You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

296 lines
11 KiB

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