*** empty log message ***
This was SVN commit r232.
This commit is contained in:
parent
02cd011c19
commit
99b785b75e
188
source/main.cpp
188
source/main.cpp
@ -14,6 +14,11 @@
|
||||
#include "sysdep/ia32.h"
|
||||
#endif
|
||||
#include "ps/Config.h"
|
||||
#include "MapReader.h"
|
||||
#include "Terrain.h"
|
||||
#include "Renderer.h"
|
||||
#include "Model.h"
|
||||
#include "UnitManager.h"
|
||||
|
||||
#ifndef NO_GUI
|
||||
#include "gui/GUI.h"
|
||||
@ -26,11 +31,20 @@ bool keys[SDLK_LAST];
|
||||
|
||||
#include <cmath>
|
||||
|
||||
// flag to disable extended GL extensions until fix found - specifically, crashes
|
||||
// using VBOs on laptop Radeon cards
|
||||
static bool g_NoGLVBO=false;
|
||||
// mapfile to load or null for no map (and to use default terrain)
|
||||
static const char* g_MapFile=0;
|
||||
|
||||
|
||||
static Handle font;
|
||||
static Handle tex;
|
||||
|
||||
extern CCamera g_Camera;
|
||||
|
||||
extern void terr_init();
|
||||
extern void terr_update();
|
||||
extern void terr_update(float time);
|
||||
extern bool terr_handler(const SDL_Event& ev);
|
||||
|
||||
|
||||
@ -86,6 +100,17 @@ static void display_startup_error(const wchar_t* msg)
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// error before GUI is initialized: display message, and quit
|
||||
// TODO: localization
|
||||
static void display_startup_error(const char* msg)
|
||||
{
|
||||
const char* caption = "0ad startup problem";
|
||||
|
||||
write_sys_info();
|
||||
display_msg(caption, msg);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
|
||||
static int set_vmode(int w, int h, int bpp)
|
||||
{
|
||||
@ -143,14 +168,80 @@ static bool handler(const SDL_Event& ev)
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// RenderTerrain: iterate through all terrain patches and submit all patches in viewing frustum to
|
||||
// the renderer
|
||||
void RenderTerrain()
|
||||
{
|
||||
CFrustum frustum=g_Camera.GetFustum();
|
||||
u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
|
||||
for (uint j=0; j<patchesPerSide; j++) {
|
||||
for (uint i=0; i<patchesPerSide; i++) {
|
||||
CPatch* patch=g_Terrain.GetPatch(i,j);
|
||||
if (frustum.IsBoxVisible (CVector3D(0,0,0),patch->GetBounds())) {
|
||||
g_Renderer.Submit(patch);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// RenderModels: iterate through model list and submit all models in viewing frustum to the
|
||||
// Renderer
|
||||
void RenderModels()
|
||||
{
|
||||
CFrustum frustum=g_Camera.GetFustum();
|
||||
|
||||
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
|
||||
uint i;
|
||||
for (i=0;i<units.size();++i) {
|
||||
if (frustum.IsBoxVisible(CVector3D(0,0,0),units[i]->m_Model->GetBounds())) {
|
||||
g_Renderer.Submit(units[i]->m_Model);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// RenderNoCull: render absolutely everything to a blank frame to force renderer
|
||||
// to load required assets
|
||||
void RenderNoCull()
|
||||
{
|
||||
g_Renderer.BeginFrame();
|
||||
g_Renderer.SetCamera(g_Camera);
|
||||
|
||||
uint i,j;
|
||||
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
|
||||
for (i=0;i<units.size();++i) {
|
||||
g_Renderer.Submit(units[i]->m_Model);
|
||||
}
|
||||
|
||||
u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
|
||||
for (j=0; j<patchesPerSide; j++) {
|
||||
for (i=0; i<patchesPerSide; i++) {
|
||||
CPatch* patch=g_Terrain.GetPatch(i,j);
|
||||
g_Renderer.Submit(patch);
|
||||
}
|
||||
}
|
||||
|
||||
g_Renderer.FlushFrame();
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||||
g_Renderer.EndFrame();
|
||||
}
|
||||
|
||||
static void render()
|
||||
{
|
||||
// TODO: not needed with 100% draw coverage
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||||
// start new frame
|
||||
g_Renderer.BeginFrame();
|
||||
g_Renderer.SetCamera(g_Camera);
|
||||
|
||||
terr_update();
|
||||
// switch on wireframe for terrain if we want it
|
||||
g_Renderer.SetTerrainRenderMode(SOLID);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
RenderTerrain();
|
||||
RenderModels();
|
||||
g_Renderer.FlushFrame();
|
||||
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
|
||||
// overlay mode
|
||||
glPushAttrib(GL_ENABLE_BIT);
|
||||
@ -213,6 +304,8 @@ const float x = 600.0f, y = 512.0f;
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
|
||||
g_Renderer.EndFrame();
|
||||
}
|
||||
|
||||
|
||||
@ -220,10 +313,42 @@ static void do_tick()
|
||||
{
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// UpdateWorld: update time dependent data in the world to account for changes over
|
||||
// the given time (in s)
|
||||
void UpdateWorld(float time)
|
||||
{
|
||||
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
|
||||
for (uint i=0;i<units.size();++i) {
|
||||
units[i]->m_Model->Update(time);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ParseArgs(int argc, char* argv[])
|
||||
{
|
||||
for (int i=1;i<argc;i++) {
|
||||
if (argv[i][0]=='-') {
|
||||
switch (argv[i][1]) {
|
||||
case 'm':
|
||||
if (argv[i][2]=='=') {
|
||||
g_MapFile=argv[i]+3;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'n':
|
||||
if (strncmp(argv[i]+1,"novbo",5)==0) {
|
||||
g_NoGLVBO=true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
ParseArgs(argc,argv);
|
||||
|
||||
chdir("\\games\\bf\\ScreenShots");
|
||||
int a,b;
|
||||
@ -321,12 +446,8 @@ int c = b-a;
|
||||
|
||||
write_sys_info();
|
||||
|
||||
if(!oglExtAvail("GL_ARB_multitexture") || !oglExtAvail("GL_ARB_texture_env_combine"))
|
||||
display_startup_error(L"required ARB_multitexture or ARB_texture_env_combine extension not available");
|
||||
glEnable (GL_CULL_FACE);
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
if(!oglExtAvail("GL_ARB_multitexture") || !oglExtAvail("GL_ARB_texture_env_combine"))
|
||||
display_startup_error(L"required ARB_multitexture or ARB_texture_env_combine extension not available");
|
||||
|
||||
new CConfig;
|
||||
|
||||
@ -346,19 +467,36 @@ glEnable (GL_DEPTH_TEST);
|
||||
// tex_upload(tex);
|
||||
font = font_load("verdana.fnt");
|
||||
|
||||
// set renderer options from command line options - NOVBO must be set before opening the renderer
|
||||
g_Renderer.SetOption(CRenderer::OPT_NOVBO,g_NoGLVBO);
|
||||
|
||||
extern int dir_add_watch(const char* const dir, bool watch_subdirs);
|
||||
dir_add_watch("mods\\official", false);
|
||||
|
||||
terr_init();
|
||||
|
||||
// terr_init actually opens the renderer and loads a bunch of resources as well as setting up
|
||||
// the terrain
|
||||
terr_init();
|
||||
|
||||
// load a map if we were given one
|
||||
if (g_MapFile) {
|
||||
CStr mapfilename("mods/official/maps/scenarios/");
|
||||
mapfilename+=g_MapFile;
|
||||
try {
|
||||
CMapReader reader;
|
||||
reader.LoadMap(mapfilename);
|
||||
} catch (...) {
|
||||
char errmsg[256];
|
||||
sprintf(errmsg, "Failed to load map %s\n", mapfilename.c_str());
|
||||
display_startup_error(errmsg);
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef NO_GUI
|
||||
in_add_handler(gui_handler);
|
||||
#endif
|
||||
in_add_handler(handler);
|
||||
in_add_handler(terr_handler);
|
||||
|
||||
// render everything to a blank frame to force renderer to load everything
|
||||
RenderNoCull();
|
||||
|
||||
|
||||
// fixed timestep main loop
|
||||
const double TICK_TIME = 30e-3; // [s]
|
||||
@ -370,6 +508,7 @@ in_add_handler(terr_handler);
|
||||
g_Config.Update();
|
||||
|
||||
// TODO: limiter in case simulation can't keep up?
|
||||
#if 0
|
||||
double time1 = get_time();
|
||||
while((time1-time0) > TICK_TIME)
|
||||
{
|
||||
@ -378,15 +517,26 @@ in_add_handler(terr_handler);
|
||||
do_tick();
|
||||
time0 += TICK_TIME;
|
||||
}
|
||||
|
||||
UpdateWorld(float(time1-time0));
|
||||
terr_update(float(time1-time0));
|
||||
render();
|
||||
SDL_GL_SwapBuffers();
|
||||
|
||||
calc_fps();
|
||||
|
||||
extern int allow_reload();
|
||||
allow_reload();
|
||||
#else
|
||||
|
||||
double time1 = get_time();
|
||||
|
||||
in_get_events();
|
||||
UpdateWorld(float(time1-time0));
|
||||
terr_update(float(time1-time0));
|
||||
render();
|
||||
SDL_GL_SwapBuffers();
|
||||
|
||||
calc_fps();
|
||||
time0=time1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifndef NO_GUI
|
||||
|
23
source/ps/Overlay.cpp
Executable file
23
source/ps/Overlay.cpp
Executable file
@ -0,0 +1,23 @@
|
||||
/*
|
||||
COverlay
|
||||
by Rich Cross
|
||||
rich@0ad.wildfiregames.com
|
||||
*/
|
||||
|
||||
#include "Overlay.h"
|
||||
|
||||
COverlay::COverlay()
|
||||
: m_Rect(CRect(0,0,0,0)), m_Z(0), m_Color(CColor(0,0,0,0)), m_Texture(""), m_HasBorder(false), m_BorderColor(CColor(0,0,0,0))
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
COverlay::COverlay(const CRect& rect,int z,const CColor& color,const char* texturename,
|
||||
bool hasBorder,const CColor& bordercolor)
|
||||
: m_Rect(rect), m_Z(z), m_Color(color), m_Texture(texturename), m_HasBorder(hasBorder), m_BorderColor(bordercolor)
|
||||
{
|
||||
}
|
||||
|
||||
COverlay::~COverlay()
|
||||
{
|
||||
}
|
142
source/ps/Overlay.h
Executable file
142
source/ps/Overlay.h
Executable file
@ -0,0 +1,142 @@
|
||||
/*
|
||||
COverlay
|
||||
by Rich Cross, rich@0ad.wildfiregames.com
|
||||
|
||||
|
||||
--Overview--
|
||||
|
||||
Class representing 2D screen overlays; includes functionality for overlay
|
||||
position, color, texture and borders.
|
||||
*/
|
||||
|
||||
#ifndef COVERLAY_H
|
||||
#define COVERLAY_H
|
||||
|
||||
struct CColor
|
||||
{
|
||||
CColor() {}
|
||||
CColor(float cr,float cg,float cb,float ca) : r(cr), g(cg), b(cb), a(ca) {}
|
||||
|
||||
float r, g, b, a;
|
||||
};
|
||||
|
||||
// yuck - MFC already defines a CRect class...
|
||||
#define CRect PS_CRect
|
||||
|
||||
struct CRect
|
||||
{
|
||||
CRect() {}
|
||||
CRect(int _l, int _t, int _r, int _b) :
|
||||
left(_l),
|
||||
top(_t),
|
||||
right(_r),
|
||||
bottom(_b) {}
|
||||
int bottom, top, left, right;
|
||||
|
||||
bool operator ==(const CRect &rect) const
|
||||
{
|
||||
return (bottom==rect.bottom) &&
|
||||
(top==rect.top) &&
|
||||
(left==rect.left) &&
|
||||
(right==rect.right);
|
||||
}
|
||||
|
||||
bool operator !=(const CRect &rect) const
|
||||
{
|
||||
return !(*this==rect);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Includes / Compiler directives
|
||||
//--------------------------------------------------------
|
||||
#include "terrain/Texture.h"
|
||||
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Macros
|
||||
//--------------------------------------------------------
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Types
|
||||
//--------------------------------------------------------
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Error declarations
|
||||
//--------------------------------------------------------
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Declarations
|
||||
//--------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @author Rich Cross
|
||||
*
|
||||
* Overlay class definition.
|
||||
*/
|
||||
class COverlay
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Default constructor; creates an overlay that won't actually be renderable
|
||||
*/
|
||||
COverlay();
|
||||
/**
|
||||
* Constructor with setup for more common parameters
|
||||
*/
|
||||
COverlay(const CRect& rect,int z,const CColor& color,const char* texturename="",bool hasBorder=false,
|
||||
const CColor& bordercolor=CColor(0,0,0,0));
|
||||
/**
|
||||
* Destructor
|
||||
*/
|
||||
~COverlay();
|
||||
|
||||
/**
|
||||
* Get coordinates
|
||||
*/
|
||||
const CRect& GetRect() const { return m_Rect; }
|
||||
|
||||
/**
|
||||
* Get depth
|
||||
*/
|
||||
int GetZ() const { return m_Z; }
|
||||
|
||||
/**
|
||||
* Get texture (not const as Renderer need to modify texture to store handle)
|
||||
*/
|
||||
CTexture& GetTexture() { return m_Texture; }
|
||||
|
||||
/**
|
||||
* Get color
|
||||
*/
|
||||
const CColor& GetColor() const { return m_Color; }
|
||||
|
||||
/**
|
||||
* Get border flag
|
||||
*/
|
||||
bool HasBorder() const { return m_HasBorder; }
|
||||
|
||||
/**
|
||||
* Get border color
|
||||
*/
|
||||
const CColor& GetBorderColor() const { return m_BorderColor; }
|
||||
|
||||
|
||||
private:
|
||||
/// screen space coordinates of overlay
|
||||
CRect m_Rect;
|
||||
/// depth of overlay, for correctly overlapping overlays; higher z implies in-front-of behaviour
|
||||
int m_Z;
|
||||
/// texture to use in rendering overlay; can be a null texture
|
||||
CTexture m_Texture;
|
||||
/// overlay color
|
||||
CColor m_Color;
|
||||
// flag indicating whether to render overlay using a border
|
||||
bool m_HasBorder;
|
||||
/// border color
|
||||
CColor m_BorderColor;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
32
source/ps/OverlayText.cpp
Executable file
32
source/ps/OverlayText.cpp
Executable file
@ -0,0 +1,32 @@
|
||||
/*
|
||||
COverlayText
|
||||
by Rich Cross
|
||||
rich@0ad.wildfiregames.com
|
||||
*/
|
||||
|
||||
#include "OverlayText.h"
|
||||
#include "NPFont.h"
|
||||
#include "NPFontManager.h"
|
||||
|
||||
COverlayText::COverlayText()
|
||||
: m_X(0), m_Y(0), m_Z(0), m_Color(CColor(0,0,0,0)), m_Font(0), m_String("")
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
COverlayText::COverlayText(float x,float y,int z,const char* fontname,const char* string,const CColor& color)
|
||||
: m_X(x), m_Y(y), m_Z(z), m_String(string), m_Color(color)
|
||||
{
|
||||
m_Font=NPFontManager::instance().add(fontname);
|
||||
}
|
||||
|
||||
COverlayText::~COverlayText()
|
||||
{
|
||||
}
|
||||
|
||||
bool COverlayText::GetOutputStringSize(int& sx,int& sy)
|
||||
{
|
||||
if (!m_Font) return false;
|
||||
m_Font->GetOutputStringSize((const char*) m_String,sx,sy);
|
||||
return true;
|
||||
}
|
108
source/ps/OverlayText.h
Executable file
108
source/ps/OverlayText.h
Executable file
@ -0,0 +1,108 @@
|
||||
/*
|
||||
COverlayText
|
||||
by Rich Cross, rich@0ad.wildfiregames.com
|
||||
|
||||
|
||||
--Overview--
|
||||
|
||||
Class representing 2D screen text overlay
|
||||
*/
|
||||
|
||||
#ifndef COVERLAYTEXT_H
|
||||
#define COVERLAYTEXT_H
|
||||
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Includes / Compiler directives
|
||||
//--------------------------------------------------------
|
||||
#include "terrain/Texture.h"
|
||||
#include "Overlay.h" // just for CColor at the mo
|
||||
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Macros
|
||||
//--------------------------------------------------------
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Types
|
||||
//--------------------------------------------------------
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Error declarations
|
||||
//--------------------------------------------------------
|
||||
|
||||
//--------------------------------------------------------
|
||||
// Declarations
|
||||
//--------------------------------------------------------
|
||||
class NPFont;
|
||||
|
||||
/**
|
||||
* @author Rich Cross
|
||||
*
|
||||
* OverlayText class definition.
