3D* matrices)
{
CVector3D result(0,0,0),tmp;
for (u32 i=0;vertex.m_Blend.m_Bone[i]!=0xff && i<SVertexBlend::SIZE;i++) {
const CMatrix3D& m=matrices[vertex.m_Blend.m_Bone[i]];
m.Transform(vertex.m_Coords,tmp);
result+=tmp*vertex.m_Blend.m_Weight[i];
}
return result;
}
static CVector3D SkinNormal(const SModelVertex& vertex,const CMatrix3D* invmatrices)
{
CVector3D result(0,0,0),tmp;
for (u32 i=0;vertex.m_Blend.m_Bone[i]!=0xff && i<SVertexBlend::SIZE;i++) {
const CMatrix3D& m=invmatrices[vertex.m_Blend.m_Bone[i]];
m.RotateTransposed(vertex.m_Norm,tmp);
result+=tmp*vertex.m_Blend.m_Weight[i];
}
return result;
}
void CModelRData::BuildVertices()
{
CModelDef* mdef=m_Model->GetModelDef();
// allocate vertices if we haven't got any already
if (!m_Vertices) {
m_Vertices=new SVertex[mdef->GetNumVertices()];
m_Normals=new CVector3D[mdef->GetNumVertices()];
}
// build vertices
u32 numVertices=mdef->GetNumVertices();
SModelVertex* vertices=mdef->GetVertices();
if (m_Model->GetBoneMatrices()) {
// boned model - calculate skinned vertex positions/normals
for (uint j=0; j<numVertices; j++) {
m_Vertices[j].m_Position=SkinPoint(vertices[j],m_Model->GetBoneMatrices());
m_Normals[j]=SkinNormal(vertices[j],m_Model->GetInvBoneMatrices());
}
} else {
// just copy regular positions
for (uint j=0; j<numVertices; j++) {
m_Vertices[j].m_Position=vertices[j].m_Coords;
m_Normals[j]=vertices[j].m_Norm;
}
}
// now fill in UV and vertex colour data
for (uint j=0; j<numVertices; j++) {
m_Vertices[j].m_UVs[0]=vertices[j].m_U;
m_Vertices[j].m_UVs[1]=1-vertices[j].m_V;
RGBColor c;
g_Renderer.m_SHCoeffsUnits.Evaluate(m_Normals[j],c);
m_Vertices[j].m_Color=ConvertColor(c);
}
if (g_Renderer.m_Caps.m_VBO) {
if (!m_VB) {
glGenBuffersARB(1,(GLuint*) &m_VB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,mdef->GetNumVertices()*sizeof(SVertex),0,mdef->GetNumBones() ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB);
}
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,0,mdef->GetNumVertices()*sizeof(SVertex),m_Vertices);
}
}
void CModelRData::RenderStreams(u32 streamflags,const CMatrix3D& transform,bool transparentPass)
{
// ignore transparent passes
if (!transparentPass && g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
return;
}
CModelDef* mdldef=(CModelDef*) m_Model->GetModelDef();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
CMatrix3D tmp;
glMultMatrixf(&transform._11);
if (streamflags & STREAM_UV0) g_Renderer.SetTexture(0,m_Model->GetTexture(),GL_CLAMP_TO_EDGE);
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
base=0;
} else {
base=(u8*) &m_Vertices[0];
}
// set vertex pointers
u32 stride=sizeof(SVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Position));
if (streamflags & STREAM_COLOR) glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SVertex,m_Color));
if (streamflags & STREAM_UV0) glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SVertex,m_UVs));
// render the lot
u32 numFaces=mdldef->GetNumFaces();
glDrawElements(GL_TRIANGLES,numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
if (transparentPass) {
g_Renderer.m_Stats.m_TransparentTris+=numFaces;
} else {
g_Renderer.m_Stats.m_ModelTris+=numFaces;
}
glPopMatrix();
}
void CModelRData::Update()
{
if (m_UpdateFlags!=0) {
// renderdata changed : rebuild necessary portions
if (m_UpdateFlags & RENDERDATA_UPDATE_VERTICES) {
BuildVertices();
}
if (m_UpdateFlags & RENDERDATA_UPDATE_INDICES) {
BuildIndices();
}
m_UpdateFlags=0;
}
}
typedef std::pair<int,float> IntFloatPair;
static std::vector<IntFloatPair> IndexSorter;
struct SortFacesByDist {
bool operator()(const IntFloatPair& lhs,const IntFloatPair& rhs) {
return lhs.second>rhs.second ? true : false;
}
};
float CModelRData::BackToFrontIndexSort(CMatrix3D& objToCam)
{
float mindist=1.0e30f;
CVector3D osvtx,csvtx;
CModelDef* mdldef=(CModelDef*) m_Model->GetModelDef();
SModelVertex* vtxs=mdldef->GetVertices();
u32 numFaces=mdldef->GetNumFaces();
SModelFace* faces=mdldef->GetFaces();
IndexSorter.reserve(numFaces);
SModelFace* facePtr=faces;
u32 i;
for (i=0;i<numFaces;i++)
{
osvtx=vtxs[facePtr->m_Verts[0]].m_Coords;
osvtx+=vtxs[facePtr->m_Verts[1]].m_Coords;
osvtx+=vtxs[facePtr->m_Verts[2]].m_Coords;
osvtx*=1.0f/3.0f;
csvtx=objToCam.Transform(osvtx);
float distsqrd=SQR(csvtx.X)+SQR(csvtx.Y)+SQR(csvtx.Z);
if (distsqrd<mindist) mindist=distsqrd;
IndexSorter.push_back(IntFloatPair(i,distsqrd));
facePtr++;
}
std::sort(IndexSorter.begin(),IndexSorter.end(),SortFacesByDist());
// now build index list
u32 indices=0;
for (i=0;i<numFaces;i++) {
SModelFace& face=faces[IndexSorter[i].first];
m_Indices[indices++]=face.m_Verts[0];
m_Indices[indices++]=face.m_Verts[1];
m_Indices[indices++]=face.m_Verts[2];
}
// clear list for next call
IndexSorter.clear();
return mindist;
}

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#ifndef _MODELRDATA_H
#define _MODELRDATA_H
#include <vector>
#include "res/res.h"
#include "Vector3D.h"
#include "RenderableObject.h"
class CModel;
class CModelRData : public CRenderData
{
public:
CModelRData(CModel* model);
~CModelRData();
void Update();
void RenderStreams(u32 streamflags,const CMatrix3D& transform,bool transparentPass=false);
// sort indices of this object from back to front according to given
// object to camera space transform; return sqrd distance to centre of nearest triangle
float BackToFrontIndexSort(CMatrix3D& objToCam);
private:
// build this renderdata object
void Build();
void BuildVertices();
void BuildIndices();
struct SVertex {
// vertex position
CVector3D m_Position;
// vertex uvs for base texture
float m_UVs[2];
// vertex color
SColor4ub m_Color;
};
// owner model
CModel* m_Model;
// handle to models vertex buffer
u32 m_VB;
// model render vertices
SVertex* m_Vertices;
// transformed vertex normals - required for recalculating lighting on skinned models
CVector3D* m_Normals;
// model render indices
u16* m_Indices;
};
#endif

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#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "terrain/Model.h"
#include "terrain/ModelDef.h"
#include "UnitManager.h"
// xerces XML stuff
#include <xercesc/dom/DOM.hpp>
#include <xercesc/parsers/XercesDOMParser.hpp>
#include <xercesc/framework/LocalFileInputSource.hpp>
#include <xercesc/util/XMLString.hpp>
#include <xercesc/util/PlatformUtils.hpp>
// Gee's custom error handler
#include <ps/XercesErrorHandler.h>
// automatically use namespace ..
XERCES_CPP_NAMESPACE_USE
CObjectEntry::CObjectEntry(int type) : m_Model(0), m_Type(type)
{
}
CObjectEntry::~CObjectEntry()
{
delete m_Model;
}
bool CObjectEntry::BuildModel()
{
// check we've enough data to consider building the object
if (m_ModelName.Length()==0 || m_TextureName.Length()==0) {
return false;
}
// get the root directory of this object
CStr dirname=g_ObjMan.m_ObjectTypes[m_Type].m_Name;
// remember the old model so we can replace any models using it later on
CModelDef* oldmodel=m_Model ? m_Model->GetModelDef() : 0;
// build filename
CStr modelfilename("mods\\official\\");
modelfilename+=m_ModelName;
// try and create a model
CModelDef* modeldef;
try {
modeldef=CModelDef::Load((const char*) modelfilename);
} catch (...) {
return false;
}
// create new Model
m_Model=new CModel;
m_Model->InitModel(modeldef);
CStr texturefilename(m_TextureName);
m_Model->SetTexture(CTexture((const char*) texturefilename));
for( uint t = 0; t < m_Animations.size(); t++ )
{
if( m_Animations[t].m_FileName.Length() > 0 )
{
CStr animfilename( "mods\\official\\" );
animfilename += m_Animations[t].m_FileName;
try
{
m_Animations[t].m_AnimData = CSkeletonAnim::Load( animfilename );
}
catch( ... )
{
m_Animations[t].m_AnimData = NULL;
}
if( m_Animations[t].m_AnimName.LowerCase() == CStr( "idle" ) )
m_IdleAnim = m_Animations[t].m_AnimData;
if( m_Animations[t].m_AnimName.LowerCase() == CStr( "walk" ) )
m_WalkAnim = m_Animations[t].m_AnimData;
}
}
m_Model->SetAnimation( m_IdleAnim );
// rebuild model bounds
m_Model->CalcBounds();
// replace any units using old model to now use new model
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
for (uint i=0;i<units.size();++i) {
if (units[i]->m_Model->GetModelDef()==oldmodel) {
units[i]->m_Model->InitModel(m_Model->GetModelDef());
}
}
// and were done with the old model ..
delete oldmodel;
return true;
}
CSkeletonAnim* CObjectEntry::GetNamedAnimation( CStr animationName )
{
for( uint t = 0; t < m_Animations.size(); t++ )
{
if( m_Animations[t].m_AnimName == animationName )
return( m_Animations[t].m_AnimData );
}
return( NULL );
}
bool CObjectEntry::Load(const char* filename)
{
bool parseOK = false;
// Initialize XML library
XMLPlatformUtils::Initialize();
{
// Create parser instance
XercesDOMParser *parser = new XercesDOMParser();
// Setup parser
parser->setValidationScheme(XercesDOMParser::Val_Auto);
parser->setDoNamespaces(false);
parser->setDoSchema(false);
parser->setCreateEntityReferenceNodes(false);
// Set customized error handler
CXercesErrorHandler *errorHandler = new CXercesErrorHandler();
parser->setErrorHandler(errorHandler);
// Push the CLogger to mark it's reading this file.
// Get main node
LocalFileInputSource source( XMLString::transcode(filename) );
// Parse file
parser->parse(source);
// Check how many errors
parseOK = parser->getErrorCount() == 0;
if (parseOK) {
// parsed successfully - grab our data
DOMDocument *doc = parser->getDocument();
DOMElement *element = doc->getDocumentElement();
// root_name should be Object
CStr root_name = XMLString::transcode( element->getNodeName() );
// should have at least 3 children - Name, ModelName and TextureName
DOMNodeList *children = element->getChildNodes();
int numChildren=children->getLength();
for (int i=0; i<numChildren; ++i) {
// Get node
DOMNode *child = children->item(i);
// A child element
if (child->getNodeType() == DOMNode::ELEMENT_NODE)
{
// First get element and not node
DOMElement *child_element = (DOMElement*)child;
CStr element_name = XMLString::transcode( child_element->getNodeName() );
DOMNode *value_node= child_element->getChildNodes()->item(0);
CStr element_value=value_node ? XMLString::transcode(value_node->getNodeValue()) : "";
if (element_name==CStr("Name")) {
m_Name=element_value;
} else if (element_name==CStr("ModelName")) {
m_ModelName=element_value;
} else if (element_name==CStr("TextureName")) {
m_TextureName=element_value;
} else if (element_name==CStr("Animations")) {
DOMNodeList* animations=(DOMNodeList*) child_element->getChildNodes();
for (uint j=0; j<animations->getLength(); ++j) {
DOMElement *anim_element = (DOMElement*) animations->item(j);
CStr element_name = XMLString::transcode( anim_element->getNodeName() );
DOMNamedNodeMap* attributes=anim_element->getAttributes();
if (attributes) {
Anim anim;
DOMNode *nameattr=attributes->getNamedItem(XMLString::transcode("name"));
anim.m_AnimName=XMLString::transcode(nameattr->getChildNodes()->item(0)->getNodeValue());
DOMNode *fileattr=attributes->getNamedItem(XMLString::transcode("file"));
anim.m_FileName=XMLString::transcode(fileattr->getChildNodes()->item(0)->getNodeValue());
m_Animations.push_back(anim);
}
}
}
}
}
// try and build the model
BuildModel();
}
delete parser;
}
XMLPlatformUtils::Terminate();
return parseOK;
}
bool CObjectEntry::Save(const char* filename)
{
FILE* fp=fopen(filename,"w");
if (!fp) return false;
// write XML header
fprintf(fp,"<?xml version=\"1.0\" encoding=\"iso-8859-1\" standalone=\"no\"?>\n\n");
fprintf(fp,"<!DOCTYPE Object SYSTEM \"..\\object.dtd\">\n\n");
// write the object itself
fprintf(fp,"<!-- File automatically generated by ScEd -->\n");
fprintf(fp,"<Object>\n");
fprintf(fp,"\t<Name>%s</Name>\n",(const char*) m_Name);
fprintf(fp,"\t<ModelName>%s</ModelName>\n",(const char*) m_ModelName);
fprintf(fp,"\t<TextureName>%s</TextureName>\n",(const char*) m_TextureName);
if (m_Animations.size()>0) {
fprintf(fp,"\t<Animations>\n");
for (uint i=0;i<m_Animations.size();i++) {
fprintf(fp,"\t\t<Animation name=\"%s\" file=\"%s\"> </Animation>\n",(const char*) m_Animations[i].m_AnimName,(const char*) m_Animations[i].m_FileName);
}
fprintf(fp,"\t</Animations>\n");
}
fprintf(fp,"</Object>\n");
fclose(fp);
return true;
}

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@ -1,53 +0,0 @@
#ifndef _OBJECTENTRY_H
#define _OBJECTENTRY_H
class CModel;
#include <vector>
#include "CStr.h"
#include "terrain/Bound.h"
#include "terrain/ModelDef.h"
class CObjectEntry
{
public:
struct Anim {
CStr m_AnimName;
CStr m_FileName;
CSkeletonAnim* m_AnimData;
};
public:
CObjectEntry(int type);
~CObjectEntry();
bool BuildModel();
bool Load(const char* filename);
bool Save(const char* filename);
// object name
CStr m_Name;
// texture name
CStr m_TextureName;
// model name
CStr m_ModelName;
// animations
std::vector<Anim> m_Animations;
CSkeletonAnim* m_IdleAnim;
CSkeletonAnim* m_WalkAnim;
CSkeletonAnim* m_DeathAnim;
CSkeletonAnim* m_MeleeAnim;
CSkeletonAnim* m_RangedAnim;
CSkeletonAnim* GetNamedAnimation( CStr animationName );
// object space bounds of model
// CBound m_Bound;
// corresponding model
CModel* m_Model;
// type of object; index into object managers types array
int m_Type;
};
#endif

