Supermodel/Src/Graphics/New3D/Model.h

266 lines
6.4 KiB
C++

#ifndef _MODEL_H_
#define _MODEL_H_
#include <vector>
#include <unordered_map>
#include <map>
#include <memory>
#include <string.h>
#include "Texture.h"
#include "Mat4.h"
namespace New3D {
struct ClipVertex
{
float pos[4];
};
struct ClipPoly
{
ClipVertex list[12]; // what's the max number we can hit for a triangle + 4 planes?
int count = 0;
};
struct Vertex // half vertex
{
float pos[4];
float normal[3];
float texcoords[2];
float fixedShade;
static bool Equal(const Vertex& p1, const Vertex& p2)
{
if (p1.pos[0] == p2.pos[0] &&
p1.pos[1] == p2.pos[1] &&
p1.pos[2] == p2.pos[2])
{
return true;
}
return false;
}
static void Average(const Vertex& p1, const Vertex& p2, Vertex& p3)
{
p3.pos[3] = 1.0f; //always 1
p3.fixedShade = (p1.fixedShade + p2.fixedShade) / 2.0f;
for (int i = 0; i < 3; i++) { p3.pos[i] = (p1.pos[i] + p2.pos[i]) / 2.0f; }
for (int i = 0; i < 3; i++) { p3.normal[i] = (p1.normal[i] + p2.normal[i]) / 2.0f; }
for (int i = 0; i < 2; i++) { p3.texcoords[i] = (p1.texcoords[i] + p2.texcoords[i]) / 2.0f; }
}
};
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
UINT8 faceColour[4]; // per face colour
int number = 4;
};
struct FVertex : Vertex // full vertex including face attributes
{
float faceNormal[3];
UINT8 faceColour[4];
FVertex& operator=(const Vertex& vertex)
{
memcpy(this, &vertex, sizeof(Vertex));
return *this;
}
FVertex() {}
FVertex(const R3DPoly& r3dPoly, int index)
{
for (int i = 0; i < 4; i++) { faceColour[i] = r3dPoly.faceColour[i]; }
for (int i = 0; i < 3; i++) { faceNormal[i] = r3dPoly.faceNormal[i]; }
*this = r3dPoly.v[index];
}
FVertex(const R3DPoly& r3dPoly, int index1, int index2) // average of 2 points
{
Vertex::Average(r3dPoly.v[index1], r3dPoly.v[index2], *this);
// copy face attributes
for (int i = 0; i < 4; i++) { faceColour[i] = r3dPoly.faceColour[i]; }
for (int i = 0; i < 3; i++) { faceNormal[i] = r3dPoly.faceNormal[i]; }
}
static void Average(const FVertex& p1, const FVertex& p2, FVertex& p3)
{
Vertex::Average(p1, p2, p3);
for (int i = 0; i < 4; i++) { p3.faceColour[i] = p1.faceColour[i]; }
for (int i = 0; i < 3; i++) { p3.faceNormal[i] = p1.faceNormal[i]; }
}
};
enum class Layer { colour, trans1, trans2, all, none };
struct Mesh
{
//helper funcs
bool Render(Layer layer)
{
switch (layer)
{
case Layer::colour:
if (polyAlpha) {
return false;
}
break;
case Layer::trans1:
if (!textureAlpha && !polyAlpha || transLSelect) {
return false;
}
break;
case Layer::trans2:
if (!textureAlpha && !polyAlpha || !transLSelect) {
return false;
}
break;
default: // not using these types
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 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
bool transLSelect = false; // actually the transparency layer, false = layer 0, true = layer 1
// lighting
bool fixedShading = false;
bool lighting = false;
bool specular = false;
float shininess = 0;
float specularValue = 0;
// fog
float fogIntensity = 1.0f;
// opengl resources
int vboOffset = 0; // this will be calculated later
int vertexCount = 0; // /3 for triangles /4 for quads
};
struct SortingMesh : public Mesh // This struct temporarily holds the model data, before it gets copied to the main buffer
{
std::vector<FVertex> verts;
};
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];
//model scale step 1.5+
float scale = 1.0f;
};
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)
bool sunClamp; // unknown how this is set
bool intensityClamp; // unknown how this is set
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 losPosX, losPosY; // line of sight position
int x, y; // viewport coordinates (scaled and in OpenGL format)
int width, height; // viewport dimensions (scaled for display surface size)
int priority; // priority
int select; // viewport select?
int number; // viewport number
float spotFogColor[3]; // spotlight color on fog
float scrollAtt;
int hardwareStep; // not really a viewport param but will do here
};
enum class Clip { INSIDE, OUTSIDE, INTERCEPT, NOT_SET };
class NodeAttributes
{
public:
NodeAttributes();
bool Push();
bool Pop();
bool StackLimit();
void Reset();
int currentTexOffsetX;
int currentTexOffsetY;
int currentPage;
Clip currentClipStatus;
float currentModelScale;
private:
struct NodeAttribs
{
int texOffsetX;
int texOffsetY;
int page;
Clip clip;
float modelScale;
};
std::vector<NodeAttribs> m_vecAttribs;
};
struct Node
{
Viewport viewport;
std::vector<Model> models;
};
} // New3D
#endif