khanat-code-old/code/nel/src/3d/vegetable_shape.cpp

223 lines
5.4 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/vegetable_shape.h"
#include "nel/misc/path.h"
#include "nel/misc/file.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
CVegetableShape::CVegetableShape()
{
Lighted= false;
DoubleSided= false;
PreComputeLighting= false;
AlphaBlend= false;
BestSidedPreComputeLighting= false;
}
// ***************************************************************************
void CVegetableShape::build(CVegetableShapeBuild &vbuild)
{
// Must have TexCoord0.
nlassert( vbuild.VB.getVertexFormat() & CVertexBuffer::TexCoord0Flag );
// Header
//---------
// Lighted ?
if(vbuild.Lighted && ( vbuild.VB.getVertexFormat() & CVertexBuffer::NormalFlag) )
Lighted= true;
else
Lighted= false;
// DoubleSided
DoubleSided= vbuild.DoubleSided;
// PreComputeLighting.
PreComputeLighting= Lighted && vbuild.PreComputeLighting;
// AlphaBlend: valid only for 2Sided and Unlit (or similar PreComputeLighting) mode
AlphaBlend= vbuild.AlphaBlend && DoubleSided && (!Lighted || PreComputeLighting);
// BestSidedPreComputeLighting
BestSidedPreComputeLighting= PreComputeLighting && vbuild.BestSidedPreComputeLighting;
// BendCenterMode
BendCenterMode= vbuild.BendCenterMode;
// Format of the VB.
uint32 format;
format= CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag;
// lighted?
if(Lighted)
format|= CVertexBuffer::NormalFlag;
// set VB.
VB.setVertexFormat(format);
// Fill triangles.
//---------
uint i;
// resisz
TriangleIndices.resize(vbuild.PB.getNumIndexes());
CIndexBufferRead ibaRead;
vbuild.PB.lock (ibaRead);
const uint32 *srcTri= (const uint32 *) ibaRead.getPtr();
// fill
for(i=0; i<vbuild.PB.getNumIndexes()/3; i++)
{
TriangleIndices[i*3+0]= *(srcTri++);
TriangleIndices[i*3+1]= *(srcTri++);
TriangleIndices[i*3+2]= *(srcTri++);
}
// Fill vertices.
//---------
// resize
uint32 nbVerts= vbuild.VB.getNumVertices();
VB.setNumVertices(nbVerts);
CVertexBufferRead vba;
vbuild.VB.lock (vba);
CVertexBufferReadWrite vbaOut;
VB.lock (vbaOut);
// if no vertex color,
float maxZ= 0;
bool bendFromColor= true;
if(! (vbuild.VB.getVertexFormat() & CVertexBuffer::PrimaryColorFlag) )
{
// must compute bendWeight from z.
bendFromColor= false;
// get the maximum Z.
for(i=0;i<nbVerts;i++)
{
float z= (vba.getVertexCoordPointer(i))->z;
maxZ= max(z, maxZ);
}
// if no positive value, bend will always be 0.
if(maxZ==0)
maxZ= 1;
}
// For all vertices, fill
for(i=0;i<nbVerts;i++)
{
// Position.
const CVector *srcPos= vba.getVertexCoordPointer(i);
CVector *dstPos= vbaOut.getVertexCoordPointer(i);
*dstPos= *srcPos;
// Normal
if(Lighted)
{
const CVector *srcNormal= vba.getNormalCoordPointer(i);
CVector *dstNormal= vbaOut.getNormalCoordPointer(i);
*dstNormal= *srcNormal;
}
// Texture.
const CUV *srcUV= vba.getTexCoordPointer(i, 0);
CUV *dstUV= vbaOut.getTexCoordPointer(i, 0);
*dstUV= *srcUV;
// Bend.
// copy to texture stage 1.
CUV *dstUVBend= vbaOut.getTexCoordPointer(i, 1);
if(bendFromColor)
{
// todo hulud d3d vertex color RGBA / BGRA
const CRGBA *srcColor= (const CRGBA*)vba.getColorPointer(i);
// Copy and scale by MaxBendWeight
dstUVBend->U= (srcColor->R / 255.f) * vbuild.MaxBendWeight;
}
else
{
float w= srcPos->z / maxZ;
w= max(w, 0.f);
// Copy and scale by MaxBendWeight
dstUVBend->U= w * vbuild.MaxBendWeight;
}
}
// Misc.
//---------
// prepare for instanciation
InstanceVertices.resize(VB.getNumVertices());
}
// ***************************************************************************
bool CVegetableShape::loadShape(const std::string &shape)
{
string path= CPath::lookup(shape, false);
if( path.empty() )
return false;
// read this file
CIFile f(path);
serial(f);
return true;
}
// ***************************************************************************
void CVegetableShape::serial(NLMISC::IStream &f)
{
/*
Version 1:
- BestSidedPreComputeLighting
*/
sint ver= f.serialVersion(1);
f.serialCheck(NELID("_LEN"));
f.serialCheck(NELID("GEV_"));
f.serialCheck(NELID("BATE"));
f.serialCheck(NELID("__EL"));
f.serial(Lighted);
f.serial(DoubleSided);
f.serial(PreComputeLighting);
f.serial(AlphaBlend);
f.serialEnum(BendCenterMode);
f.serial(VB);
f.serialCont(TriangleIndices);
if(ver>=1)
f.serial(BestSidedPreComputeLighting);
else if(f.isReading())
BestSidedPreComputeLighting= false;
// if reading
if(f.isReading())
{
// prepare for instanciation
InstanceVertices.resize(VB.getNumVertices());
}
}
} // NL3D