mirror of
https://github.com/ptitSeb/Serious-Engine
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271 lines
11 KiB
C++
271 lines
11 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_MODEL_INTERNAL_H
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#define SE_INCL_MODEL_INTERNAL_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/AABBox.h>
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#include <Engine/Graphics/RenderPoly.h>
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#define MODEL_VERSION_WITHOUT_STRETCH_CENTER "V002"
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#define MODEL_VERSION_WITHOUT_MULTIPLE_COLLISION_BOXES "V003"
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#define MODEL_VERSION_WITHOUT_ATTACHED_POSITIONS "V004"
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#define MODEL_VERSION_WITHOUT_POLYGONAL_PATCHES "V005"
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#define MODEL_VERSION_WITHOUT_POLYGONS_PER_SURFACE "V006"
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#define MODEL_VERSION_WITHOUT_16_BIT_COMPRESSION "V007"
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#define MODEL_VERSION_WITHOUT_REFLECTION_AND_SPECULARITY "V008"
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#define MODEL_VERSION_WITHOUT_DIFFUSE_COLOR "V009"
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#define MODEL_VERSION "V010"
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// surface shading types
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enum SurfaceShadingType {
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SST_INVALID = -1,
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SST_FULLBRIGHT = 0,
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SST_MATTE = 1,
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SST_FLAT = 2,
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};
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// surface translucency types
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enum SurfaceTranslucencyType {
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STT_INVALID = -1,
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STT_OPAQUE = 0,
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STT_TRANSLUCENT = 1,
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STT_ALPHAGOURAUD = 2, // obsolete!
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STT_ADD = 3,
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STT_TRANSPARENT = 4,
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STT_MULTIPLY = 5,
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};
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// surface rendering flags
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#define SRF_DOUBLESIDED (1L<<0) // double sided polygons
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#define SRF_CLIPPOLYGON (1L<<1) // polygons are allways cliped, this is old flag
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#define SRF_REFLECTIONS (1L<<2) // use reflection mapping on this surface
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#define SRF_INVISIBLE (1L<<3) // if this surface is ignored in rendering process
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#define SRF_SPECULAR (1L<<4) // use specularity on this surface
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#define SRF_DIFFUSE (1L<<5) // use difuse texture for this surface
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#define SRF_BUMP (1L<<6) // use bump on this surface
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#define SRF_NEW_TEXTURE_FORMAT (1L<<7) // used for reading of old mapping files (ther don't have diffuse flag set)
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#define SRF_CYLINDRICAL_MAPPING (1L<<8) // surface is mapped using spherical mapping
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#define SRF_SPHERICAL_MAPPING (1L<<9) // surface is mapped using cylindrical mapping
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#define SRF_FOG (1L<<10) // used internally for fog
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#define SRF_HAZE (1L<<11) // used internally for haze
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#define SRF_DETAIL (1L<<12) // use detail on this surface instead of bump
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#define SRF_SELECTED (1L<<13) // for editing purposes
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#define SRF_OPAQUE (1L<<14) // writes to z-buffer
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// ! WARNING: this flags are copied to mipinfo var flags which has reserved bits 25 and above !
