mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
209 lines
5.5 KiB
C++
209 lines
5.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _INTERIORSIMPLEMESH_H_
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#define _INTERIORSIMPLEMESH_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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#ifndef _TSMATERIALLIST_H_
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#include "ts/tsMaterialList.h"
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#endif
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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class InteriorInstance;
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class InteriorSimpleMesh
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{
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public:
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class primitive
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{
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public:
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bool alpha;
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U32 texS;
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U32 texT;
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S32 diffuseIndex;
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S32 lightMapIndex;
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U32 start;
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U32 count;
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// used to relight the surface in-engine...
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PlaneF lightMapEquationX;
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PlaneF lightMapEquationY;
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Point2I lightMapOffset;
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Point2I lightMapSize;
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primitive()
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{
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alpha = false;
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texS = GFXAddressWrap;
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texT = GFXAddressWrap;
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diffuseIndex = 0;
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lightMapIndex = 0;
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start = 0;
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count = 0;
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lightMapEquationX = PlaneF(0, 0, 0, 0);
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lightMapEquationY = PlaneF(0, 0, 0, 0);
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lightMapOffset = Point2I(0, 0);
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lightMapSize = Point2I(0, 0);
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}
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};
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InteriorSimpleMesh()
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{
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VECTOR_SET_ASSOCIATION( packedIndices );
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VECTOR_SET_ASSOCIATION( packedPrimitives );
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VECTOR_SET_ASSOCIATION( indices );
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VECTOR_SET_ASSOCIATION( verts );
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VECTOR_SET_ASSOCIATION( norms );
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VECTOR_SET_ASSOCIATION( diffuseUVs );
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VECTOR_SET_ASSOCIATION( lightmapUVs );
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materialList = NULL;
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clear();
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}
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~InteriorSimpleMesh(){clear();}
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void clear(bool wipeMaterials = true)
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{
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vertBuff = NULL;
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primBuff = NULL;
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packedIndices.clear();
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packedPrimitives.clear();
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hasSolid = false;
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hasTranslucency = false;
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bounds = Box3F(-1, -1, -1, 1, 1, 1);
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transform.identity();
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scale.set(1.0f, 1.0f, 1.0f);
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primitives.clear();
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indices.clear();
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verts.clear();
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norms.clear();
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diffuseUVs.clear();
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lightmapUVs.clear();
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if(wipeMaterials && materialList)
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delete materialList;
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if (wipeMaterials)
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materialList = NULL;
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}
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void render( SceneRenderState* state,
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const MeshRenderInst ©inst,
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U32 interiorlmhandle,
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U32 instancelmhandle,
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InteriorInstance* intInst );
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void calculateBounds()
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{
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bounds = Box3F(F32_MAX, F32_MAX, F32_MAX, -F32_MAX, -F32_MAX, -F32_MAX);
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for(U32 i=0; i<verts.size(); i++)
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{
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bounds.maxExtents.setMax(verts[i]);
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bounds.minExtents.setMin(verts[i]);
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}
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}
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Vector<U16> packedIndices;
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Vector<primitive> packedPrimitives;/// tri-list instead of strips
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GFXVertexBufferHandle<GFXVertexPNTTB> vertBuff;
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GFXPrimitiveBufferHandle primBuff;
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void buildBuffers();
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void buildTangent(U32 i0, U32 i1, U32 i2, Vector<Point3F> &tang, Vector<Point3F> &binorm);
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void packPrimitive(primitive &primnew, const primitive &primold, Vector<U16> &indicesnew,
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bool flipped, Vector<Point3F> &tang, Vector<Point3F> &binorm);
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bool prepForRendering(const char *path);
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bool hasSolid;
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bool hasTranslucency;
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Box3F bounds;
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MatrixF transform;
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Point3F scale;
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Vector<primitive> primitives;
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// same index relationship...
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Vector<U16> indices;
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Vector<Point3F> verts;
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Vector<Point3F> norms;
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Vector<Point2F> diffuseUVs;
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Vector<Point2F> lightmapUVs;
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TSMaterialList *materialList;
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bool containsPrimitiveType(bool translucent)
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{
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for(U32 i=0; i<primitives.size(); i++)
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{
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if(primitives[i].alpha == translucent)
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return true;
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}
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return false;
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}
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void copyTo(InteriorSimpleMesh &dest)
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{
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dest.clear();
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dest.hasSolid = hasSolid;
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dest.hasTranslucency = hasTranslucency;
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dest.bounds = bounds;
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dest.transform = transform;
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dest.scale = scale;
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dest.primitives = primitives;
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dest.indices = indices;
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dest.verts = verts;
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dest.norms = norms;
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dest.diffuseUVs = diffuseUVs;
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dest.lightmapUVs = lightmapUVs;
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if(materialList)
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dest.materialList = new TSMaterialList(materialList);
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}
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//bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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bool castPlanes(PlaneF left, PlaneF right, PlaneF top, PlaneF bottom);
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bool read(Stream& stream);
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bool write(Stream& stream) const;
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private:
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static Vector<MeshRenderInst *> *renderInstList;
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};
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#endif //_INTERIORSIMPLEMESH_H_
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