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#include "ObjectManager.h"
#include <io.h>
#include <algorithm>
CObjectManager g_ObjMan;
CObjectManager::CObjectManager() : m_SelectedObject(0)
{
m_ObjectTypes.reserve(32);
}
CObjectEntry* CObjectManager::FindObject(const char* objectname)
{
for (uint k=0;k<m_ObjectTypes.size();k++) {
std::vector<CObjectEntry*>& objects=m_ObjectTypes[k].m_Objects;
for (uint i=0;i<objects.size();i++) {
if (strcmp(objectname,(const char*) objects[i]->m_Name)==0) {
return objects[i];
}
}
}
return 0;
}
void CObjectManager::AddObjectType(const char* name)
{
m_ObjectTypes.resize(m_ObjectTypes.size()+1);
SObjectType& type=m_ObjectTypes.back();
type.m_Name=name;
type.m_Index=(int)m_ObjectTypes.size()-1;
}
void CObjectManager::AddObject(CObjectEntry* object,int type)
{
assert((uint)type<m_ObjectTypes.size());
if( object->BuildModel() )
m_ObjectTypes[type].m_Objects.push_back(object);
}
void CObjectManager::DeleteObject(CObjectEntry* entry)
{
std::vector<CObjectEntry*>& objects=m_ObjectTypes[entry->m_Type].m_Objects;
typedef std::vector<CObjectEntry*>::iterator Iter;
Iter i=std::find(objects.begin(),objects.end(),entry);
if (i!=objects.end()) {
objects.erase(i);
}
delete entry;
}
void CObjectManager::LoadObjects()
{
// find all the object types by directory name
BuildObjectTypes();
// now iterate through terrain types loading all textures of that type
for (uint i=0;i<m_ObjectTypes.size();i++) {
LoadObjects(i);
}
}
void CObjectManager::BuildObjectTypes()
{
struct _finddata_t file;
intptr_t handle;
// Find first matching directory in terrain\textures
if ((handle=_findfirst("mods\\official\\art\\actors\\*",&file))!=-1) {
if ((file.attrib & _A_SUBDIR) && file.name[0]!='.') {
AddObjectType(file.name);
}
// Find the rest of the matching files
while( _findnext(handle,&file)==0) {
if ((file.attrib & _A_SUBDIR) && file.name[0]!='.') {
AddObjectType(file.name);
}
}
_findclose(handle);
}
}
void CObjectManager::LoadObjects(int type)
{
struct _finddata_t file;
intptr_t handle;
// build pathname
CStr pathname("mods\\official\\art\\actors\\");
pathname+=m_ObjectTypes[type].m_Name;
pathname+="\\";
CStr findname(pathname);
findname+="*.xml";
// Find first matching file in directory for this terrain type
if ((handle=_findfirst((const char*) findname,&file))!=-1) {
CObjectEntry* object=new CObjectEntry(type);
CStr filename(pathname);
filename+=file.name;
if (!object->Load((const char*) filename)) {
delete object;
} else {
AddObject(object,type);
}
// Find the rest of the matching files
while( _findnext(handle,&file)==0) {
CObjectEntry* object=new CObjectEntry(type);
CStr filename(pathname);
filename+=file.name;
if (!object->Load((const char*) filename)) {
delete object;
} else {
AddObject(object,type);
}
}
_findclose(handle);
}
}

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#ifndef _OBJECTMANAGER_H
#define _OBJECTMANAGER_H
#include <vector>
#include "ObjectEntry.h"
class CObjectManager
{
public:
struct SObjectType
{
// name of this object type (derived from directory name)
CStr m_Name;
// index in parent array
int m_Index;
// list of objects of this type (found from the objects directory)
std::vector<CObjectEntry*> m_Objects;
};
public:
CObjectManager();
void LoadObjects();
void AddObjectType(const char* name);
CObjectEntry* FindObject(const char* objname);
void AddObject(CObjectEntry* entry,int type);
void DeleteObject(CObjectEntry* entry);
CObjectEntry* GetSelectedObject() const { return m_SelectedObject; }
void SetSelectedObject(CObjectEntry* obj) { m_SelectedObject=obj; }
std::vector<SObjectType> m_ObjectTypes;
private:
void BuildObjectTypes();
void LoadObjects(int type);
CObjectEntry* m_SelectedObject;
};
extern CObjectManager g_ObjMan;
#endif

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/*==================================================================
|
| Name: Particle.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: A single particle, currently only utilized by
| CParticleEmitter. Public variables are for performance
| reasons.
|
|
| Usage: Instantiate a particle, set public variables, then call
| Frame() every frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#include "Particle.h"
#include "timer.h"
#include "ogl.h"
#include <assert.h>
CParticle::CParticle() :
m_duration(0.0f),
m_timeElapsedTotal(0.0f),
m_position(0.0f, 0.0f, 0.0f),
m_velocity(0.0f, 0.0f, 0.0f),
m_gravity(0.0f, 0.0f, 0.0f)
{
m_timeOfLastFrame = get_time();
// default white colour
m_colour[0] = m_colour[1] = m_colour[2] = m_colour[3] = 1.0f;
}
CParticle::~CParticle()
{
}
void CParticle::Init()
{
// calculate colour increment per second in order to fade to black
m_colourInc[0] = - (m_colour[0] / m_duration);
m_colourInc[1] = - (m_colour[1] / m_duration);
m_colourInc[2] = - (m_colour[2] / m_duration);
}
void CParticle::Frame()
{
Update();
Render();
}
void CParticle::Render()
{
assert(m_sprite);
m_sprite->SetColour(m_colour);
m_sprite->SetTranslation(m_position);
m_sprite->Render();
}
void CParticle::Update()
{
float timeElapsed = float(get_time() - m_timeOfLastFrame);
m_velocity += m_gravity * timeElapsed;
m_position += m_velocity * timeElapsed;
// fade colour
m_colour[0] += m_colourInc[0] * timeElapsed;
m_colour[1] += m_colourInc[1] * timeElapsed;
m_colour[2] += m_colourInc[2] * timeElapsed;
m_timeOfLastFrame = get_time();
m_timeElapsedTotal += timeElapsed;
}

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/*==================================================================
|
| Name: Particle.h
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: A single particle, currently only utilized by
| CParticleEmitter. Public variables are for performance
| reasons.
|
|
| Usage: Instantiate a particle, set public variables, then call
| Frame() every frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#ifndef PARTICLE_H
#define PARTICLE_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "Vector3D.h"
#include "Sprite.h"
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
class CParticle
{
public:
CParticle();
~CParticle();
// necessary pre-processing immediately before first update call
void Init();
void Frame();
void Update();
void Render();
void SetColour(float r, float g, float b, float a);
CSprite * m_sprite;
float m_duration;
double m_timeOfLastFrame;
double m_timeElapsedTotal;
CVector3D m_position;
CVector3D m_velocity;
CVector3D m_gravity;
float m_colour[4];
float m_colourInc[3];
};
#endif // PARTICLE_H

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/*==================================================================
|
| Name: ParticleEmitter.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Particle emitter class that emits particles from
| an origin (or area) with a variety of set colours,
| durations, forces and a single common sprite.
|
|
| Usage: Instantiate one emitter per desired effect. Set the
| various fields (preferably all, the defaults are rather
| boring) and then call Frame() - you guessed it - every
| frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#include "ParticleEmitter.h"
#include "timer.h"
#include "ogl.h"
#include <stdlib.h>
CParticleEmitter::CParticleEmitter() :
m_particles(NULL),
m_origin(0.0f, 0.0f, 0.0f),
m_originSpread(0.0f, 0.0f, 0.0f),
m_velocity(0.0f, 0.0f, 0.0f),
m_velocitySpread(0.0f, 0.0f, 0.0f),
m_gravity(0.0f, 0.0f, 0.0f),
m_maxParticles(0),
m_minParticles(0),
m_numParticles(0),
m_maxLifetime(0),
m_minLifetime(0),
m_timeOfLastFrame(0.0f),
m_timeSinceLastEmit(0.0f)
{
m_particles.clear();
}
CParticleEmitter::~CParticleEmitter()
{
}
void CParticleEmitter::Frame()
{
Update();
Render();
}
void CParticleEmitter::Render()
{
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
vector<CParticle *>::iterator itor = m_particles.begin();
while (itor != m_particles.end())
{
CParticle * curParticle = (*itor);
curParticle->Frame();
++itor;
}
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
void CParticleEmitter::Update()
{
double timeElapsed = get_time() - m_timeOfLastFrame;
// update existing particles
vector<CParticle *>::iterator itor = m_particles.begin();
while (itor != m_particles.end())
{
CParticle * curParticle = (*itor);
curParticle->Update();
// destroy particle if it has lived beyond its duration
if (curParticle->m_timeElapsedTotal >= curParticle->m_duration)
{
m_particles.erase(itor);
delete curParticle;
--m_numParticles;
}
++itor;
}
double secondsPerEmit = 1 / (m_minParticles / m_minLifetime);
if (m_timeSinceLastEmit > secondsPerEmit)
{
float duration;
CVector3D position, velocity;
float colour[4];
bool moreParticlesToEmit = true;
while (moreParticlesToEmit) {
CParticle * newParticle = new CParticle();
// calculate particle duration
duration = (float)m_minLifetime;
duration += (rand() % (int)((m_maxLifetime - m_minLifetime) * 1000.0f + 1)) / 1000.0f;
newParticle->m_duration = duration;
// calculate particle start position from spread
position = m_origin;
position.X += (rand() % (int)(m_originSpread.X * 2000.0f + 1)) / 1000.0f - m_originSpread.X;
position.Y += (rand() % (int)(m_originSpread.Y * 2000.0f + 1)) / 1000.0f - m_originSpread.Y;
position.Z += (rand() % (int)(m_originSpread.Z * 2000.0f + 1)) / 1000.0f - m_originSpread.Z;
newParticle->m_position = position;
// calculate particle velocity from spread
velocity = m_velocity;
velocity.X += (rand() % (int)(m_velocitySpread.X * 2000.0f + 1)) / 1000.0f - m_velocitySpread.X;
velocity.Y += (rand() % (int)(m_velocitySpread.Y * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Y;
velocity.Z += (rand() % (int)(m_velocitySpread.Z * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Z;
newParticle->m_velocity = velocity;
newParticle->m_gravity = m_gravity;
// calculate and assign colour
memcpy(colour, m_startColour, sizeof(float) * 4);
colour[0] += (rand() % (int)((m_endColour[0] - m_startColour[0]) * 1000.0f + 1)) / 1000.0f;
colour[1] += (rand() % (int)((m_endColour[1] - m_startColour[1]) * 1000.0f + 1)) / 1000.0f;
colour[2] += (rand() % (int)((m_endColour[2] - m_startColour[2]) * 1000.0f + 1)) / 1000.0f;
colour[3] += (rand() % (int)((m_endColour[3] - m_startColour[3]) * 1000.0f + 1)) / 1000.0f;
memcpy(newParticle->m_colour, colour, sizeof(float) * 4);
// assign sprite
newParticle->m_sprite = m_sprite;
// final pre-processing init call
newParticle->Init();
// add to vector of particles
m_particles.push_back(newParticle);
timeElapsed -= secondsPerEmit;
if (timeElapsed < secondsPerEmit)
{
moreParticlesToEmit = false;
}
++m_numParticles;
}
m_timeSinceLastEmit = 0.0f;
}
else
m_timeSinceLastEmit += (float)timeElapsed;
m_timeOfLastFrame = get_time();
}
void CParticleEmitter::SetSprite(CSprite * sprite)
{
m_sprite = sprite;
}
void CParticleEmitter::SetOrigin(CVector3D origin)
{
m_origin = origin;
}
void CParticleEmitter::SetOrigin(float x, float y, float z)
{
m_origin.X = x;
m_origin.Y = y;
m_origin.Z = z;
}
void CParticleEmitter::SetOriginSpread(CVector3D spread)
{
m_originSpread = spread;
}
void CParticleEmitter::SetOriginSpread(float x, float y, float z)
{
m_originSpread.X = x;
m_originSpread.Y = y;
m_originSpread.Z = z;
}
void CParticleEmitter::SetGravity(CVector3D gravity)
{
m_gravity = gravity;
}
void CParticleEmitter::SetGravity(float x, float y, float z)
{
m_gravity.X = x;
m_gravity.Y = y;
m_gravity.Z = z;
}
void CParticleEmitter::SetVelocity(CVector3D velocity)
{
m_velocity = velocity;
}
void CParticleEmitter::SetVelocity(float x, float y, float z)
{
m_velocity.X = x;
m_velocity.Y = y;
m_velocity.Z = z;
}
void CParticleEmitter::SetVelocitySpread(CVector3D spread)
{
m_velocitySpread = spread;
}
void CParticleEmitter::SetVelocitySpread(float x, float y, float z)
{
m_velocitySpread.X = x;
m_velocitySpread.Y = y;
m_velocitySpread.Z = z;
}
void CParticleEmitter::SetStartColour(float r, float g, float b, float a)
{
m_startColour[0] = r;
m_startColour[1] = g;
m_startColour[2] = b;
m_startColour[3] = a;
}
void CParticleEmitter::SetEndColour(float r, float g, float b, float a)
{
m_endColour[0] = r;
m_endColour[1] = g;
m_endColour[2] = b;
m_endColour[3] = a;
}
void CParticleEmitter::SetMaxLifetime(double maxLife)
{
m_maxLifetime = maxLife;
}
void CParticleEmitter::SetMinLifetime(double minLife)
{
m_minLifetime = minLife;
}
void CParticleEmitter::SetMaxParticles(int maxParticles)
{
m_maxParticles = maxParticles;
}
void CParticleEmitter::SetMinParticles(int minParticles)
{
m_minParticles = minParticles;
}

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/*==================================================================
|
| Name: ParticleEmitter.h
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Particle emitter class that emits particles from
| an origin (or area) with a variety of set colours,
| durations, forces and a single common sprite.
|
|
| Usage: Instantiate one emitter per desired effect. Set the
| various fields (preferably all, the defaults are rather
| boring) and then call Frame() - you guessed it - every
| frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#ifndef PARTICLE_EMITTER_H
#define PARTICLE_EMITTER_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "Particle.h"
#include "Sprite.h"
#include "Vector3D.h"
#include <vector>
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
class CParticleEmitter
{
public:
CParticleEmitter();
~CParticleEmitter();
// must be performed before first frame/render/update call
bool Init();
// renders and updates particles
void Frame();
// renders without updating particles
void Render();
void Update();
void SetSprite(CSprite * sprite);
void SetOrigin(CVector3D origin);
void SetOrigin(float x, float y, float z);
void SetOriginSpread(CVector3D spread);
void SetOriginSpread(float x, float y, float z);
void SetGravity(CVector3D gravity);
void SetGravity(float x, float y, float z);
void SetVelocity(CVector3D direction);
void SetVelocity(float x, float y, float z);
void SetVelocitySpread(CVector3D spread);
void SetVelocitySpread(float x, float y, float z);
void SetStartColour(float r, float g, float b, float a);
void SetEndColour(float r, float g, float b, float a);
// in milliseconds
void SetMaxLifetime(double maxLife);
// in milliseconds
void SetMinLifetime(double minLife);
void SetMaxParticles(int maxParticles);
void SetMinParticles(int minParticles);
private:
CSprite * m_sprite;
std::vector<CParticle *> m_particles;
CVector3D m_origin;
CVector3D m_originSpread;
CVector3D m_velocity;
CVector3D m_velocitySpread;
CVector3D m_gravity;
float m_startColour[4];
float m_endColour[4];
int m_maxParticles;
int m_minParticles;
int m_numParticles;
double m_maxLifetime;
double m_minLifetime;
double m_timeOfLastFrame;
float m_timeSinceLastEmit;
};
#endif // PARTICLE_EMITTER_H

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///////////////////////////////////////////////////////////////////////////////
//
// Name: ModelDef.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "Patch.h"
#include "Terrain.h"
///////////////////////////////////////////////////////////////////////////////
// CPatch constructor
CPatch::CPatch() : m_Parent(0)
{
}
///////////////////////////////////////////////////////////////////////////////
// CPatch destructor
CPatch::~CPatch()
{
}
///////////////////////////////////////////////////////////////////////////////
// Initialize: setup patch data
void CPatch::Initialize(CTerrain* parent,u32 x,u32 z)
{
delete m_RenderData;
m_RenderData=0;
m_Parent=parent;
m_X=x;
m_Z=z;
// set parent of each patch
for (int j=0;j<16;j++) {
for (int i=0;i<16;i++) {
m_MiniPatches[j][i].m_Parent=this;
}
}
CalcBounds();
}
///////////////////////////////////////////////////////////////////////////////
// CalcBounds: calculating the bounds of this patch
void CPatch::CalcBounds()
{
m_Bounds.SetEmpty();
for (int j=0;j<PATCH_SIZE+1;j++) {
for (int i=0;i<PATCH_SIZE+1;i++) {
CVector3D pos;
m_Parent->CalcPosition(m_X*PATCH_SIZE+i,m_Z*PATCH_SIZE+j,pos);
m_Bounds+=pos;
}
}
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Patch.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _PATCH_H
#define _PATCH_H
#include "MiniPatch.h"
#include "RenderableObject.h"
class CTerrain;
///////////////////////////////////////////////////////////////////////////////
// CPatch: a single terrain patch, 16 tiles square
class CPatch : public CRenderableObject
{
public:
// constructor
CPatch();
// destructor
~CPatch();
// initialize the patch
void Initialize(CTerrain* parent,u32 x,u32 z);
// calculate and store bounds of this patch
void CalcBounds();
public:
// minipatches (tiles) making up the patch
CMiniPatch m_MiniPatches[16][16];
// position of patch in parent terrain grid
u32 m_X,m_Z;
// parent terrain
CTerrain* m_Parent;
};
#endif

