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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plGeometrySpan Header //
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// //
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// plGeometrySpans are abstract reprentations of Plasma 2.0 geometry data. //
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// They consist of a material, a transform, bounds and an abstract vertex //
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// and index buffer pair. plGeometrySpans is what is fed to plDrawableIce //
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// to convert into its own internal data structures; the format for the //
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// vertex and index data is (or should be) identical. More or less, they //
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// are identical to Ice's plIcicle, but this is more abstract (read: not //
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// internal to Ice). //
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// //
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// Also included is a temporary hacked triMesh-to-geometrySpan[] converter //
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// for everyone's convenience until triMeshes disappear. //
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// //
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//// Version History /////////////////////////////////////////////////////////
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// //
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// Created 3.8.2001 mcn //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plGeometrySpan_h
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#define _plGeometrySpan_h
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#include "hsTemplates.h"
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#include "hsBounds.h"
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#include "hsMatrix44.h"
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#include "hsColorRGBA.h"
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#include "hsBitVector.h"
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class hsGMaterial;
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class plFogEnvironment;
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//// plGeometrySpan Class Definition /////////////////////////////////////////
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class plGeometrySpan
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{
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public:
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enum
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{
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kMaxNumUVChannels = 8
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};
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/// Duplication of the formats from plGBufferGroup; theoretically, they
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/// could be different, but they're identical for now
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enum Formats
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{
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kUVCountMask = 0x0f, // Problem is, we need enough bits to store the max #, which means
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// we really want ( max # << 1 ) - 1
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kSkinNoWeights = 0x00, // 0000000
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kSkin1Weight = 0x10, // 0010000
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kSkin2Weights = 0x20, // 0100000
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kSkin3Weights = 0x30, // 0110000
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kSkinWeightMask = 0x30, // 0110000
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kSkinIndices = 0x40, // 1000000
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};
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enum Properties
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{
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kPropRunTimeLight = 0x01,
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kPropNoPreShade = 0x02,
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kLiteMaterial = 0x00,
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kLiteVtxPreshaded = 0x04,
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kLiteVtxNonPreshaded = 0x08,
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kLiteMask = 0x0c,
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kRequiresBlending = 0x10,
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kInstanced = 0x20,
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kUserOwned = 0x40,
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kPropNoShadow = 0x80,
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kPropForceShadow = 0x100,
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kDiffuseFoldedIn = 0x200, // Sometimes we want to fold the diffuse color of the material into the vertex color (but only once).
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kPropReverseSort = 0x400,
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kWaterHeight = 0x800,
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kFirstInstance = 0x1000,
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kPartialSort = 0x2000,
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kVisLOS = 0x4000,
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kPropNoShadowCast = 0x8000
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};
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enum
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{
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kNoGroupID = 0
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};
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// Note: these are public because this is really just a glorified
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// struct; no data hiding here
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hsGMaterial *fMaterial;
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hsMatrix44 fLocalToWorld;
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hsMatrix44 fWorldToLocal;
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hsBounds3Ext fLocalBounds;
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hsBounds3Ext fWorldBounds;
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plFogEnvironment *fFogEnviron;
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UInt32 fBaseMatrix;
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UInt8 fNumMatrices;
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UInt16 fLocalUVWChans;
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UInt16 fMaxBoneIdx;
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UInt32 fPenBoneIdx;
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hsScalar fMinDist;
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hsScalar fMaxDist;
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hsScalar fWaterHeight;
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UInt8 fFormat;
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UInt32 fProps;
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UInt32 fNumVerts, fNumIndices;
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/// Current vertex format:
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/// float position[ 3 ];
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/// float normal[ 3 ];
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/// float uvCoords[ ][ 3 ];
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/// float weights[]; // 0-3 blending weights
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/// UInt32 weightIndices; // Only if there are >= 1 blending weights
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UInt8* fVertexData;
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UInt16* fIndexData;
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UInt32 fDecalLevel;
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hsColorRGBA* fMultColor;
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hsColorRGBA* fAddColor;
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UInt32* fDiffuseRGBA;
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UInt32* fSpecularRGBA;
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mutable hsTArray<plGeometrySpan *>* fInstanceRefs;
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mutable UInt32 fInstanceGroupID; // For writing out/reading in instance refs
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// The following is only used for logging during export. It is never set
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// at runtime. Don't even think about using it for anything.
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const char* fMaxOwner;
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// The following is ONLY used during pack; it's so we can do a reverse lookup
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// from the instanceRefs list to the correct span in the drawable
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UInt32 fSpanRefIndex;
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// These two matrices are inverses of each other (duh). They are only used on computing the local
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// bounds. fLocalBounds is always the bounds in the space defined by fWorldToLocal, but the bounds
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// are an OBB, and the orientation of the OBB isn't necessarily the same as fLocalToWorld's axes.
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// For now, it is the orientation of the pivot point in max (but might be further optimized).
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hsMatrix44 fLocalToOBB;
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hsMatrix44 fOBBToLocal;
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plGeometrySpan();
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plGeometrySpan( const plGeometrySpan *instance );
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~plGeometrySpan();
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/// UV stuff
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UInt8 GetNumUVs( void ) const { return ( fFormat & kUVCountMask ); }
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void SetNumUVs( UInt8 numUVs )
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{
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hsAssert( numUVs < kMaxNumUVChannels, "Invalid UV count to plGeometrySpan" );
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fFormat = ( fFormat & ~kUVCountMask ) | numUVs;
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}
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static UInt8 CalcNumUVs( UInt8 format ) { return ( format & kUVCountMask ); }
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static UInt8 UVCountToFormat( UInt8 numUVs ) { return numUVs & kUVCountMask; }
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/// Creation functions
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void BeginCreate( hsGMaterial *material, const hsMatrix44 &l2wMatrix, UInt8 format );
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// Phasing these in...
