mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 14:15:40 +00:00
127 lines
2.5 KiB
C++
127 lines
2.5 KiB
C++
#ifndef _MODEL_H_
|
|
#define _MODEL_H_
|
|
|
|
#include "types.h"
|
|
#include <vector>
|
|
#include <unordered_map>
|
|
#include <map>
|
|
#include <memory>
|
|
#include "Texture.h"
|
|
#include "Mat4.h"
|
|
|
|
namespace New3D {
|
|
|
|
struct Vertex
|
|
{
|
|
float pos[3];
|
|
float normal[3];
|
|
float texcoords[2];
|
|
UINT8 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
|
|
int number = 4;
|
|
};
|
|
|
|
struct Mesh
|
|
{
|
|
std::shared_ptr<Texture> texture;
|
|
|
|
// 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 lighting = false;
|
|
bool testBit = false;
|
|
bool clockWise = true; // we need to check if the matrix will change the winding
|
|
|
|
float fogIntensity = 1.0f;
|
|
|
|
// texture
|
|
bool mirrorU = false;
|
|
bool mirrorV = false;
|
|
|
|
// 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::vector<Mesh> meshes;
|
|
|
|
//matrices
|
|
float modelMat[16];
|
|
|
|
|
|
|
|
// misc
|
|
int lutIdx = 0;
|
|
};
|
|
|
|
struct Viewport
|
|
{
|
|
Mat4 projectionMatrix; // projection matrix
|
|
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[5]; // fog parameters (...)
|
|
int x, y; // viewport coordinates (scaled and in OpenGL format)
|
|
int width, height; // viewport dimensions (scaled for display surface size)
|
|
int priority;
|
|
};
|
|
|
|
class NodeAttributes
|
|
{
|
|
public:
|
|
|
|
NodeAttributes();
|
|
|
|
bool Push();
|
|
bool Pop();
|
|
bool StackLimit();
|
|
void Reset();
|
|
|
|
int currentTexOffsetX;
|
|
int currentTexOffsetY;
|
|
int currentTexOffset; // raw value
|
|
|
|
private:
|
|
|
|
struct NodeAttribs
|
|
{
|
|
int texOffsetX;
|
|
int texOffsetY;
|
|
int texOffset;
|
|
};
|
|
std::vector<NodeAttribs> m_vecAttribs;
|
|
};
|
|
|
|
struct Node
|
|
{
|
|
Viewport viewport;
|
|
std::vector<Model> models;
|
|
};
|
|
|
|
} // New3D
|
|
|
|
|
|
#endif |