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#pragma warning(disable:4786)
#include <assert.h>
#include <set>
#include <algorithm>
#include "res/tex.h"
#include "Renderer.h"
#include "PatchRData.h"
#include "AlphaMapCalculator.h"
const int BlendOffsets[8][2] = {
{ 0, -1 },
{ -1, -1 },
{ -1, 0 },
{ -1, 1 },
{ 0, 1 },
{ 1, 1 },
{ 1, 0 },
{ 1, -1 }
};
CPatchRData::CPatchRData(CPatch* patch) : m_Patch(patch), m_Vertices(0), m_VBBase(0), m_VBBlends(0)
{
assert(patch);
Build();
}
CPatchRData::~CPatchRData()
{
delete[] m_Vertices;
}
static Handle GetTerrainTileTexture(CTerrain* terrain,int gx,int gz)
{
CMiniPatch* mp=terrain->GetTile(gx,gz);
return mp ? mp->Tex1 : 0;
}
bool QueryAdjacency(int x,int y,Handle h,Handle* texgrid)
{
for (int j=y-1;j<=y+1;j++) {
for (int i=x-1;i<=x+1;i++) {
if (i<0 || i>PATCH_SIZE+1 || j<0 || j>PATCH_SIZE+1) {
continue;
}
if (texgrid[j*(PATCH_SIZE+2)+i]==h) {
return true;
}
}
}
return false;
}
struct STmpSplat {
Handle m_Texture;
u16 m_Indices[4];
};
void CPatchRData::BuildBlends()
{
m_BlendIndices.clear();
m_BlendSplats.clear();
m_BlendVertices.clear();
// get index of this patch
int px=m_Patch->m_X;
int pz=m_Patch->m_Z;
CTerrain* terrain=m_Patch->m_Parent;
// temporary list of splats
std::vector<STmpSplat> splats;
// set of textures used for splats
std::set<Handle> splatTextures;
// for each tile in patch ..
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
u32 gx,gz;
CMiniPatch* mp=&m_Patch->m_MiniPatches[j][i];
mp->GetTileIndex(gx,gz);
// build list of textures of higher priority than current tile that are used by neighbouring tiles
std::vector<STex> neighbourTextures;
for (int m=-1;m<=1;m++) {
for (int k=-1;k<=1;k++) {
CMiniPatch* nmp=terrain->GetTile(gx+k,gz+m);
if (nmp) {
if (nmp->Tex1Priority>mp->Tex1Priority || (nmp->Tex1Priority==mp->Tex1Priority && nmp->Tex1>mp->Tex1)) {
STex tex;
tex.m_Handle=nmp->Tex1;
tex.m_Priority=nmp->Tex1Priority;
if (std::find(neighbourTextures.begin(),neighbourTextures.end(),tex)==neighbourTextures.end()) {
neighbourTextures.push_back(tex);
}
}
}
}
}
if (neighbourTextures.size()>0) {
// u32 count=neighbourTextures.size();
// janwas fixing warnings: not used?
// sort textures from lowest to highest priority
std::sort(neighbourTextures.begin(),neighbourTextures.end());
// for each of the neighbouring textures ..
for (uint k=0;k<neighbourTextures.size();++k) {
// now build the grid of blends dependent on whether the tile adjacent to the current tile
// uses the current neighbour texture
BlendShape8 shape;
for (int m=0;m<8;m++) {
int ox=gx+BlendOffsets[m][1];
int oz=gz+BlendOffsets[m][0];
// get texture on adjacent tile
Handle atex=GetTerrainTileTexture(terrain,ox,oz);
// fill 0/1 into shape array
shape[m]=(atex==neighbourTextures[k].m_Handle) ? 0 : 1;
}
// calculate the required alphamap and the required rotation of the alphamap from blendshape
unsigned int alphamapflags;
int alphamap=CAlphaMapCalculator::Calculate(shape,alphamapflags);
// now actually render the blend tile (if we need one)
if (alphamap!=-1) {
float u0=g_Renderer.m_AlphaMapCoords[alphamap].u0;
float u1=g_Renderer.m_AlphaMapCoords[alphamap].u1;
float v0=g_Renderer.m_AlphaMapCoords[alphamap].v0;
float v1=g_Renderer.m_AlphaMapCoords[alphamap].v1;
if (alphamapflags & BLENDMAP_FLIPU) {
// flip u
float t=u0;
u0=u1;
u1=t;
}
if (alphamapflags & BLENDMAP_FLIPV) {
// flip v
float t=v0;
v0=v1;
v1=t;
}
int base=0;
if (alphamapflags & BLENDMAP_ROTATE90) {
// rotate 1
base=1;
} else if (alphamapflags & BLENDMAP_ROTATE180) {
// rotate 2
base=2;
} else if (alphamapflags & BLENDMAP_ROTATE270) {
// rotate 3
base=3;
}
SBlendVertex vtx[4];
vtx[(base+0)%4].m_AlphaUVs[0]=u0;
vtx[(base+0)%4].m_AlphaUVs[1]=v0;
vtx[(base+1)%4].m_AlphaUVs[0]=u1;
vtx[(base+1)%4].m_AlphaUVs[1]=v0;
vtx[(base+2)%4].m_AlphaUVs[0]=u1;
vtx[(base+2)%4].m_AlphaUVs[1]=v1;
vtx[(base+3)%4].m_AlphaUVs[0]=u0;
vtx[(base+3)%4].m_AlphaUVs[1]=v1;
int vsize=PATCH_SIZE+1;
SBlendVertex dst;
int vindex=(int)m_BlendVertices.size();
const SBaseVertex& vtx0=m_Vertices[(j*vsize)+i];
dst.m_UVs[0]=i*0.125f;
dst.m_UVs[1]=j*0.125f;
dst.m_AlphaUVs[0]=vtx[0].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[0].m_AlphaUVs[1];
dst.m_Color=vtx0.m_Color;
dst.m_Position=vtx0.m_Position;
m_BlendVertices.push_back(dst);
const SBaseVertex& vtx1=m_Vertices[(j*vsize)+i+1];
dst.m_UVs[0]=(i+1)*0.125f;
dst.m_UVs[1]=j*0.125f;
dst.m_AlphaUVs[0]=vtx[1].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[1].m_AlphaUVs[1];
dst.m_Color=vtx1.m_Color;
dst.m_Position=vtx1.m_Position;
m_BlendVertices.push_back(dst);
const SBaseVertex& vtx2=m_Vertices[((j+1)*vsize)+i+1];
dst.m_UVs[0]=(i+1)*0.125f;
dst.m_UVs[1]=(j+1)*0.125f;
dst.m_AlphaUVs[0]=vtx[2].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[2].m_AlphaUVs[1];
dst.m_Color=vtx2.m_Color;
dst.m_Position=vtx2.m_Position;
m_BlendVertices.push_back(dst);
const SBaseVertex& vtx3=m_Vertices[((j+1)*vsize)+i];
dst.m_UVs[0]=i*0.125f;
dst.m_UVs[1]=(j+1)*0.125f;
dst.m_AlphaUVs[0]=vtx[3].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[3].m_AlphaUVs[1];
dst.m_Color=vtx3.m_Color;
dst.m_Position=vtx3.m_Position;
m_BlendVertices.push_back(dst);
// build a splat for this quad
STmpSplat splat;
splat.m_Texture=neighbourTextures[k].m_Handle;
splat.m_Indices[0]=vindex;
splat.m_Indices[1]=vindex+1;
splat.m_Indices[2]=vindex+2;
splat.m_Indices[3]=vindex+3;
splats.push_back(splat);
// add this texture to set of unique splat textures
splatTextures.insert(splat.m_Texture);
}
}
}
}
}
// now build outgoing splats
m_BlendSplats.resize(splatTextures.size());
int splatCount=0;
std::set<Handle>::iterator iter=splatTextures.begin();
for (;iter!=splatTextures.end();++iter) {
Handle tex=*iter;
SSplat& splat=m_BlendSplats[splatCount];
splat.m_IndexStart=(u32)m_BlendIndices.size();
splat.m_Texture=tex;
for (uint k=0;k<splats.size();k++) {
if (splats[k].m_Texture==tex) {
m_BlendIndices.push_back(splats[k].m_Indices[0]);
m_BlendIndices.push_back(splats[k].m_Indices[1]);
m_BlendIndices.push_back(splats[k].m_Indices[2]);
m_BlendIndices.push_back(splats[k].m_Indices[3]);
splat.m_IndexCount+=4;
}
}
splatCount++;
}
if (g_Renderer.m_Caps.m_VBO) {
if (m_VBBlends) {
// destroy old buffer
glDeleteBuffersARB(1,(GLuint*) &m_VBBlends);
} else {
// generate buffer index
glGenBuffersARB(1,(GLuint*) &m_VBBlends);
}
// create new buffer
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VBBlends);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,m_BlendVertices.size()*sizeof(SBlendVertex),&m_BlendVertices[0],GL_STATIC_DRAW_ARB);
}
}
void CPatchRData::BuildIndices()
{
// number of vertices in each direction in each patch
int vsize=PATCH_SIZE+1;
// release existing indices and bins
m_Indices.clear();
m_Splats.clear();
// build grid of textures on this patch and boundaries of adjacent patches
std::vector<Handle> textures;
Handle texgrid[PATCH_SIZE][PATCH_SIZE];
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
Handle h=m_Patch->m_MiniPatches[j][i].Tex1;
texgrid[j][i]=h;
if (std::find(textures.begin(),textures.end(),h)==textures.end()) {
textures.push_back(h);
}
}
}
// now build base splats from interior textures
m_Splats.resize(textures.size());
for (uint i=0;i<m_Splats.size();i++) {
Handle h=textures[i];
SSplat& splat=m_Splats[i];
splat.m_Texture=h;
splat.m_IndexStart=(u32)m_Indices.size();
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
if (texgrid[j][i]==h){
m_Indices.push_back(((j+0)*vsize+(i+0)));
m_Indices.push_back(((j+0)*vsize+(i+1)));
m_Indices.push_back(((j+1)*vsize+(i+1)));
m_Indices.push_back(((j+1)*vsize+(i+0)));
}
}
}
splat.m_IndexCount=(u32)(m_Indices.size()-splat.m_IndexStart);
}
}
inline int clamp(int x,int min,int max)
{
if (x<min) return min;
else if (x>max) return max;
else return x;
}
static SColor4ub ConvertColor(const RGBColor& src)
{
SColor4ub result;
result.R=clamp(int(src.X*255),0,255);
result.G=clamp(int(src.Y*255),0,255);
result.B=clamp(int(src.Z*255),0,255);
result.A=0xff;
return result;
}
static void BuildHeightmapNormals(int size,u16 *heightmap,CVector3D* normals)
{
int x, y;
int sm=size-1;
for(y = 0;y < size; y++)
for(x = 0; x < size; x++) {
// Access current normalmap grid point
CVector3D* N = &normals[y*size+x];
// Compute normal by using the height differential
u16 h1=(x==sm) ? heightmap[y*size+x] : heightmap[y*size+x+1];
u16 h2=(y==sm) ? heightmap[y*size+x] : heightmap[(y+1)*size+x];
u16 h3=(x==0) ? heightmap[y*size+x] : heightmap[y*size+x-1];
u16 h4=(y==0) ? heightmap[y*size+x] : heightmap[(y-1)*size+x+1];
N->X = (h3-h1)*HEIGHT_SCALE;
N->Y = CELL_SIZE;
N->Z = (h4-h2)*HEIGHT_SCALE;
// Normalize it
float len=N->GetLength();
if (len>0) {
(*N)*=1.0f/len;
} else {
*N=CVector3D(0,0,0);
}
}
}
void CPatchRData::BuildVertices()
{
// number of vertices in each direction in each patch
int vsize=PATCH_SIZE+1;
if (!m_Vertices) {
m_Vertices=new SBaseVertex[vsize*vsize];
}
SBaseVertex* vertices=m_Vertices;
// get index of this patch
u32 px=m_Patch->m_X;
u32 pz=m_Patch->m_Z;
CTerrain* terrain=m_Patch->m_Parent;
u32 mapSize=terrain->GetVerticesPerSide();
// build vertices
for (int j=0; j<vsize; j++)
{
for (int i=0; i<vsize; i++)
{
int ix=px*16+i;
int iz=pz*16+j;
CVector3D pos,normal;
terrain->CalcPosition(ix,iz,pos);
terrain->CalcNormal(ix,iz,normal);
RGBColor c;
g_Renderer.m_SHCoeffsTerrain.Evaluate(normal,c);
int v=(j*vsize)+i;
vertices[v].m_UVs[0]=i*0.125f;
vertices[v].m_UVs[1]=j*0.125f;
vertices[v].m_Color=ConvertColor(c);
vertices[v].m_Position=pos;
}
}
if (g_Renderer.m_Caps.m_VBO) {
if (!m_VBBase) {
glGenBuffersARB(1,(GLuint*) &m_VBBase);
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VBBase);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,vsize*vsize*sizeof(SBaseVertex),0,GL_STATIC_DRAW_ARB);
}
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VBBase);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,0,vsize*vsize*sizeof(SBaseVertex),m_Vertices);
}
}
void CPatchRData::Build()
{
BuildVertices();
BuildIndices();
BuildBlends();
}
void CPatchRData::Update()
{
if (m_UpdateFlags!=0) {
// TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather
// than everything; it's complicated slightly because the blends are dependent
// on both vertex and index data
BuildVertices();
BuildIndices();
BuildBlends();
m_UpdateFlags=0;
}
}
void CPatchRData::RenderBase()
{
assert(m_UpdateFlags==0);
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VBBase);
base=0;
} else {
base=(u8*) &m_Vertices[0];
}
// setup data pointers
u32 stride=sizeof(SBaseVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBaseVertex,m_Position));
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBaseVertex,m_Color));
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBaseVertex,m_UVs[0]));
// render each splat
for (uint i=0;i<m_Splats.size();i++) {
SSplat& splat=m_Splats[i];
tex_bind(splat.m_Texture);
glDrawElements(GL_QUADS,splat.m_IndexCount,GL_UNSIGNED_SHORT,&m_Indices[splat.m_IndexStart]);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2;
}
}
void CPatchRData::RenderStreams(u32 streamflags)
{
assert(m_UpdateFlags==0);
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VBBase);
base=0;
} else {
base=(u8*) &m_Vertices[0];
}
// setup data pointers
glVertexPointer(3,GL_FLOAT,sizeof(SBaseVertex),base+offsetof(SBaseVertex,m_Position));
if (streamflags & STREAM_UV0) glTexCoordPointer(2,GL_FLOAT,sizeof(SBaseVertex),base+offsetof(SBaseVertex,m_UVs));
// render all base splats at once
glDrawElements(GL_QUADS,(GLsizei)m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris+=(u32)m_Indices.size()/2;
}
void CPatchRData::RenderBlends()
{
assert(m_UpdateFlags==0);
if (m_BlendVertices.size()==0) return;
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VBBlends);
base=0;
} else {
base=(u8*) &m_BlendVertices[0];
}
// setup data pointers
u32 stride=sizeof(SBlendVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_Position));
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBlendVertex,m_Color));
glClientActiveTexture(GL_TEXTURE0_ARB);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_UVs[0]));
glClientActiveTexture(GL_TEXTURE1_ARB);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_AlphaUVs[0]));
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
for (uint i=0;i<m_BlendSplats.size();i++) {
SSplat& splat=m_BlendSplats[i];
tex_bind(splat.m_Texture);
glDrawElements(GL_QUADS,splat.m_IndexCount,GL_UNSIGNED_SHORT,&m_BlendIndices[splat.m_IndexStart]);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_BlendSplats++;
g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2;
}
}
void CPatchRData::RenderOutline()
{
const u16 EdgeIndices[PATCH_SIZE*4] = {
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16,
33, 50, 67, 84, 101, 118, 135, 152, 169, 186, 203, 220, 237, 254, 271, 288,
287, 286, 285, 284, 283, 282, 281, 280, 279, 278, 277, 276, 275, 274, 273, 272,
255, 238, 221, 204, 187, 170, 153, 136, 119, 102, 85, 68, 51, 34, 17, 0
};
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VBBase);
base=0;
} else {
base=(u8*) &m_Vertices[0];
}
// setup data pointers
glVertexPointer(3,GL_FLOAT,sizeof(SBaseVertex),base+offsetof(SBaseVertex,m_Position));
// render outline as line loop
u32 numIndices=sizeof(EdgeIndices)/sizeof(u16);
glDrawElements(GL_LINE_LOOP,numIndices,GL_UNSIGNED_SHORT,EdgeIndices);
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris+=numIndices/2;
}

