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8ee62a9819
Most graphics cards limit us to a stack size of 32. In some places like the pigeons on the roof of the DOD, they will render too many matricies pushed to the stack. If we don't need to push it to the stack, skip pushing.
210 lines
5.8 KiB
C++
210 lines
5.8 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GRIM_MODEL_H
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#define GRIM_MODEL_H
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#include "engines/grim/object.h"
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#include "math/matrix4.h"
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#include "math/quat.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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class TextSplitter;
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class Material;
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class Mesh;
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class ModelNode;
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class CMap;
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class Sprite;
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class Model : public Object {
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public:
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// Construct a 3D model from the given data.
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Model(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, Model *parent = NULL);
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void reload(CMap *cmap);
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void draw() const;
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Material *findMaterial(const char *name, CMap *cmap) const;
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~Model();
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const Common::String &getFilename() const { return _fname; }
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const ObjectPtr<CMap> &getCMap() const { return _cmap; }
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ModelNode *getHierarchy() const;
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int getNumNodes() const { return _numHierNodes; }
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struct Geoset {
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void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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void loadText(TextSplitter *ts, Material *materials[]);
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void changeMaterials(Material *materials[]);
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Geoset() : _numMeshes(0), _meshes(NULL) { }
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~Geoset();
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int _numMeshes;
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Mesh *_meshes;
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};
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//private:
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void loadMaterial(int index, CMap *cmap);
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void loadBinary(Common::SeekableReadStream *data);
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void loadText(TextSplitter *ts);
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Common::String _fname;
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ObjectPtr<CMap> _cmap;
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Model *_parent;
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int _numMaterials;
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char (*_materialNames)[32];
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Material **_materials;
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bool *_materialsShared;
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Math::Vector3d _insertOffset;
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int _numGeosets;
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Geoset *_geosets;
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float _radius;
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int _numHierNodes;
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ModelNode *_rootHierNode;
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Math::Vector3d _bboxPos;
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Math::Vector3d _bboxSize;
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};
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class MeshFace {
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public:
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MeshFace();
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~MeshFace();
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void stealData(MeshFace &other);
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int loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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int loadText(TextSplitter *ts, Material *materials[], int offset);
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void draw(const Mesh *mesh) const;
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void changeMaterial(Material *material);
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bool hasTexture() const { return _texVertices != nullptr; }
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const Math::Vector3d &getNormal() const { return _normal; }
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void setNormal(const Math::Vector3d &normal) { _normal = normal; }
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const Material *getMaterial() const { return _material; }
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int getNumVertices() const { return _numVertices; }
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int getVertex(int i) const { return _vertices[i]; }
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int getTextureVertex(int i) const { return _texVertices[i]; }
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int getLight() const { return _light; }
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private:
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Material *_material;
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int _type, _geo, _light, _tex;
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float _extraLight;
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int _numVertices;
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int *_vertices, *_texVertices;
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Math::Vector3d _normal;
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public:
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void *_userData;
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};
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class Mesh {
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public:
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void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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void loadText(TextSplitter *ts, Material *materials[]);
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void changeMaterials(Material *materials[]);
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void draw() const;
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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void update();
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Mesh();
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~Mesh();
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char _name[32];
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float _radius;
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int _shadow, _geometryMode, _lightingMode, _textureMode;
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int _numVertices;
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int *_materialid;
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float *_vertices; // sets of 3
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float *_verticesI;
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float *_vertNormals; // sets of 3
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int _numTextureVerts;
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float *_textureVerts; // sets of 2
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int _numFaces;
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MeshFace *_faces;
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Math::Matrix4 _matrix;
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void *_userData;
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private:
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void sortFaces();
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};
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class ModelNode {
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public:
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ModelNode();
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~ModelNode();
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void loadBinary(Common::SeekableReadStream *data, ModelNode *hierNodes, const Model::Geoset *g);
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void draw() const;
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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void addChild(ModelNode *child);
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void removeChild(ModelNode *child);
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void setMatrix(const Math::Matrix4 &matrix);
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void update();
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void addSprite(Sprite *sprite);
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void removeSprite(const Sprite *sprite);
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void translateViewpoint() const;
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void translateViewpointStart() const;
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void translateViewpointFinish() const;
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char _name[64];
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Mesh *_mesh;
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/**
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* A value of 0x100 (256) specifies that when animating this node, keyframes should not be
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* interpolated (lerped), but instead the transition from source to target is to occur
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* discretely.
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*/
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int _flags;
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/**
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* Each KeyFrameAnim has a type identifier. This type field is a bitmask which is ANDed againts
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* the type in the KeyFrameAnim to control which KeyFrameAnims animate on which nodes of the character.
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* This enables selectively controlling the animations to act only on certain bones.
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*/
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int _type;
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int _depth, _numChildren;
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ModelNode *_parent, *_child, *_sibling;
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// Specifies the bind pose for this node. This data is read from the model file and never altered
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// (could be const).
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Math::Vector3d _pos, _pivot;
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Math::Quaternion _rot;
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// Specifies the animated pose for this node.
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Math::Vector3d _animPos;
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Math::Quaternion _animRot;
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bool _meshVisible, _hierVisible;
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bool _initialized;
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bool _needsUpdate;
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Math::Matrix4 _matrix;
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Math::Matrix4 _localMatrix;
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Math::Matrix4 _pivotMatrix;
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Sprite *_sprite;
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};
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} // end of namespace Grim
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#endif
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