|
||||
*/
|
||||
class COverlayText
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Default constructor; creates an overlay text object that won't actually be renderable
|
||||
*/
|
||||
COverlayText();
|
||||
/**
|
||||
* Constructor with setup for more common parameters
|
||||
*/
|
||||
COverlayText(float x,float y,int z,const char* fontname,const char* string,const CColor& color);
|
||||
/**
|
||||
* Destructor
|
||||
*/
|
||||
~COverlayText();
|
||||
|
||||
/**
|
||||
* Get position
|
||||
*/
|
||||
void GetPosition(float& x,float& y) {
|
||||
x=m_X;
|
||||
y=m_Y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get depth
|
||||
*/
|
||||
int GetZ() const { return m_Z; }
|
||||
|
||||
/**
|
||||
* Get font (not const as Renderer need to modify texture to store handle)
|
||||
*/
|
||||
NPFont* GetFont() { return m_Font; }
|
||||
|
||||
/**
|
||||
* Get string to render
|
||||
*/
|
||||
const CStr& GetString() const { return m_String; }
|
||||
|
||||
/**
|
||||
* Get color
|
||||
*/
|
||||
const CColor& GetColor() const { return m_Color; }
|
||||
|
||||
/**
|
||||
* Get size of this string when rendered; return false if font is invalid and string size cannot
|
||||
* actually by determined, or true on success
|
||||
*/
|
||||
bool GetOutputStringSize(int& sx,int& sy);
|
||||
|
||||
private:
|
||||
/// coordinates to start rendering string
|
||||
float m_X,m_Y;
|
||||
/// depth of overlay text, for correctly overlapping overlays; higher z implies in-front-of behaviour
|
||||
int m_Z;
|
||||
/// text color
|
||||
CColor m_Color;
|
||||
/// pointer to the font to use in rendering out text; not owned by the overlay, never attempt to delete
|
||||
NPFont* m_Font;
|
||||
/// actual text string
|
||||
CStr m_String;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
@ -1,308 +0,0 @@
|
||||
#ifndef _AABBTREE_H
|
||||
#define _AABBTREE_H
|
||||
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include "Bound.h"
|
||||
|
||||
template <class T>
|
||||
class CAABBTree
|
||||
{
|
||||
private:
|
||||
struct Leaf;
|
||||
struct Branch;
|
||||
struct InsertionData;
|
||||
|
||||
struct Node {
|
||||
Node() : m_Parent(0) {}
|
||||
virtual ~Node() {}
|
||||
|
||||
virtual bool RayIntersect(CVector3D& origin,CVector3D& dir,float& dist,T* selection) = 0;
|
||||
virtual void FindInsertionPoint(Leaf* _leaf,InsertionData& _inserter) = 0;
|
||||
|
||||
virtual void AddLeaf(Leaf* _leaf) = 0;
|
||||
virtual void AddLeafAsChild(Leaf* _leaf) {};
|
||||
void AddLeafAsSibling(Leaf* _leaf);
|
||||
|
||||
CBound m_Bounds;
|
||||
Branch* m_Parent;
|
||||
};
|
||||
|
||||
struct Leaf : public Node {
|
||||
|
||||
T m_Element;
|
||||
void AddLeaf(Leaf* _leaf);
|
||||
bool RayIntersect(CVector3D& origin,CVector3D& dir,float& dist,T* selection);
|
||||
void FindInsertionPoint(Leaf* _leaf,InsertionData& _inserter);
|
||||
};
|
||||
|
||||
struct Branch : public Node {
|
||||
|
||||
~Branch() {
|
||||
for (int i=0;i<m_Children.size();i++) {
|
||||
delete m_Children[i];
|
||||
}
|
||||
}
|
||||
|
||||
void AddChild(Node* _node);
|
||||
void RemoveChild(Node* _node);
|
||||
|
||||
void AddLeaf(Leaf* _leaf);
|
||||
void AddLeafAsChild(Leaf* leaf);
|
||||
|
||||
bool RayIntersect(CVector3D& origin,CVector3D& dir,float& dist,T* selection);
|
||||
void FindInsertionPoint(Leaf* _leaf,InsertionData& _inserter);
|
||||
|
||||
std::vector<Node*> m_Children;
|
||||
};
|
||||
|
||||
struct InsertionData
|
||||
{
|
||||
enum Method { ADDINVALID, ADDASSIBLING, ADDASCHILD };
|
||||
|
||||
InsertionData() : cost((float) 1.0e38), inheritedCost(0), method(ADDINVALID), insertionPt(0) {}
|
||||
void setInsertion(Node* pt,float c,enum Method m) {
|
||||
insertionPt=pt;
|
||||
cost=c;
|
||||
method=m;
|
||||
}
|
||||
|
||||
float cost;
|
||||
float inheritedCost;
|
||||
enum Method method;
|
||||
Node* insertionPt;
|
||||
};
|
||||
|
||||
// root of AABBTree
|
||||
Node* m_Root;
|
||||
|
||||
public:
|
||||
CAABBTree();
|
||||
~CAABBTree();
|
||||
|
||||
void AddElement(const T& element);
|
||||
bool RayIntersect(CVector3D& origin,CVector3D& dir,float& dist,T* selection);
|
||||
};
|
||||
|
||||
|
||||
template <class T>
|
||||
CAABBTree<T>::CAABBTree() : m_Root(0)
|
||||
{
|
||||
}
|
||||
|
||||
template <class T>
|
||||
CAABBTree<T>::~CAABBTree()
|
||||
{
|
||||
delete m_Root;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::AddElement(const T& element)
|
||||
{
|
||||
Leaf* leaf=new Leaf;
|
||||
leaf->m_Element=element;
|
||||
leaf->m_Element->GetBounds(leaf->m_Bounds);
|
||||
|
||||
if (m_Root) {
|
||||
m_Root->AddLeaf(leaf);
|
||||
|
||||
// set root to topmost node
|
||||
while (m_Root->m_Parent) {
|
||||
m_Root=m_Root->m_Parent;
|
||||
}
|
||||
|
||||
} else {
|
||||
m_Root=leaf;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <class T>
|
||||
bool CAABBTree<T>::RayIntersect(CVector3D& origin,CVector3D& dir,float& dist,T* selection)
|
||||
{
|
||||
if (m_Root) {
|
||||
return m_Root->RayIntersect(origin,dir,dist,selection);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::Node::AddLeafAsSibling(CAABBTree<T>::Leaf* leaf)
|
||||
{
|
||||
CBound& leafBound=leaf->m_Bounds;
|
||||
|
||||
if (m_Parent) {
|
||||
// recursively extend the bounding volumes of the parent nodes to allow the leaf
|
||||
// to fit within them
|
||||
Branch* p=m_Parent;
|
||||
while (p) {
|
||||
p->m_Bounds+=leafBound;
|
||||
p=p->m_Parent;
|
||||
}
|
||||
}
|
||||
|
||||
// create a new parent, whose children are the current node (this) and
|
||||
// the leaf being added
|
||||
Branch* newParent=new Branch;
|
||||
newParent->m_Parent=m_Parent;
|
||||
newParent->m_Bounds=m_Bounds;
|
||||
newParent->m_Bounds+=leafBound;
|
||||
|
||||
if (m_Parent) {
|
||||
// remove the current node from it's original parent ..
|
||||
m_Parent->RemoveChild(this);
|
||||
|
||||
// .. and add new parent as a child of the original parent
|
||||
m_Parent->AddChild(newParent);
|
||||
}
|
||||
|
||||
// create new parent/child relationships
|
||||
newParent->AddChild(leaf);
|
||||
leaf->m_Parent=newParent;
|
||||
|
||||
newParent->AddChild(this);
|
||||
this->m_Parent=newParent;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
bool CAABBTree<T>::Branch::RayIntersect(CVector3D& origin,CVector3D& dir,float& dist,T* selection)
|
||||
{
|
||||
// assume nothing hit
|
||||
bool result=false;
|
||||
|
||||
// do bounds check first
|
||||
float tmin,tmax;
|
||||
if (m_Bounds.RayIntersect(origin,dir,tmin,tmax) && tmin<=dist) {
|
||||
// test all children of this branch
|
||||
for (int i=0;i<m_Children.size();i++) {
|
||||
bool hit=m_Children[i]->RayIntersect(origin,dir,dist,selection);
|
||||
if (hit) {
|
||||
// hit a triangle; can quit out ..
|
||||
result=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
bool CAABBTree<T>::Leaf::RayIntersect(CVector3D& origin,CVector3D& dir,float& dist,T* selection)
|
||||
{
|
||||
if (m_Element->RayIntersect(origin,dir,dist)) {
|
||||
*selection=m_Element;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//**********************************************************************************************
|
||||
// FindInsertionPoint : check if the estimated cost of adding given leaf to this leaf
|
||||
// is less than the current best cost; if so, update insertion data accordingly
|
||||
//**********************************************************************************************
|
||||
template <class T>
|
||||
void CAABBTree<T>::Leaf::FindInsertionPoint(CAABBTree<T>::Leaf* leaf,CAABBTree<T>::InsertionData& inserter)
|
||||
{
|
||||
CBound thisbound=m_Bounds;
|
||||
thisbound+=leaf->m_Bounds;
|
||||
float m1=2*thisbound.GetVolume();
|
||||
if (m1<inserter.cost)
|
||||
inserter.setInsertion(this,m1,InsertionData::ADDASSIBLING);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::Branch::AddLeaf(CAABBTree<T>::Leaf* leaf)
|
||||
{
|
||||
// first find the node to attach the leaf to, and the method with which to attach it
|
||||
InsertionData inserter;
|
||||
FindInsertionPoint(leaf,inserter);
|
||||
|
||||
// now add the leaf to the descendent found above, using the required method
|
||||
if (inserter.method==InsertionData::ADDASCHILD) {
|
||||
inserter.insertionPt->AddLeafAsChild(leaf);
|
||||
} else {
|
||||
inserter.insertionPt->AddLeafAsSibling(leaf);
|
||||
}
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::Leaf::AddLeaf(CAABBTree<T>::Leaf* leaf)
|
||||
{
|
||||
AddLeafAsSibling(leaf);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::Branch::AddChild(CAABBTree<T>::Node* node)
|
||||
{
|
||||
m_Children.push_back(node);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::Branch::RemoveChild(CAABBTree<T>::Node* node)
|
||||
{
|
||||
m_Children.erase(std::find(m_Children.begin(),m_Children.end(),node));
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::Branch::FindInsertionPoint(CAABBTree<T>::Leaf* leaf,CAABBTree<T>::InsertionData& inserter)
|
||||
{
|
||||
// first count the children
|
||||
int childCt=m_Children.size();
|
||||
|
||||
// get volume of union between this node and leaf
|
||||
CBound& leafBounds=leaf->m_Bounds;
|
||||
CBound uBounds=m_Bounds;
|
||||
uBounds+=leafBounds;
|
||||
float unionVol=uBounds.GetVolume();
|
||||
// get volume of this node
|
||||
float thisVol=m_Bounds.GetVolume();
|
||||
|
||||
// estimate cost of adding the leaf as a sibling of this node
|
||||
float m1=2*unionVol;
|
||||
if (m1<inserter.cost) {
|
||||
// best cost so far; use this insertion point
|
||||
inserter.setInsertion(this,m1,InsertionData::ADDASSIBLING);
|
||||
}
|
||||
|
||||
// estimate cost of adding the leaf as a child of this node
|
||||
float m2=(unionVol-thisVol)*childCt+thisVol;
|
||||
if (m2<inserter.cost) {
|
||||
// best cost so far; use this insertion point
|
||||
inserter.setInsertion(this,m2,InsertionData::ADDASCHILD);
|
||||
}
|
||||
|
||||
// calculate cost children inherit from parent
|
||||
float inheritanceCost=inserter.inheritedCost+(unionVol-thisVol)*childCt;
|
||||
if (inheritanceCost>inserter.cost) {
|
||||
// child inheritance cost is greater than lowest cost insertion found so
|
||||
// far, so no improvement can be found by searching children; terminate now
|
||||
return;
|
||||
}
|
||||
|
||||
// now traverse through children to try and find a better insertion point
|
||||
for (int i=0;i<m_Children.size();i++) {
|
||||
inserter.inheritedCost=inheritanceCost;
|
||||
m_Children[i]->FindInsertionPoint(leaf,inserter);
|
||||
}
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void CAABBTree<T>::Branch::AddLeafAsChild(CAABBTree<T>::Leaf* leaf)
|
||||
{
|
||||
Node* p=this;
|
||||
|
||||
// stretch bounds of all ancestors to include the bounds of the leaf
|
||||
while (p) {
|
||||
p->m_Bounds+=leaf->m_Bounds;
|
||||
p=p->m_Parent;
|
||||
}
|
||||
|
||||
// add leaf as child
|
||||
AddChild(leaf);
|
||||
leaf->m_Parent=this;
|
||||
}
|
||||
|
||||
#endif
|
@ -1,272 +1,303 @@
|
||||
#include "AlphaMapCalculator.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
namespace CAlphaMapCalculator {
|
||||
|
||||
struct Blend4 {
|
||||
Blend4(BlendShape4 shape,int alphamap) : m_Shape(shape), m_AlphaMap(alphamap) {}
|
||||
|
||||
BlendShape4 m_Shape;
|
||||
int m_AlphaMap;
|
||||
};
|
||||
|
||||
struct Blend8 {
|
||||
Blend8(BlendShape8 shape,int alphamap) : m_Shape(shape), m_AlphaMap(alphamap) {}
|
||||
|
||||
BlendShape8 m_Shape;
|
||||
int m_AlphaMap;
|
||||
};
|
||||
|
||||
Blend4 Blends1Neighbour[] =
|
||||
{
|
||||
Blend4(BlendShape4(1,0,0,0), 12) // u shape blend
|
||||
};
|
||||
|
||||
|
||||
Blend4 Blends2Neighbour[] =
|
||||
{
|
||||
Blend4(BlendShape4(0,1,1,0), 7), // l shaped corner blend
|
||||
Blend4(BlendShape4(1,0,1,0), 10) // two edges blend
|
||||
};
|
||||
|
||||
Blend8 Blends2Neighbour8[] =
|
||||
{
|
||||
Blend8(BlendShape8(1,1,0,0,0,0,0,0), 12), // u shaped blend
|
||||
Blend8(BlendShape8(1,0,0,0,0,1,0,0), 12), // u shaped blend
|
||||
Blend8(BlendShape8(0,1,0,1,0,0,0,0), 0) ,
|
||||
Blend8(BlendShape8(0,1,0,0,0,1,0,0), 0)
|
||||
};
|
||||
|
||||
Blend4 Blends3Neighbour[] =
|
||||
{
|
||||
Blend4(BlendShape4(1,1,1,0), 4) // l shaped corner blend
|
||||
};
|
||||
|
||||
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)
|
||||
};
|
||||
|
||||
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)
|
||||
};
|
||||
|
||||
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)
|
||||
};
|
||||
|
||||
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)
|
||||
};
|
||||
|
||||
Blend8 Blends7Neighbour8[] =
|
||||
{
|
||||
Blend8(BlendShape8(1,1,1,1,1,1,0,1), 2),
|
||||
Blend8(BlendShape8(1,1,1,1,1,1,1,0), 9)
|
||||
};
|
||||
|
||||
|
||||
|
||||
template<class T>
|
||||
bool MatchBlendShapeRotated(const T& templateshape,const T& shape,unsigned int& flipflags)
|
||||
{
|
||||
// try to match shapes by testing the template shape in normal, and flipped u and v configurations
|
||||
// test unrotated shape
|
||||
if (shape==templateshape) {
|
||||
return true;
|
||||
}
|
||||
|
||||
T tstShape;
|
||||
templateshape.FlipU(tstShape);
|
||||
if (shape==tstShape) {
|
||||
flipflags|=0x02;
|
||||
return true;
|
||||
}
|
||||
|
||||
templateshape.FlipV(tstShape);
|
||||
if (shape==tstShape) {
|
||||
flipflags|=0x01;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
int MatchBlendShape(const T& templateshape,const T& shape,unsigned int& flipflags)
|
||||
{
|
||||
// try matching unrotated shape first
|
||||
if (MatchBlendShapeRotated(templateshape,shape,flipflags)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// now try iterating through rotations of 90,180,270 degrees
|
||||
T tstShape;
|
||||
templateshape.Rotate90(tstShape);
|
||||
if (MatchBlendShapeRotated(tstShape,shape,flipflags)) {
|
||||
flipflags|=flipflags ? 0x10 : 0x04;
|
||||
return true;
|
||||
}
|
||||
|
||||
templateshape.Rotate180(tstShape);
|
||||
if (MatchBlendShapeRotated(tstShape,shape,flipflags)) {
|
||||
flipflags|=0x08;
|
||||
return true;
|
||||
}
|
||||
|
||||
templateshape.Rotate270(tstShape);
|
||||
if (MatchBlendShapeRotated(tstShape,shape,flipflags)) {
|
||||
flipflags|=flipflags ? 0x04 : 0x10;
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
FlipBlendU(templateshape,tstShape);
|
||||
if (shape==tstShape) {
|
||||
flipflags|=0x01;
|
||||
return true;
|
||||
}
|
||||
|
||||
FlipBlendV(templateshape,tstShape);
|
||||
if (shape==tstShape) {
|
||||
flipflags|=0x02;
|
||||
return true;
|
||||
}
|
||||
*/
|
||||
return false;
|
||||
}
|
||||
|
||||
template<class S,class T>
|
||||
int LookupBlend(int tableSize,const S* table,const T& shape,unsigned int& flipflags)
|
||||
{
|
||||
// iterate through known blend shapes
|
||||
for (int b=0;b<tableSize;b++) {
|
||||
const S& blend=table[b];
|
||||
if (MatchBlendShape(blend.m_Shape,shape,flipflags)) {
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
int Calculate(BlendShape8 shape,unsigned int& flipflags)
|
||||
{
|
||||
// assume we're not going to require flipping
|
||||
flipflags=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,flipflags);
|
||||
|
||||
case 2:
|
||||
return LookupBlend(sizeof(Blends2Neighbour)/sizeof(Blend4),Blends2Neighbour,shape4,flipflags);
|
||||
|
||||
case 3:
|
||||
return LookupBlend(sizeof(Blends3Neighbour)/sizeof(Blend4),Blends3Neighbour,shape4,flipflags);
|
||||
|
||||
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,flipflags);
|
||||
|
||||
case 3:
|
||||
return LookupBlend(sizeof(Blends3Neighbour8)/sizeof(Blend8),Blends3Neighbour8,shape,flipflags);
|
||||
|
||||
case 4:
|
||||
return LookupBlend(sizeof(Blends4Neighbour8)/sizeof(Blend8),Blends4Neighbour8,shape,flipflags);
|
||||
|
||||
case 5:
|
||||
return LookupBlend(sizeof(Blends5Neighbour8)/sizeof(Blend8),Blends5Neighbour8,shape,flipflags);
|
||||
|
||||
case 6:
|
||||
return LookupBlend(sizeof(Blends6Neighbour8)/sizeof(Blend8),Blends6Neighbour8,shape,flipflags);
|
||||
|
||||
case 7:
|
||||
