You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
224 lines
5.6 KiB
C++
224 lines
5.6 KiB
C++
15 years ago
|
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
||
|
// Copyright (C) 2010 Winch Gate Property Limited
|
||
|
//
|
||
|
// This program is free software: you can redistribute it and/or modify
|
||
|
// it under the terms of the GNU Affero General Public License as
|
||
|
// published by the Free Software Foundation, either version 3 of the
|
||
|
// License, or (at your option) any later version.
|
||
|
//
|
||
|
// This program is distributed in the hope that it will be useful,
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
// GNU Affero General Public License for more details.
|
||
|
//
|
||
|
// You should have received a copy of the GNU Affero General Public License
|
||
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
#include "std3d.h"
|
||
|
|
||
|
#include "nel/3d/vegetable_shape.h"
|
||
|
#include "nel/misc/path.h"
|
||
|
#include "nel/misc/file.h"
|
||
|
|
||
|
|
||
|
using namespace std;
|
||
|
using namespace NLMISC;
|
||
|
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CVegetableShape::CVegetableShape()
|
||
|
{
|
||
|
Lighted= false;
|
||
|
DoubleSided= false;
|
||
|
PreComputeLighting= false;
|
||
|
AlphaBlend= false;
|
||
|
BestSidedPreComputeLighting= false;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CVegetableShape::build(CVegetableShapeBuild &vbuild)
|
||
|
{
|
||
|
// Must have TexCoord0.
|
||
|
nlassert( vbuild.VB.getVertexFormat() & CVertexBuffer::TexCoord0Flag );
|
||
|
|
||
|
// Header
|
||
|
//---------
|
||
|
|
||
|
// Lighted ?
|
||
|
if(vbuild.Lighted && ( vbuild.VB.getVertexFormat() & CVertexBuffer::NormalFlag) )
|
||
|
Lighted= true;
|
||
|
else
|
||
|
Lighted= false;
|
||
|
|
||
|
// DoubleSided
|
||
|
DoubleSided= vbuild.DoubleSided;
|
||
|
|
||
|
// PreComputeLighting.
|
||
|
PreComputeLighting= Lighted && vbuild.PreComputeLighting;
|
||
|
|
||
|
// AlphaBlend: valid only for 2Sided and Unlit (or similar PreComputeLighting) mode
|
||
|
AlphaBlend= vbuild.AlphaBlend && DoubleSided && (!Lighted || PreComputeLighting);
|
||
|
|
||
|
// BestSidedPreComputeLighting
|
||
|
BestSidedPreComputeLighting= PreComputeLighting && vbuild.BestSidedPreComputeLighting;
|
||
|
|
||
|
// BendCenterMode
|
||
|
BendCenterMode= vbuild.BendCenterMode;
|
||
|
|
||
|
// Format of the VB.
|
||
|
uint32 format;
|
||
|
format= CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag;
|
||
|
// lighted?
|
||
|
if(Lighted)
|
||
|
format|= CVertexBuffer::NormalFlag;
|
||
|
// set VB.
|
||
|
VB.setVertexFormat(format);
|
||
|
|
||
|
|
||
|
// Fill triangles.
|
||
|
//---------
|
||
|
uint i;
|
||
|
// resisz
|
||
|
TriangleIndices.resize(vbuild.PB.getNumIndexes());
|
||
|
CIndexBufferRead ibaRead;
|
||
|
vbuild.PB.lock (ibaRead);
|
||
|
const uint32 *srcTri= (const uint32 *) ibaRead.getPtr();
|
||
|
// fill
|
||
|
for(i=0; i<vbuild.PB.getNumIndexes()/3; i++)
|
||
|
{
|
||
|
TriangleIndices[i*3+0]= *(srcTri++);
|
||
|
TriangleIndices[i*3+1]= *(srcTri++);
|
||
|
TriangleIndices[i*3+2]= *(srcTri++);
|
||
|
}
|
||
|
|
||
|
// Fill vertices.
|
||
|
//---------
|
||
|
// resize
|
||
|
uint32 nbVerts= vbuild.VB.getNumVertices();
|
||
|
VB.setNumVertices(nbVerts);
|
||
|
|
||
|
CVertexBufferRead vba;
|
||
|
vbuild.VB.lock (vba);
|
||
|
CVertexBufferReadWrite vbaOut;
|
||
|
VB.lock (vbaOut);
|
||
|
|
||
|
// if no vertex color,
|
||
|
float maxZ= 0;
|
||
|
bool bendFromColor= true;
|
||
|
if(! (vbuild.VB.getVertexFormat() & CVertexBuffer::PrimaryColorFlag) )
|
||
|
{
|
||
|
// must compute bendWeight from z.