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#ifndef _PATCHRDATA_H
#define _PATCHRDATA_H
#include <vector>
#include "res/res.h"
#include "Color.h"
#include "Vector3D.h"
#include "RenderableObject.h"
class CPatch;
class CPatchRData : public CRenderData
{
public:
CPatchRData(CPatch* patch);
~CPatchRData();
void Update();
void RenderBase();
void RenderBlends();
void RenderOutline();
void RenderStreams(u32 streamflags);
private:
// build this renderdata object
void Build();
void BuildBlends();
void BuildIndices();
void BuildVertices();
struct SSplat {
SSplat() : m_Texture(0), m_IndexCount(0) {}
// handle of texture to apply during splat
Handle m_Texture;
// offset into the index array for this patch where splat starts
u32 m_IndexStart;
// number of indices used by splat
u32 m_IndexCount;
};
struct SBaseVertex {
// vertex position
CVector3D m_Position;
// vertex color
SColor4ub m_Color;
// vertex uvs for base texture
float m_UVs[2];
};
struct SBlendVertex {
// vertex position
CVector3D m_Position;
// vertex color
SColor4ub m_Color;
// vertex uvs for base texture
float m_UVs[2];
// vertex uvs for alpha texture
float m_AlphaUVs[2];
};
struct STex {
bool operator==(const STex& rhs) const { return m_Handle==rhs.m_Handle; }
bool operator<(const STex& rhs) const { return m_Priority<rhs.m_Priority; }
Handle m_Handle;
int m_Priority;
};
// owner patch
CPatch* m_Patch;
// vertex buffer handle for base vertices
u32 m_VBBase;
// vertex buffer handle for blend vertices
u32 m_VBBlends;
// patch render vertices
SBaseVertex* m_Vertices;
// patch index list
std::vector<unsigned short> m_Indices;
// list of base splats to apply to this patch
std::vector<SSplat> m_Splats;
// vertices to use for blending transition texture passes
std::vector<SBlendVertex> m_BlendVertices;
// indices into blend vertices for the blend splats
std::vector<unsigned short> m_BlendIndices;
// splats used in blend pass
std::vector<SSplat> m_BlendSplats;
};
#endif

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@ -1,138 +0,0 @@
//***********************************************************
//
// Name: Plane.Cpp
// Last Update: 17/2/02
// Author: Poya Manouchehri
//
// Description: A Plane in R3 and several utility methods.
// Note that the format used for the plane
// equation is Ax + By + Cz + D = 0, where
// <A,B,C> is the normal vector.
//
//***********************************************************
#include "Plane.h"
CPlane::CPlane ()
{
m_Norm.Clear ();
m_Dist = 0.0f;
}
//sets the plane equation from 3 points on that plane
void CPlane::Set (CVector3D &p1, CVector3D &p2, CVector3D &p3)
{
CVector3D D1, D2;
CVector3D Norm;
//calculate two vectors on the surface of the plane
D1 = p2-p1;
D2 = p3-p1;
//cross multiply gives normal
Norm = D2.Cross(D1);
Set (Norm, p1);
}
//sets the plane equation from a normal and a point on
//that plane
void CPlane::Set (CVector3D &norm, CVector3D &point)
{
m_Norm = norm;
m_Dist = - (norm.X * point.X +
norm.Y * point.Y +
norm.Z * point.Z);
// Normalize ();
}
//normalizes the plane equation
void CPlane::Normalize ()
{
float Scale;
Scale = 1.0f/m_Norm.GetLength ();
m_Norm.X *= Scale;
m_Norm.Y *= Scale;
m_Norm.Z *= Scale;
m_Dist *= Scale;
}
//returns the side of the plane on which this point
//lies.
PLANESIDE CPlane::ClassifyPoint (const CVector3D &point) const
{
float Dist;
Dist = m_Norm.X * point.X +
m_Norm.Y * point.Y +
m_Norm.Z * point.Z +
m_Dist;
if (Dist > 0.0f)
return PS_FRONT;
else if (Dist < 0.0f)
return PS_BACK;
return PS_ON;
}
//solves the plane equation for a particular point
float CPlane::DistanceToPlane (const CVector3D &point) const
{
float Dist;
Dist = m_Norm.X * point.X +
m_Norm.Y * point.Y +
m_Norm.Z * point.Z +
m_Dist;
return Dist;
}
//calculates the intersection point of a line with this
//plane. Returns false if there is no intersection
bool CPlane::FindLineSegIntersection (CVector3D &start, CVector3D &end, CVector3D *intsect)
{
PLANESIDE StartS, EndS;
CVector3D Dir;
float Length;
//work out where each point is
StartS = ClassifyPoint (start);
EndS = ClassifyPoint (end);
//if they are not on opposite sides of the plane return false
if (StartS == EndS)
return false;
//work out a normalized vector in the direction start to end
Dir = end - start;
Dir.Normalize ();
//a bit of algebra to work out how much we need to scale
//this direction vector to get to the plane
Length = -m_Norm.Dot(start)/m_Norm.Dot(Dir);
//scale it by this amount
Dir *= Length;
//workout actual position vector of impact
*intsect = start + Dir;
return true;
}
bool CPlane::FindRayIntersection (CVector3D &start, CVector3D &direction, CVector3D *intsect)
{
float dot = m_Norm.Dot (direction);
if (dot == 0.0f)
return false;
CVector3D a;
*intsect = start - (direction * (DistanceToPlane (start)/dot));
return true;
}

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//***********************************************************
//
// Name: Plane.h
// Last Update: 17/2/02
// Author: Poya Manouchehri
//
// Description: A Plane in R3 and several utility methods.
// Note that the format used for the plane
// equation is Ax + By + Cz + D = 0, where
// <A,B,C> is the normal vector.
//
//***********************************************************
#ifndef PLANE_H
#define PLANE_H
#include "Vector3D.h"
enum PLANESIDE
{
PS_FRONT,
PS_BACK,
PS_ON
};
class CPlane
{
public:
CPlane ();
//sets the plane equation from 3 points on that plane
void Set (CVector3D &p1, CVector3D &p2, CVector3D &p3);
//sets the plane equation from a normal and a point on
//that plane
void Set (CVector3D &norm, CVector3D &point);
//normalizes the plane equation
void Normalize ();
//returns the side of the plane on which this point
//lies.
PLANESIDE ClassifyPoint (const CVector3D &point) const;
//solves the plane equation for a particular point
float DistanceToPlane (const CVector3D &point) const;
//calculates the intersection point of a line with this
//plane. Returns false if there is no intersection
bool FindLineSegIntersection (CVector3D &start, CVector3D &end, CVector3D *intsect);
bool FindRayIntersection (CVector3D &start, CVector3D &direction, CVector3D *intsect);
public:
CVector3D m_Norm; //normal vector of the plane
float m_Dist; //Plane distance (ie D in the plane eq.)
};
#endif

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/************************************************************
*
* File Name: Quaternion.Cpp
*
* Description:
*
************************************************************/
#include "Quaternion.h"
const float EPSILON=0.0001f;
CQuaternion::CQuaternion()
{
m_V.Clear ();
m_W = 0;
}
//quaternion addition
CQuaternion CQuaternion::operator + (CQuaternion &quat)
{
CQuaternion Temp;
Temp.m_W = m_W + quat.m_W;
Temp.m_V = m_V + quat.m_V;
return Temp;
}
//quaternion addition/assignment
CQuaternion &CQuaternion::operator += (CQuaternion &quat)
{
m_W += quat.m_W;
m_V += quat.m_V;
return (*this);
}
//quaternion multiplication
CQuaternion CQuaternion::operator * (CQuaternion &quat)
{
CQuaternion Temp;
Temp.m_W = (m_W * quat.m_W) - (m_V.Dot(quat.m_V));
Temp.m_V = (m_V.Cross(quat.m_V)) + (quat.m_V * m_W) + (m_V * quat.m_W);
return Temp;
}
//quaternion multiplication/assignment
CQuaternion &CQuaternion::operator *= (CQuaternion &quat)
{
(*this) = (*this) * quat;
return (*this);
}
void CQuaternion::FromEularAngles (float x, float y, float z)
{
float cr, cp, cy;
float sr, sp, sy;
CQuaternion QRoll, QPitch, QYaw;
cr = cosf(x * 0.5f);
cp = cosf(y * 0.5f);
cy = cosf(z * 0.5f);
sr = sinf(x * 0.5f);
sp = sinf(y * 0.5f);
sy = sinf(z * 0.5f);
QRoll.m_V.Set (sr,0,0);
QRoll.m_W = cr;
QPitch.m_V.Set (0,sp,0);
QPitch.m_W = cp;
QYaw.m_V.Set (0,0,sy);
QYaw.m_W = cy;
(*this) = QYaw * QPitch * QRoll;
}
CMatrix3D CQuaternion::ToMatrix () const
{
CMatrix3D result;
ToMatrix(result);
return result;
}
void CQuaternion::ToMatrix(CMatrix3D& result) const
{
float x2, y2, z2;
float wx, wy, wz, xx, xy, xz, yy, yz, zz;
// calculate coefficients
x2 = m_V.X + m_V.X;
y2 = m_V.Y + m_V.Y;
z2 = m_V.Z + m_V.Z;
xx = m_V.X * x2;
xy = m_V.X * y2;
xz = m_V.X * z2;
yy = m_V.Y * y2;
yz = m_V.Y * z2;
zz = m_V.Z * z2;
wx = m_W * x2;
wy = m_W * y2;
wz = m_W * z2;
result._11 = 1.0f - (yy + zz);
result._12 = xy - wz;
result._13 = xz + wy;
result._14 = 0;
result._21 = xy + wz;
result._22 = 1.0f - (xx + zz);
result._23 = yz - wx;
result._24 = 0;
result._31 = xz - wy;
result._32 = yz + wx;
result._33 = 1.0f - (xx + yy);
result._34 = 0;
result._41 = 0;
result._42 = 0;
result._43 = 0;
result._44 = 1;
}
void CQuaternion::Slerp(const CQuaternion& from,const CQuaternion& to, float ratio)
{
float to1[4];
float omega, cosom, sinom, scale0, scale1;
// calc cosine
cosom = from.m_V.X * to.m_V.X +
from.m_V.Y * to.m_V.Y +
from.m_V.Z * to.m_V.Z +
from.m_W * to.m_W;
// adjust signs (if necessary)
if (cosom < 0.0)
{
cosom = -cosom;
to1[0] = -to.m_V.X;
to1[1] = -to.m_V.Y;
to1[2] = -to.m_V.Z;
to1[3] = -to.m_W;
}
else
{
to1[0] = to.m_V.X;
to1[1] = to.m_V.Y;
to1[2] = to.m_V.Z;
to1[3] = to.m_W;
}
// calculate coefficients
if ((1.0f - cosom) > EPSILON)
{
// standard case (slerp)
omega = acosf(cosom);
sinom = sinf(omega);
scale0 = sinf((1.0f - ratio) * omega) / sinom;
scale1 = sinf(ratio * omega) / sinom;
}
else
{
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
scale0 = 1.0f - ratio;
scale1 = ratio;
}
// calculate final values
m_V.X = scale0 * from.m_V.X + scale1 * to1[0];
m_V.Y = scale0 * from.m_V.Y + scale1 * to1[1];
m_V.Z = scale0 * from.m_V.Z + scale1 * to1[2];
m_W = scale0 * from.m_W + scale1 * to1[3];
}