return LookupBlend(sizeof(Blends7Neighbour8)/sizeof(Blend8),Blends7Neighbour8,shape,flipflags);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 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
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,11 +1,31 @@
|
||||
#ifndef _ALPHAMAPCALCULATOR_H
|
||||
#define _ALPHAMAPCALCULATOR_H
|
||||
|
||||
#include <string.h>
|
||||
#include "BlendShapes.h"
|
||||
|
||||
namespace CAlphaMapCalculator {
|
||||
int Calculate(BlendShape8 shape,unsigned int& flipflags);
|
||||
}
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,134 +1,142 @@
|
||||
#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[0];
|
||||
dst[1]=m_Data[3];
|
||||
dst[2]=m_Data[2];
|
||||
dst[3]=m_Data[1];
|
||||
}
|
||||
|
||||
void FlipV(BlendShape4& dst) const {
|
||||
dst[0]=m_Data[2];
|
||||
dst[1]=m_Data[1];
|
||||
dst[2]=m_Data[0];
|
||||
dst[3]=m_Data[3];
|
||||
}
|
||||
|
||||
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[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];
|
||||
}
|
||||
|
||||
void FlipV(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];
|
||||
}
|
||||
|
||||
private:
|
||||
int m_Data[8];
|
||||
};
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,165 +1,162 @@
|
||||
//-----------------------------------------------------------
|
||||
//
|
||||
// Name: Bound.h
|
||||
// Last Update: 25/11/03
|
||||
// Author: Rich Cross
|
||||
// Contact: rich@0ad.wildfiregames.com
|
||||
//
|
||||
// Description: Basic axis aligned bounding box class
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,51 +1,50 @@
|
||||
//-----------------------------------------------------------
|
||||
//
|
||||
// Name: Bound.h
|
||||
// Last Update: 25/11/03
|
||||
// Author: Rich Cross
|
||||
// Contact: rich@0ad.wildfiregames.com
|
||||
//
|
||||
// Description: Basic axis aligned bounding box class
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#ifndef _BOUND_H
|
||||
#define _BOUND_H
|
||||
|
||||
// necessary includes
|
||||
#include "Vector3D.h"
|
||||
#include "Matrix3D.h"
|
||||
|
||||
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
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,109 +1,108 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// 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"
|
||||
#include "Prometheus.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.Invert(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;
|
||||
}
|
||||
//***********************************************************
|
||||
//
|
||||
// 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;
|
||||
}
|
||||
|
@ -1,72 +1,72 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// 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
|
||||
//***********************************************************
|
||||
//
|
||||
// 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
|
||||
|
@ -1,22 +1,30 @@
|
||||
//-----------------------------------------------------------
|
||||
//
|
||||
// Name: Color.h
|
||||
// Last Update: 25/11/03
|
||||
// Author: Rich Cross
|
||||
// Contact: rich@0ad.wildfiregames.com
|
||||
//
|
||||
// Description: Definitions for 3 and 4 component floating
|
||||
// point colors
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#ifndef _COLOR_H
|
||||
#define _COLOR_H
|
||||
|
||||
#include "Vector3D.h"
|
||||
#include "Vector4D.h"
|
||||
|
||||
typedef CVector3D RGBColor;
|
||||
typedef CVector4D RGBAColor;
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
76
source/terrain/FilePacker.cpp
Executable file
76
source/terrain/FilePacker.cpp
Executable file
@ -0,0 +1,76 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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=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,u32 rawdatalen)
|
||||
{
|
||||
u32 start=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=str.Length();
|
||||
PackRaw(&len,sizeof(len));
|
||||
PackRaw((const char*) str,len);
|
||||
}
|
||||
|
43
source/terrain/FilePacker.h
Executable file
43
source/terrain/FilePacker.h
Executable file
@ -0,0 +1,43 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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,u32 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
|
101
source/terrain/FileUnpacker.cpp
Executable file
101
source/terrain/FileUnpacker.cpp
Executable file
@ -0,0 +1,101 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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,u32 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+=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];
|
||||
}
|
||||
|
56
source/terrain/FileUnpacker.h
Executable file
56
source/terrain/FileUnpacker.h
Executable file
@ -0,0 +1,56 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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,u32 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
|
@ -1,156 +0,0 @@
|
||||
// HBV.h
|
||||
//
|
||||
// (c) Rich Cross, 2000
|
||||
|
||||
|
||||
#ifndef __HBV_H
|
||||
#define __HBV_H
|
||||
|
||||
#include <algorithm>
|
||||
#include <vector>
|
||||
#include "HBVNode.h"
|
||||
#include "Aggregate.h"
|
||||
|
||||
class Point3;
|
||||
class Vector3;
|
||||
|
||||
template <class T>
|
||||
class HBV
|
||||
{
|
||||
public:
|
||||
HBV();
|
||||
~HBV();
|
||||
|
||||
Geometry* clone() const;
|
||||
|
||||
void open();
|
||||
void add(const T& element);
|
||||
void addMany(const std::vector<T>& v);
|
||||
void close();
|
||||
|
||||
bool vectorIntersect(const Point3& origin,const Vector3& dir,float& dist) const;
|
||||
void getBounds(BoundingBox& result) const;
|
||||
void getNormal(const Point3& pt,Vector3& result) const;
|
||||
void getUV(const Point3& pt,float& u,float& v) const;
|
||||
|
||||
const T& getIntersectedElement() const;
|
||||
|
||||
private:
|
||||
mutable T _cachedElement;
|
||||
HBVNode<T>* _root;
|
||||
std::vector<T>* _elementList;
|
||||
};
|
||||
|
||||
|
||||
#include "common.h"
|
||||
#include "HBVLeaf.h"
|
||||
|
||||
|
||||
|
||||
template <class T>
|
||||
HBV<T>::HBV() : _root(0), _elementList(0), _cachedElement(0)
|
||||
{
|
||||
}
|
||||
|
||||
template <class T>
|
||||
HBV<T>::~HBV()
|
||||
{
|
||||
assert(_elementList==0);
|
||||
delete _root;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
Geometry* HBV<T>::clone() const
|
||||
{
|
||||
assert(0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void HBV<T>::open()
|
||||
{
|
||||
_elementList=new std::vector<T>();
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void HBV<T>::add(const T& element)
|
||||
{
|
||||
assert(_elementList!=0);
|
||||
_elementList->push_back(element);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void HBV<T>::addMany(const std::vector<T>& v)
|
||||
{
|
||||
assert(_elementList!=0);
|
||||
for (int i=0;i<v.size();i++)
|
||||
_elementList->push_back(v.at(i));
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void HBV<T>::close()
|
||||
{
|
||||
std::random_shuffle(_elementList->begin(),_elementList->end());
|
||||
|
||||
for (int i=0;i<_elementList->size();i++) {
|
||||
T element=_elementList->at(i);
|
||||
HBVLeaf<T> *leaf=new HBVLeaf<T>(element);
|
||||
if (_root) {
|
||||
_root->addLeaf(leaf);
|
||||
while (_root->getParent())
|
||||
_root=_root->getParent();
|
||||
}
|
||||
else
|
||||
_root=leaf;
|
||||
}
|
||||
|
||||
_elementList->clear();
|
||||
delete _elementList;
|
||||
_elementList=0;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
bool HBV<T>::vectorIntersect(const Point3& origin,const Vector3& dir,float& dist) const
|
||||
{
|
||||
T element;
|
||||
|
||||
_cachedElement=0;
|
||||
|
||||
int result=_root->vectorIntersect(origin,dir,dist,element);
|
||||
if (result) {
|
||||
_cachedElement=element;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void HBV<T>::getBounds(BoundingBox& result) const
|
||||
{
|
||||
result=_root->getBounds();
|
||||
}
|
||||
|
||||
|
||||
template <class T>
|
||||
void HBV<T>::getNormal(const Point3& pt,Vector3& result) const
|
||||
{
|
||||
assert(_cachedElement!=0);
|
||||
_cachedElement->getNormal(pt,result);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void HBV<T>::getUV(const Point3& pt,float& u,float& v) const
|
||||
{
|
||||
assert(_cachedElement!=0);
|
||||
_cachedElement->getUV(pt,u,v);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
const T& HBV<T>::getIntersectedElement() const
|
||||
{
|
||||
assert(_cachedElement!=0);
|
||||
return _cachedElement;
|
||||
}
|
||||
|
||||
#endif
|
@ -1,44 +1,47 @@
|
||||
//----------------------------------------------------------------
|
||||
//
|
||||
// Name: LightEnv.h
|
||||
// Last Update: 25/11/03
|
||||
// Author: Rich Cross
|
||||
// Contact: rich@0ad.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"
|
||||
|
||||
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
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
35
source/terrain/MapIO.h
Executable file
35
source/terrain/MapIO.h
Executable file
@ -0,0 +1,35 @@
|
||||
#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
|
||||
|
||||
|
171
source/terrain/MapReader.cpp
Executable file
171
source/terrain/MapReader.cpp
Executable file
@ -0,0 +1,171 @@
|
||||
// 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 "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) {
|
||||
// create new unit
|
||||
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;
|
||||
}
|
||||
}
|
48
source/terrain/MapReader.h
Executable file
48
source/terrain/MapReader.h
Executable file
@ -0,0 +1,48 @@
|
||||
#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
|
226
source/terrain/MapWriter.cpp
Executable file
226
source/terrain/MapWriter.cpp
Executable file
@ -0,0 +1,226 @@
|
||||
// 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=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=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=objectTypes.size();
|
||||
packer.PackRaw(&numObjTypes,sizeof(numObjTypes));
|
||||
for (uint i=0;i<numObjTypes;i++) {
|
||||
packer.PackString(objectTypes[i]);
|
||||
}
|
||||
|
||||
// pack object data
|
||||
u32 numObjects=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=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());
|
||||
}
|
||||
|
36
source/terrain/MapWriter.h
Executable file
36
source/terrain/MapWriter.h
Executable file
@ -0,0 +1,36 @@
|
||||
#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
|
@ -1,27 +1,29 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// 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 MAX3(a,b,c) ( MAX (MAX(a,b), c) )
|
||||
#define ABS(a) ((a > 0) ? (a) : (-a))
|
||||
|
||||
//extern unsigned int F2DW (float f);
|
||||
|
||||
#endif
|
||||
//***********************************************************
|
||||
//
|
||||
// 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
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,108 +1,120 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: Matrix3D.H
|
||||
// Last Update: 31/1/02
|
||||
// Author: Poya Manouchehri
|
||||
//
|
||||
// Description: A Matrix class used for holding and
|
||||
// manipulating transformation info.
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
#ifndef MATRIX3D_H
|
||||
#define MATRIX3D_H
|
||||
|
||||
#include <math.h>
|
||||
#include "Vector3D.h"
|
||||
#include "Vector4D.h"
|
||||
|
||||
class CMatrix3D
|
||||
{
|
||||
public:
|
||||
union {
|
||||
struct {
|
||||
float _11, _12, _13, _14;
|
||||
float _21, _22, _23, _24;
|
||||
float _31, _32, _33, _34;
|
||||
float _41, _42, _43, _44;
|
||||
};
|
||||
float _data[16];
|
||||
};
|
||||
|
||||
public:
|
||||
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 row,int col) {
|
||||
return _data[row*4+col];
|
||||
}
|
||||
const float& operator()(int row,int col) const {
|
||||
return _data[row*4+col];
|
||||
}
|
||||
|
||||
//Matrix multiplication
|
||||
CMatrix3D operator * (const CMatrix3D &matrix) const;
|
||||
//Matrix multiplication/assignment
|
||||
CMatrix3D &operator *= (const CMatrix3D &matrix);
|
||||
|
||||
//Sets the identity matrix
|
||||
void SetIdentity ();
|
||||
//Sets the zero matrix
|
||||
void SetZero ();
|
||||
|
||||
//The following clear the matrix and set the
|
||||
//rotation of each of the 3 axes
|
||||
void SetXRotation (float angle);
|
||||
void SetYRotation (float angle);
|
||||
void SetZRotation (float angle);
|
||||
|
||||
//The following apply a rotation to the matrix
|
||||
//about each of the axes;
|
||||
void RotateX (float angle);
|
||||
void RotateY (float angle);
|
||||
void RotateZ (float angle);
|
||||
|
||||
//Sets the translation of the matrix
|
||||
void SetTranslation (float x, float y, float z);
|
||||
void SetTranslation (CVector3D &vector);
|
||||
|
||||
//Applies a translation to the matrix
|
||||
void Translate (float x, float y, float z);
|
||||
void Translate (const CVector3D &vector);
|
||||
|
||||
CVector3D GetTranslation ();
|
||||
|
||||
// calculate the inverse of this matrix, store in dst
|
||||
void Invert(CMatrix3D& dst) const;
|
||||
|
||||
//Clears and sets the scaling of the matrix
|
||||
void SetScaling (float x_scale, float y_scale, float z_scale);
|
||||
//Scales the matrix
|
||||
void Scale (float x_scale, float y_scale, float z_scale);
|
||||
|
||||
//Returns the transpose of the matrix. For orthonormal
|
||||
//matrices, this is the same is the inverse matrix
|
||||
void GetTranspose(CMatrix3D& result) const;
|
||||
|
||||
//Get a vector which points to the left of the matrix
|
||||
CVector3D GetLeft () const;
|
||||
//Get a vector which points up from the matrix
|
||||
CVector3D GetUp () const;
|
||||
//Get a vector which points to front of the matrix
|
||||
CVector3D GetIn () const;
|
||||
|
||||
//Set the matrix from two vectors (Up and In)
|
||||
void SetFromUpIn (CVector3D &up, CVector3D &in, float scale);
|
||||
|
||||
public: //Vector manipulation methods
|
||||
//Transform a 3D vector by this matrix
|
||||
CVector3D Transform (CVector3D &vector);
|
||||
//Transform a 4D vector by this matrix
|
||||
CVector4D Transform (const CVector4D &vector) const;
|
||||
//Only rotate (not translate) a vector by this matrix
|
||||
CVector3D Rotate (CVector3D &vector);
|
||||
};
|
||||
|
||||
#endif
|
||||
#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
|
||||
|
@ -1,21 +1,34 @@
|
||||
#include "MiniPatch.h"
|
||||
#include "Patch.h"
|
||||
|
||||
CMiniPatch::CMiniPatch()
|
||||
{
|
||||
Tex1 = 0;
|
||||
Tex1Priority = 0;
|
||||
m_Parent = NULL;
|
||||
}
|
||||
|
||||
CMiniPatch::~CMiniPatch()
|
||||
{
|
||||
}
|
||||
|
||||
void CMiniPatch::GetTileIndex(u32& x,u32& z)
|
||||
{
|
||||
u32 tindex=this-&m_Parent->m_MiniPatches[0][0];
|
||||
x=(m_Parent->m_X*16)+tindex%16;
|
||||
z=(m_Parent->m_Z*16)+tindex/16;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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)
|
||||
{
|
||||
u32 tindex=this-&m_Parent->m_MiniPatches[0][0];
|
||||
x=(m_Parent->m_X*16)+tindex%16;
|
||||
z=(m_Parent->m_Z*16)+tindex/16;
|
||||
}
|
||||
|
||||
|
@ -1,29 +1,39 @@
|
||||
#ifndef MINIPATCH_H
|
||||
#define MINIPATCH_H
|
||||
|
||||
#include "res/res.h"
|
||||
|
||||
class CPatch;
|
||||
|
||||
class CMiniPatch
|
||||
{
|
||||
public:
|
||||
CMiniPatch();
|
||||
~CMiniPatch();
|
||||
|
||||
// get the index of this tile in the root terrain object; x,y in [0,MapSize)
|
||||
void GetTileIndex(u32& x,u32& z);
|
||||
|
||||
Handle Tex1;
|
||||
int Tex1Priority;
|
||||
|
||||
// Handle Tex2;
|
||||
// Handle m_AlphaMap;
|
||||
// unsigned int m_AlphaMapFlags;
|
||||
|
||||
CPatch *m_Parent;
|
||||
// STerrainVertex *m_pVertices;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,146 +1,169 @@
|
||||
/************************************************************
|
||||
*
|
||||
* File Name: Model.Cpp
|
||||
*
|
||||
* Description: CModel is a specific instance of a model.
|
||||
* It contains a pointer to CModelDef, and
|
||||
* includes all instance information, such as
|
||||
* current animation pose.