|
||
|
bendFromColor= false;
|
||
|
// get the maximum Z.
|
||
|
for(i=0;i<nbVerts;i++)
|
||
|
{
|
||
|
float z= (vba.getVertexCoordPointer(i))->z;
|
||
|
maxZ= max(z, maxZ);
|
||
|
}
|
||
|
// if no positive value, bend will always be 0.
|
||
|
if(maxZ==0)
|
||
|
maxZ= 1;
|
||
|
}
|
||
|
|
||
|
// For all vertices, fill
|
||
|
for(i=0;i<nbVerts;i++)
|
||
|
{
|
||
|
// Position.
|
||
|
const CVector *srcPos= vba.getVertexCoordPointer(i);
|
||
|
CVector *dstPos= vbaOut.getVertexCoordPointer(i);
|
||
|
*dstPos= *srcPos;
|
||
|
|
||
|
// Normal
|
||
|
if(Lighted)
|
||
|
{
|
||
|
const CVector *srcNormal= vba.getNormalCoordPointer(i);
|
||
|
CVector *dstNormal= vbaOut.getNormalCoordPointer(i);
|
||
|
*dstNormal= *srcNormal;
|
||
|
}
|
||
|
|
||
|
// Texture.
|
||
|
const CUV *srcUV= vba.getTexCoordPointer(i, 0);
|
||
|
CUV *dstUV= vbaOut.getTexCoordPointer(i, 0);
|
||
|
*dstUV= *srcUV;
|
||
|
|
||
|
// Bend.
|
||
|
// copy to texture stage 1.
|
||
|
CUV *dstUVBend= vbaOut.getTexCoordPointer(i, 1);
|
||
|
if(bendFromColor)
|
||
|
{
|
||
|
// todo hulud d3d vertex color RGBA / BGRA
|
||
|
const CRGBA *srcColor= (const CRGBA*)vba.getColorPointer(i);
|
||
|
// Copy and scale by MaxBendWeight
|
||
|
dstUVBend->U= (srcColor->R / 255.f) * vbuild.MaxBendWeight;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float w= srcPos->z / maxZ;
|
||
|
w= max(w, 0.f);
|
||
|
// Copy and scale by MaxBendWeight
|
||
|
dstUVBend->U= w * vbuild.MaxBendWeight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Misc.
|
||
|
//---------
|
||
|
// prepare for instanciation
|
||
|
InstanceVertices.resize(VB.getNumVertices());
|
||
|
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
bool CVegetableShape::loadShape(const std::string &shape)
|
||
|
{
|
||
|
string path= CPath::lookup(shape, false);
|
||
|
if( path.empty() )
|
||
|
return false;
|
||
|
// read this file
|
||
|
CIFile f(path);
|
||
|
serial(f);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CVegetableShape::serial(NLMISC::IStream &f)
|
||
|
{
|
||
|
/*
|
||
|
Version 1:
|
||
|
- BestSidedPreComputeLighting
|
||
|
*/
|
||
|
sint ver= f.serialVersion(1);
|
||
|
f.serialCheck((uint32)'_LEN');
|
||
|
f.serialCheck((uint32)'GEV_');
|
||
|
f.serialCheck((uint32)'BATE');
|
||
|
f.serialCheck((uint32)'__EL');
|
||
|
|
||
|
f.serial(Lighted);
|
||
|
f.serial(DoubleSided);
|
||
|
f.serial(PreComputeLighting);
|
||
|
f.serial(AlphaBlend);
|
||
|
f.serialEnum(BendCenterMode);
|
||
|
f.serial(VB);
|
||
|
f.serialCont(TriangleIndices);
|
||
|
|
||
|
if(ver>=1)
|
||
|
f.serial(BestSidedPreComputeLighting);
|
||
|
else if(f.isReading())
|
||
|
BestSidedPreComputeLighting= false;
|
||
|
|
||
|
// if reading
|
||
|
if(f.isReading())
|
||
|
{
|
||
|
// prepare for instanciation
|
||
|
InstanceVertices.resize(VB.getNumVertices());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
} // NL3D
|