mirror of
https://github.com/ptitSeb/Serious-Engine
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170 lines
7.3 KiB
C
170 lines
7.3 KiB
C
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_RENDER_H
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#define SE_INCL_RENDER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Quaternion.h>
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#include <Engine/Ska/ModelInstance.h>
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#include <Engine/Ska/Skeleton.h>
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#include <Engine/Ska/Mesh.h>
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#include <Engine/World/WorldRayCasting.h>
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#define RMF_WIREFRAME (1UL<<0) // set wireframe on
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#define RMF_SHOWTEXTURE (1UL<<1) // show texture
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#define RMF_SHOWNORMALS (1UL<<2) // show normalas
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#define RMF_SHOWSKELETON (1UL<<3) // show skeleton
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#define RMF_SHOWACTIVEBONES (1UL<<4) // show active bones
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#define SRMF_ATTACHMENT (1UL<<0) // set for attachment render models
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#define SRMF_FOG (1UL<<1) // render in fog
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#define SRMF_HAZE (1UL<<2) // render in haze
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#define SRMF_SPECTATOR (1UL<<3) // model will not be rendered but shadows might
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#define SRMF_INVERTED (1UL<<4) // stretch is inverted
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#define SRMF_BBOXSET (1UL<<5) // bounding box has been calculated
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#define SRMF_INSIDE (1UL<<6) // doesn't need clipping to frustum
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#define SRMF_INMIRROR (1UL<<7) // doesn't need clipping to mirror/warp plane
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#define SRMF_WEAPON (1UL<<8) // TEMP: weapon model is rendering so don't use ATI's Truform!
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typedef FLOAT FLOAT3[3];
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// Rendering structures
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struct RenModel
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{
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CModelInstance *rm_pmiModel;// pointer to model instance
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INDEX rm_iParentModelIndex; // index of parent renmodel
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INDEX rm_iParentBoneIndex; // index of parent bone this model is attached to
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Matrix12 rm_mTransform; // Tranform matrix for models without skeletons
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Matrix12 rm_mStrTransform; // Stretch transform matrix for models without skeleton
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INDEX rm_iSkeletonLODIndex; // index of current skeleton lod
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INDEX rm_iFirstBone; // index if first renbone
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INDEX rm_ctBones; // renbones count for this renmodel
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INDEX rm_iFirstMesh; // index of first renmesh
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INDEX rm_ctMeshes; // meshes count for this renmodel
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INDEX rm_iFirstChildModel;
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INDEX rm_iNextSiblingModel;
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};
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struct RenBone
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{
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SkeletonBone *rb_psbBone; // pointer to skeleton bone
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INDEX rb_iParentIndex; // index of parent renbone
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INDEX rb_iRenModelIndex; // index of renmodel
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AnimPos rb_apPos;
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AnimRot rb_arRot;
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Matrix12 rb_mTransform; // Transformation matrix for this ren bone
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Matrix12 rb_mStrTransform; // Stretched transformation matrix for this ren bone
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Matrix12 rb_mBonePlacement; // Placement of bone in absolute space
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};
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struct RenMorph
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{
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MeshMorphMap *rmp_pmmmMorphMap;
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FLOAT rmp_fFactor;
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};
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struct RenWeight
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{
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MeshWeightMap *rw_pwmWeightMap;
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INDEX rw_iBoneIndex;
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};
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struct RenMesh
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{
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struct MeshInstance *rmsh_pMeshInst;
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INDEX rmsh_iRenModelIndex;
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INDEX rmsh_iFirstWeight;
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INDEX rmsh_ctWeights;
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INDEX rmsh_iFirstMorph;
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INDEX rmsh_ctMorphs;
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INDEX rmsh_iMeshLODIndex; // curent LOD index of msh_aMeshLODs array in Mesh
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BOOL rmsh_bTransToViewSpace; // Is mesh transformed to view space
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};
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// initialize batch model rendering
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ENGINE_API void RM_BeginRenderingView(CAnyProjection3D &apr, CDrawPort *pdp);