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/************************************************************
*
* File Name: Quaternion.H
*
* Description:
*
************************************************************/
#ifndef QUATERNION_H
#define QUATERNION_H
#include "Matrix3D.h"
class CQuaternion
{
public:
CVector3D m_V;
float m_W;
public:
CQuaternion();
//quaternion addition
CQuaternion operator + (CQuaternion &quat);
//quaternion addition/assignment
CQuaternion &operator += (CQuaternion &quat);
//quaternion multiplication
CQuaternion operator * (CQuaternion &quat);
//quaternion multiplication/assignment
CQuaternion &operator *= (CQuaternion &quat);
void FromEularAngles (float x, float y, float z);
//convert the quaternion to matrix
CMatrix3D ToMatrix() const;
void ToMatrix(CMatrix3D& result) const;
//sphere interpolation
void Slerp(const CQuaternion& from,const CQuaternion& to, float ratio);
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: RenderableObject.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _RENDERABLEOBJECT_H
#define _RENDERABLEOBJECT_H
#include <assert.h>
#include "res/res.h"
#include "terrain/Bound.h"
#include "terrain/Matrix3D.h"
// dirty flags - used as notification to the renderer that some bit of data
// need updating
#define RENDERDATA_UPDATE_VERTICES (1<<1)
#define RENDERDATA_UPDATE_INDICES (1<<2)
///////////////////////////////////////////////////////////////////////////////
// CRenderData: base class of all the renderer's renderdata classes - the
// derived class stores necessary information for rendering an object of a
// particular type
class CRenderData
{
public:
CRenderData() : m_UpdateFlags(0) {}
virtual ~CRenderData() {}
u32 m_UpdateFlags;
};
///////////////////////////////////////////////////////////////////////////////
// CRenderableObject: base class of all renderable objects - patches, models,
// sprites, etc; stores position and bound information, and a pointer to
// some renderdata necessary for the renderer to actually render it
class CRenderableObject
{
public:
// constructor
CRenderableObject() : m_RenderData(0) {
m_Transform.SetIdentity();
}
// destructor
virtual ~CRenderableObject() { delete m_RenderData; }
// set object transform
void SetTransform(const CMatrix3D& transform) {
m_Transform=transform;
CalcBounds();
}
// get object transform
const CMatrix3D& GetTransform() const { return m_Transform; }
// mark some part of the renderdata as dirty, and requiring
// an update on next render
void SetDirty(u32 dirtyflags) {
if (m_RenderData) m_RenderData->m_UpdateFlags|=dirtyflags;
}
// calculate (and store in m_Bounds) the world space bounds of this object
// - must be implemented by all concrete subclasses
virtual void CalcBounds() = 0;
// return world space bounds of this object
const CBound& GetBounds() const { return m_Bounds; }
// set the object renderdata
// TODO,RC 10/04/04 - need to delete existing renderdata here, or can we
// assume the renderer won't set renderdata when an object already has it?
// - just assert we've no renderdata at the minute
void SetRenderData(CRenderData* renderdata) {
assert(m_RenderData==0);
m_RenderData=renderdata;
}
// return object renderdata - can be null if renderer hasn't yet
// created the renderdata
CRenderData* GetRenderData() { return m_RenderData; }
protected:
// object bounds
CBound m_Bounds;
// local->world space transform
CMatrix3D m_Transform;
// object renderdata
CRenderData* m_RenderData;
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Renderer.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
// Description: OpenGL renderer class; a higher level interface
// on top of OpenGL to handle rendering the basic visual games
// types - terrain, models, sprites, particles etc
//
///////////////////////////////////////////////////////////////////////////////
#include <map>
#include <set>
#include <algorithm>
#include "Renderer.h"
#include "TransparencyRenderer.h"
#include "Terrain.h"
#include "Matrix3D.h"
#include "Camera.h"
#include "PatchRData.h"
#include "Texture.h"
#include "LightEnv.h"
#include "Model.h"
#include "ModelDef.h"
#include "ogl.h"
#include "res/mem.h"
#include "res/tex.h"
struct TGAHeader {
// header stuff
unsigned char iif_size;
unsigned char cmap_type;
unsigned char image_type;
unsigned char pad[5];
// origin : unused
unsigned short d_x_origin;
unsigned short d_y_origin;
// dimensions
unsigned short width;
unsigned short height;
// bits per pixel : 16, 24 or 32
unsigned char bpp;
// image descriptor : Bits 3-0: size of alpha channel
// Bit 4: must be 0 (reserved)
// Bit 5: should be 0 (origin)
// Bits 6-7: should be 0 (interleaving)
unsigned char image_descriptor;
};
static bool saveTGA(const char* filename,int width,int height,unsigned char* data)
{
FILE* fp=fopen(filename,"wb");
if (!fp) return false;
// fill file header
TGAHeader header;
header.iif_size=0;
header.cmap_type=0;
header.image_type=2;
memset(header.pad,0,sizeof(header.pad));
header.d_x_origin=0;
header.d_y_origin=0;
header.width=width;
header.height=height;
header.bpp=24;
header.image_descriptor=0;
if (fwrite(&header,sizeof(TGAHeader),1,fp)!=1) {
fclose(fp);
return false;
}
// write data
if (fwrite(data,width*height*3,1,fp)!=1) {
fclose(fp);
return false;
}
// return success ..
fclose(fp);
return true;
}
extern CTerrain g_Terrain;
CRenderer::CRenderer ()
{
m_Width=0;
m_Height=0;
m_Depth=0;
m_FrameCounter=0;
m_TerrainRenderMode=SOLID;
m_ModelRenderMode=SOLID;
m_ClearColor[0]=m_ClearColor[1]=m_ClearColor[2]=m_ClearColor[3]=0;
m_OptNOVBO=false;
}
CRenderer::~CRenderer ()
{
}
///////////////////////////////////////////////////////////////////////////////////
// EnumCaps: build card cap bits
void CRenderer::EnumCaps()
{
// assume support for nothing
m_Caps.m_VBO=false;
// now start querying extensions
if (!m_OptNOVBO) {
if (oglExtAvail("GL_ARB_vertex_buffer_object")) {
m_Caps.m_VBO=true;
}
}
}
bool CRenderer::Open(int width, int height, int depth)
{
m_Width = width;
m_Height = height;
m_Depth = depth;
// set packing parameters
glPixelStorei(GL_PACK_ALIGNMENT,1);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
// setup default state
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glClearColor(0.0f,0.0f,0.0f,0.0f);
// query card capabilities
EnumCaps();
return true;
}
void CRenderer::Close()
{
}
// resize renderer view
void CRenderer::Resize(int width,int height)
{
m_Width = width;
m_Height = height;
}
//////////////////////////////////////////////////////////////////////////////////////////
// SetOption: set boolean renderer option
void CRenderer::SetOption(enum Option opt,bool value)
{
switch (opt) {
case OPT_NOVBO:
m_OptNOVBO=value;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// BeginFrame: signal frame start
void CRenderer::BeginFrame()
{
// bump frame counter
m_FrameCounter++;
// zero out all the per-frame stats
m_Stats.Reset();
// calculate coefficients for terrain and unit lighting
m_SHCoeffsUnits.Clear();
m_SHCoeffsTerrain.Clear();
if (m_LightEnv) {
CVector3D dirlight;
m_LightEnv->GetSunDirection(dirlight);
m_SHCoeffsUnits.AddDirectionalLight(dirlight,m_LightEnv->m_SunColor);
m_SHCoeffsTerrain.AddDirectionalLight(dirlight,m_LightEnv->m_SunColor);
m_SHCoeffsUnits.AddAmbientLight(m_LightEnv->m_UnitsAmbientColor);
m_SHCoeffsTerrain.AddAmbientLight(m_LightEnv->m_TerrainAmbientColor);
}
// clear buffers
glClearColor(m_ClearColor[0],m_ClearColor[1],m_ClearColor[2],m_ClearColor[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
//////////////////////////////////////////////////////////////////////////////////////////
// SetClearColor: set color used to clear screen in BeginFrame()
void CRenderer::SetClearColor(u32 color)
{
m_ClearColor[0]=float(color & 0xff)/255.0f;
m_ClearColor[1]=float((color>>8) & 0xff)/255.0f;
m_ClearColor[2]=float((color>>16) & 0xff)/255.0f;
m_ClearColor[3]=float((color>>24) & 0xff)/255.0f;
}
static int RoundUpToPowerOf2(int x)
{
if ((x & (x-1))==0) return x;
int d=x;
while (d & (d-1)) {
d&=(d-1);
}
return d<<1;
}
void CRenderer::RenderPatches()
{
// switch on wireframe if we need it
if (m_TerrainRenderMode==WIREFRAME) {
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
// render all the patches, including blend pass
RenderPatchSubmissions();
if (m_TerrainRenderMode==WIREFRAME) {
// switch wireframe off again
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
} else if (m_TerrainRenderMode==EDGED_FACES) {
// edged faces: need to make a second pass over the data:
// first switch on wireframe
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
// setup some renderstate ..
glDepthMask(0);
SetTexture(0,0);
glColor4f(1,1,1,0.35f);
glLineWidth(2.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// .. and some client states
glEnableClientState(GL_VERTEX_ARRAY);
uint i;
// render each patch in wireframe
for (i=0;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
patchdata->RenderStreams(STREAM_POS);
}
// set color for outline
glColor3f(0,0,1);
glLineWidth(4.0f);
// render outline of each patch
for (i=0;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
patchdata->RenderOutline();
}
// .. and switch off the client states
glDisableClientState(GL_VERTEX_ARRAY);
// .. and restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
}
void CRenderer::RenderModelSubmissions()
{
uint i;
// build up transparent passes
for (i=0;i<m_Models.size();++i) {
BuildTransparentPasses(m_Models[i]);
}
// setup texture environment to modulate diffuse color with texture color
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// just pass through texture's alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// setup client states
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// render models
for (i=0;i<m_Models.size();++i) {
CModel* model=m_Models[i];
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
modeldata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0,model->GetTransform());
}
// switch off client states
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void CRenderer::RenderModels()
{
// switch on wireframe if we need it
if (m_ModelRenderMode==WIREFRAME) {
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
// render all the models
RenderModelSubmissions();
if (m_ModelRenderMode==WIREFRAME) {
// switch wireframe off again
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
} else if (m_ModelRenderMode==EDGED_FACES) {
// edged faces: need to make a second pass over the data:
// first switch on wireframe
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
// setup some renderstate ..
glDepthMask(0);
SetTexture(0,0);
glColor4f(1,1,1,0.75f);
glLineWidth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// .. and some client states
glEnableClientState(GL_VERTEX_ARRAY);
// render each model
for (uint i=0;i<m_Models.size();++i) {
CModel* model=m_Models[i];
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
modeldata->RenderStreams(STREAM_POS,model->GetTransform());
}
// .. and switch off the client states
glDisableClientState(GL_VERTEX_ARRAY);
// .. and restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// FlushFrame: force rendering of any batched objects
void CRenderer::FlushFrame()
{
// update renderdata of everything submitted
UpdateSubmittedObjectData();
// render submitted patches and models
RenderPatches();
RenderModels();
// call on the transparency renderer to render all the transparent stuff
g_TransparencyRenderer.Render();
// empty lists
m_TerrainPatches.clear();
m_Models.clear();
}
// signal frame end : implicitly flushes batched objects
void CRenderer::EndFrame()
{
FlushFrame();
}
void CRenderer::SetCamera(CCamera& camera)
{
CMatrix3D view;
camera.m_Orientation.GetInverse(view);
CMatrix3D proj = camera.GetProjection();
float gl_view[16] = {view._11, view._21, view._31, view._41,
view._12, view._22, view._32, view._42,
view._13, view._23, view._33, view._43,
view._14, view._24, view._34, view._44};
float gl_proj[16] = {proj._11, proj._21, proj._31, proj._41,
proj._12, proj._22, proj._32, proj._42,
proj._13, proj._23, proj._33, proj._43,
proj._14, proj._24, proj._34, proj._44};
glMatrixMode (GL_PROJECTION);
glLoadMatrixf (gl_proj);
glMatrixMode (GL_MODELVIEW);
glLoadMatrixf (gl_view);
const SViewPort& vp = camera.GetViewPort();
glViewport (vp.m_X, vp.m_Y, vp.m_Width, vp.m_Height);
m_Camera=camera;
}
void CRenderer::Submit(CPatch* patch)
{
m_TerrainPatches.push_back(patch);
}
void CRenderer::Submit(CModel* model)
{
m_Models.push_back(model);
}
void CRenderer::Submit(CSprite* sprite)
{
}
void CRenderer::Submit(CParticleSys* psys)
{
}
void CRenderer::Submit(COverlay* overlay)
{
}
void CRenderer::RenderPatchSubmissions()
{
uint i;
// set up client states for base pass
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// set up texture environment for base pass
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_ZERO);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
// render base passes for each patch
for (i=0;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
patchdata->RenderBase();
}
// switch on the composite alpha map texture
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_CompositeAlphaMap);
// setup additional texenv required by blend pass
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
// switch on blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// no need to write to the depth buffer a second time
glDepthMask(0);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// render blend passes for each patch
for (i=0;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
patchdata->RenderBlends();
}
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// restore depth writes
glDepthMask(1);
// restore default state: switch off blending
glDisable(GL_BLEND);
// switch off texture unit 1, make unit 0 active texture
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
// switch off all client states
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
// try and load the given texture
bool CRenderer::LoadTexture(CTexture* texture)
{
Handle h=texture->GetHandle();
if (h) {
// already tried to load this texture, nothing to do here - just return success according
// to whether this is a valid handle or not
return h==0xfffffff ? true : false;
} else {
h=tex_load(texture->GetName());
if (h <= 0) {
texture->SetHandle(0xffffffff);
return false;
} else {
tex_upload(h);
tex_bind(h);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texture->SetHandle(h);
return true;
}
}
}
// set the given unit to reference the given texture; pass a null texture to disable texturing on any unit
void CRenderer::SetTexture(int unit,CTexture* texture,u32 wrapflags)
{
glActiveTexture(GL_TEXTURE0+unit);
if (texture) {
Handle h=texture->GetHandle();
if (!h) {
LoadTexture(texture);
h=texture->GetHandle();
if (wrapflags) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapflags);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapflags);
}
}
// disable texturing if invalid handle
if (h==0xffffffff) {
glDisable(GL_TEXTURE_2D);
} else {
tex_bind(h);
glEnable(GL_TEXTURE_2D);
}
} else {
// switch off texturing on this unit
glDisable(GL_TEXTURE_2D);
}
}
bool CRenderer::IsTextureTransparent(CTexture* texture)
{
if (texture) {
Handle h=texture->GetHandle();
if (!h) {
LoadTexture(texture);
h=texture->GetHandle();
}
if (h!=0xffffffff && h) {
int fmt;
int bpp;
tex_info(h, NULL, NULL, &fmt, &bpp, NULL);
if (bpp==24 || fmt == GL_COMPRESSED_RGB_S3TC_DXT1_EXT)
{
return false;
}
return true;
} else {
return false;
}
} else {
return false;
}
}
inline void CopyTriple(unsigned char* dst,const unsigned char* src)
{
dst[0]=src[0];
dst[1]=src[1];
dst[2]=src[2];
}
// LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and
// calculate the coordinate of each alphamap within this packed texture .. need to add
// validation that all maps are the same size
bool CRenderer::LoadAlphaMaps(const char* fnames[])
{
glActiveTexture(GL_TEXTURE0_ARB);
Handle textures[NumAlphaMaps];
int i;
for (i=0;i<NumAlphaMaps;i++) {
textures[i]=tex_load(fnames[i]);
if (textures[i] <= 0) {
return false;
}
}
int base;
i=tex_info(textures[0], &base, NULL, NULL, NULL, NULL);
int size=(base+4)*NumAlphaMaps;
int texsize=RoundUpToPowerOf2(size);
unsigned char* data=new unsigned char[texsize*base*3];
// for each tile on row
for (i=0;i<NumAlphaMaps;i++) {
int bpp;
// get src of copy
const u8* src;
tex_info(textures[i], NULL, NULL, NULL, &bpp, (void **)&src);
int srcstep=bpp/8;
// get destination of copy
u8* dst=data+3*(i*(base+4));
// for each row of image
for (int j=0;j<base;j++) {
// duplicate first pixel
CopyTriple(dst,src);
dst+=3;
CopyTriple(dst,src);
dst+=3;
// copy a row
for (int k=0;k<base;k++) {
CopyTriple(dst,src);
dst+=3;
src+=srcstep;
}
// duplicate last pixel
CopyTriple(dst,(src-srcstep));
dst+=3;
CopyTriple(dst,(src-srcstep));
dst+=3;
// advance write pointer for next row
dst+=3*(texsize-(base+4));
}
m_AlphaMapCoords[i].u0=float(i*(base+4)+2)/float(texsize);
m_AlphaMapCoords[i].u1=float((i+1)*(base+4)-2)/float(texsize);
m_AlphaMapCoords[i].v0=0.0f;
m_AlphaMapCoords[i].v1=1.0f;
}
glGenTextures(1,(GLuint*) &m_CompositeAlphaMap);
glBindTexture(GL_TEXTURE_2D,m_CompositeAlphaMap);
glTexImage2D(GL_TEXTURE_2D,0,GL_INTENSITY,texsize,base,0,GL_RGB,GL_UNSIGNED_BYTE,data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
delete[] data;
return true;
}
void CRenderer::BuildTransparentPasses(CModel* model)
{
if (!IsTextureTransparent(model->GetTexture())) {
// ok, no transparency on this model .. ignore it here
return;
}
// add this visual to the transparency renderer for later processing
g_TransparencyRenderer.Add(model);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////
// UpdateSubmittedObjectData: ensure all submitted objects have renderdata and that it is up to date
// - call once before doing anything with any objects
void CRenderer::UpdateSubmittedObjectData()
{
uint i;
// ensure all patches have up to date renderdata built for them
for (i=0;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* data=(CPatchRData*) patch->GetRenderData();
if (data==0) {
// no renderdata for patch, create it now
data=new CPatchRData(patch);
patch->SetRenderData(data);
} else {
data->Update();
}
}
// ensure all models have up to date renderdata built for them
for (i=0;i<m_Models.size();++i) {
CModel* model=m_Models[i];
CModelRData* data=(CModelRData*) model->GetRenderData();
if (data==0) {
// no renderdata for model, create it now
data=new CModelRData(model);
model->SetRenderData(data);
} else {
data->Update();
}
}
}