|
||||
*
|
||||
************************************************************/
|
||||
|
||||
#include "Model.h"
|
||||
#include "Quaternion.h"
|
||||
#include "Bound.h"
|
||||
|
||||
CModel::CModel()
|
||||
{
|
||||
m_pModelDef = NULL;
|
||||
m_pBonePoses = NULL;
|
||||
m_RenderData = 0;
|
||||
}
|
||||
|
||||
CModel::~CModel()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
bool CModel::InitModel(CModelDef *modeldef)
|
||||
{
|
||||
m_pModelDef = modeldef;
|
||||
|
||||
m_pBonePoses = new CMatrix3D[m_pModelDef->GetNumBones()];
|
||||
|
||||
ClearPose();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CModel::Destroy()
|
||||
{
|
||||
m_pModelDef = NULL;
|
||||
|
||||
if (m_pBonePoses)
|
||||
delete [] m_pBonePoses;
|
||||
|
||||
m_pBonePoses = NULL;
|
||||
}
|
||||
|
||||
|
||||
void CModel::SetPose (const char *anim_name, float time)
|
||||
{
|
||||
int AnimI = -1;
|
||||
|
||||
for (int i=0; i<m_pModelDef->GetNumAnimations(); i++)
|
||||
{
|
||||
if ( strcmp(anim_name, m_pModelDef->GetAnimations()[i].m_Name) == 0 )
|
||||
{
|
||||
AnimI = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (AnimI == -1)
|
||||
return;
|
||||
|
||||
SModelAnimation *pAnim = &m_pModelDef->GetAnimations()[AnimI];
|
||||
|
||||
int StartI = (int)time;
|
||||
int EndI;// = (int)(time + 0.999999f);
|
||||
|
||||
if ((float)StartI == time)
|
||||
EndI = StartI;
|
||||
else
|
||||
EndI = StartI+1;
|
||||
|
||||
float factor = time - (float)StartI;
|
||||
|
||||
if (EndI > pAnim->m_NumFrames-1)
|
||||
EndI = 0;
|
||||
|
||||
SModelAnimationFrame *pStartFrame = &m_pModelDef->GetAnimationFrames()[pAnim->m_FirstFrame + StartI];
|
||||
SModelAnimationFrame *pEndFrame = &m_pModelDef->GetAnimationFrames()[pAnim->m_FirstFrame + EndI];
|
||||
|
||||
for (i=0; i<m_pModelDef->GetNumBones(); i++)
|
||||
{
|
||||
SModelAnimationKey *pKey1 = &m_pModelDef->GetAnimationKeys()[pStartFrame->m_FirstKey+i];
|
||||
SModelAnimationKey *pKey2 = &m_pModelDef->GetAnimationKeys()[pEndFrame->m_FirstKey+i];
|
||||
|
||||
CVector3D Translation = pKey1->m_Translation + (pKey2->m_Translation - pKey1->m_Translation)*factor;
|
||||
|
||||
m_pBonePoses[i].SetIdentity();
|
||||
|
||||
CQuaternion from, to, rotation;
|
||||
from.FromEularAngles (pKey1->m_Rotation.X, pKey1->m_Rotation.Y, pKey1->m_Rotation.Z);
|
||||
to.FromEularAngles (pKey2->m_Rotation.X, pKey2->m_Rotation.Y, pKey2->m_Rotation.Z);
|
||||
rotation.Slerp (from, to, factor);
|
||||
|
||||
m_pBonePoses[i] = rotation.ToMatrix();
|
||||
|
||||
m_pBonePoses[i].Translate(Translation);
|
||||
|
||||
int Parent = m_pModelDef->GetBones()[i].m_Parent;
|
||||
|
||||
if (Parent > -1)
|
||||
m_pBonePoses[i] = m_pBonePoses[Parent] * m_pBonePoses[i];
|
||||
}
|
||||
}
|
||||
|
||||
void CModel::ClearPose()
|
||||
{
|
||||
//for each bone, set the bone's pose to the intial pose
|
||||
for (int i=0; i<m_pModelDef->GetNumBones(); i++)
|
||||
m_pBonePoses[i] = m_pModelDef->GetBones()[i].m_Absolute;
|
||||
}
|
||||
|
||||
|
||||
void RotateX (CMatrix3D *mat, float angle1, float angle2, float factor)
|
||||
{
|
||||
float Cos = cosf(angle1) + (cosf(angle2)-cosf(angle1))*factor;
|
||||
float Sin = sinf(angle1) + (sinf(angle2)-cosf(angle1))*factor;
|
||||
|
||||
CMatrix3D RotX;
|
||||
|
||||
RotX._11=1.0f; RotX._12=0.0f; RotX._13=0.0f; RotX._14=0.0f;
|
||||
RotX._21=0.0f; RotX._22=Cos; RotX._23=-Sin; RotX._24=0.0f;
|
||||
RotX._31=0.0f; RotX._32=Sin; RotX._33=Cos; RotX._34=0.0f;
|
||||
RotX._41=0.0f; RotX._42=0.0f; RotX._43=0.0f; RotX._44=1.0f;
|
||||
|
||||
*mat = RotX * (*mat);
|
||||
}
|
||||
|
||||
void CModel::CalcBounds(CBound& bound)
|
||||
{
|
||||
bound.SetEmpty();
|
||||
|
||||
for (int i=0; i<m_pModelDef->GetNumVertices(); i++)
|
||||
{
|
||||
SModelVertex *pVertex = &m_pModelDef->GetVertices()[i];
|
||||
CVector3D coord;
|
||||
if (pVertex->m_Bone!=-1) {
|
||||
bound+=GetBonePoses()[pVertex->m_Bone].Transform(pVertex->m_Coords);
|
||||
} else {
|
||||
bound+=pVertex->m_Coords;
|
||||
}
|
||||
}
|
||||
}
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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;
|
||||
}
|
@ -1,52 +1,74 @@
|
||||
/************************************************************
|
||||
*
|
||||
* File Name: Model.H
|
||||
*
|
||||
* Description: CModel is a specific instance of a model.
|
||||
* It contains a pointer to CModelDef, and
|
||||
* includes all instance information, such as
|
||||
* current animation pose.
|
||||
*
|
||||
************************************************************/
|
||||
|
||||
#ifndef MODEL_H
|
||||
#define MODEL_H
|
||||
|
||||
#include "Texture.h"
|
||||
#include "ModelDef.h"
|
||||
#include "RenderableObject.h"
|
||||
|
||||
|
||||
class CBound;
|
||||
|
||||
class CModel
|
||||
{
|
||||
public:
|
||||
CModel();
|
||||
~CModel();
|
||||
|
||||
bool InitModel(CModelDef *modeldef);
|
||||
void Destroy();
|
||||
|
||||
void SetPose (const char *anim_name, float time);
|
||||
void ClearPose ();
|
||||
|
||||
void CalcBounds(CBound& bound);
|
||||
|
||||
CRenderData* m_RenderData;
|
||||
|
||||
//access functions
|
||||
public:
|
||||
CModelDef *GetModelDef() { return m_pModelDef; }
|
||||
CMatrix3D *GetBonePoses() { return m_pBonePoses; }
|
||||
|
||||
void SetTexture(const CTexture& tex) { m_Texture=tex; }
|
||||
CTexture* GetTexture() { return &m_Texture; }
|
||||
|
||||
protected:
|
||||
CTexture m_Texture;
|
||||
CModelDef *m_pModelDef;
|
||||
CMatrix3D *m_pBonePoses; //describes the current pose for each bone
|
||||
};
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,112 +1,90 @@
|
||||
/************************************************************
|
||||
*
|
||||
* File Name: ModelDef.Cpp
|
||||
*
|
||||
* Description: CModelDef is essentially a CModelFile, except
|
||||
* that the data is stored in a more convenient
|
||||
* way. To create a CModelDef, call
|
||||
* CModelFile::ReadModelDef();
|
||||
*
|
||||
************************************************************/
|
||||
|
||||
#include "ModelDef.h"
|
||||
|
||||
CModelDef::CModelDef()
|
||||
{
|
||||
m_pVertices = NULL;
|
||||
m_pFaces = NULL;
|
||||
m_pBones = NULL;
|
||||
m_pAnimationKeys = NULL;
|
||||
m_pAnimationFrames = NULL;
|
||||
m_pAnimations = NULL;
|
||||
|
||||
m_NumVertices = 0;
|
||||
m_NumFaces = 0;
|
||||
m_NumBones = 0;
|
||||
m_NumAnimationKeys = 0;
|
||||
m_NumAnimationFrames = 0;
|
||||
m_NumAnimations = 0;
|
||||
}
|
||||
|
||||
CModelDef::~CModelDef()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
void CModelDef::Destroy()
|
||||
{
|
||||
if (m_pVertices)
|
||||
delete [] m_pVertices;
|
||||
if (m_pFaces)
|
||||
delete [] m_pFaces;
|
||||
if (m_pBones)
|
||||
delete [] m_pBones;
|
||||
if (m_pAnimationKeys)
|
||||
delete [] m_pAnimationKeys;
|
||||
if (m_pAnimationFrames)
|
||||
delete [] m_pAnimationFrames;
|
||||
if (m_pAnimations)
|
||||
delete [] m_pAnimations;
|
||||
|
||||
m_pVertices = NULL;
|
||||
m_pFaces = NULL;
|
||||
m_pBones = NULL;
|
||||
m_pAnimationKeys = NULL;
|
||||
m_pAnimationFrames = NULL;
|
||||
m_pAnimations = NULL;
|
||||
|
||||
m_NumVertices = 0;
|
||||
m_NumFaces = 0;
|
||||
m_NumBones = 0;
|
||||
m_NumAnimationKeys = 0;
|
||||
m_NumAnimationFrames = 0;
|
||||
m_NumAnimations = 0;
|
||||
}
|
||||
|
||||
void CModelDef::SetupBones()
|
||||
{
|
||||
for (int i=0; i<m_NumBones; i++)
|
||||
{
|
||||
SModelBone *pBone = &m_pBones[i];
|
||||
|
||||
pBone->m_Relative.SetIdentity();
|
||||
pBone->m_Absolute.SetIdentity();
|
||||
|
||||
pBone->m_Relative.RotateX (pBone->m_Rotation.X);
|
||||
pBone->m_Relative.RotateY (pBone->m_Rotation.Y);
|
||||
pBone->m_Relative.RotateZ (pBone->m_Rotation.Z);
|
||||
// pBone->m_Relative.RotateX (DEGTORAD(90));
|
||||
|
||||
pBone->m_Relative.Translate (pBone->m_Position);
|
||||
|
||||
if (pBone->m_Parent >= 0)
|
||||
{
|
||||
SModelBone *pParent = &m_pBones[pBone->m_Parent];
|
||||
|
||||
pBone->m_Absolute = pParent->m_Absolute * pBone->m_Relative;
|
||||
}
|
||||
else
|
||||
pBone->m_Absolute = pBone->m_Relative;
|
||||
}
|
||||
|
||||
//we need to "un-transform" all the vertices by the initial
|
||||
//pose of the bones they are attached to.
|
||||
for (i=0; i<m_NumVertices; i++)
|
||||
{
|
||||
SModelVertex *pVertex = &m_pVertices[i];
|
||||
if (pVertex->m_Bone>=0) {
|
||||
SModelBone *pBone = &m_pBones[pVertex->m_Bone];
|
||||
|
||||
CVector3D BonePos = pBone->m_Absolute.GetTranslation();
|
||||
|
||||
pVertex->m_Coords.X -= BonePos.X;
|
||||
pVertex->m_Coords.Y -= BonePos.Y;
|
||||
pVertex->m_Coords.Z -= BonePos.Z;
|
||||
|
||||
CMatrix3D BoneInvMat;
|
||||
pBone->m_Absolute.Invert(BoneInvMat);
|
||||
|
||||
pVertex->m_Coords = BoneInvMat.Rotate (pVertex->m_Coords);
|
||||
}
|
||||
}
|
||||
}
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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");
|
||||
}
|
||||
|
@ -1,120 +1,109 @@
|
||||
/************************************************************
|
||||
*
|
||||
* File Name: ModelDef.H
|
||||
*
|
||||
* Description: CModelDef is essentially a CModelFile, except
|
||||
* that the data is stored in a more convenient
|
||||
* way. To create a CModelDef, call
|
||||
* CModelFile::ReadModelDef();
|
||||
*
|
||||
************************************************************/
|
||||
|
||||
#ifndef MODELDEF_H
|
||||
#define MODELDEF_H
|
||||
|
||||
#include "Vector3D.h"
|
||||
#include "Matrix3D.h"
|
||||
|
||||
#define MAX_NAME_LENGTH (128)
|
||||
|
||||
|
||||
struct SModelVertex
|
||||
{
|
||||
CVector3D m_Coords;
|
||||
CVector3D m_Norm;
|
||||
|
||||
float m_U, m_V;
|
||||
int m_Bone;
|
||||
};
|
||||
|
||||
|
||||
struct SModelFace
|
||||
{
|
||||
int m_Verts[3];
|
||||
};
|
||||
|
||||
|
||||
struct SModelBone
|
||||
{
|
||||
char m_Name[MAX_NAME_LENGTH];
|
||||
|
||||
int m_Parent;
|
||||
CVector3D m_Position;
|
||||
CVector3D m_Rotation;
|
||||
|
||||
//absolute and relative orientation of this bone
|
||||
CMatrix3D m_Relative;
|
||||
CMatrix3D m_Absolute;
|
||||
};
|
||||
|
||||
struct SModelAnimationKey
|
||||
{
|
||||
CVector3D m_Translation;
|
||||
CVector3D m_Rotation;
|
||||
};
|
||||
|
||||
//An animation frame contains one animation key for each of
|
||||
//the bones in the model
|
||||
struct SModelAnimationFrame
|
||||
{
|
||||
int m_FirstKey;
|
||||
int m_NumKeys; //this should be that same as number of bones in the model
|
||||
};
|
||||
|
||||
//a complete animation for all the bones
|
||||
struct SModelAnimation
|
||||
{
|
||||
char m_Name[MAX_NAME_LENGTH];
|
||||
|
||||
int m_FirstFrame;
|
||||
int m_NumFrames;
|
||||
};
|
||||
|
||||
|
||||
class CModelDef
|
||||
{
|
||||
friend class CModelFile;
|
||||
|
||||
public:
|
||||
CModelDef ();
|
||||
virtual ~CModelDef ();
|
||||
|
||||
void SetupBones();
|
||||
|
||||
void Destroy();
|
||||
|
||||
//access functions
|
||||
public:
|
||||
SModelVertex *GetVertices() { return m_pVertices; }
|
||||
SModelFace *GetFaces() { return m_pFaces; }
|
||||
SModelBone *GetBones() { return m_pBones; }
|
||||
SModelAnimationKey *GetAnimationKeys() { return m_pAnimationKeys; }
|
||||
SModelAnimationFrame *GetAnimationFrames() { return m_pAnimationFrames; }
|
||||
SModelAnimation *GetAnimations() { return m_pAnimations; }
|
||||
|
||||
int GetNumVertices() { return m_NumVertices; }
|
||||
int GetNumFaces() { return m_NumFaces; }
|
||||
int GetNumBones() { return m_NumBones; }
|
||||
int GetNumAnimationKeys() { return m_NumAnimationKeys; }
|
||||
int GetNumAnimationFrames() { return m_NumAnimationFrames; }
|
||||
int GetNumAnimations() { return m_NumAnimations; }
|
||||
|
||||
public:
|
||||
SModelVertex *m_pVertices;
|
||||
SModelFace *m_pFaces;
|
||||
SModelBone *m_pBones;
|
||||
SModelAnimationKey *m_pAnimationKeys;
|
||||
SModelAnimationFrame *m_pAnimationFrames;
|
||||
SModelAnimation *m_pAnimations;
|
||||
|
||||
int m_NumVertices;
|
||||
int m_NumFaces;
|
||||
int m_NumBones;
|
||||
int m_NumAnimationKeys;
|
||||
int m_NumAnimationFrames;
|
||||
int m_NumAnimations;
|
||||
|
||||
char m_TextureName[MAX_NAME_LENGTH];
|
||||
};
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,352 +0,0 @@
|
||||
/************************************************************
|
||||
*
|
||||
* File Name: ModelFile.Cpp
|
||||
*
|
||||
* Description: A CModelFile holds the structure of a model
|
||||
* file. A model is easily read/written to disk
|
||||
* using this interface.
