Supermodel/Src/Graphics/New3D/Model.h

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#ifndef _MODEL_H_
#define _MODEL_H_
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#include "Types.h"
#include <vector>
#include <unordered_map>
#include <map>
#include <memory>
#include "Texture.h"
#include "Mat4.h"
namespace New3D {
struct ClipVertex
{
float pos[3];
};
struct ClipPoly
{
ClipVertex list[12]; // what's the max number we can hit for a triangle + 4 planes?
int count = 0;
};
struct Vertex
{
float pos[3];
float normal[3];
float texcoords[2];
float color[4]; //rgba
};
struct Poly // our polys are always 3 triangles, unlike the real h/w
{
Vertex p1;
Vertex p2;
Vertex p3;
};
struct R3DPoly
{
Vertex v[4]; // just easier to have them as an array
float faceNormal[3]; // we need this to help work out poly winding, i assume the h/w uses this instead of calculating normals itself
float faceColour[4]; // per face colour
int number = 4;
};
struct Mesh
{
//helper funcs
bool Render(bool alpha)
{
if (alpha) {
if (!textureAlpha && !polyAlpha) {
return false;
}
}
else {
if (textureAlpha || polyAlpha) {
return false;
}
}
return true;
}
// texture
int format, x, y, width, height = 0;
bool mirrorU = false;
bool mirrorV = false;
bool inverted = false;
// microtexture
bool microTexture = false;
int microTextureID = 0;
float microTextureScale = 0;
// attributes
bool doubleSided = false;
bool textured = false;
bool polyAlpha = false; // specified in the rgba colour
bool textureAlpha = false; // use alpha in texture
bool alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
bool clockWise = true; // we need to check if the matrix will change the winding
bool layered = false; // stencil poly
bool highPriority = false; // rendered over the top
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// lighting
bool lighting = false;
bool specular = false;
float shininess = 0;
float specularCoefficient = 0;
// fog
float fogIntensity = 1.0f;
// opengl resources
int vboOffset = 0; // this will be calculated later
int triangleCount = 0;
};
struct SortingMesh : public Mesh // This struct temporarily holds the model data, before it gets copied to the main buffer
{
std::vector<Poly> polys;
};
struct Model
{
std::shared_ptr<std::vector<Mesh>> meshes; // this reason why this is a shared ptr to an array, is that multiple models might use the same meshes
//which memory are we in
bool dynamic = true;
// texture offsets for model
int textureOffsetX = 0;
int textureOffsetY = 0;
int page = 0;
//matrices
float modelMat[16];
float determinant; // we check if the determinant of the matrix is negative, if it is, the matrix will swap the axis order
};
struct Viewport
{
int vpX; // these are the original hardware values
int vpY;
int vpWidth;
int vpHeight;
float angle_left;
float angle_right;
float angle_top;
float angle_bottom;
Mat4 projectionMatrix; // projection matrix, we will calc this later when we have scene near/far vals
float lightingParams[6]; // lighting parameters (see RenderViewport() and vertex shader)
float spotEllipse[4]; // spotlight ellipse (see RenderViewport())
float spotRange[2]; // Z range
float spotColor[3]; // color
float fogParams[7]; // fog parameters (...)
float scrollFog; // a transparency value that determines if fog is blended over the bottom 2D layer
int x, y; // viewport coordinates (scaled and in OpenGL format)
int width, height; // viewport dimensions (scaled for display surface size)
int priority;
float spotFogColor[3]; // spotlight color on fog
float scrollAtt;
};
enum class Clip { INSIDE, OUTSIDE, INTERCEPT, NOT_SET };
class NodeAttributes
{
public:
NodeAttributes();
bool Push();
bool Pop();
bool StackLimit();
void Reset();
int currentTexOffsetX;
int currentTexOffsetY;
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int currentPage;
Clip currentClipStatus;
private:
struct NodeAttribs
{
int texOffsetX;
int texOffsetY;
int page;
Clip clip;
};
std::vector<NodeAttribs> m_vecAttribs;
};
struct Node
{
Viewport viewport;
std::vector<Model> models;
};
} // New3D
#endif