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@ -1,267 +0,0 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: Renderer.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
// Description: OpenGL renderer class; a higher level interface
// on top of OpenGL to handle rendering the basic visual games
// types - terrain, models, sprites, particles etc
//
///////////////////////////////////////////////////////////////////////////////
#ifndef RENDERER_H
#define RENDERER_H
#include <vector>
#include "res/res.h"
#include "ogl.h"
#include "Camera.h"
#include "Frustum.h"
#include "PatchRData.h"
#include "ModelRData.h"
#include "SHCoeffs.h"
#include "Terrain.h"
// necessary declarations
class CCamera;
class CPatch;
class CSprite;
class CParticleSys;
class COverlay;
class CMaterial;
class CLightEnv;
class CTexture;
class CTerrain;
// rendering modes
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
// stream flags
#define STREAM_POS 0x01
#define STREAM_NORMAL 0x02
#define STREAM_COLOR 0x04
#define STREAM_UV0 0x08
#define STREAM_UV1 0x10
#define STREAM_UV2 0x20
#define STREAM_UV3 0x40
//////////////////////////////////////////////////////////////////////////////////////////
// SVertex3D: simple 3D vertex declaration
struct SVertex3D
{
float m_Position[3];
float m_TexCoords[2];
unsigned int m_Color;
};
//////////////////////////////////////////////////////////////////////////////////////////
// SVertex2D: simple 2D vertex declaration
struct SVertex2D
{
float m_Position[2];
float m_TexCoords[2];
unsigned int m_Color;
};
///////////////////////////////////////////////////////////////////////////////////////////
// CRenderer: base renderer class - primary interface to the rendering engine
class CRenderer
{
public:
// various enumerations and renderer related constants
enum { NumAlphaMaps=14 };
enum Option {
OPT_NOVBO
};
// stats class - per frame counts of number of draw calls, poly counts etc
struct Stats {
// set all stats to zero
void Reset() { memset(this,0,sizeof(*this)); }
// add given stats to this stats
Stats& operator+=(const Stats& rhs) {
m_Counter++;
m_DrawCalls+=rhs.m_DrawCalls;
m_TerrainTris+=rhs.m_TerrainTris;
m_ModelTris+=rhs.m_ModelTris;
m_TransparentTris+=rhs.m_TransparentTris;
m_BlendSplats+=rhs.m_BlendSplats;
return *this;
}
// count of the number of stats added together
u32 m_Counter;
// number of draw calls per frame - total DrawElements + Begin/End immediate mode loops
u32 m_DrawCalls;
// number of terrain triangles drawn
u32 m_TerrainTris;
// number of (non-transparent) model triangles drawn
u32 m_ModelTris;
// number of transparent model triangles drawn
u32 m_TransparentTris;
// number of splat passes for alphamapping
u32 m_BlendSplats;
};
public:
// constructor, destructor
CRenderer();
~CRenderer();
// open up the renderer: performs any necessary initialisation
bool Open(int width,int height,int depth);
// shutdown the renderer: performs any necessary cleanup
void Close();
// resize renderer view
void Resize(int width,int height);
// set boolean renderer option
void SetOption(enum Option opt,bool value);
// return view width
int GetWidth() const { return m_Width; }
// return view height
int GetHeight() const { return m_Height; }
// return view aspect ratio
float GetAspect() const { return float(m_Width)/float(m_Height); }
// signal frame start
void BeginFrame();
// force rendering of any batched objects
void FlushFrame();
// signal frame end : implicitly flushes batched objects
void EndFrame();
// set color used to clear screen in BeginFrame()
void SetClearColor(u32 color);
// return current frame counter
int GetFrameCounter() const { return m_FrameCounter; }
// set camera used for subsequent rendering operations; includes viewport, projection and modelview matrices
void SetCamera(CCamera& camera);
// submission of objects for rendering; the passed matrix indicating the transform must be scoped such that it is valid beyond
// the call to frame end, as must the object itself
void Submit(CPatch* patch);
void Submit(CModel* model);
void Submit(CSprite* sprite);
void Submit(CParticleSys* psys);
void Submit(COverlay* overlay);
// basic primitive rendering operations in 2 and 3D; handy for debugging stuff, but also useful in
// editor tools (eg for highlighting specific terrain patches)
// note:
// * all 3D vertices specified in world space
// * primitive operations rendered immediatedly, never batched
// * primitives rendered in current material (set via SetMaterial)
void RenderLine(const SVertex2D* vertices);
void RenderLineLoop(int len,const SVertex2D* vertices);
void RenderTri(const SVertex2D* vertices);
void RenderQuad(const SVertex2D* vertices);
void RenderLine(const SVertex3D* vertices);
void RenderLineLoop(int len,const SVertex3D* vertices);
void RenderTri(const SVertex3D* vertices);
void RenderQuad(const SVertex3D* vertices);
// set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer,
// so the lightenv passed must be scoped such that it is not destructed until after the renderer is no longer rendering)
void SetLightEnv(CLightEnv* lightenv) {
m_LightEnv=lightenv;
}
// set the mode to render subsequent terrain patches
void SetTerrainRenderMode(ERenderMode mode) { m_TerrainRenderMode=mode; }
// get the mode to render subsequent terrain patches
ERenderMode GetTerrainRenderMode() const { return m_TerrainRenderMode; }
// set the mode to render subsequent models
void SetModelRenderMode(ERenderMode mode) { m_ModelRenderMode=mode; }
// get the mode to render subsequent models
ERenderMode GetModelRenderMode() const { return m_ModelRenderMode; }
// try and load the given texture
bool LoadTexture(CTexture* texture);
// set the given unit to reference the given texture; pass a null texture to disable texturing on any unit
// note - active texture always set to given unit on exit
void SetTexture(int unit,CTexture* texture,u32 wrapflags=0);
// query transparency of given texture
bool IsTextureTransparent(CTexture* texture);
// load the default set of alphamaps; return false if any alphamap fails to load, true otherwise
bool LoadAlphaMaps(const char* fnames[]);
// return stats accumulated for current frame
const Stats& GetStats() { return m_Stats; }
protected:
friend class CPatchRData;
friend class CModelRData;
friend class CTransparencyRenderer;
// update renderdata of everything submitted
void UpdateSubmittedObjectData();
// patch rendering stuff
void RenderPatchSubmissions();
void RenderPatches();
// model rendering stuff
void BuildTransparentPasses(CModel* model);
void RenderModelSubmissions();
void RenderModels();
// RENDERER DATA:
// view width
int m_Width;
// view height
int m_Height;
// view depth (bpp)
int m_Depth;
// frame counter
int m_FrameCounter;
// current terrain rendering mode
ERenderMode m_TerrainRenderMode;
// current model rendering mode
ERenderMode m_ModelRenderMode;
// current view camera
CCamera m_Camera;
// color used to clear screen in BeginFrame
float m_ClearColor[4];
// submitted object lists for batching
std::vector<CPatch*> m_TerrainPatches;
std::vector<CModel*> m_Models;
std::vector<CSprite*> m_Sprites;
std::vector<CParticleSys*> m_ParticleSyses;
std::vector<COverlay*> m_Overlays;
// current lighting setup
CLightEnv* m_LightEnv;
// current spherical harmonic coefficients (for unit lighting), derived from lightenv
CSHCoeffs m_SHCoeffsUnits;
// current spherical harmonic coefficients (for terrain lighting), derived from lightenv
CSHCoeffs m_SHCoeffsTerrain;
// handle of composite alpha map (all the alpha maps packed into one texture)
u32 m_CompositeAlphaMap;
// coordinates of each (untransformed) alpha map within the packed texture
struct {
float u0,u1,v0,v1;
} m_AlphaMapCoords[NumAlphaMaps];
// renderer options
bool m_OptNOVBO;
// card capabilities
struct Caps {
bool m_VBO;
} m_Caps;
// build card cap bits
void EnumCaps();
// per-frame renderer stats
Stats m_Stats;
};
// declaration of sole renderer object
extern CRenderer g_Renderer;
#endif

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//----------------------------------------------------------------
//
// Name: SHCoeffs.h
// Last Update: 25/11/03
// Author: Rich Cross
// Contact: rich@0ad.wildfiregames.com
//
// Description: implementation of 9 component spherical harmonic
// lighting
//----------------------------------------------------------------
#include "SHCoeffs.h"
CSHCoeffs::CSHCoeffs()
{
Clear();
}
void CSHCoeffs::Clear()
{
for (int i=0;i<9;i++) {
_data[i].Clear();
}
}
void CSHCoeffs::AddAmbientLight(const RGBColor& color)
{
_data[0]+=color;
}
void CSHCoeffs::AddDirectionalLight(const CVector3D& lightDir,const RGBColor& lightColor)
{
CVector3D dirToLight(-lightDir.X,-lightDir.Y,-lightDir.Z);
const float normalisation = PI*16/17;
const float c1 = SQR(0.282095f) * normalisation * 1.0f;
const float c2 = SQR(0.488603f) * normalisation * (2.0f/3.0f);
const float c3 = SQR(1.092548f) * normalisation * (1.0f/4.0f);
const float c4 = SQR(0.315392f) * normalisation * (1.0f/4.0f);
const float c5 = SQR(0.546274f) * normalisation * (1.0f/4.0f);
_data[0]+=lightColor*c1;
_data[1]+=lightColor*c2*dirToLight.X;
_data[2]+=lightColor*c2*dirToLight.Y;
_data[3]+=lightColor*c2*dirToLight.Z;
_data[4]+=lightColor*c3*dirToLight.X*dirToLight.Z;
_data[5]+=lightColor*c3*dirToLight.Z*dirToLight.Y;
_data[6]+=lightColor*c3*dirToLight.Y*dirToLight.X;
_data[7]+=lightColor*c4*(3.0f*SQR(dirToLight.Z)-1.0f);
_data[8]+=lightColor*c5*(SQR(dirToLight.X)-SQR(dirToLight.Y));
}
void CSHCoeffs::Evaluate(const CVector3D& normal,RGBColor& color) const
{
#if 1
float c4=normal.X*normal.Z;
float c5=normal.Z*normal.Y;
float c6=normal.Y*normal.X;
float c7=(3*SQR(normal.Z)-1.0f);
float c8=(SQR(normal.X)-SQR(normal.Y));
for (int i=0;i<3;i++) {
color[i]=_data[0][i];
color[i]+=_data[1][i]*normal.X;
color[i]+=_data[2][i]*normal.Y;
color[i]+=_data[3][i]*normal.Z;
color[i]+=_data[4][i]*c4;
color[i]+=_data[5][i]*c5;
color[i]+=_data[6][i]*c6;
color[i]+=_data[7][i]*c7;
color[i]+=_data[8][i]*c8;
}
#else
// debug aid: output quantised normal
color=RGBColor((normal.X+1)*0.5,(normal.Y+1)*0.5,(normal.Z+1)*0.5);
#endif
}

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//----------------------------------------------------------------
//
// Name: SHCoeffs.h
// Last Update: 25/11/03
// Author: Rich Cross
// Contact: rich@0ad.wildfiregames.com
//
// Description: implementation of 9 component spherical harmonic
// lighting
//----------------------------------------------------------------
#ifndef __SHCOEFFS_H
#define __SHCOEFFS_H
#include "Color.h"
class CSHCoeffs
{
public:
CSHCoeffs();
void Clear();
void AddAmbientLight(const RGBColor& color);
void AddDirectionalLight(const CVector3D& lightDir,const RGBColor& lightColor);
void Evaluate(const CVector3D& normal,RGBColor& color) const;
const RGBColor* GetCoefficients() const { return _data; }
private:
RGBColor _data[9];
};
#endif

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///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnim.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "SkeletonAnim.h"
#include "FilePacker.h"
#include "FileUnpacker.h"
///////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnim constructor
CSkeletonAnim::CSkeletonAnim() : m_Keys(0), m_NumKeys(0), m_NumFrames(0), m_FrameTime(0)
{
m_Name[0]='\0';
}
///////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnim destructor
CSkeletonAnim::~CSkeletonAnim()
{
delete[] m_Keys;
}
///////////////////////////////////////////////////////////////////////////////////////////
// BuildBoneMatrices: build matrices for all bones at the given time (in MS) in this
// animation
void CSkeletonAnim::BuildBoneMatrices(float time,CMatrix3D* matrices) const
{
float fstartframe=time/m_FrameTime;
u32 startframe=u32(time/m_FrameTime);
float deltatime=fstartframe-startframe;
startframe%=m_NumFrames;
u32 endframe=startframe+1;
endframe%=m_NumFrames;
u32 i;
for (i=0;i<m_NumKeys;i++) {
const Key& startkey=GetKey(startframe,i);
const Key& endkey=GetKey(endframe,i);
CVector3D trans=startkey.m_Translation*(1-deltatime)+endkey.m_Translation*deltatime;
CQuaternion rot;
rot.Slerp(startkey.m_Rotation,endkey.m_Rotation,deltatime);
matrices[i].SetIdentity();
matrices[i].Rotate(rot);
matrices[i].Translate(trans);
}
}
///////////////////////////////////////////////////////////////////////////////////////////
// Load: try to load the anim from given file; return a new anim if successful
CSkeletonAnim* CSkeletonAnim::Load(const char* filename)
{
CFileUnpacker unpacker;
unpacker.Read(filename,"PSSA");
// check version
if (unpacker.GetVersion()<FILE_READ_VERSION) {
throw CFileUnpacker::CFileVersionError();
}
// unpack the data
CSkeletonAnim* anim=new CSkeletonAnim;
try {
CStr str;
unpacker.UnpackString(str);
strcpy(anim->m_Name,(const char*) str);
unpacker.UnpackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
unpacker.UnpackRaw(&anim->m_NumKeys,sizeof(anim->m_NumKeys));
unpacker.UnpackRaw(&anim->m_NumFrames,sizeof(anim->m_NumFrames));
anim->m_Keys=new Key[anim->m_NumKeys*anim->m_NumFrames];
unpacker.UnpackRaw(anim->m_Keys,anim->m_NumKeys*anim->m_NumFrames*sizeof(Key));
} catch (...) {
delete anim;
throw CFileUnpacker::CFileEOFError();
}
return anim;
}
///////////////////////////////////////////////////////////////////////////////////////////
// Save: try to save anim to file
void CSkeletonAnim::Save(const char* filename,const CSkeletonAnim* anim)
{
CFilePacker packer;
// pack up all the data
packer.PackString(CStr(anim->m_Name));
packer.PackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
packer.PackRaw(&anim->m_NumKeys,sizeof(anim->m_NumKeys));
packer.PackRaw(&anim->m_NumFrames,sizeof(anim->m_NumFrames));
packer.PackRaw(anim->m_Keys,anim->m_NumKeys*anim->m_NumFrames*sizeof(Key));
// now write it
packer.Write(filename,FILE_VERSION,"PSSA");
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnim.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _SKELETONANIM_H
#define _SKELETONANIM_H
#include "res/res.h"
#include "Vector3D.h"
#include "Quaternion.h"
#ifndef MAX_NAME_LENGTH
#define MAX_NAME_LENGTH 128
#endif
////////////////////////////////////////////////////////////////////////////////////////
// CBoneState: structure describing state of a bone at some point
class CBoneState
{
public:
// translation of bone relative to root
CVector3D m_Translation;
// rotation of bone relative to root
CQuaternion m_Rotation;
};
////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnim: description of an animation that plays upon a skeleton
class CSkeletonAnim
{
public:
// current file version given to saved animations
enum { FILE_VERSION = 1 };
// supported file read version - files with a version less than this will be rejected
enum { FILE_READ_VERSION = 1 };
public:
// Key: description of a single key in a skeleton animation
typedef CBoneState Key;
public:
// CSkeletonAnim constructor + destructor
CSkeletonAnim();
~CSkeletonAnim();
// return the number of keys in this animation
u32 GetNumKeys() const { return m_NumKeys; }
// accessors: get a key for given bone at given time
Key& GetKey(u32 frame,u32 bone) { return m_Keys[frame*m_NumKeys+bone]; }
const Key& GetKey(u32 frame,u32 bone) const { return m_Keys[frame*m_NumKeys+bone]; }
// get duration of this anim, in ms
float GetDuration() const { return m_NumFrames*m_FrameTime; }
// build matrices for all bones at the given time (in MS) in this animation
void BuildBoneMatrices(float time,CMatrix3D* matrices) const;
// anim I/O functions
static CSkeletonAnim* Load(const char* filename);
static void Save(const char* filename,const CSkeletonAnim* anim);
public:
// name of the animation
char m_Name[MAX_NAME_LENGTH];
// frame time - time between successive frames, in ms
float m_FrameTime;
// number of keys in each frame - should match number of bones in the skeleton
u32 m_NumKeys;
// number of frames in the animation
u32 m_NumFrames;
// animation data - m_NumKeys*m_NumFrames total keys
Key* m_Keys;
};
#endif

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/*==================================================================
|
| Name: Sprite.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Billboarding sprite class - always faces the camera. It
| does this by getting the current model view matrix state.
|
|
| Usage: The functions speak for themselves. Instantiate, then be
| sure to pass a loaded (using tex_load()) texture before
| calling Render().
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#include "Sprite.h"
#include "ogl.h"
#include "res/tex.h"
CSprite::CSprite() :
m_texture(NULL)
{
// default scale 1:1
m_scale.X = m_scale.Y = m_scale.Z = 1.0f;
// default position (0.0f, 0.0f, 0.0f)
m_translation.X = m_translation.Y = m_translation.Z = 0.0f;
// default size 1.0 x 1.0
SetSize(1.0f, 1.0f);
// default colour, white
m_colour[0] = m_colour[1] = m_colour[2] = m_colour[3] = 1.0f;
}
CSprite::~CSprite()
{
}
void CSprite::Render()
{
BeginBillboard();
glDisable(GL_CULL_FACE);
glTranslatef(m_translation.X, m_translation.Y, m_translation.Z);
glScalef(m_scale.X, m_scale.Y, m_scale.Z);
tex_bind(m_texture->GetHandle());
glColor4fv(m_colour);
glBegin(GL_TRIANGLE_STRIP);
// bottom left
glTexCoord2f(0.0f, 0.0f);
glVertex3fv((GLfloat *) &m_coords[0]);
// top left
glTexCoord2f(0.0f, 1.0f);
glVertex3fv((GLfloat *) &m_coords[1]);
// bottom right
glTexCoord2f(1.0f, 0.0f);
glVertex3fv((GLfloat *) &m_coords[2]);
// top left
glTexCoord2f(1.0f, 1.0f);
glVertex3fv((GLfloat *) &m_coords[3]);
glEnd();
glEnable(GL_CULL_FACE);
EndBillboard();
}
int CSprite::SetTexture(CTexture *texture)
{
if (texture == NULL) return -1;
m_texture = texture;
return 0;
}
void CSprite::SetSize(float width, float height)
{
m_width = width;
m_height = height;
float xOffset = m_width / 2;
float yOffset = m_height / 2;
// bottom left
m_coords[0].X = - (xOffset);
m_coords[0].Y = - (yOffset);
m_coords[0].Z = 0.0f;
// top left
m_coords[1].X = - (xOffset);
m_coords[1].Y = yOffset;
m_coords[1].Z = 0.0f;
// bottom right
m_coords[2].X = xOffset;
m_coords[2].Y = - (yOffset);
m_coords[2].Z = 0.0f;
// top right
m_coords[3].X = xOffset;
m_coords[3].Y = yOffset;
m_coords[3].Z = 0.0f;
}
float CSprite::GetWidth()
{
return m_width;
}
void CSprite::SetWidth(float width)
{
SetSize(width, m_height);
}
float CSprite::GetHeight()
{
return m_height;
}
void CSprite::SetHeight(float height)
{
SetSize(m_width, height);
}
CVector3D CSprite::GetTranslation()
{
return m_translation;
}
void CSprite::SetTranslation(CVector3D trans)
{
m_translation = trans;
}
void CSprite::SetTranslation(float x, float y, float z)
{
m_translation.X = x;
m_translation.Y = y;
m_translation.Z = z;
}
CVector3D CSprite::GetScale()
{
return m_scale;
}
void CSprite::SetScale(CVector3D scale)
{
m_scale = scale;
}
void CSprite::SetScale(float x, float y, float z)
{
m_scale.X = x;
m_scale.Y = y;
m_scale.Z = z;
}
void CSprite::SetColour(float * colour)
{
m_colour[0] = colour[0];
m_colour[1] = colour[1];
m_colour[2] = colour[2];
m_colour[3] = colour[3];
}
// should be called before any other gl calls
void CSprite::BeginBillboard()
{
float newMatrix[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
float currentMatrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, currentMatrix);
newMatrix[0] = currentMatrix[0];
newMatrix[1] = currentMatrix[4];
newMatrix[2] = currentMatrix[8];
newMatrix[4] = currentMatrix[1];
newMatrix[5] = currentMatrix[5];
newMatrix[6] = currentMatrix[9];
newMatrix[8] = currentMatrix[2];
newMatrix[9] = currentMatrix[6];
newMatrix[10] = currentMatrix[10];
glPushMatrix();
glMultMatrixf(newMatrix);
}
void CSprite::EndBillboard()
{
glPopMatrix();
}