|
||||
*
|
||||
************************************************************/
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "ModelFile.h"
|
||||
|
||||
CModelFile::CModelFile ()
|
||||
{
|
||||
m_pVertices = NULL;
|
||||
m_pFaces = NULL;
|
||||
m_pBones = NULL;
|
||||
m_pAnimationKeys = NULL;
|
||||
m_pAnimationFrames = NULL;
|
||||
m_pAnimations = NULL;
|
||||
|
||||
m_NumVertices = 0;
|
||||
m_NumFaces = 0;
|
||||
m_NumBones = 0;
|
||||
m_NumAnimationKeys = 0;
|
||||
m_NumAnimationFrames = 0;
|
||||
m_NumAnimations = 0;
|
||||
}
|
||||
|
||||
CModelFile::~CModelFile()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
void CModelFile::Destroy()
|
||||
{
|
||||
if (m_pVertices)
|
||||
delete [] m_pVertices;
|
||||
if (m_pFaces)
|
||||
delete [] m_pFaces;
|
||||
if (m_pBones)
|
||||
delete [] m_pBones;
|
||||
if (m_pAnimationKeys)
|
||||
delete [] m_pAnimationKeys;
|
||||
if (m_pAnimationFrames)
|
||||
delete [] m_pAnimationFrames;
|
||||
if (m_pAnimations)
|
||||
delete [] m_pAnimations;
|
||||
|
||||
m_pVertices = NULL;
|
||||
m_pFaces = NULL;
|
||||
m_pBones = NULL;
|
||||
m_pAnimationKeys = NULL;
|
||||
m_pAnimationFrames = NULL;
|
||||
m_pAnimations = NULL;
|
||||
|
||||
m_NumVertices = 0;
|
||||
m_NumFaces = 0;
|
||||
m_NumBones = 0;
|
||||
m_NumAnimationKeys = 0;
|
||||
m_NumAnimationFrames = 0;
|
||||
m_NumAnimations = 0;
|
||||
}
|
||||
|
||||
bool CModelFile::WriteModelDef (const char *filename, CModelDef *modeldef)
|
||||
{
|
||||
FILE *out_f = NULL;
|
||||
|
||||
out_f = fopen (filename, "wb");
|
||||
|
||||
m_NumVertices = modeldef->m_NumVertices;
|
||||
m_NumFaces = modeldef->m_NumFaces;
|
||||
m_NumBones = modeldef->m_NumBones;
|
||||
m_NumAnimationKeys = modeldef->m_NumAnimationKeys;
|
||||
m_NumAnimationFrames = modeldef->m_NumAnimationFrames;
|
||||
m_NumAnimations = modeldef->m_NumAnimations;
|
||||
|
||||
m_pVertices = new SModelFile_Vertex[m_NumVertices];
|
||||
m_pFaces = new SModelFile_Face[m_NumFaces];
|
||||
m_pBones = new SModelFile_Bone[m_NumBones];
|
||||
m_pAnimationKeys = new SModelFile_AnimationKey[m_NumAnimationKeys];
|
||||
m_pAnimationFrames = new SModelFile_AnimationFrame[m_NumAnimationFrames];
|
||||
m_pAnimations = new SModelFile_Animation[m_NumAnimations];
|
||||
|
||||
|
||||
for (int i=0; i<m_NumVertices; i++)
|
||||
{
|
||||
m_pVertices[i].m_Coords = modeldef->m_pVertices[i].m_Coords;
|
||||
m_pVertices[i].m_Norm = modeldef->m_pVertices[i].m_Norm;
|
||||
m_pVertices[i].m_U = modeldef->m_pVertices[i].m_U;
|
||||
m_pVertices[i].m_V = modeldef->m_pVertices[i].m_V;
|
||||
m_pVertices[i].m_Bone = modeldef->m_pVertices[i].m_Bone;
|
||||
|
||||
if (m_pVertices[i].m_Bone >= 0)
|
||||
{
|
||||
SModelBone *pBone = &modeldef->m_pBones[m_pVertices[i].m_Bone];
|
||||
m_pVertices[i].m_Coords = pBone->m_Absolute.Transform (m_pVertices[i].m_Coords);
|
||||
}
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumFaces; i++)
|
||||
{
|
||||
m_pFaces[i].m_Verts[0] = modeldef->m_pFaces[i].m_Verts[0];
|
||||
m_pFaces[i].m_Verts[1] = modeldef->m_pFaces[i].m_Verts[1];
|
||||
m_pFaces[i].m_Verts[2] = modeldef->m_pFaces[i].m_Verts[2];
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumBones; i++)
|
||||
{
|
||||
strcpy (m_pBones[i].m_Name, modeldef->m_pBones[i].m_Name);
|
||||
m_pBones[i].m_Position = modeldef->m_pBones[i].m_Position;
|
||||
m_pBones[i].m_Rotation = modeldef->m_pBones[i].m_Rotation;
|
||||
m_pBones[i].m_Parent = modeldef->m_pBones[i].m_Parent;
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumAnimationKeys; i++)
|
||||
{
|
||||
m_pAnimationKeys[i].m_Translation = modeldef->m_pAnimationKeys[i].m_Translation;
|
||||
m_pAnimationKeys[i].m_Rotation = modeldef->m_pAnimationKeys[i].m_Rotation;
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumAnimationFrames; i++)
|
||||
{
|
||||
m_pAnimationFrames[i].m_FirstKey = modeldef->m_pAnimationFrames[i].m_FirstKey;
|
||||
m_pAnimationFrames[i].m_NumKeys = modeldef->m_pAnimationFrames[i].m_NumKeys;
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumAnimations; i++)
|
||||
{
|
||||
strcpy (m_pAnimations[i].m_Name, modeldef->m_pAnimations[i].m_Name);
|
||||
m_pAnimations[i].m_FirstFrame = modeldef->m_pAnimations[i].m_FirstFrame;
|
||||
m_pAnimations[i].m_NumFrames = modeldef->m_pAnimations[i].m_NumFrames;
|
||||
}
|
||||
|
||||
|
||||
m_Lumps[MF_VERTICES].m_Offset = MF_NUM_LUMPS*sizeof(SLump);
|
||||
m_Lumps[MF_VERTICES].m_Length = m_NumVertices*sizeof(SModelFile_Vertex);
|
||||
|
||||
m_Lumps[MF_FACES].m_Offset = m_Lumps[MF_VERTICES].m_Offset + m_Lumps[MF_VERTICES].m_Length;
|
||||
m_Lumps[MF_FACES].m_Length = m_NumFaces*sizeof(SModelFile_Face);
|
||||
|
||||
m_Lumps[MF_BONES].m_Offset = m_Lumps[MF_FACES].m_Offset + m_Lumps[MF_FACES].m_Length;
|
||||
m_Lumps[MF_BONES].m_Length = m_NumBones*sizeof(SModelFile_Bone);
|
||||
|
||||
m_Lumps[MF_ANIMKEYS].m_Offset = m_Lumps[MF_BONES].m_Offset + m_Lumps[MF_BONES].m_Length;
|
||||
m_Lumps[MF_ANIMKEYS].m_Length = m_NumAnimationKeys*sizeof(SModelFile_AnimationKey);
|
||||
|
||||
m_Lumps[MF_ANIMFRAMES].m_Offset = m_Lumps[MF_ANIMKEYS].m_Offset + m_Lumps[MF_ANIMKEYS].m_Length;
|
||||
m_Lumps[MF_ANIMFRAMES].m_Length = m_NumAnimationFrames*sizeof(SModelFile_AnimationFrame);
|
||||
|
||||
m_Lumps[MF_ANIMS].m_Offset = m_Lumps[MF_ANIMFRAMES].m_Offset + m_Lumps[MF_ANIMFRAMES].m_Length;
|
||||
m_Lumps[MF_ANIMS].m_Length = m_NumAnimations*sizeof(SModelFile_Animation);
|
||||
|
||||
//write the lumps
|
||||
if (fwrite (m_Lumps, sizeof(SLump), MF_NUM_LUMPS, out_f) != MF_NUM_LUMPS)
|
||||
{
|
||||
fclose (out_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
//write all the data
|
||||
if (fwrite (m_pVertices, sizeof (SModelFile_Vertex), m_NumVertices, out_f) != (unsigned)m_NumVertices)
|
||||
{
|
||||
fclose (out_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fwrite (m_pFaces, sizeof (SModelFile_Face), m_NumFaces, out_f) != (unsigned)m_NumFaces)
|
||||
{
|
||||
fclose (out_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fwrite (m_pBones, sizeof (SModelFile_Bone), m_NumBones, out_f) != (unsigned)m_NumBones)
|
||||
{
|
||||
fclose (out_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fwrite (m_pAnimationKeys, sizeof (SModelFile_AnimationKey), m_NumAnimationKeys, out_f) != (unsigned)m_NumAnimationKeys)
|
||||
{
|
||||
fclose (out_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fwrite (m_pAnimationFrames, sizeof (SModelFile_AnimationFrame), m_NumAnimationFrames, out_f) != (unsigned)m_NumAnimationFrames)
|
||||
{
|
||||
fclose (out_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fwrite (m_pAnimations, sizeof (SModelFile_Animation), m_NumAnimations, out_f) != (unsigned)m_NumAnimations)
|
||||
{
|
||||
fclose (out_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
fclose (out_f);
|
||||
|
||||
Destroy();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool CModelFile::ReadModelDef (const char *filename, CModelDef *modeldef)
|
||||
{
|
||||
FILE *in_f = NULL;
|
||||
|
||||
in_f = fopen (filename, "rb");
|
||||
if (!in_f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//read the lumps first
|
||||
if (fread (m_Lumps, sizeof(SLump), MF_NUM_LUMPS, in_f) != MF_NUM_LUMPS)
|
||||
{
|
||||
fclose (in_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
//calculate the number of each element
|
||||
m_NumVertices = m_Lumps[MF_VERTICES].m_Length / sizeof(SModelFile_Vertex);
|
||||
m_NumFaces = m_Lumps[MF_FACES].m_Length / sizeof(SModelFile_Face);
|
||||
m_NumBones = m_Lumps[MF_BONES].m_Length / sizeof(SModelFile_Bone);
|
||||
m_NumAnimationKeys = m_Lumps[MF_ANIMKEYS].m_Length / sizeof(SModelFile_AnimationKey);
|
||||
m_NumAnimationFrames = m_Lumps[MF_ANIMFRAMES].m_Length / sizeof(SModelFile_AnimationFrame);
|
||||
m_NumAnimations = m_Lumps[MF_ANIMS].m_Length / sizeof(SModelFile_Animation);
|
||||
|
||||
//allocate memory
|
||||
m_pVertices = new SModelFile_Vertex[m_NumVertices];
|
||||
m_pFaces = new SModelFile_Face[m_NumFaces];
|
||||
m_pBones = new SModelFile_Bone[m_NumBones];
|
||||
m_pAnimationKeys = new SModelFile_AnimationKey[m_NumAnimationKeys];
|
||||
m_pAnimationFrames = new SModelFile_AnimationFrame[m_NumAnimationFrames];
|
||||
m_pAnimations = new SModelFile_Animation[m_NumAnimations];
|
||||
|
||||
|
||||
//read all the data
|
||||
fseek (in_f, m_Lumps[MF_VERTICES].m_Offset, SEEK_SET);
|
||||
if (fread (m_pVertices, sizeof(SModelFile_Vertex), m_NumVertices, in_f) != (unsigned)m_NumVertices)
|
||||
{
|
||||
fclose (in_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
fseek (in_f, m_Lumps[MF_FACES].m_Offset, SEEK_SET);
|
||||
if (fread (m_pFaces, sizeof (SModelFile_Face), m_NumFaces, in_f) != (unsigned)m_NumFaces)
|
||||
{
|
||||
fclose (in_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
fseek (in_f, m_Lumps[MF_BONES].m_Offset, SEEK_SET);
|
||||
if (fread (m_pBones, sizeof (SModelFile_Bone), m_NumBones, in_f) != (unsigned)m_NumBones)
|
||||
{
|
||||
fclose (in_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
fseek (in_f, m_Lumps[MF_ANIMKEYS].m_Offset, SEEK_SET);
|
||||
if (fread (m_pAnimationKeys, sizeof (SModelFile_AnimationKey), m_NumAnimationKeys, in_f) != (unsigned)m_NumAnimationKeys)
|
||||
{
|
||||
fclose (in_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
fseek (in_f, m_Lumps[MF_ANIMFRAMES].m_Offset, SEEK_SET);
|
||||
if (fread (m_pAnimationFrames, sizeof (SModelFile_AnimationFrame), m_NumAnimationFrames, in_f) != (unsigned)m_NumAnimationFrames)
|
||||
{
|
||||
fclose (in_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
fseek (in_f, m_Lumps[MF_ANIMS].m_Offset, SEEK_SET);
|
||||
if (fread (m_pAnimations, sizeof (SModelFile_Animation), m_NumAnimations, in_f) != (unsigned)m_NumAnimations)
|
||||
{
|
||||
fclose (in_f);
|
||||
return false;
|
||||
}
|
||||
|
||||
fclose (in_f);
|
||||
|
||||
modeldef->Destroy();
|
||||
|
||||
modeldef->m_NumVertices = m_NumVertices;
|
||||
modeldef->m_NumFaces = m_NumFaces;
|
||||
modeldef->m_NumBones = m_NumBones;
|
||||
modeldef->m_NumAnimationKeys = m_NumAnimationKeys;
|
||||
modeldef->m_NumAnimationFrames = m_NumAnimationFrames;
|
||||
modeldef->m_NumAnimations = m_NumAnimations;
|
||||
|
||||
modeldef->m_pVertices = new SModelVertex[m_NumVertices];
|
||||
modeldef->m_pFaces = new SModelFace[m_NumFaces];
|
||||
modeldef->m_pBones = new SModelBone[m_NumBones];
|
||||
modeldef->m_pAnimationKeys = new SModelAnimationKey[m_NumAnimationKeys];
|
||||
modeldef->m_pAnimationFrames = new SModelAnimationFrame[m_NumAnimationFrames];
|
||||
modeldef->m_pAnimations = new SModelAnimation[m_NumAnimations];
|
||||
|
||||
|
||||
for (int i=0; i<m_NumVertices; i++)
|
||||
{
|
||||
modeldef->m_pVertices[i].m_Coords = m_pVertices[i].m_Coords;
|
||||
modeldef->m_pVertices[i].m_Norm = m_pVertices[i].m_Norm;
|
||||
modeldef->m_pVertices[i].m_U = m_pVertices[i].m_U;
|
||||
modeldef->m_pVertices[i].m_V = m_pVertices[i].m_V;
|
||||
modeldef->m_pVertices[i].m_Bone = m_pVertices[i].m_Bone;
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumFaces; i++)
|
||||
{
|
||||
modeldef->m_pFaces[i].m_Verts[0] = m_pFaces[i].m_Verts[0];
|
||||
modeldef->m_pFaces[i].m_Verts[1] = m_pFaces[i].m_Verts[1];
|
||||
modeldef->m_pFaces[i].m_Verts[2] = m_pFaces[i].m_Verts[2];
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumBones; i++)
|
||||
{
|
||||
strcpy (modeldef->m_pBones[i].m_Name, m_pBones[i].m_Name);
|
||||
modeldef->m_pBones[i].m_Position = m_pBones[i].m_Position;
|
||||
modeldef->m_pBones[i].m_Rotation = m_pBones[i].m_Rotation;
|
||||
modeldef->m_pBones[i].m_Parent = m_pBones[i].m_Parent;
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumAnimationKeys; i++)
|
||||
{
|
||||
modeldef->m_pAnimationKeys[i].m_Translation = m_pAnimationKeys[i].m_Translation;
|
||||
modeldef->m_pAnimationKeys[i].m_Rotation = m_pAnimationKeys[i].m_Rotation;
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumAnimationFrames; i++)
|
||||
{
|
||||
modeldef->m_pAnimationFrames[i].m_FirstKey = m_pAnimationFrames[i].m_FirstKey;
|
||||
modeldef->m_pAnimationFrames[i].m_NumKeys = m_pAnimationFrames[i].m_NumKeys;
|
||||
}
|
||||
|
||||
for (i=0; i<m_NumAnimations; i++)
|
||||
{
|
||||
strcpy (modeldef->m_pAnimations[i].m_Name, m_pAnimations[i].m_Name);
|
||||
modeldef->m_pAnimations[i].m_FirstFrame = m_pAnimations[i].m_FirstFrame;
|
||||
modeldef->m_pAnimations[i].m_NumFrames = m_pAnimations[i].m_NumFrames;
|
||||
}
|
||||
|
||||
modeldef->SetupBones();
|
||||
|
||||
Destroy();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -1,116 +0,0 @@
|
||||
/************************************************************
|
||||
*
|
||||
* File Name: ModelFile.H
|
||||
*
|
||||
* Description: A CModelFile holds the structure of a model
|
||||
* file, and is responsible for reading/writing
|
||||
* a CModelDef from/to a file
|
||||
*
|
||||
************************************************************/
|
||||
|
||||
#ifndef MODELFILE_H
|
||||
#define MODELFILE_H
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include "Vector3D.h"
|
||||
#include "ModelDef.h"
|
||||
|
||||
enum EModelFileLumps
|
||||
{
|
||||
MF_VERTICES = 0,
|
||||
MF_FACES,
|
||||
MF_BONES,
|
||||
MF_ANIMKEYS,
|
||||
MF_ANIMFRAMES,
|
||||
MF_ANIMS,
|
||||
MF_NUM_LUMPS
|
||||
};
|
||||
|
||||
struct SLump
|
||||
{
|
||||
int m_Offset;
|
||||
int m_Length;
|
||||
};
|
||||
|
||||
struct SModelFile_Vertex
|
||||
{
|
||||
CVector3D m_Coords;
|
||||
CVector3D m_Norm;
|
||||
|
||||
float m_U, m_V;
|
||||
int m_Bone;
|
||||
};
|
||||
|
||||
|
||||
struct SModelFile_Face
|
||||
{
|
||||
int m_Verts[3];
|
||||
};
|
||||
|
||||
|
||||
struct SModelFile_Bone
|
||||
{
|
||||
char m_Name[MAX_NAME_LENGTH];
|
||||
|
||||
int m_Parent;
|
||||
CVector3D m_Position;
|
||||
CVector3D m_Rotation;
|
||||
};
|
||||
|
||||
struct SModelFile_AnimationKey
|
||||
{
|
||||
CVector3D m_Translation;
|
||||
CVector3D m_Rotation;
|
||||
};
|
||||
|
||||
//animation keys of one animation for one bone
|
||||
struct SModelFile_AnimationFrame
|
||||
{
|
||||
int m_FirstKey;
|
||||
int m_NumKeys; //this should always be the same as the number of bones in the model.
|
||||
};
|
||||
|
||||
//a complete animation for all the bones
|
||||
struct SModelFile_Animation
|
||||
{
|
||||
char m_Name[MAX_NAME_LENGTH];
|
||||
|
||||
int m_FirstFrame;
|
||||
int m_NumFrames;
|
||||
};
|
||||
|
||||
|
||||
class CModelFile
|
||||
{
|
||||
public:
|
||||
CModelFile ();
|
||||
~CModelFile ();
|
||||
|
||||
bool ReadModelDef (const char *filename, CModelDef *modeldef);
|
||||
bool WriteModelDef (const char *filename, CModelDef *modeldef);
|
||||
|
||||
private:
|
||||
void Destroy();
|
||||
|
||||
private:
|
||||
SLump m_Lumps[MF_NUM_LUMPS];
|
||||
|
||||
SModelFile_Vertex *m_pVertices;
|
||||
SModelFile_Face *m_pFaces;
|
||||
SModelFile_Bone *m_pBones;
|
||||
SModelFile_AnimationKey *m_pAnimationKeys;
|
||||
SModelFile_AnimationFrame *m_pAnimationFrames;
|
||||
SModelFile_Animation *m_pAnimations;
|
||||
|
||||
int m_NumVertices;
|
||||
int m_NumFaces;
|
||||
int m_NumBones;
|
||||
int m_NumAnimationKeys;
|
||||
int m_NumAnimationFrames;
|
||||
int m_NumAnimations;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,271 +1,257 @@
|
||||
#include <assert.h>
|
||||
#include <algorithm>
|
||||
#include "res/tex.h"
|
||||
#include "Renderer.h"
|
||||
#include "TransparencyRenderer.h"
|
||||
#include "ModelRData.h"
|
||||
#include "terrain/Model.h"
|
||||
|
||||
extern CRenderer g_Renderer;
|
||||
|
||||
CModelRData::CModelRData(CModel* model) : m_Model(model), m_Vertices(0), m_Indices(0), m_VB(0)
|
||||
{
|
||||
assert(model);
|
||||
// set models renderdata pointer to point to this object
|
||||
m_Model->m_RenderData=this;
|
||||
// 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;
|
||||
}
|
||||
|
||||
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()];
|
||||
}
|
||||
|
||||
// build vertices
|
||||
SModelVertex* vertices=mdef->GetVertices();
|
||||
for (int j=0; j<mdef->GetNumVertices(); j++) {
|
||||
if (vertices[j].m_Bone!=-1) {
|
||||
m_Vertices[j].m_Position=m_Model->GetBonePoses()[vertices[j].m_Bone].Transform(vertices[j].m_Coords);
|
||||
} else {
|
||||
m_Vertices[j].m_Position=vertices[j].m_Coords;
|
||||
}
|
||||
|
||||
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(vertices[j].m_Norm,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,GL_STATIC_DRAW_ARB);
|
||||
} else {
|
||||
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
|
||||
}
|
||||
|
||||
u8* vertices=(u8*) glMapBufferARB(GL_ARRAY_BUFFER_ARB,GL_WRITE_ONLY_ARB);
|
||||
memcpy(vertices,m_Vertices,mdef->GetNumVertices()*sizeof(SVertex));
|
||||
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
|
||||
}
|
||||
}
|
||||
|
||||
void CModelRData::RenderWireframe(const CMatrix3D& transform,bool transparentPass)
|
||||
{
|
||||
// ignore transparent passes
|
||||
if (!transparentPass && g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
|
||||
return;
|
||||
}
|
||||
|
||||
assert(m_UpdateFlags==0);
|
||||
|
||||
u8* base;
|
||||
if (g_Renderer.m_Caps.m_VBO) {
|
||||
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
|
||||
base=0;
|
||||
} else {
|
||||
base=(u8*) &m_Vertices[0];
|
||||
}
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
|
||||
CMatrix3D tmp;
|
||||
transform.GetTranspose(tmp);
|
||||
glMultMatrixf(&tmp._11);
|
||||
|
||||
|
||||
// set vertex pointers
|
||||
glVertexPointer(3,GL_FLOAT,sizeof(SVertex),base+offsetof(SVertex,m_Position));
|
||||
|
||||
// render the lot
|
||||
u32 numFaces=m_Model->GetModelDef()->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::Render(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;
|
||||
transform.GetTranspose(tmp);
|
||||
glMultMatrixf(&tmp._11);
|
||||
|
||||
g_Renderer.SetTexture(0,m_Model->GetTexture());
|
||||
|
||||
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));
|
||||
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SVertex,m_Color));
|
||||
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;
|
||||
uint 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;
|
||||
}
|
||||
#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;
|
||||
}
|
||||
|
@ -1,53 +1,54 @@
|
||||
#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 Render(const CMatrix3D& transform,bool transparentPass=false);
|
||||
void RenderWireframe(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;
|
||||
// model render indices
|
||||
u16* m_Indices;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
#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
|
||||
|
222
source/terrain/ObjectEntry.cpp
Executable file
222
source/terrain/ObjectEntry.cpp
Executable file
@ -0,0 +1,222 @@
|
||||
#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));
|
||||
|
||||
if (m_Animations.size()) {
|
||||
if (m_Animations[0].m_FileName.Length()>0) {
|
||||
CStr animfilename("mods\\official\\");
|
||||
animfilename+=m_Animations[0].m_FileName;
|
||||
|
||||
try {
|
||||
CSkeletonAnim* anim=CSkeletonAnim::Load((const char*) animfilename);
|
||||
m_Model->SetAnimation(anim);
|
||||
} catch (...) {
|
||||
m_Model->SetAnimation(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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());
|
||||
|
||||
CSkeletonAnim* anim=m_Model->GetAnimation();
|
||||
if (anim) {
|
||||
units[i]->m_Model->SetAnimation(anim);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// and were done with the old model ..