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// constant used for spreading mip-switching distances
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#define MAX_SWITCH_FACTOR 8.0f
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// render defines for model
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#define RT_WIRE_ON ((1L) << 0)
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#define RT_HIDDEN_LINES ((1L) << 1)
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//-------------------------------------
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#define RT_NO_POLYGON_FILL ((1L) << 2)
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#define RT_WHITE_TEXTURE ((1L) << 3)
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#define RT_SURFACE_COLORS ((1L) << 4)
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#define RT_ON_COLORS ((1L) << 5)
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#define RT_OFF_COLORS ((1L) << 6)
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#define RT_TEXTURE ((1L) << 7)
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//-------------------------------------
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#define RT_SHADING_NONE ((1L) << 8)
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#define RT_SHADING_LAMBERT ((1L) << 9)
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#define RT_SHADING_PHONG ((1L) <<10)
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//-------------------------------------
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#define RT_SHADING_MASK (RT_SHADING_NONE | RT_SHADING_LAMBERT | RT_SHADING_PHONG)
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#define RT_TEXTURE_MASK (RT_NO_POLYGON_FILL | RT_WHITE_TEXTURE | RT_SURFACE_COLORS | \
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RT_ON_COLORS | RT_OFF_COLORS | RT_TEXTURE)
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// Model flags
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#define MF_FACE_FORWARD ((1L)<<0)
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#define MF_REFLECTIONS ((1L)<<1)
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#define MF_REFLECTIONS_HALF ((1L)<<2)
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#define MF_HALF_FACE_FORWARD ((1L)<<3)
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#define MF_COMPRESSED_16BIT ((1L)<<4)
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#define MF_STRETCH_DETAIL ((1L)<<5)
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// Mip model flags
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#define MM_PATCHES_VISIBLE ((1L)<<0)
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#define MM_ATTACHED_MODELS_VISIBLE ((1L)<<1)
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// colors used to represent on and off bits
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ENGINE_API extern COLOR PaletteColorValues[];
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typedef Vector<SWORD,3> SWPOINT3D;
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typedef Vector<SBYTE,3> SBPOINT3D;
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typedef Vector<MEX,2> MEX2D;
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struct ENGINE_API ModelFrameVertex8 {
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SBPOINT3D mfv_SBPoint; // 8-bit compressed vertex
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UBYTE mfv_NormIndex;
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};
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struct ENGINE_API ModelFrameVertex16_old {
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SWPOINT3D mfv_SWPoint; // 16-bit compressed vertex
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UBYTE mfv_NormIndex;
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};
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struct ENGINE_API ModelFrameVertex16 {
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SWPOINT3D mfv_SWPoint; // 16-bit compressed vertex
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UBYTE mfv_ubNormH, mfv_ubNormP;
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};
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struct ENGINE_API ModelFrameInfo {
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FLOATaabbox3D mfi_Box; // bounding box info for each frame
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};
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struct ENGINE_API ModelTextureVertex {
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ModelTextureVertex(void);
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FLOAT3D mtv_UVW; // 3D coordinate of one texture vertex
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MEX2D mtv_UV; // U,V mapping coordinates
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union {
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BOOL mtv_Done; // flag used for mapping
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INDEX mtv_iSurfaceVx;
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};
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INDEX mtv_iTransformedVertex;
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FLOAT3D mtv_vU, mtv_vV; // bump directions
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};
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struct ENGINE_API ModelPolygonVertex
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{
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struct TransformedVertexData *mpv_ptvTransformedVertex; // buffer where vertices really rotate
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struct ModelTextureVertex *mpv_ptvTextureVertex; // needed by modeler to calculate U,V
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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};
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#define SC_ALLWAYS_ON (1UL << 30)
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#define SC_ALLWAYS_OFF (1UL << 31)
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struct ENGINE_API ModelPolygon
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{
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ModelPolygon(); // constructor
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~ModelPolygon(); // destructor
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CStaticArray<struct ModelPolygonVertex> mp_PolygonVertices; // this polygon's vertices
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ULONG mp_RenderFlags; // flags which define rendering of this polygon
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ULONG mp_ColorAndAlpha; // color and global alpha for this polygon
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INDEX mp_Surface; // in which surface this polygon belongs
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SLONG mp_slVisibility; // how this poligon is visible
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BOOL mp_bClipped; // is polygon clipped
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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};
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struct ENGINE_API MappingSurface
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{
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MappingSurface(); // constructor
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~MappingSurface(); // destructor
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CTString ms_Name; // name of this surface
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COLOR ms_colColor; // color of this surface
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FLOAT3D ms_vSurface2DOffset; // center of this surface
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FLOAT3D ms_HPB; // orientation of this surface
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FLOAT ms_Zoom; // current zoom value
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FLOAT3D ms_vSurfaceCenterOffset; // vector of surface center offseting