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/*==================================================================
|
| Name: Sprite.h
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Billboarding sprite class - always faces the camera. It
| does this by getting the current model view matrix state.
|
|
| Usage: The functions speak for themselves. Instantiate, then be
| sure to pass a loaded (using tex_load()) texture before
| calling Render().
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#ifndef SPRITE_H
#define SPRITE_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "Vector3D.h"
#include "Texture.h"
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
class CSprite
{
public:
CSprite();
~CSprite();
void Render();
int SetTexture(CTexture *texture);
void SetSize(float width, float height);
float GetWidth();
void SetWidth(float width);
float GetHeight();
void SetHeight(float height);
CVector3D GetTranslation();
void SetTranslation(CVector3D pos);
void SetTranslation(float x, float y, float z);
CVector3D GetScale();
void SetScale(CVector3D scale);
void SetScale(float x, float y, float z);
void SetColour(float * colour);
void SetColour(float r, float g, float b, float a = 1.0f);
private:
void BeginBillboard();
void EndBillboard();
CTexture *m_texture;
CVector3D m_coords[4];
float m_width;
float m_height;
CVector3D m_translation;
CVector3D m_scale;
float m_colour[4];
};
#endif // SPRITE_H

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "res/tex.h"
#include "res/mem.h"
#include <string.h>
#include "Terrain.h"
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor
CTerrain::CTerrain() : m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0)
{
}
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor
CTerrain::~CTerrain()
{
ReleaseData();
}
///////////////////////////////////////////////////////////////////////////////
// ReleaseData: delete any data allocated by this terrain
void CTerrain::ReleaseData()
{
delete[] m_Heightmap;
delete[] m_Patches;
}
///////////////////////////////////////////////////////////////////////////////
// Initialise: initialise this terrain to the given size (in patches per side);
// using given heightmap to setup elevation data
bool CTerrain::Initialize(u32 size,const u16* data)
{
// clean up any previous terrain
ReleaseData();
// store terrain size
m_MapSize=(size*PATCH_SIZE)+1;
m_MapSizePatches=size;
// allocate data for new terrain
m_Heightmap=new u16[m_MapSize*m_MapSize];
m_Patches=new CPatch[m_MapSizePatches*m_MapSizePatches];
// given a heightmap?
if (data) {
// yes; keep a copy of it
memcpy(m_Heightmap,data,m_MapSize*m_MapSize*sizeof(u16));
} else {
// build a flat terrain
memset(m_Heightmap,0,m_MapSize*m_MapSize*sizeof(u16));
}
// setup patch parents, indices etc
InitialisePatches();
return true;
}
///////////////////////////////////////////////////////////////////////////////
// CalcPosition: calculate the world space position of the vertex at (i,j)
void CTerrain::CalcPosition(u32 i,u32 j,CVector3D& pos)
{
u16 height=m_Heightmap[j*m_MapSize + i];
pos.X = float(i)*CELL_SIZE;
pos.Y = float(height)*HEIGHT_SCALE;
pos.Z = float(j)*CELL_SIZE;
}
///////////////////////////////////////////////////////////////////////////////
// CalcNormal: calculate the world space normal of the vertex at (i,j)
void CTerrain::CalcNormal(u32 i,u32 j,CVector3D& normal)
{
CVector3D left, right, up, down;
left.Clear();
right.Clear();
up.Clear();
down.Clear();
// get position of vertex where normal is being evaluated
CVector3D basepos;
CalcPosition(i,j,basepos);
CVector3D tmp;
if (i>0) {
CalcPosition(i-1,j,tmp);
left=tmp-basepos;
}
if (i<m_MapSize-1) {
CalcPosition(i+1,j,tmp);
right=tmp-basepos;
}
if (j>0) {
CalcPosition(i,j-1,tmp);
up=tmp-basepos;
}
if (j<m_MapSize-1) {
CalcPosition(i,j+1,tmp);
down=tmp-basepos;
}
CVector3D n0 = up.Cross(left);
CVector3D n1 = left.Cross(down);
CVector3D n2 = down.Cross(right);
CVector3D n3 = right.Cross(up);
normal = n0 + n1 + n2 + n3;
float nlen=normal.GetLength();
if (nlen>0.00001f) normal*=1.0f/nlen;
}
///////////////////////////////////////////////////////////////////////////////
// GetPatch: return the patch at (x,z) in patch space, or null if the patch is
// out of bounds
CPatch* CTerrain::GetPatch(int32 x,int32 z)
{
if (x<0 || x>=int32(m_MapSizePatches)) return 0;
if (z<0 || z>=int32(m_MapSizePatches)) return 0;
return &m_Patches[(z*m_MapSizePatches)+x];
}
///////////////////////////////////////////////////////////////////////////////
// GetPatch: return the tile at (x,z) in tile space, or null if the tile is out
// of bounds
CMiniPatch* CTerrain::GetTile(int32 x,int32 z)
{
if (x<0 || x>=int32(m_MapSize)-1) return 0;
if (z<0 || z>=int32(m_MapSize)-1) return 0;
CPatch* patch=GetPatch(x/16,z/16);
return &patch->m_MiniPatches[z%16][x%16];
}
///////////////////////////////////////////////////////////////////////////////
// Resize: resize this terrain to the given size (in patches per side)
void CTerrain::Resize(u32 size)
{
if (size==m_MapSizePatches) {
// inexplicable request to resize terrain to the same size .. ignore it
return;
}
if (!m_Heightmap) {
// not yet created a terrain; build a default terrain of the given size now
Initialize(size,0);
return;
}
// allocate data for new terrain
u32 newMapSize=(size*PATCH_SIZE)+1;
u16* newHeightmap=new u16[newMapSize*newMapSize];
CPatch* newPatches=new CPatch[size*size];
if (size>m_MapSizePatches) {
// new map is bigger than old one - zero the heightmap so we don't get uninitialised
// height data along the expanded edges
memset(newHeightmap,0,newMapSize*newMapSize);
}
// now copy over rows of data
u32 j;
u16* src=m_Heightmap;
u16* dst=newHeightmap;
u32 copysize=newMapSize>m_MapSize ? m_MapSize : newMapSize;
for (j=0;j<copysize;j++) {
memcpy(dst,src,copysize*sizeof(u16));
dst+=copysize;
src+=m_MapSize;
if (newMapSize>m_MapSize) {
// entend the last height to the end of the row
for (u32 i=0;i<newMapSize-m_MapSize;i++) {
*dst++=*(src-1);
}
}
}
if (newMapSize>m_MapSize) {
// copy over heights of the last row to any remaining rows
src=newHeightmap+((m_MapSize-1)*newMapSize);
dst=src+newMapSize;
for (u32 i=0;i<newMapSize-m_MapSize;i++) {
memcpy(dst,src,newMapSize*sizeof(u16));
dst+=newMapSize;
}
}
// now build new patches
for (j=0;j<size;j++) {
for (u32 i=0;i<size;i++) {
// copy over texture data from existing tiles, if possible
if (i<m_MapSizePatches && j<m_MapSizePatches) {
memcpy(newPatches[j*size+i].m_MiniPatches,m_Patches[j*m_MapSizePatches+i].m_MiniPatches,sizeof(CMiniPatch)*16*16);
}
}
if (j<m_MapSizePatches && size>m_MapSizePatches) {
// copy over the last tile from each column
for (u32 n=0;n<size-m_MapSizePatches;n++) {
for (int m=0;m<16;m++) {
CMiniPatch& src=m_Patches[j*m_MapSizePatches+m_MapSizePatches-1].m_MiniPatches[m][15];
for (int k=0;k<16;k++) {
CMiniPatch& dst=newPatches[j*size+m_MapSizePatches+n].m_MiniPatches[m][k];
dst.Tex1=src.Tex1;
dst.Tex1Priority=src.Tex1Priority;
}
}
}
}
}
if (size>m_MapSizePatches) {
// copy over the last tile from each column
CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size];
CPatch* dstpatch=srcpatch+size;
for (u32 p=0;p<size-m_MapSizePatches;p++) {
for (u32 n=0;n<size;n++) {
for (int m=0;m<16;m++) {
for (int k=0;k<16;k++) {
CMiniPatch& src=srcpatch->m_MiniPatches[15][k];
CMiniPatch& dst=dstpatch->m_MiniPatches[m][k];
dst.Tex1=src.Tex1;
dst.Tex1Priority=src.Tex1Priority;
}
}
srcpatch++;
dstpatch++;
}
}
}
// release all the original data
ReleaseData();
// store new data
m_Heightmap=newHeightmap;
m_Patches=newPatches;
m_MapSize=newMapSize;
m_MapSizePatches=size;
// initialise all the new patches
InitialisePatches();
}
///////////////////////////////////////////////////////////////////////////////
// InitialisePatches: initialise patch data
void CTerrain::InitialisePatches()
{
for (u32 j=0;j<m_MapSizePatches;j++) {
for (u32 i=0;i<m_MapSizePatches;i++) {
CPatch* patch=GetPatch(i,j);
patch->Initialize(this,i,j);
}
}
}
///////////////////////////////////////////////////////////////////////////////
// SetHeightMap: set up a new heightmap from 16-bit source data;
// assumes heightmap matches current terrain size
void CTerrain::SetHeightMap(u16* heightmap)
{
// keep a copy of the given heightmap
memcpy(m_Heightmap,heightmap,m_MapSize*m_MapSize*sizeof(u16));
// recalculate patch bounds, invalidate vertices
for (u32 j=0;j<m_MapSizePatches;j++) {
for (u32 i=0;i<m_MapSizePatches;i++) {
CPatch* patch=GetPatch(i,j);
patch->CalcBounds();
patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
}
}
}

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _TERRAIN_H
#define _TERRAIN_H
#include "Patch.h"
#include "Vector3D.h"
///////////////////////////////////////////////////////////////////////////////
// Terrain Constants:
//
// PATCH_SIZE: number of tiles in each patch
const int PATCH_SIZE = 16;
// CELL_SIZE: size of each tile in x and z
const int CELL_SIZE = 4;
// HEIGHT_SCALE: vertical scale of terrain - terrain has a coordinate range of
// 0 to 65536*HEIGHT_SCALE
const float HEIGHT_SCALE = 0.35f/256.0f;
///////////////////////////////////////////////////////////////////////////////
// CTerrain: main terrain class; contains the heightmap describing elevation
// data, and the smaller subpatches that form the terrain
class CTerrain
{
public:
CTerrain();
~CTerrain();
bool Initialize(u32 size,const u16* ptr);
// return number of vertices along edge of the terrain
u32 GetVerticesPerSide() { return m_MapSize; }
// return number of patches along edge of the terrain
u32 GetPatchesPerSide() { return m_MapSizePatches; }
// resize this terrain such that each side has given number of patches
void Resize(u32 size);
// set up a new heightmap from 16 bit data; assumes heightmap matches current terrain size
void SetHeightMap(u16* heightmap);
// return a pointer to the heightmap
u16* GetHeightMap() const { return m_Heightmap; }
// get patch at given coordinates, expressed in patch-space; return 0 if
// coordinates represent patch off the edge of the map
CPatch* GetPatch(int32 x,int32 z);
// get tile at given coordinates, expressed in tile-space; return 0 if
// coordinates represent tile off the edge of the map
CMiniPatch* GetTile(int32 x,int32 z);
// calculate the position of a given vertex
void CalcPosition(u32 i,u32 j,CVector3D& pos);
// calculate the normal at a given vertex
void CalcNormal(u32 i,u32 j,CVector3D& normal);
private:
// delete any data allocated by this terrain
void ReleaseData();
// setup patch pointers etc
void InitialisePatches();
// size of this map in each direction, in vertices; ie. total tiles = sqr(m_MapSize-1)
u32 m_MapSize;
// size of this map in each direction, in patches; total patches = sqr(m_MapSizePatches)
u32 m_MapSizePatches;
// the patches comprising this terrain
CPatch* m_Patches;
// 16-bit heightmap data
u16* m_Heightmap;
};
extern CTerrain g_Terrain;
#endif

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//-----------------------------------------------------------
//
// Name: Texture.h
// Last Update: 25/11/03
// Author: Rich Cross
// Contact: rich@0ad.wildfiregames.com
//
// Description: Basic texture class
//
//-----------------------------------------------------------
#ifndef _TEXTURE_H
#define _TEXTURE_H
#include "res/res.h"
#include "CStr.h"
class CTexture
{
public:
CTexture() : m_Handle(0) {}
CTexture(const char* name) : m_Name(name), m_Handle(0) {}
void SetName(const char* name) { m_Name=name; }
const char* GetName() const { return (const char*) m_Name; }
Handle GetHandle() const { return m_Handle; }
void SetHandle(Handle handle) { m_Handle=handle; }
private:
CStr m_Name;
Handle m_Handle;
};
#endif

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#ifndef _TEXTUREENTRY_H
#define _TEXTUREENTRY_H
#include "res/res.h"
#include "CStr.h"
class CTextureEntry
{
public:
CTextureEntry() : m_Bitmap(0), m_Handle(0), m_BaseColor(0), m_Type(0) {}
// filename
CStr m_Name;
// UI bitmap object
void* m_Bitmap;
// handle to GL texture data
Handle m_Handle;
// BGRA color of topmost mipmap level, for coloring minimap
unsigned int m_BaseColor;
// "type" of texture - index into TextureManager texturetypes array
int m_Type;
};
#endif