|
||||
delete oldmodel;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
45
source/terrain/ObjectEntry.h
Executable file
45
source/terrain/ObjectEntry.h
Executable file
@ -0,0 +1,45 @@
|
||||
#ifndef _OBJECTENTRY_H
|
||||
#define _OBJECTENTRY_H
|
||||
|
||||
class CModel;
|
||||
|
||||
#include <vector>
|
||||
#include "CStr.h"
|
||||
#include "terrain/Bound.h"
|
||||
|
||||
|
||||
class CObjectEntry
|
||||
{
|
||||
public:
|
||||
struct Anim {
|
||||
CStr m_AnimName;
|
||||
CStr m_FileName;
|
||||
};
|
||||
|
||||
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;
|
||||
// animation name
|
||||
std::vector<Anim> m_Animations;
|
||||
// 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
|
129
source/terrain/ObjectManager.cpp
Executable file
129
source/terrain/ObjectManager.cpp
Executable file
@ -0,0 +1,129 @@
|
||||
#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=m_ObjectTypes.size()-1;
|
||||
}
|
||||
|
||||
void CObjectManager::AddObject(CObjectEntry* object,int type)
|
||||
{
|
||||
assert((uint)type<m_ObjectTypes.size());
|
||||
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;
|
||||
long 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;
|
||||
long 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);
|
||||
}
|
||||
}
|
||||
|
||||
|
47
source/terrain/ObjectManager.h
Executable file
47
source/terrain/ObjectManager.h
Executable file
@ -0,0 +1,47 @@
|
||||
#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
|
@ -1,62 +1,60 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: Patch.Cpp
|
||||
// Last Update: 23/2/02
|
||||
// Author: Poya Manouchehri
|
||||
//
|
||||
// Description: CPatch is a smaller portion of the terrain.
|
||||
// It handles the ROAM implementation and its
|
||||
// own rendering.
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
#include "Patch.h"
|
||||
#include "Terrain.h"
|
||||
|
||||
|
||||
CPatch::CPatch()
|
||||
{
|
||||
m_Parent = NULL;
|
||||
}
|
||||
|
||||
CPatch::~CPatch()
|
||||
{
|
||||
}
|
||||
|
||||
void CPatch::Initialize(CTerrain* parent,u32 x,u32 z)
|
||||
{
|
||||
delete m_RenderData;
|
||||
m_RenderData;
|
||||
|
||||
m_Parent=parent;
|
||||
m_X=x;
|
||||
m_Z=z;
|
||||
|
||||
u32 mapSize=m_Parent->GetVerticesPerSide();
|
||||
|
||||
for (int j=0; j<16; j++) {
|
||||
for (int i=0; i<16; i++) {
|
||||
m_MiniPatches[j][i].m_Parent=this;
|
||||
}
|
||||
}
|
||||
|
||||
CalcBounds();
|
||||
}
|
||||
|
||||
void CPatch::CalcBounds()
|
||||
{
|
||||
u32 mapSize=m_Parent->GetVerticesPerSide();
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,43 +1,42 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: Patch.h
|
||||
// Last Update: 23/2/02
|
||||
// Author: Poya Manouchehri
|
||||
//
|
||||
// Description: CPatch is a smaller portion of the terrain.
|
||||
// It handles its own rendering
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
#ifndef PATCH_H
|
||||
#define PATCH_H
|
||||
|
||||
#include "Matrix3D.h"
|
||||
#include "Camera.h"
|
||||
#include "TerrGlobals.h"
|
||||
#include "MiniPatch.h"
|
||||
#include "RenderableObject.h"
|
||||
|
||||
|
||||
class CPatch : public CRenderableObject
|
||||
{
|
||||
public:
|
||||
CPatch();
|
||||
~CPatch();
|
||||
|
||||
//initialize the patch
|
||||
void Initialize(CTerrain* parent,u32 x,u32 z);
|
||||
|
||||
// calculate and store bounds of this patch
|
||||
void CalcBounds();
|
||||
|
||||
// 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
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,89 +1,91 @@
|
||||
#ifndef _PATCHRDATA_H
|
||||
#define _PATCHRDATA_H
|
||||
|
||||
#include <vector>
|
||||
#include "res/res.h"
|
||||
#include "Vector3D.h"
|
||||
#include "RenderableObject.h"
|
||||
|
||||
|
||||
class CPatchRData : public CRenderData
|
||||
{
|
||||
public:
|
||||
CPatchRData(CPatch* patch);
|
||||
~CPatchRData();
|
||||
|
||||
void Update();
|
||||
void RenderBase();
|
||||
void RenderBlends();
|
||||
void RenderOutline();
|
||||
void RenderWireframe();
|
||||
|
||||
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
|
||||
#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
|
||||
|
@ -1,179 +1,189 @@
|
||||
/************************************************************
|
||||
*
|
||||
* 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 ()
|
||||
{
|
||||
CMatrix3D R;
|
||||
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;
|
||||
|
||||
R.SetIdentity();
|
||||
|
||||
R._11 = 1.0f - (yy + zz);
|
||||
R._12 = xy - wz;
|
||||
R._13 = xz + wy;
|
||||
|
||||
R._21 = xy + wz;
|
||||
R._22 = 1.0f - (xx + zz);
|
||||
R._23 = yz - wx;
|
||||
|
||||
R._31 = xz - wy;
|
||||
R._32 = yz + wx;
|
||||
R._33 = 1.0f - (xx + yy);
|
||||
|
||||
return R;
|
||||
}
|
||||
|
||||
void CQuaternion::Slerp(CQuaternion &from, 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];
|
||||
}
|
||||
/************************************************************
|
||||
*
|
||||
* 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];
|
||||
}
|
||||
|
@ -1,42 +1,43 @@
|
||||
/************************************************************
|
||||
*
|
||||
* 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 ();
|
||||
|
||||
//sphere interpolation
|
||||
void Slerp(CQuaternion &from, CQuaternion &to, float ratio);
|
||||
};
|
||||
|
||||
#endif
|
||||
/************************************************************
|
||||
*
|
||||
* 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
|
||||
|
@ -1,52 +1,94 @@
|
||||
#ifndef _RENDERABLEOBJECT_H
|
||||
#define _RENDERABLEOBJECT_H
|
||||
|
||||
#include "res/res.h"
|
||||
#include "types.h"
|
||||
#include "terrain/Bound.h"
|
||||
#include "terrain/Matrix3D.h"
|
||||
|
||||
|
||||
// dirty flags
|
||||
#define RENDERDATA_UPDATE_VERTICES (1<<1)
|
||||
#define RENDERDATA_UPDATE_INDICES (1<<2)
|
||||
|
||||
class CRenderData
|
||||
{
|
||||
public:
|
||||
CRenderData() : m_UpdateFlags(0) {}
|
||||
virtual ~CRenderData() {}
|
||||
|
||||
u32 m_UpdateFlags;
|
||||
};
|
||||
|
||||
class CRenderableObject
|
||||
{
|
||||
public:
|
||||
CRenderableObject() : m_RenderData(0) {
|
||||
m_Transform.SetIdentity();
|
||||
}
|
||||
virtual ~CRenderableObject() { delete m_RenderData; }
|
||||
|
||||
void SetTransform(const CMatrix3D& transform) {
|
||||
m_Transform=transform;
|
||||
CalcBounds();
|
||||
}
|
||||
const CMatrix3D& GetTransform() const { return m_Transform; }
|
||||
|
||||
|
||||
// CalcBounds: calculate (and store in m_Bounds) the world space bounds of this object
|
||||
virtual void CalcBounds() = 0;
|
||||
const CBound& GetBounds() const { return m_Bounds; }
|
||||
|
||||
// object renderdata
|
||||
CRenderData* m_RenderData;
|
||||
|
||||
protected:
|
||||
// object bounds
|
||||
CBound m_Bounds;
|
||||
// local->world space transform
|
||||
CMatrix3D m_Transform;
|
||||
};
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,251 +1,267 @@
|
||||
//----------------------------------------------------------------
|
||||
//
|
||||
// Name: Renderer.h
|
||||
// Last Update: 25/11/03
|
||||
// Author: Rich Cross
|
||||
// Contact: rich@0ad.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 CVisual;
|
||||
class CSprite;
|
||||
class CParticleSys;
|
||||
class COverlay;
|
||||
class CMaterial;
|
||||
class CLightEnv;
|
||||
class CTexture;
|
||||
class CTerrain;
|
||||
|
||||
|
||||
// rendering modes
|
||||
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// SSubmission: generalised class representating a submission of objects to renderer
|
||||
template <class T>
|
||||
struct SSubmission
|
||||
{
|
||||
T m_Object;
|
||||
CMatrix3D* m_Transform;
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 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 };
|
||||
|
||||
// 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);
|
||||
|
||||
// signal frame start
|
||||
void BeginFrame();
|
||||
// force rendering of any batched objects
|
||||
void FlushFrame();
|
||||
// signal frame end : implicitly flushes batched objects
|
||||
void EndFrame();
|
||||
|
||||
// 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(CVisual* visual);
|
||||
void Submit(CSprite* sprite,CMatrix3D* transform);
|
||||
void Submit(CParticleSys* psys,CMatrix3D* transform);
|
||||
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; }
|
||||
|
||||
inline int GetWidth() const { return m_Width; }
|
||||
inline int GetHeight() const { return m_Height; }
|
||||
|
||||
protected:
|
||||
friend class CPatchRData;
|
||||
friend class CModelRData;
|
||||
friend class CTransparencyRenderer;
|
||||
|
||||
// patch rendering stuff
|
||||
void RenderPatchSubmissions();
|
||||
void RenderPatches();
|
||||
|
||||
// model rendering stuff
|
||||
void BuildTransparentPasses(CVisual* visual);
|
||||
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;
|
||||
// submitted object lists for batching
|
||||
std::vector<SSubmission<CPatch*> > m_TerrainPatches;
|
||||
std::vector<SSubmission<CVisual*> > m_Models;
|
||||
std::vector<SSubmission<CSprite*> > m_Sprites;
|
||||
std::vector<SSubmission<CParticleSys*> > m_ParticleSyses;
|
||||
std::vector<SSubmission<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;
|
||||
// default alpha maps
|
||||
//Handle m_AlphaMaps[NumAlphaMaps];
|
||||
// all the alpha maps packed into one texture
|
||||
unsigned int m_CompositeAlphaMap;
|
||||
// coordinates of each (untransformed) alpha map within the packed texture
|
||||
struct {
|
||||
float u0,u1,v0,v1;
|
||||
} m_AlphaMapCoords[NumAlphaMaps];
|
||||
|
||||
// card capabilities
|
||||
struct Caps {
|
||||
bool m_VBO;
|
||||
} m_Caps;
|
||||
// build card cap bits
|
||||
void EnumCaps();
|
||||
// per-frame renderer stats
|
||||
Stats m_Stats;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,69 +1,77 @@
|
||||
//----------------------------------------------------------------
|
||||
//
|
||||
// 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
|
||||
color=_data[0];
|
||||
color+=_data[1]*normal.X;
|
||||
color+=_data[2]*normal.Y;
|
||||
color+=_data[3]*normal.Z;
|
||||
color+=_data[4]*(normal.X*normal.Z);
|
||||
color+=_data[5]*(normal.Z*normal.Y);
|
||||
color+=_data[6]*(normal.Y*normal.X);
|
||||
color+=_data[7]*(3*SQR(normal.Z)-1.0f);
|
||||
color+=_data[8]*(SQR(normal.X)-SQR(normal.Y));
|
||||
#else
|
||||
// debug aid: output quantised normal
|
||||
color=RGBColor((normal.X+1)*0.5,(normal.Y+1)*0.5,(normal.Z+1)*0.5);
|
||||
#endif
|
||||
}
|
||||
//----------------------------------------------------------------
|
||||
//
|
||||
// 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
|
||||
}
|
||||
|
105
source/terrain/SkeletonAnim.cpp
Executable file
105
source/terrain/SkeletonAnim.cpp
Executable file
@ -0,0 +1,105 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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");
|
||||
}
|
||||
|
82
source/terrain/SkeletonAnim.h
Executable file
82
source/terrain/SkeletonAnim.h
Executable file
@ -0,0 +1,82 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
@ -1,20 +0,0 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: TerrGlobals.H
|
||||
// Last Update: 27/2/02
|
||||
// Author: Poya Manouchehri
|
||||
//
|
||||
// Description: Some globals and macros, used by the CTerrain
|
||||
// and CPatch
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
#ifndef TERRGLOBALS_H
|
||||
#define TERRGLOBALS_H
|
||||
|
||||
const int PATCH_SIZE = 16;
|
||||
const int CELL_SIZE = 4; //horizontal scale of the patches
|
||||
const float HEIGHT_SCALE = 0.35f/256.0f;
|
||||
|
||||
|
||||
#endif
|
@ -1,280 +1,292 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: Terrain.Cpp
|
||||
// Last Update: 23/2/02
|
||||
// Author: Poya Manouchehri
|
||||
//
|
||||
// Description: CTerrain handles the terrain portion of the
|
||||
// engine. It holds open the file to the terrain
|
||||
// information, so terrain data can be loaded
|
||||
// dynamically. We use a ROAM method to render
|
||||
// the terrain, ie using binary triangle trees.
|
||||
// The terrain consists of smaller PATCHS, which
|
||||
// do most of the work.
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
|
||||
#include "res/tex.h"
|
||||
#include "res/mem.h"
|
||||
|
||||
#include <string.h>
|
||||
#include "Terrain.h"
|
||||
|
||||
|
||||
CTerrain::CTerrain()
|
||||
{
|
||||
m_Heightmap = NULL;
|
||||
m_Patches = NULL;
|
||||
m_MapSize = 0;
|
||||
m_MapSizePatches = 0;
|
||||
}
|
||||
|
||||
CTerrain::~CTerrain()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
|
||||
void CTerrain::Reset()
|
||||
{
|
||||
delete[] m_Heightmap;
|
||||
delete[] m_Patches;
|
||||
}
|
||||
|
||||
|
||||
bool CTerrain::Initialize(u32 size,const u16* data)
|
||||
{
|
||||
// clean up any previous terrain
|
||||
Reset();
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
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];
|
||||
}
|
||||
|
||||
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];
|
||||
}
|
||||
|
||||
|
||||
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
|
||||
Reset();
|
||||
|
||||
// store new data
|
||||
m_Heightmap=newHeightmap;
|
||||
m_Patches=newPatches;
|
||||
m_MapSize=newMapSize;
|
||||
m_MapSizePatches=size;
|
||||
|
||||
// initialise all the new patches
|
||||
InitialisePatches();
|
||||
}
|
||||
|
||||
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();
|
||||
if (patch->m_RenderData) patch->m_RenderData->m_UpdateFlags|=RENDERDATA_UPDATE_VERTICES;
|
||||
}
|
||||
}
|
||||
}
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,78 +1,82 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: Terrain.h
|
||||
// Last Update: 23/2/02
|
||||
// Author: Poya Manouchehri
|
||||
//
|
||||
// Description: CTerrain handles the terrain portion of the
|
||||
// engine. It holds open the file to the terrain
|
||||
// information, so terrain data can be loaded
|
||||
// dynamically. We use a ROAM method to render
|
||||
// the terrain, ie using binary triangle trees.
|
||||
// The terrain consists of smaller PATCHS, which
|
||||
// do most of the work.