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COLOR ms_colDiffuse; // difuse color of this surface
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COLOR ms_colReflections; // reflections color of this surface
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COLOR ms_colSpecular; // specular color of this surface
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COLOR ms_colBump; // bump color of this surface
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ULONG ms_ulOnColor; // on and off colors for surface
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ULONG ms_ulOffColor;
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ULONG ms_ulRenderingFlags; // surface rendering flags
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enum SurfaceShadingType ms_sstShadingType; // surface shading types
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enum SurfaceTranslucencyType ms_sttTranslucencyType; // surface translucency types
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CStaticArray<INDEX> ms_aiPolygons; // indices of all polygons in surface
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CStaticArray<INDEX> ms_aiTextureVertices; // indices of all texture vertices in surface
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// rendering data
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INDEX ms_iSrfVx0; // first surface vertex
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INDEX ms_ctSrfVx; // number of surface vertices
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INDEX ms_ctSrfEl; // number of surface elemtns
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BOOL operator==(const MappingSurface &msOther) const;
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// convert old polygon flags from CTGfx into new rendering parameters
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void SetRenderingParameters(ULONG ulOldFlags);
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void Read_t( CTStream *istrFile, BOOL bReadPolygonsPerSurface, BOOL bReadSurfaceColors); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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void ReadSettings_t( CTStream *istrFile); // throw char *
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void WriteSettings_t( CTStream *ostrFile); // throw char *
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};
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// struct containing list of polygons that are touched by current patch
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struct ENGINE_API PolygonsPerPatch
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{
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CStaticArray<INDEX> ppp_iPolygons; // indices of polygons occupied by this patch
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// rendering info
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CStaticArray<UWORD> ppp_auwElements; // elements for drawing
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inline ~PolygonsPerPatch() { Clear();};
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inline void Clear() { ppp_iPolygons.Clear();};
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};
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/* rcg 10042001 removed anonymous structs, dangerous union. */
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struct ENGINE_API TransformedVertexData {
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FLOAT3D tvd_TransformedPoint; // for transformed point vector
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PolyVertex2D tvd_pv2; // vertex structure for software
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FLOAT tvd_fX, tvd_fY, tvd_fZ; // view space original coords
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FLOAT tvd_fU, tvd_fV; // texture mapping temp vars for clipping purposes
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BOOL tvd_bClipped; // is clipped to near clip plane or screen boundaries?
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};
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class ENGINE_API CModelCollisionBox {
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public:
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FLOAT3D mcb_vCollisionBoxMin; // min vector of collision box
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FLOAT3D mcb_vCollisionBoxMax; // max vector of collision box
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ULONG mcb_iCollisionBoxDimensionEquality; // HEIGHT_EQ_WIDTH or LENGTH_EQ_WIDTH or LENGTH_EQ_HEIGHT
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CTString mcb_strName; // name of collision box (exported as define)
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// functions
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CModelCollisionBox(void);
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void Read_t(CTStream *istrFile);
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void ReadName_t(CTStream *istrFile);
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void Write_t(CTStream *ostrFile);
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/* Clear the object. */
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inline void Clear(void) {};
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};
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class ENGINE_API CAttachedModelPosition {
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public:
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CAttachedModelPosition(void);
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INDEX amp_iCenterVertex;
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INDEX amp_iFrontVertex;
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INDEX amp_iUpVertex;
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CPlacement3D amp_plRelativePlacement;
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void Read_t( CTStream *strFile); // throw char *
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void Write_t( CTStream *strFile); // throw char *
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inline void Clear(void) {}; // clear the object.
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};
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class ENGINE_API CMipInfo {
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public:
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INDEX mi_TrianglesCt; // how many triangles in this mip-model
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INDEX mi_PolygonsCt; // how many polygons in this mip-model
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INDEX mi_VerticesCt; // how many vertices in this mip-model
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};
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class ENGINE_API CModelInfo {
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public:
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INDEX mi_VerticesCt; // number of vertices in model
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INDEX mi_FramesCt; // number of all frames used by this model
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INDEX mi_MipCt; // number of mip-models
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CMipInfo mi_MipInfos[MAX_MODELMIPS]; // contains count of polygons and vertices
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CTFileName mi_PatchFiles[MAX_TEXTUREPATCHES]; // and their names
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MEX mi_Width, mi_Height; // size of mapping texture
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BOOL mi_Flags; // model flags (MF_...)
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SLONG mi_ShadowQuality; // how models will be shaded
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FLOAT3D mi_Stretch; // stretch vector (static one, dynamic one is in model object)
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};
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#endif /* include-once check. */
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