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ENGINE_API void RM_BeginModelRenderingMask( CAnyProjection3D &prProjection,
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UBYTE *pubMask, SLONG slMaskWidth, SLONG slMaskHeight);
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// cleanup after batch model rendering
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ENGINE_API void RM_EndRenderingView( BOOL bRestoreOrtho=TRUE);
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ENGINE_API void RM_EndModelRenderingMask(void);
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// setup light parameters
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ENGINE_API void RM_SetLightColor(COLOR colAmbient, COLOR colLight);
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ENGINE_API void RM_SetLightDirection(FLOAT3D &vLightDir);
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// LOD factor management
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ENGINE_API void RM_SetCurrentDistance(FLOAT fDistFactor);
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ENGINE_API FLOAT RM_GetMipFactor(void);
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// setup object position
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ENGINE_API void RM_SetObjectPlacement(const CPlacement3D &pl);
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ENGINE_API void RM_SetObjectPlacement(const FLOATmatrix3D &m, const FLOAT3D &v);
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ENGINE_API void RM_SetObjectMatrices(CModelInstance &mi);
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// render one SKA model with its children
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ENGINE_API void RM_RenderSKA(CModelInstance &mi);
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// render one bone in model instance
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ENGINE_API void RM_RenderBone(CModelInstance &mi,INDEX iBoneID);
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ENGINE_API void RM_RenderColisionBox(CModelInstance &mi,ColisionBox &cb, COLOR col);
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// lods
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ENGINE_API void RM_SetCustomMeshLodDistance(FLOAT fMeshLod);
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ENGINE_API void RM_SetCustomSkeletonLodDistance(FLOAT fSkeletonLod);
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ENGINE_API void RM_RenderGround(CTextureObject &to);
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// Returns specified renbone
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ENGINE_API RenBone *RM_FindRenBone(INDEX iBoneID);
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// Returns renbone array and sets renbone count
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ENGINE_API RenBone *RM_GetRenBoneArray(INDEX &ctrb);
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// Returns true if bone exists and sets two given vectors as start and end point of specified bone
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ENGINE_API BOOL RM_GetBoneAbsPosition(CModelInstance &mi,INDEX iBoneID, FLOAT3D &vStartPoint, FLOAT3D &vEndPoint);
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// Returns Renbone
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ENGINE_API BOOL RM_GetRenBoneAbs(CModelInstance &mi,INDEX iBoneID,RenBone &rb);
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ENGINE_API void RM_AddSimpleShadow_View(CModelInstance &mi, const FLOAT fIntensity, const FLOATplane3D &plShadowPlane);
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ENGINE_API void RM_GetModelVertices( CModelInstance &mi, CStaticStackArray<FLOAT3D> &avVertices, FLOATmatrix3D &mRotation,
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FLOAT3D &vPosition, FLOAT fNormalOffset, FLOAT fDistance);
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// test if the ray hit any of model instance's triangles and return
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ENGINE_API FLOAT RM_TestRayCastHit( CModelInstance &mi, FLOATmatrix3D &mRotation, FLOAT3D &vPosition,const FLOAT3D &vOrigin, const FLOAT3D &vTarget,FLOAT fOldDistance,INDEX *piBoneID);
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ENGINE_API void RM_SetBoneAdjustCallback(void (*pAdjustBones)(void *pData), void *pData);
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ENGINE_API void RM_SetShaderParamsAdjustCallback(void (*pAdjustShaderParams)(void *pData, INDEX iSurfaceID, CShader *pShader,ShaderParams &shParams),void *pData);
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// Matrix12 operations
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ENGINE_API void Matrix12ToQVect(QVect &qv,const Matrix12 &m12);
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ENGINE_API void MatrixVectorToMatrix12(Matrix12 &m12,const FLOATmatrix3D &m, const FLOAT3D &v);
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ENGINE_API void Matrix12ToMatrixVector(FLOATmatrix3D &c, FLOAT3D &v, const Matrix12 &m12);
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ENGINE_API void QVectToMatrix12(Matrix12 &m12, const QVect &qv);
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ENGINE_API void MatrixMultiply(Matrix12 &c,const Matrix12 &m, const Matrix12 &n);
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ENGINE_API void MatrixMultiplyCP(Matrix12 &c,const Matrix12 &m, const Matrix12 &n);
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ENGINE_API void MatrixTranspose(Matrix12 &r, const Matrix12 &m);
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ENGINE_API void TransformVertex(GFXVertex &v, const Matrix12 &m);
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ENGINE_API void RotateVector(FLOAT3 &v, const Matrix12 &m);
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// model flags
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ENGINE_API void RM_SetFlags(ULONG ulNewFlags);
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ENGINE_API ULONG RM_GetFlags();
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ENGINE_API void RM_AddFlag(ULONG ulFlag);
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ENGINE_API void RM_RemoveFlag(ULONG ulFlag);
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ENGINE_API ULONG &RM_GetRenderFlags();
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ENGINE_API void RM_DoFogAndHaze(BOOL bOpaque);
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#endif /* include-once check. */
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