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// Note: uvArray should be a fixed array with enough pointers for the max # of uv channels.
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// Any unused UVs should be nil
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UInt16 AddVertex( hsPoint3 *position, hsPoint3 *normal, hsColorRGBA& multColor, hsColorRGBA& addColor,
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hsPoint3 **uvPtrArray, float weight1 = -1.0f, float weight2 = -1.0f, float weight3 = -1.0f, UInt32 weightIndices = 0 );
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UInt16 AddVertex( hsPoint3 *position, hsPoint3 *normal, UInt32 hexColor, UInt32 specularColor = 0,
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hsPoint3 **uvPtrArray = nil, float weight1 = -1.0f, float weight2 = -1.0f, float weight3 = -1.0f, UInt32 weightIndices = 0 );
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void AddIndex( UInt16 index );
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void AddTriIndices( UInt16 index1, UInt16 index2, UInt16 index3 );
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void AddTriangle( hsPoint3 *vert1, hsPoint3 *vert2, hsPoint3 *vert3, UInt32 color );
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// uvws is an array count*uvwsPerVtx long in order [uvw(s) for vtx0, uvw(s) for vtx1, ...], or is nil
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void AddVertexArray( UInt32 count, hsPoint3 *positions, hsVector3 *normals, UInt32 *colors, hsPoint3 *uvws=nil, int uvwsPerVtx=0 );
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void AddIndexArray( UInt32 count, UInt16 *indices );
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void EndCreate( void );
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/// Manipulation--currently only used for applying static lighting, which of course needs individual vertices
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// Wrong. Also used for the interleaving of the multiple vertex data streams here into single vertex
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// stream within the plGBufferGroups. mf.
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void ExtractInitColor( UInt32 index, hsColorRGBA *multColor, hsColorRGBA *addColor) const;
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void ExtractVertex( UInt32 index, hsPoint3 *pos, hsVector3 *normal, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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void ExtractVertex( UInt32 index, hsPoint3 *pos, hsVector3 *normal, UInt32 *color, UInt32 *specColor = nil );
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void ExtractUv( UInt32 vIdx, UInt8 uvIdx, hsPoint3* uv );
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void ExtractWeights( UInt32 vIdx, float *weightArray, UInt32 *indices );
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void StuffVertex( UInt32 index, hsPoint3 *pos, hsPoint3 *normal, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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void StuffVertex( UInt32 index, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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// Clear out the buffers
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void ClearBuffers( void );
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// Duplicate this span from a given span
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void CopyFrom( const plGeometrySpan *source );
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// Make this span an instance of the given span. Handles the instance ref array as well as copying over pointers
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void MakeInstanceOf( const plGeometrySpan *instance );
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// Get the size of one vertex in a span, based on a format
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static UInt32 GetVertexSize( UInt8 format );
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void Read( hsStream *stream );
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void Write( hsStream *stream );
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static UInt32 AllocateNewGroupID() { return IAllocateNewGroupID(); }
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void BreakInstance();
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void ChangeInstance(plGeometrySpan* newInstance);
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void UnInstance();
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void AdjustBounds(hsBounds3Ext& bnd) const;
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protected:
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struct TempVertex
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{
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hsPoint3 fPosition;
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hsPoint3 fNormal;
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UInt32 fColor, fSpecularColor;
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hsColorRGBA fMultColor, fAddColor;
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hsPoint3 fUVs[ kMaxNumUVChannels ];
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float fWeights[ 3 ];
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UInt32 fIndices;
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};
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hsBool fCreating;
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hsTArray<TempVertex> fVertAccum;
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hsTArray<UInt16> fIndexAccum;
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void IUnShareData();
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void IDuplicateUniqueData( const plGeometrySpan *source );
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void IClearMembers( void );
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// Please don't yell at me. We can't write out the instanceRef pointers, and we can't write
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// out keys because we're not keyed objects, and we can't be keyed objects because we need
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// to be deleted eventually. So instead, we assign each geoSpan a instanceGroupID, unique
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// for each instance group but identical among all geoSpans in a given group (i.e. all
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// members of the instanceRef list). We write these IDs out, then on read, we rebuild the
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// instanceRef arrays by using a hash table to find insert new hsTArrays at the given groupID,
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// and looking up in that hash table to get pointers for each geoSpan's instanceRef array.
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// THIS is because we need a way of assigning unique, unused groupIDs to each geoSpan instance
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// group, and since we only need to know if the ID has been used yet, we can just use a bitVector.
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// NOTE: Group IDs start at 1, not 0, because 0 is reserved for "no instance group". So subtract
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// 1 from the group ID when accessing this array...
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// ....Please don't yell at me :(
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static hsBitVector fInstanceGroupIDFlags;
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// The following is for rebuilding the said groups on read. The sad thing is that we also
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// have to write out the instanceRef array count for each geoSpan, so that when we read in
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// to do the lookup here, we know that we've read everything and can dump the entry in this
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// table.
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static hsTArray<hsTArray<plGeometrySpan *> *> fInstanceGroups;
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// THIS is so we can clear fInstanceGroups as early and as efficiently as possible; see
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// the notes on IGetInstanceGroup().
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static UInt32 fHighestReadInstanceGroup;
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static UInt32 IAllocateNewGroupID( void );
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static void IClearGroupID( UInt32 groupID );
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static hsTArray<plGeometrySpan *> *IGetInstanceGroup( UInt32 groupID, UInt32 expectedCount );
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};
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#endif // _plGeometrySpan_h
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