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#include "TextureManager.h"
#include "lib.h"
#include "ogl.h"
#include "res/tex.h"
#ifdef _WIN32
#include <io.h>
#endif
#include <algorithm>
const char* SupportedTextureFormats[] = { "png", "dds", "tga", "bmp" };
CTextureManager g_TexMan;
CTextureManager::CTextureManager()
{
m_TerrainTextures.reserve(32);
}
void CTextureManager::AddTextureType(const char* name)
{
m_TerrainTextures.resize(m_TerrainTextures.size()+1);
STextureType& ttype=m_TerrainTextures.back();
ttype.m_Name=name;
ttype.m_Index=(int)(m_TerrainTextures.size()-1);
}
CTextureEntry* CTextureManager::FindTexture(const char* filename)
{
// check if file already loaded
for (uint k=0;k<m_TerrainTextures.size();k++) {
STextureType& ttype=m_TerrainTextures[k];
for (uint i=0;i<ttype.m_Textures.size();i++) {
if (strcmp((const char*) ttype.m_Textures[i]->m_Name,filename)==0) {
return ttype.m_Textures[i];
}
}
}
return 0;
}
CTextureEntry* CTextureManager::FindTexture(Handle handle)
{
for (uint k=0;k<m_TerrainTextures.size();k++) {
STextureType& ttype=m_TerrainTextures[k];
for (uint i=0;i<ttype.m_Textures.size();i++) {
if (handle==ttype.m_Textures[i]->m_Handle) {
return ttype.m_Textures[i];
}
}
}
return 0;
}
CTextureEntry* CTextureManager::AddTexture(const char* filename,int type)
{
assert((uint)type<m_TerrainTextures.size());
CStr pathname("art/textures/terrain/types/");
pathname+=m_TerrainTextures[type].m_Name;
pathname+='/';
pathname+=filename;
Handle h=tex_load((const char*) pathname);
if (!h) {
return 0;
} else {
int tw;
int th;
tex_info(h, &tw, &th, NULL, NULL, NULL);
tw &= (tw-1);
th &= (th-1);
if (tw || th) {
return 0;
}
}
// create new texture entry
CTextureEntry* texentry=new CTextureEntry;
texentry->m_Name=filename;
texentry->m_Handle=h;
texentry->m_Type=type;
// upload texture for future GL use
tex_upload(h,GL_LINEAR_MIPMAP_LINEAR);
// setup texture to repeat
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// get root color for coloring minimap by querying root level of the texture
// (this should decompress any compressed textures for us),
// then scaling it down to a 1x1 size
// - an alternative approach of just grabbing the top level of the mipmap tree fails
// (or gives an incorrect colour) in some cases:
// - suspect bug on Radeon cards when SGIS_generate_mipmap is used
// - any textures without mipmaps
// we'll just take the basic approach here:
int width,height;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&width);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&height);
unsigned char* buf=new unsigned char[width*height*4];
glGetTexImage(GL_TEXTURE_2D,0,GL_BGRA_EXT,GL_UNSIGNED_BYTE,buf);
gluScaleImage(GL_BGRA_EXT,width,height,GL_UNSIGNED_BYTE,buf,
1,1,GL_UNSIGNED_BYTE,&texentry->m_BaseColor);
delete[] buf;
// add entry to list ..
m_TerrainTextures[type].m_Textures.push_back(texentry);
// .. and return it
return texentry;
}
void CTextureManager::DeleteTexture(CTextureEntry* entry)
{
// find entry in list
std::vector<CTextureEntry*>& textures=m_TerrainTextures[entry->m_Type].m_Textures;
typedef std::vector<CTextureEntry*>::iterator Iter;
Iter i=std::find(textures.begin(),textures.end(),entry);
if (i!=textures.end()) {
textures.erase(i);
}
delete entry;
}
void CTextureManager::LoadTerrainTextures(int terraintype,const char* fileext)
{
#ifdef _WIN32
struct _finddata_t file;
intptr_t handle;
// build pathname
CStr pathname("mods\\official\\art\\textures\\terrain\\types\\");
pathname+=m_TerrainTextures[terraintype].m_Name;
pathname+="\\";
CStr findname(pathname);
findname+="*.";
findname+=fileext;
// Find first matching file in directory for this terrain type
if ((handle=_findfirst((const char*) findname,&file))!=-1) {
AddTexture(file.name,terraintype);
// Find the rest of the matching files
while( _findnext(handle,&file)==0) {
AddTexture((const char*) file.name,terraintype);
}
_findclose(handle);
}
#endif
}
void CTextureManager::BuildTerrainTypes()
{
#ifdef _WIN32
struct _finddata_t file;
intptr_t handle;
// Find first matching directory in terrain\textures
if ((handle=_findfirst("mods\\official\\art\\textures\\terrain\\types\\*",&file))!=-1) {
if ((file.attrib & _A_SUBDIR) && file.name[0]!='.') {
AddTextureType(file.name);
}
// Find the rest of the matching files
while( _findnext(handle,&file)==0) {
if ((file.attrib & _A_SUBDIR) && file.name[0]!='.') {
AddTextureType(file.name);
}
}
_findclose(handle);
}
#endif
}
void CTextureManager::LoadTerrainTextures()
{
// find all the terrain types by directory name
BuildTerrainTypes();
// now iterate through terrain types loading all textures of that type
for (uint i=0;i<m_TerrainTextures.size();i++) {
for (uint j=0;j<sizeof(SupportedTextureFormats)/sizeof(const char*);j++) {
LoadTerrainTextures(i,SupportedTextureFormats[j]);
}
}
}

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#ifndef _TEXTUREMANAGER_H
#define _TEXTUREMANAGER_H
#include <vector>
#include "TextureEntry.h"
#include "CStr.h"
class CTextureManager
{
public:
struct STextureType
{
// name of this texture type (derived from directory name)
CStr m_Name;
// index in parent array
int m_Index;
// list of textures of this type (found from the texture directory)
std::vector<CTextureEntry*> m_Textures;
};
public:
CTextureManager();
void LoadTerrainTextures();
void AddTextureType(const char* name);
CTextureEntry* FindTexture(const char* filename);
CTextureEntry* FindTexture(Handle handle);
CTextureEntry* AddTexture(const char* filename,int type);
void DeleteTexture(CTextureEntry* entry);
std::vector<STextureType> m_TerrainTextures;
private:
void LoadTerrainTextures(int terraintype,const char* fileext);
void BuildTerrainTypes();
};
extern CTextureManager g_TexMan;
#endif

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#include <algorithm>
#include "Renderer.h"
#include "TransparencyRenderer.h"
#include "terrain/Model.h"
CTransparencyRenderer g_TransparencyRenderer;
struct SortObjectsByDist {
typedef CTransparencyRenderer::SObject SortObj;
bool operator()(const SortObj& lhs,const SortObj& rhs) {
return lhs.m_Dist>rhs.m_Dist? true : false;
}
};
void CTransparencyRenderer::Render()
{
// coarsely sort submitted objects in back to front manner
std::sort(m_Objects.begin(),m_Objects.end(),SortObjectsByDist());
// switch on wireframe if we need it
if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
// switch on client states
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// setup texture environment to modulate diffuse color with texture color
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// just pass through texture's alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.975f);
uint i;
for (i=0;i<m_Objects.size();++i) {
CModel* model=m_Objects[i].m_Model;
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
modeldata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0,model->GetTransform(),true);
}
glDepthMask(0);
glAlphaFunc(GL_LEQUAL,0.975f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
for (i=0;i<m_Objects.size();++i) {
CModel* model=m_Objects[i].m_Model;
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
modeldata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0,model->GetTransform(),true);
}
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);
// switch off client states
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
// switch wireframe off again
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
// edged faces: need to make a second pass over the data:
// first switch on wireframe
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
// setup some renderstate ..
glDepthMask(0);
g_Renderer.SetTexture(0,0);
glColor4f(1,1,1,0.75f);
glLineWidth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// .. and some client states
glEnableClientState(GL_VERTEX_ARRAY);
// render each model
for (i=0;i<m_Objects.size();++i) {
CModel* model=m_Objects[i].m_Model;
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
modeldata->RenderStreams(STREAM_POS,model->GetTransform(),true);
}
// .. and switch off the client states
glDisableClientState(GL_VERTEX_ARRAY);
// .. and restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
// all transparent objects rendered; release them
m_Objects.clear();
}
void CTransparencyRenderer::Add(CModel* model)
{
// resize array, get last object in list
m_Objects.resize(m_Objects.size()+1);
SObject& obj=m_Objects.back();
obj.m_Model=model;
// build transform from object to camera space
CMatrix3D objToCam,invcam;
g_Renderer.m_Camera.m_Orientation.GetInverse(objToCam);
objToCam*=model->GetTransform();
// resort model indices from back to front, according to camera position - and store
// the returned sqrd distance to the centre of the nearest triangle
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
obj.m_Dist=modeldata->BackToFrontIndexSort(objToCam);
}

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#ifndef __TRANSPARENCYRENDERER_H
#define __TRANSPARENCYRENDERER_H
#include <vector>
class CModel;
class CTransparencyRenderer
{
public:
struct SObject {
// the transparent model
CModel* m_Model;
// sqrd distance from camera to centre of nearest triangle
float m_Dist;
};
public:
// add object to render in deferred transparency pass
void Add(CModel* model);
// render all deferred objects
void Render();
private:
// list of transparent objects to render
std::vector<SObject> m_Objects;
};
extern CTransparencyRenderer g_TransparencyRenderer;
#endif

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#ifndef _UNIT_H
#define _UNIT_H
class CModel;
class CObjectEntry;
class CUnit
{
public:
// object from which unit was created
CObjectEntry* m_Object;
// object model representation
CModel* m_Model;
};
#endif

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#include "res/res.h"
#include "UnitManager.h"
#include <algorithm>
CUnitManager g_UnitMan;
void CUnitManager::AddUnit(CUnit* unit)
{
m_Units.push_back(unit);
}
void CUnitManager::RemoveUnit(CUnit* unit)
{
// find entry in list
typedef std::vector<CUnit*>::iterator Iter;
Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
if (i!=m_Units.end()) {
m_Units.erase(i);
}
}
void CUnitManager::DeleteAll()
{
for (uint i=0;i<m_Units.size();i++) {
delete m_Units[i];
}
m_Units.clear();
}

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#ifndef _UNITMANAGER_H
#define _UNITMANAGER_H
#include <vector>
#include "Unit.h"
class CUnitManager
{
public:
CUnitManager() {}
void AddUnit(CUnit* unit);
void RemoveUnit(CUnit* unit);
void DeleteAll();
const std::vector<CUnit*>& GetUnits() const { return m_Units; }
private:
std::vector<CUnit*> m_Units;
};
extern CUnitManager g_UnitMan;
#endif

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//***********************************************************
//
// Name: Vector3D.Cpp
// Last Update: 28/1/02
// Author: Poya Manouchehri
//
// Description: Provides an interface for a vector in R3 and
// allows vector and scalar operations on it
//
//***********************************************************
#include "Vector3D.h"
CVector3D::CVector3D (float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
int CVector3D::operator ! () const
{
if (X != 0.0f ||
Y != 0.0f ||
Z != 0.0f)
return 0;
return 1;
}
//vector addition
CVector3D CVector3D::operator + (const CVector3D &vector) const
{
CVector3D Temp;
Temp.X = X + vector.X;
Temp.Y = Y + vector.Y;
Temp.Z = Z + vector.Z;
return Temp;
}
//vector addition/assignment
CVector3D &CVector3D::operator += (const CVector3D &vector)
{
X += vector.X;
Y += vector.Y;
Z += vector.Z;
return *this;
}
//vector subtraction
CVector3D CVector3D::operator - (const CVector3D &vector) const
{
CVector3D Temp;
Temp.X = X - vector.X;
Temp.Y = Y - vector.Y;
Temp.Z = Z - vector.Z;
return Temp;
}
//vector negation
CVector3D CVector3D::operator-() const
{
CVector3D Temp;
Temp.X = -X;
Temp.Y = -Y;
Temp.Z = -Z;
return Temp;
}
//vector subtrcation/assignment
CVector3D &CVector3D::operator -= (const CVector3D &vector)
{
X -= vector.X;
Y -= vector.Y;
Z -= vector.Z;
return *this;
}
//scalar multiplication
CVector3D CVector3D::operator * (float value) const
{
CVector3D Temp;
Temp.X = X * value;
Temp.Y = Y * value;
Temp.Z = Z * value;
return Temp;
}
//scalar multiplication/assignment
CVector3D& CVector3D::operator *= (float value)
{
X *= value;
Y *= value;
Z *= value;
return *this;
}
void CVector3D::Set (float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
void CVector3D::Clear ()
{
X = Y = Z = 0.0f;
}
bool CVector3D::operator==( const CVector3D& vector ) const
{
return( ( X == vector.X ) && ( Y == vector.Y ) && ( Z == vector.Z ) );
}
//Dot product
float CVector3D::Dot (const CVector3D &vector) const
{
return ( X * vector.X +
Y * vector.Y +
Z * vector.Z );
}
//Cross product
CVector3D CVector3D::Cross (const CVector3D &vector) const
{
CVector3D Temp;
Temp.X = (Y * vector.Z) - (Z * vector.Y);
Temp.Y = (Z * vector.X) - (X * vector.Z);
Temp.Z = (X * vector.Y) - (Y * vector.X);
return Temp;
}
float CVector3D::GetLength () const
{
return sqrtf ( SQR(X) + SQR(Y) + SQR(Z) );
}
void CVector3D::Normalize ()
{
float scale = 1.0f/GetLength ();
X *= scale;
Y *= scale;
Z *= scale;
}

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//***********************************************************
//
// Name: Vector3D.H
// Last Update: 28/1/02
// Author: Poya Manouchehri
//
// Description: Provides an interface for a vector in R3 and
// allows vector and scalar operations on it
//
//***********************************************************
#ifndef VECTOR3D_H
#define VECTOR3D_H
#include <math.h>
#include "res/res.h"
#include "MathUtil.h"
class CVector3D
{
public:
float X, Y, Z;
public:
CVector3D () { }
CVector3D (float x, float y, float z);
int operator ! () const ;
float& operator[](int index) { return *((&X)+index); }
const float& operator[](int index) const { return *((&X)+index); }
//vector addition
CVector3D operator + (const CVector3D &vector) const ;
//vector addition/assignment
CVector3D &operator += (const CVector3D &vector);
//vector subtraction
CVector3D operator - (const CVector3D &vector) const ;
//vector subtraction/assignment
CVector3D &operator -= (const CVector3D &vector);
//scalar multiplication
CVector3D operator * (float value) const ;
//scalar multiplication/assignment
CVector3D& operator *= (float value);
// negation
CVector3D operator-() const;
bool operator==( const CVector3D& vector ) const;
public:
void Set (float x, float y, float z);
void Clear ();
//Dot product
float Dot (const CVector3D &vector) const;
//Cross product
CVector3D Cross (const CVector3D &vector) const;
//Returns length of the vector
float GetLength () const;
void Normalize ();
};
#endif

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//***********************************************************
//
// Name: CVector4D.h
// Last Update: 02/11/03
// Author: Rich Cross
//
// Description: Provides an interface for a vector in R4 and
// allows vector and scalar operations on it
//
//***********************************************************
#ifndef _VECTOR4D_H
#define _VECTOR4D_H
#include <math.h>
///////////////////////////////////////////////////////////////////////////////
// CVector4D:
class CVector4D
{
public:
CVector4D() {}
CVector4D(const float f[4]) { m_X=f[0]; m_Y=f[1]; m_Z=f[2]; m_W=f[3]; }
CVector4D(float x,float y,float z,float w) { m_X=x; m_Y=y; m_Z=z; m_W=w; }
CVector4D(const CVector4D& p) { m_X=p.m_X; m_Y=p.m_Y; m_Z=p.m_Z; m_W=p.m_W; }
operator float*() {
return &m_X;
}
operator const float*() const {
return &m_X;
}
CVector4D operator-() const {
return CVector4D(-m_X,-m_Y,-m_Z,-m_W);
}
CVector4D operator+(const CVector4D& t) const {
return CVector4D(m_X+t.m_X,m_Y+t.m_Y,m_Z+t.m_Z,m_W+t.m_W);
}
CVector4D operator-(const CVector4D& t) const {
return CVector4D(m_X-t.m_X,m_Y-t.m_Y,m_Z-t.m_Z,m_W-t.m_W);
}
CVector4D operator*(const CVector4D& t) const {
return CVector4D(m_X*t.m_X,m_Y*t.m_Y,m_Z*t.m_Z,m_W*t.m_W);
}
CVector4D operator*(float f) const {
return CVector4D(m_X*f,m_Y*f,m_Z*f,m_W*f);
}
CVector4D operator/(float f) const {
float inv=1.0f/f;
return CVector4D(m_X*inv,m_Y*inv,m_Z*inv,m_W*inv);
}
CVector4D& operator+=(const CVector4D& t) {
m_X+=t.m_X; m_Y+=t.m_Y; m_Z+=t.m_Z; m_W+=t.m_W;
return *this;
}
CVector4D& operator-=(const CVector4D& t) {
m_X-=t.m_X; m_Y-=t.m_Y; m_Z-=t.m_Z; m_W-=t.m_W;
return *this;
}
CVector4D& operator*=(const CVector4D& t) {
m_X*=t.m_X; m_Y*=t.m_Y; m_Z*=t.m_Z; m_W*=t.m_W;
return *this;
}
CVector4D& operator*=(float f) {
m_X*=f; m_Y*=f; m_Z*=f; m_W*=f;
return *this;
}
CVector4D& operator/=(float f) {
float invf=1.0f/f;
m_X*=invf; m_Y*=invf; m_Z*=invf; m_W*=invf;
return *this;
}
float dot(const CVector4D& a) const {
return m_X*a.m_X+m_Y*a.m_Y+m_Z*a.m_Z+m_W*a.m_W;
}
float lengthSquared() const {
return SQR(m_X)+SQR(m_Y)+SQR(m_Z)+SQR(m_W);
}
float length() const {
return (float) sqrt(lengthSquared());
}
void normalize() {
float mag=length();
m_X/=mag; m_Y/=mag; m_Z/=mag; m_W/=mag;
}
public:
float m_X,m_Y,m_Z,m_W;
};
//////////////////////////////////////////////////////////////////////////////////
#endif