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
#ifndef TERRAIN_H
|
||||
#define TERRAIN_H
|
||||
|
||||
#include "Patch.h"
|
||||
#include "Vector3D.h"
|
||||
#include "TerrGlobals.h"
|
||||
|
||||
class CLightEnv;
|
||||
class CSHCoeffs;
|
||||
|
||||
|
||||
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:
|
||||
// clean up terrain data
|
||||
void Reset();
|
||||
// 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;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
|
@ -1,24 +1,24 @@
|
||||
#ifndef _TEXTUREENTRY_H
|
||||
#define _TEXTUREENTRY_H
|
||||
|
||||
#include "res/res.h"
|
||||
#include "CStr.h"
|
||||
|
||||
class CTextureEntry
|
||||
{
|
||||
public:
|
||||
CTextureEntry() : m_Bitmap(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
|
||||
#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
|
||||
|
@ -1,215 +1,201 @@
|
||||
#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;
|
||||
|
||||
int GetNumMipmaps(int w,int h)
|
||||
{
|
||||
int mip=0;
|
||||
int dim=(w > h) ? w : h;
|
||||
while(dim) {
|
||||
dim>>=1;
|
||||
mip++;
|
||||
}
|
||||
return mip;
|
||||
}
|
||||
|
||||
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=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;
|
||||
}
|
||||
|
||||
static bool IsCompressed(Handle h)
|
||||
{
|
||||
int fmt;
|
||||
tex_info(h, NULL, NULL, &fmt, NULL, NULL);
|
||||
if (fmt==GL_COMPRESSED_RGB_S3TC_DXT1_EXT) return true;
|
||||
if (fmt==GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) return true;
|
||||
if (fmt==GL_COMPRESSED_RGBA_S3TC_DXT3_EXT) return true;
|
||||
if (fmt==GL_COMPRESSED_RGBA_S3TC_DXT5_EXT) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
CTextureEntry* CTextureManager::AddTexture(const char* filename,int type)
|
||||
{
|
||||
assert(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
|
||||
if (IsCompressed(h)) {
|
||||
tex_upload(h,GL_LINEAR);
|
||||
} else {
|
||||
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
|
||||
int width,height;
|
||||
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&width);
|
||||
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&height);
|
||||
int mip=GetNumMipmaps(width,height);
|
||||
glGetTexImage(GL_TEXTURE_2D,mip-1,GL_BGRA_EXT,GL_UNSIGNED_BYTE,&texentry->m_BaseColor);
|
||||
|
||||
// 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;
|
||||
long 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;
|
||||
long 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]!='.' && 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]!='.' && 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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#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=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;
|
||||
long 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;
|
||||
long 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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,138 +1,136 @@
|
||||
#include <algorithm>
|
||||
#include "Renderer.h"
|
||||
#include "TransparencyRenderer.h"
|
||||
#include "terrain/Model.h"
|
||||
#include "terrain/Visual.h"
|
||||
|
||||
extern CRenderer g_Renderer;
|
||||
|
||||
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) {
|
||||
CVisual* visual=m_Objects[i].m_Visual;
|
||||
CModelRData* modeldata=(CModelRData*) visual->m_Model->m_RenderData;
|
||||
modeldata->Render(visual->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) {
|
||||
CVisual* visual=m_Objects[i].m_Visual;
|
||||
CModelRData* modeldata=(CModelRData*) visual->m_Model->m_RenderData;
|
||||
modeldata->Render(visual->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 (uint i=0;i<m_Objects.size();++i) {
|
||||
CVisual* visual=m_Objects[i].m_Visual;
|
||||
CModelRData* modeldata=(CModelRData*) visual->m_Model->m_RenderData;
|
||||
modeldata->RenderWireframe(visual->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(CVisual* visual)
|
||||
{
|
||||
// resize array, get last object in list
|
||||
m_Objects.resize(m_Objects.size()+1);
|
||||
|
||||
SObject& obj=m_Objects.back();
|
||||
obj.m_Visual=visual;
|
||||
|
||||
// build transform from object to camera space
|
||||
CMatrix3D objToCam,invcam;
|
||||
g_Renderer.m_Camera.m_Orientation.Invert(objToCam);
|
||||
objToCam*=visual->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*) visual->m_Model->m_RenderData;
|
||||
obj.m_Dist=modeldata->BackToFrontIndexSort(objToCam);
|
||||
}
|
||||
|
||||
#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);
|
||||
}
|
||||
|
@ -1,31 +1,31 @@
|
||||
#ifndef __TRANSPARENCYRENDERER_H
|
||||
#define __TRANSPARENCYRENDERER_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
class CVisual;
|
||||
|
||||
class CTransparencyRenderer
|
||||
{
|
||||
public:
|
||||
struct SObject {
|
||||
// visual representation of object
|
||||
CVisual* m_Visual;
|
||||
// sqrd distance from camera to centre of nearest triangle
|
||||
float m_Dist;
|
||||
};
|
||||
|
||||
public:
|
||||
// add object to render in deferred transparency pass
|
||||
void Add(CVisual* visual);
|
||||
// render all deferred objects
|
||||
void Render();
|
||||
|
||||
private:
|
||||
// list of transparent objects to render
|
||||
std::vector<SObject> m_Objects;
|
||||
};
|
||||
|
||||
extern CTransparencyRenderer g_TransparencyRenderer;
|
||||
|
||||
#endif
|
||||
#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
|
||||
|
@ -1,60 +0,0 @@
|
||||
#include "Triangle.h"
|
||||
#include "Plane.h"
|
||||
|
||||
#define EPSILON 0.00001f
|
||||
|
||||
Triangle::Triangle()
|
||||
{
|
||||
}
|
||||
|
||||
Triangle::Triangle(const CVector3D& p0,const CVector3D& p1,const CVector3D& p2)
|
||||
{
|
||||
_vertices[0]=p0;
|
||||
_vertices[1]=p1;
|
||||
_vertices[2]=p2;
|
||||
|
||||
// calculate edge vectors
|
||||
_edge[0]=_vertices[1]-_vertices[0];
|
||||
_edge[1]=_vertices[2]-_vertices[0];
|
||||
}
|
||||
|
||||
bool Triangle::RayIntersect(const CVector3D& origin,const CVector3D& dir,float& dist) const
|
||||
{
|
||||
// begin calculating determinant - also used to calculate U parameter
|
||||
CVector3D pvec=dir.Cross(_edge[1]);
|
||||
|
||||
// if determinant is near zero, ray lies in plane of triangle
|
||||
float det = _edge[0].Dot(pvec);
|
||||
if (fabs(det)<EPSILON)
|
||||
return false;
|
||||
|
||||
float inv_det = 1.0f/det;
|
||||
|
||||
// calculate vector from vert0 to ray origin
|
||||
CVector3D tvec;
|
||||
for (int i=0;i<3;++i) {
|
||||
tvec[i]=origin[i]-_vertices[0][i];
|
||||
}
|
||||
|
||||
// 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(_edge[0]);
|
||||
|
||||
// calculate V parameter and test bounds
|
||||
float v=dir.Dot(qvec)*inv_det;
|
||||
if (v<-0.01f || u+v>1.01f)
|
||||
return false;
|
||||
|
||||
// calculate distance to intersection point from ray origin
|
||||
float d=_edge[1].Dot(qvec)*inv_det;
|
||||
if (d>=0 && d<dist) {
|
||||
dist=d;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
@ -1,24 +0,0 @@
|
||||
#ifndef _TRIANGLE_H
|
||||
#define _TRIANGLE_H
|
||||
|
||||
// necessary includes
|
||||
#include "Vector3D.h"
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
class Triangle
|
||||
{
|
||||
public:
|
||||
Triangle();
|
||||
Triangle(const CVector3D& p0,const CVector3D& p1,const CVector3D& p2);
|
||||
|
||||
bool RayIntersect(const CVector3D& origin,const CVector3D& dir,float& maxdist) const;
|
||||
|
||||
private:
|
||||
CVector3D _vertices[3];
|
||||
CVector3D _edge[2];
|
||||
};
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
#endif
|
@ -1,62 +0,0 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: Types.h
|
||||
// Last Update: 25/1/02
|
||||
// Author: Poya Manouchehri
|
||||
//
|
||||
// Description: The basic types used by the engine
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
#ifndef TYPES_H
|
||||
#define TYPES_H
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
//color structures
|
||||
struct SColor4ub
|
||||
{
|
||||
unsigned char R;
|
||||
unsigned char G;
|
||||
unsigned char B;
|
||||
unsigned char A;
|
||||
};
|
||||
|
||||
struct SColor4f
|
||||
{
|
||||
float R;
|
||||
float G;
|
||||
float B;
|
||||
float A;
|
||||
};
|
||||
|
||||
//all the major classes:
|
||||
|
||||
class CCamera;
|
||||
|
||||
class CEngine;
|
||||
class CEntity;
|
||||
|
||||
class CFrustum;
|
||||
|
||||
class CMatrix3D;
|
||||
class CMesh;
|
||||
class CMeshPoly;
|
||||
class CShadyMesh;
|
||||
class CShadyMeshPoly;
|
||||
|
||||
class CNode;
|
||||
|
||||
class CPatch;
|
||||
class CPlane;
|
||||
|
||||
class CRenderer;
|
||||
|
||||
class CTerrain;
|
||||
|
||||
class CVector3D;
|
||||
|
||||
class CWorld;
|
||||
|
||||
|
||||
#endif
|
16
source/terrain/Unit.h
Executable file
16
source/terrain/Unit.h
Executable file
@ -0,0 +1,16 @@
|
||||
#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
|
28
source/terrain/UnitManager.cpp
Executable file
28
source/terrain/UnitManager.cpp
Executable file
@ -0,0 +1,28 @@
|
||||
#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();
|
||||
}
|
25
source/terrain/UnitManager.h
Executable file
25
source/terrain/UnitManager.h
Executable file
@ -0,0 +1,25 @@
|
||||
#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
|
@ -1,192 +1,153 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// 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 ()
|
||||
{
|
||||
X = Y = Z = 0.0f;
|
||||
}
|
||||
|
||||
CVector3D::CVector3D (float x, float y, float z)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
}
|
||||
|
||||
int CVector3D::operator == (const CVector3D &vector) const
|
||||
{
|
||||
if (X != vector.X ||
|
||||
Y != vector.Y ||
|
||||
Z != vector.Z)
|
||||
|
||||
return 0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CVector3D::operator != (const CVector3D &vector) const
|
||||
{
|
||||
if (X != vector.X ||
|
||||
Y != vector.Y ||
|
||||
Z != vector.Z)
|
||||
|
||||
return 1;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
//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;
|
||||
}
|
||||
|
||||
SColor4ub CVector3D::ConvertToColor (float alpha_factor) const
|
||||
{
|
||||
SColor4ub color;
|
||||
|
||||
color.R = (unsigned char)(127.0f * X + 128.0f);
|
||||
color.G = (unsigned char)(127.0f * Y + 128.0f);
|
||||
color.B = (unsigned char)(127.0f * Z + 128.0f);
|
||||
color.A = (unsigned char)(255.0f * alpha_factor);
|
||||
|
||||
return color;
|
||||
}
|
||||
//***********************************************************
|
||||
//
|
||||
// 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;
|
||||
}
|
||||
|
||||
//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;
|
||||
}
|
||||
|
@ -1,71 +1,67 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// 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 "MathUtil.h"
|
||||
#include "Types.h"
|
||||
|
||||
class CVector3D
|
||||
{
|
||||
public:
|
||||
float X, Y, Z;
|
||||
|
||||
public:
|
||||
CVector3D ();
|
||||
CVector3D (float x, float y, float z);
|
||||
|
||||
int operator == (const CVector3D &vector) const ;
|
||||
int operator != (const CVector3D &vector) const ;
|
||||
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;
|
||||
|
||||
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 ();
|
||||
|
||||
//Returns a color which describes the vector
|
||||
SColor4ub ConvertToColor (float alpha_factor) const;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
//***********************************************************
|
||||
//
|
||||
// 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;
|
||||
|
||||
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
|
||||
|
@ -1,111 +1,110 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// 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>
|
||||
#include "MathUtil.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
|
||||
//***********************************************************
|
||||
//
|
||||
// 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
|
||||
|
@ -1,19 +0,0 @@
|
||||
#include "Visual.h"
|
||||
#include "Model.h"
|
||||
|
||||
void CVisual::CalcBounds()
|
||||
{
|
||||
m_Bounds.SetEmpty();
|
||||
|
||||
for (int i=0; i<m_Model->GetModelDef()->GetNumVertices(); i++)
|
||||
{
|
||||
SModelVertex *pVertex = &m_Model->GetModelDef()->GetVertices()[i];
|
||||
CVector3D coord1,coord2;
|
||||
if (pVertex->m_Bone!=-1) {
|
||||
coord1=m_Model->GetBonePoses()[pVertex->m_Bone].Transform(pVertex->m_Coords);
|
||||
} else {
|
||||
coord1=pVertex->m_Coords;
|
||||
}
|
||||
m_Bounds+=m_Transform.Transform(coord1);
|
||||
}
|
||||
}
|
@ -1,18 +0,0 @@
|
||||
#ifndef _VISUAL_H
|
||||
#define _VISUAL_H
|
||||
|
||||
#include "RenderableObject.h"
|
||||
|
||||
class CModel;
|
||||
|
||||
class CVisual : public CRenderableObject
|
||||
{
|
||||
public:
|
||||
CVisual() : m_Model(0) {}
|
||||
|
||||
void CalcBounds();
|
||||
|
||||
CModel* m_Model;
|
||||
};
|
||||
|
||||
#endif
|
@ -1,364 +1,327 @@
|
||||
#include "Matrix3D.h"
|
||||
#include "Renderer.h"
|
||||
#include "Terrain.h"
|
||||
#include "LightEnv.h"
|
||||
#include "TextureManager.h"
|
||||
#include "Prometheus.h"
|
||||
|
||||
#include "time.h"
|
||||
#include "sdl.h"
|
||||
#include "res/tex.h"
|
||||
#include "detect.h"
|
||||
|
||||
#include <malloc.h>
|
||||
|
||||
// TODO: fix scrolling hack - framerate independent, use SDL
|
||||
//#include "win.h" // REMOVEME
|
||||
|
||||
void InitScene ();
|
||||
void InitResources ();
|
||||
void RenderScene ();
|
||||
|
||||
extern bool keys[512]; // SDL also defines non-ascii keys; 512 should be enough
|
||||
|
||||
|
||||
CMatrix3D g_WorldMat;
|
||||
CRenderer g_Renderer;
|
||||
CTerrain g_Terrain;
|
||||
CCamera g_Camera;
|
||||
CLightEnv g_LightEnv;
|
||||
|
||||
int SelPX, SelPY, SelTX, SelTY;
|
||||
int g_BaseTexCounter = 0;
|
||||
int g_SecTexCounter = 1;
|
||||
int g_TransTexCounter = 0;
|
||||
|
||||
int g_TickCounter = 0;
|
||||
double g_LastTime;
|
||||
|
||||
|
||||
const int NUM_ALPHA_MAPS = 13;
|
||||
|
||||
int mouse_x=50, mouse_y=50;
|
||||
|
||||
void terr_init()
|
||||
{
|
||||
int xres,yres;
|
||||
get_cur_resolution(xres,yres);
|
||||
g_Renderer.Open(xres,yres,32);
|
||||
|
||||
SViewPort vp;
|
||||
vp.m_X=0;
|
||||
vp.m_Y=0;
|
||||
vp.m_Width=xres;
|
||||
vp.m_Height=yres;
|
||||
g_Camera.SetViewPort(&vp);
|
||||
|
||||
InitResources ();
|
||||
InitScene ();
|
||||
}
|
||||
|
||||
void terr_update()
|
||||
{
|
||||
// start new frame
|
||||
g_Renderer.BeginFrame();
|
||||
g_Renderer.SetCamera(g_Camera);
|
||||
|
||||
// switch on wireframe for terrain if we want it
|
||||
g_Renderer.SetTerrainRenderMode(SOLID);
|
||||
|
||||
/////////////////////////////////////////////
|
||||
CVector3D right(1,0,1);
|
||||
CVector3D up(1,0,-1);
|
||||
right.Normalize ();
|
||||
up.Normalize ();
|
||||
|
||||
if (mouse_x >= g_xres-2)
|
||||
g_Camera.m_Orientation.Translate (right);
|
||||
if (mouse_x <= 3)
|
||||
g_Camera.m_Orientation.Translate (right*-1);
|
||||
|
||||
if (mouse_y >= g_yres-2)
|
||||
g_Camera.m_Orientation.Translate (up);
|
||||
if (mouse_y <= 3)
|
||||
g_Camera.m_Orientation.Translate (up*-1);
|
||||
|
||||
|
||||
|
||||
float fov = g_Camera.GetFOV();
|
||||
float d = DEGTORAD(0.4f);
|
||||
if(keys[SDLK_KP_MINUS])
|
||||
if (fov+d < DEGTORAD(90))
|
||||
g_Camera.SetProjection (1, 1000, fov + d);
|
||||
if(keys[SDLK_KP_PLUS])
|
||||
if (fov-d > DEGTORAD(20))
|
||||
g_Camera.SetProjection (1, 1000, fov - d);
|
||||
|
||||
g_Camera.UpdateFrustum ();
|
||||
/////////////////////////////////////////////
|
||||
|
||||
|
||||
CFrustum frustum=g_Camera.GetFustum();
|
||||
|
||||
// iterate through patches; cull everything not visible
|
||||
for (uint j=0; j<g_Terrain.GetPatchesPerSide(); j++)
|
||||
{
|
||||
for (uint i=0; i<g_Terrain.GetPatchesPerSide(); i++)
|
||||
{
|
||||
if (frustum.IsBoxVisible (CVector3D(0,0,0),g_Terrain.GetPatch(j, i)->GetBounds())) {
|
||||
g_Renderer.Submit(g_Terrain.GetPatch(j, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// flush the frame to force terrain to be renderered before overlays
|
||||
g_Renderer.FlushFrame();
|
||||
|
||||
// g_Renderer.RenderTileOutline (&(g_Terrain.m_Patches[SelPY][SelPX].m_MiniPatches[SelTY][SelTX]));
|
||||
|
||||
g_Renderer.EndFrame();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool terr_handler(const SDL_Event& ev)
|
||||
{
|
||||
switch(ev.type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
mouse_x = ev.motion.x;
|
||||
mouse_y = ev.motion.y;
|
||||
break;
|
||||
|
||||
case SDL_KEYDOWN:
|
||||
switch(ev.key.keysym.sym)
|
||||
{
|
||||
case 'W':
|
||||
if (g_Renderer.GetTerrainRenderMode()==WIREFRAME) {
|
||||
g_Renderer.SetTerrainRenderMode(SOLID);
|
||||
} else {
|
||||
g_Renderer.SetTerrainRenderMode(WIREFRAME);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'H':
|
||||
// quick hack to return camera home, for screenshots (after alt+tabbing)
|
||||
g_Camera.SetProjection (1, 1000, DEGTORAD(20));
|
||||
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
||||
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
||||
g_Camera.m_Orientation.Translate (100, 150, -100);
|
||||
break;
|
||||
|
||||
/* case 'L':
|
||||
g_HillShading = !g_HillShading;
|
||||
break;*/
|
||||
|
||||
// tile selection
|
||||
case SDLK_DOWN:
|
||||
if(++SelTX > 15)
|
||||
if(SelPX == g_Terrain.GetPatchesPerSide()-1)
|
||||
SelTX = 15;
|
||||
else
|
||||
SelTX = 0, SelPX++;
|
||||
break;
|
||||
|
||||
case SDLK_UP:
|
||||
if(--SelTX < 0)
|
||||
if(SelPX == 0)
|
||||
SelTX = 0;
|
||||
else
|
||||
SelTX = 15, SelPX--;
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
if(++SelTY > 15)
|
||||
if(SelPY == g_Terrain.GetPatchesPerSide()-1)
|
||||
SelTY = 15;
|
||||
else
|
||||
SelTY = 0, SelPY++;
|
||||
break;
|
||||
|
||||
case SDLK_LEFT:
|
||||
if(--SelTY < 0)
|
||||
if(SelPY == 0)
|
||||
SelTY = 0;
|
||||
else
|
||||
SelTY = 15, SelPY--;
|
||||
break;
|
||||
|
||||
|
||||
case SDLK_KP0:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.GetPatch(SelPY, SelPX)->m_MiniPatches[SelTY][SelTX];
|
||||
/*if (!MPatch->Tex2)
|
||||
{
|
||||
MPatch->m_AlphaMap = AlphaMaps[g_TransTexCounter];
|
||||
MPatch->Tex2 = BaseTexs[g_SecTexCounter];
|
||||
}
|
||||
else
|
||||
{
|
||||
MPatch->Tex2 = 0;
|
||||
MPatch->m_AlphaMap = 0;
|
||||
}*/
|
||||
break;
|
||||
}
|
||||
|
||||
/*case SDLK_KP1:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.GetPatch(SelPY, SelPX)->m_MiniPatches[SelTY][SelTX];
|
||||
|
||||
g_BaseTexCounter++;
|
||||
if (g_BaseTexCounter > 4)
|
||||
g_BaseTexCounter = 0;
|
||||
|
||||
MPatch->Tex1 = BaseTexs[g_BaseTexCounter];
|
||||
break;
|
||||
}
|
||||
|
||||
case SDLK_KP2:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.m_Patches[SelPY][SelPX].m_MiniPatches[SelTY][SelTX];
|
||||
|
||||
if (MPatch->Tex2)
|
||||
{
|
||||
g_SecTexCounter++;
|
||||
if (g_SecTexCounter > 4)
|
||||
g_SecTexCounter = 0;
|
||||
|
||||
MPatch->Tex2 = BaseTexs[g_SecTexCounter];
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case SDLK_KP3:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.m_Patches[SelPY][SelPX].m_MiniPatches[SelTY][SelTX];
|
||||
|
||||
if (MPatch->m_AlphaMap)
|
||||
{
|
||||
g_TransTexCounter++;
|
||||
if (g_TransTexCounter >= NUM_ALPHA_MAPS)
|
||||
g_TransTexCounter = 0;
|
||||
|
||||
MPatch->m_AlphaMap = AlphaMaps[g_TransTexCounter];
|
||||
}
|
||||
|
||||
break;
|
||||
}*/
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void InitScene ()
|
||||
{
|
||||
// setup default lighting environment
|
||||
g_LightEnv.m_SunColor=RGBColor(1,1,1);
|
||||
g_LightEnv.m_Rotation=DEGTORAD(270);
|
||||
g_LightEnv.m_Elevation=DEGTORAD(45);
|
||||
g_LightEnv.m_TerrainAmbientColor=RGBColor(0,0,0);
|
||||
g_LightEnv.m_UnitsAmbientColor=RGBColor(0.4f,0.4f,0.4f);
|
||||
g_Renderer.SetLightEnv(&g_LightEnv);
|
||||
|
||||
// load terrain
|
||||
Handle ht = tex_load("terrain.raw");
|
||||
if(ht > 0)
|
||||
{
|
||||
const u8* p;
|
||||
int w;
|
||||
int h;
|
||||
|
||||
tex_info(ht, &w, &h, NULL, NULL, (void **)&p);
|
||||
|
||||
printf("terrain.raw: %dx%d\n", w, h);
|
||||
|
||||
u16 *p16=new u16[w*h];
|
||||
u16 *p16p=p16;
|
||||
while (p16p < p16+(w*h))
|
||||
*p16p++ = (*p++) << 8;
|
||||
|
||||
g_Terrain.Resize(20);
|
||||
g_Terrain.SetHeightMap(p16);
|
||||
|
||||
delete[] p16;
|
||||
|
||||
tex_free(ht);
|
||||
}
|
||||
|
||||
// get default texture to apply to terrain
|
||||
// CTextureEntry* texture=0;
|
||||
// if (g_TexMan.m_TerrainTextures.size()>0) {
|
||||
// if (g_TexMan.m_TerrainTextures[0].m_Textures.size()) {
|
||||
// texture=g_TexMan.m_TerrainTextures[0].m_Textures[0];
|
||||
// }
|
||||
// }
|
||||
|
||||
CTextureEntry* texture=0;
|
||||
for (uint ii=0;ii<g_TexMan.m_TerrainTextures.size();ii++) {
|
||||
if (g_TexMan.m_TerrainTextures[ii].m_Textures.size()) {
|
||||
texture=g_TexMan.m_TerrainTextures[ii].m_Textures[0];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// cover entire terrain with default texture
|
||||
u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
|
||||
for (uint pj=0; pj<patchesPerSide; pj++) {
|
||||
for (uint pi=0; pi<patchesPerSide; pi++) {
|
||||
|
||||
CPatch* patch=g_Terrain.GetPatch(pi,pj);
|
||||
|
||||
for (int j=0;j<16;j++) {
|
||||
for (int i=0;i<16;i++) {
|
||||
patch->m_MiniPatches[j][i].Tex1=texture ? texture->m_Handle :0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g_Camera.SetProjection (1, 1000, DEGTORAD(20));
|
||||
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
||||
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
||||
|
||||
g_Camera.m_Orientation.Translate (100, 150, -100);
|
||||
|
||||
SelPX = SelPY = SelTX = SelTY = 0;
|
||||
}
|
||||
|
||||
void InitResources()
|
||||
{
|
||||
#ifndef _WIN32
|
||||
g_TexMan.AddTextureType("grass");
|
||||
g_TexMan.AddTexture("Base1.tga", 0);
|
||||
#else
|
||||
g_TexMan.LoadTerrainTextures();
|
||||
#endif
|
||||
|
||||
const char* fns[CRenderer::NumAlphaMaps] = {
|
||||
"art/textures/terrain/alphamaps/special/blendcircle.png",
|
||||
"art/textures/terrain/alphamaps/special/blendlshape.png",
|
||||
"art/textures/terrain/alphamaps/special/blendedge.png",
|
||||
"art/textures/terrain/alphamaps/special/blendedgecorner.png",
|
||||
"art/textures/terrain/alphamaps/special/blendedgetwocorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendfourcorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendtwooppositecorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendlshapecorner.png",
|
||||
"art/textures/terrain/alphamaps/special/blendtwocorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendcorner.png",
|
||||
"art/textures/terrain/alphamaps/special/blendtwoedges.png",
|
||||
"art/textures/terrain/alphamaps/special/blendthreecorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendushape.png",
|
||||
"art/textures/terrain/alphamaps/special/blendbad.png"
|
||||
};
|
||||
|
||||
assert(g_Renderer.LoadAlphaMaps(fns));
|
||||
}
|
||||
#include "Matrix3D.h"
|
||||
#include "Renderer.h"
|
||||
#include "Terrain.h"
|
||||
#include "LightEnv.h"
|
||||
#include "TextureManager.h"
|
||||
#include "ObjectManager.h"
|
||||
#include "Prometheus.h"
|
||||
|
||||
#include "time.h"
|
||||
#include "sdl.h"
|
||||
#include "res/tex.h"
|
||||
#include "detect.h"
|
||||
|
||||
#include <malloc.h>
|
||||
|
||||
// TODO: fix scrolling hack - framerate independent, use SDL
|
||||
//#include "win.h" // REMOVEME
|
||||
|
||||
void InitScene ();
|
||||
void InitResources ();
|
||||
void RenderScene ();
|
||||
|
||||
extern bool keys[512]; // SDL also defines non-ascii keys; 512 should be enough
|
||||
|
||||
|
||||
CMatrix3D g_WorldMat;
|
||||
CRenderer g_Renderer;
|
||||
CTerrain g_Terrain;
|
||||
CCamera g_Camera;
|
||||
CLightEnv g_LightEnv;
|
||||
|
||||
int SelPX, SelPY, SelTX, SelTY;
|
||||
int g_BaseTexCounter = 0;
|
||||
int g_SecTexCounter = 1;
|
||||
int g_TransTexCounter = 0;
|
||||
|
||||
int g_TickCounter = 0;
|
||||
double g_LastTime;
|
||||
|
||||
|
||||
const int NUM_ALPHA_MAPS = 13;
|
||||
|
||||
int mouse_x=50, mouse_y=50;
|
||||
|
||||
void terr_init()
|
||||
{
|
||||
int xres,yres;
|
||||
get_cur_resolution(xres,yres);
|
||||
g_Renderer.Open(xres,yres,32);
|
||||
|
||||
SViewPort vp;
|
||||
vp.m_X=0;
|
||||
vp.m_Y=0;
|
||||
vp.m_Width=xres;
|
||||
vp.m_Height=yres;
|
||||
g_Camera.SetViewPort(&vp);
|
||||
|
||||
InitResources ();
|
||||
InitScene ();
|
||||
}
|
||||
|
||||
void terr_update(float time)
|
||||
{
|
||||
CVector3D right(time*60,0,time*60);
|
||||
CVector3D up(time*60,0,-time*60);
|
||||
|
||||
if (mouse_x >= g_xres-2)
|
||||
g_Camera.m_Orientation.Translate(right);
|
||||
if (mouse_x <= 3)
|
||||
g_Camera.m_Orientation.Translate(right*-1);
|
||||
|
||||
if (mouse_y >= g_yres-2)
|
||||
g_Camera.m_Orientation.Translate(up);
|
||||
if (mouse_y <= 3)
|
||||
g_Camera.m_Orientation.Translate(up*-1);
|
||||
|
||||
|
||||
|
||||
float fov = g_Camera.GetFOV();
|
||||
float d = DEGTORAD(0.4f);
|
||||
if(keys[SDLK_KP_MINUS])
|
||||
if (fov+d < DEGTORAD(90))
|
||||
g_Camera.SetProjection(1, 1000, fov + d);
|
||||
if(keys[SDLK_KP_PLUS])
|
||||
if (fov-d > DEGTORAD(20))
|
||||
g_Camera.SetProjection(1, 1000, fov - d);
|
||||
|
||||
g_Camera.UpdateFrustum ();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool terr_handler(const SDL_Event& ev)
|
||||
{
|
||||
switch(ev.type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
mouse_x = ev.motion.x;
|
||||
mouse_y = ev.motion.y;
|
||||
break;
|
||||
|
||||
case SDL_KEYDOWN:
|
||||
switch(ev.key.keysym.sym)
|
||||
{
|
||||
case 'W':
|
||||
if (g_Renderer.GetTerrainRenderMode()==WIREFRAME) {
|
||||
g_Renderer.SetTerrainRenderMode(SOLID);
|
||||
} else {
|
||||
g_Renderer.SetTerrainRenderMode(WIREFRAME);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'H':
|
||||
// quick hack to return camera home, for screenshots (after alt+tabbing)
|
||||
g_Camera.SetProjection (1, 1000, DEGTORAD(20));
|
||||
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
||||
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
||||
g_Camera.m_Orientation.Translate (100, 150, -100);
|
||||
break;
|
||||
|
||||
/* case 'L':
|
||||
g_HillShading = !g_HillShading;
|
||||
break;*/
|
||||
|
||||
// tile selection
|
||||
case SDLK_DOWN:
|
||||
if(++SelTX > 15)
|
||||
if(SelPX == g_Terrain.GetPatchesPerSide()-1)
|
||||
SelTX = 15;
|
||||
else
|
||||
SelTX = 0, SelPX++;
|
||||
break;
|
||||
|
||||
case SDLK_UP:
|
||||
if(--SelTX < 0)
|
||||
if(SelPX == 0)
|
||||
SelTX = 0;
|
||||
else
|
||||
SelTX = 15, SelPX--;
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
if(++SelTY > 15)
|
||||
if(SelPY == g_Terrain.GetPatchesPerSide()-1)
|
||||
SelTY = 15;
|
||||
else
|
||||
SelTY = 0, SelPY++;
|
||||
break;
|
||||
|
||||
case SDLK_LEFT:
|
||||
if(--SelTY < 0)
|
||||
if(SelPY == 0)
|
||||
SelTY = 0;
|
||||
else
|
||||
SelTY = 15, SelPY--;
|
||||
break;
|
||||
|
||||
|
||||
case SDLK_KP0:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.GetPatch(SelPY, SelPX)->m_MiniPatches[SelTY][SelTX];
|
||||
/*if (!MPatch->Tex2)
|
||||
{
|
||||
MPatch->m_AlphaMap = AlphaMaps[g_TransTexCounter];
|
||||
MPatch->Tex2 = BaseTexs[g_SecTexCounter];
|
||||
}
|
||||
else
|
||||
{
|
||||
MPatch->Tex2 = 0;
|
||||
MPatch->m_AlphaMap = 0;
|
||||
}*/
|
||||
break;
|
||||
}
|
||||
|
||||
/*case SDLK_KP1:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.GetPatch(SelPY, SelPX)->m_MiniPatches[SelTY][SelTX];
|
||||
|
||||
g_BaseTexCounter++;
|
||||
if (g_BaseTexCounter > 4)
|
||||
g_BaseTexCounter = 0;
|
||||
|
||||
MPatch->Tex1 = BaseTexs[g_BaseTexCounter];
|
||||
break;
|
||||
}
|
||||
|
||||
case SDLK_KP2:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.m_Patches[SelPY][SelPX].m_MiniPatches[SelTY][SelTX];
|
||||
|
||||
if (MPatch->Tex2)
|
||||
{
|
||||
g_SecTexCounter++;
|
||||
if (g_SecTexCounter > 4)
|
||||
g_SecTexCounter = 0;
|
||||
|
||||
MPatch->Tex2 = BaseTexs[g_SecTexCounter];
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case SDLK_KP3:
|
||||
{
|
||||
CMiniPatch *MPatch = &g_Terrain.m_Patches[SelPY][SelPX].m_MiniPatches[SelTY][SelTX];
|
||||
|
||||
if (MPatch->m_AlphaMap)
|
||||
{
|
||||
g_TransTexCounter++;
|
||||
if (g_TransTexCounter >= NUM_ALPHA_MAPS)
|
||||
g_TransTexCounter = 0;
|
||||
|
||||
MPatch->m_AlphaMap = AlphaMaps[g_TransTexCounter];
|
||||
}
|
||||
|
||||
break;
|
||||
}*/
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void InitScene ()
|
||||
{
|
||||
// setup default lighting environment
|
||||
g_LightEnv.m_SunColor=RGBColor(1,1,1);
|
||||
g_LightEnv.m_Rotation=DEGTORAD(270);
|
||||
g_LightEnv.m_Elevation=DEGTORAD(45);
|
||||
g_LightEnv.m_TerrainAmbientColor=RGBColor(0,0,0);
|
||||
g_LightEnv.m_UnitsAmbientColor=RGBColor(0.4f,0.4f,0.4f);
|
||||
g_Renderer.SetLightEnv(&g_LightEnv);
|
||||
|
||||
// load terrain
|
||||
Handle ht = tex_load("terrain.raw");
|
||||
if(ht > 0)
|
||||
{
|
||||
const u8* p;
|
||||
int w;
|
||||
int h;
|
||||
|
||||
tex_info(ht, &w, &h, NULL, NULL, (void **)&p);
|
||||
|
||||
printf("terrain.raw: %dx%d\n", w, h);
|
||||
|
||||
u16 *p16=new u16[w*h];
|
||||
u16 *p16p=p16;
|
||||
while (p16p < p16+(w*h))
|
||||
*p16p++ = (*p++) << 8;
|
||||
|
||||
g_Terrain.Resize(20);
|
||||
g_Terrain.SetHeightMap(p16);
|
||||
|
||||
delete[] p16;
|
||||
|
||||
tex_free(ht);
|
||||
}
|
||||
|
||||
// get default texture to apply to terrain
|
||||
CTextureEntry* texture=0;
|
||||
for (uint ii=0;ii<g_TexMan.m_TerrainTextures.size();ii++) {
|
||||
if (g_TexMan.m_TerrainTextures[ii].m_Textures.size()) {
|
||||
texture=g_TexMan.m_TerrainTextures[ii].m_Textures[0];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// cover entire terrain with default texture
|
||||
u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
|
||||
for (uint pj=0; pj<patchesPerSide; pj++) {
|
||||
for (uint pi=0; pi<patchesPerSide; pi++) {
|
||||
|
||||
CPatch* patch=g_Terrain.GetPatch(pi,pj);
|
||||
|
||||
for (int j=0;j<16;j++) {
|
||||
for (int i=0;i<16;i++) {
|
||||
patch->m_MiniPatches[j][i].Tex1=texture ? texture->m_Handle :0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g_Camera.SetProjection (1, 1000, DEGTORAD(20));
|
||||
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
||||
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
||||
|
||||
g_Camera.m_Orientation.Translate (100, 150, -100);
|
||||
|
||||
SelPX = SelPY = SelTX = SelTY = 0;
|
||||
}
|
||||
|
||||
void InitResources()
|
||||
{
|
||||
#ifndef _WIN32
|
||||
g_TexMan.AddTextureType("grass");
|
||||
g_TexMan.AddTexture("Base1.tga", 0);
|
||||
#else
|
||||
g_TexMan.LoadTerrainTextures();
|
||||
g_ObjMan.LoadObjects();
|
||||
#endif
|
||||
|
||||
const char* fns[CRenderer::NumAlphaMaps] = {
|
||||
"art/textures/terrain/alphamaps/special/blendcircle.png",
|
||||
"art/textures/terrain/alphamaps/special/blendlshape.png",
|
||||
"art/textures/terrain/alphamaps/special/blendedge.png",
|
||||
"art/textures/terrain/alphamaps/special/blendedgecorner.png",
|
||||
"art/textures/terrain/alphamaps/special/blendedgetwocorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendfourcorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendtwooppositecorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendlshapecorner.png",
|
||||
"art/textures/terrain/alphamaps/special/blendtwocorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendcorner.png",
|
||||
"art/textures/terrain/alphamaps/special/blendtwoedges.png",
|
||||
"art/textures/terrain/alphamaps/special/blendthreecorners.png",
|
||||
"art/textures/terrain/alphamaps/special/blendushape.png",
|
||||
"art/textures/terrain/alphamaps/special/blendbad.png"
|
||||
};
|
||||
|
||||
g_Renderer.LoadAlphaMaps(fns);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user