| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351 |
- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU 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 General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/meshmdl.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 3/14/02 1:30p $*
- * *
- * $Revision:: 41 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef MESHMDL_H
- #define MESHMDL_H
- #include "vector2.h"
- #include "vector3.h"
- #include "vector4.h"
- #include "vector3i.h"
- #include "sharebuf.h"
- #include "shader.h"
- #include "wwdebug.h"
- #include "vertmaterial.h"
- #include "bittype.h"
- #include "colmath.h"
- #include "simplevec.h"
- #include "wwstring.h"
- #include "rinfo.h"
- #include "meshgeometry.h"
- #include "meshmatdesc.h"
- #include "dx8list.h"
- class TextureClass;
- class RenderInfoClass;
- class SpecialRenderInfoClass;
- class MatBufferClass;
- class TexBufferClass;
- class AABoxClass;
- class OBBoxClass;
- class FrustumClass;
- class SphereClass;
- class AABTreeClass;
- class MaterialInfoClass;
- class MeshLoadContextClass;
- class MeshSaveContextClass;
- class ChunkLoadClass;
- class ChunkSaveClass;
- class MeshClass;
- class HTreeClass;
- class DecalGeneratorClass;
- class LightEnvironmentClass;
- class DX8MeshRendererClass;
- class DX8PolygonRendererAttachClass;
- class DX8SkinFVFCategoryContainer;
- class GapFillerClass;
- struct VertexFormatXYZNDUV2;
- /**
- ** MeshModelClass
- ** This class is a repository for all of the geometry information that defines the mesh.
- ** Its purpose is to allow separate instances of a mesh to share as much data as possible.
- **
- ** There are some tricky aspects to this class that may not be immediately obvious. The
- ** arrays of pointers to textures and vertex materials must be handled in a special way
- ** due to the fact that they are also ref-counted objects which should only be released
- ** when the last reference to the array is released (i.e. when no one is using the array
- ** any more...)
- **
- ** Copy/Add_Ref Rules:
- ** The purpose of this model was to share data between models whenever possible. To this
- ** end, some of the arrays of data are handled differently:
- **
- ** ALWAYS SHARED: These are *ALWAYS* Add_Ref'd and thus all point to the same array
- ** Poly - Connectivity of a mesh are always shared (cannot be changed at runtime)
- ** VertexShadeIdx - Shade indices of a mesh are always shared (cannot be changed at runtime)
- ** VertexInfluences - Vertex bone attachments are always shared (cannot be changed at runtime)
- **
- ** SHARED UNTIL SCALED, SKIN DEFORMED, or DAMAGED:
- ** Vertex - vertex positions must be copied if any are moved...
- ** VertexNorm - vertex normals cannot be shared if a vertex is moved
- ** PlaneEq - plane equations cannot be shared if a vertex is moved
- ** CullTree - culling tree becomes instance specific if a vertex moves (shouldn't even use this with skins...)
- **
- ** ALWAYS UNIQUE, BUT SHARE ARRAYS BETWEEN ALTERNATE MATERIAL REPRESENTATIONS (should we share some of these?)
- ** UV, DIG, DCG, SCG
- ** Texture, Shader, Material,
- ** TextureArray, MaterialArray, ShaderArray
- */
- class MeshModelClass : public MeshGeometryClass
- {
- public:
- MeshModelClass(void);
- MeshModelClass(const MeshModelClass & that);
- ~MeshModelClass(void);
-
- MeshModelClass & operator = (const MeshModelClass & that);
- void Reset(int polycount,int vertcount,int passcount);
- void Register_For_Rendering();
- void Shadow_Render(SpecialRenderInfoClass & rinfo,const Matrix3D & tm,const HTreeClass * htree);
- /////////////////////////////////////////////////////////////////////////////////////
- // Material interface, All of these functions call through to the current
- // material decription.
- /////////////////////////////////////////////////////////////////////////////////////
- void Set_Pass_Count(int passes) { CurMatDesc->Set_Pass_Count(passes); }
- int Get_Pass_Count(void) const { return CurMatDesc->Get_Pass_Count(); }
-
- const Vector2 * Get_UV_Array(int pass = 0, int stage = 0) { return CurMatDesc->Get_UV_Array(pass,stage); }
- int Get_UV_Array_Count(void) { return CurMatDesc->Get_UV_Array_Count(); }
- const Vector2 * Get_UV_Array_By_Index(int index) { return CurMatDesc->Get_UV_Array_By_Index(index, false); }
- unsigned * Get_DCG_Array(int pass) { return CurMatDesc->Get_DCG_Array(pass); }
- unsigned * Get_DIG_Array(int pass) { return CurMatDesc->Get_DIG_Array(pass); }
- VertexMaterialClass::ColorSourceType Get_DCG_Source(int pass) { return CurMatDesc->Get_DCG_Source(pass); }
- VertexMaterialClass::ColorSourceType Get_DIG_Source(int pass) { return CurMatDesc->Get_DIG_Source(pass); }
- unsigned * Get_Color_Array(int array_index,bool create = true) { return CurMatDesc->Get_Color_Array(array_index,create); }
- void Set_Single_Material(VertexMaterialClass * vmat,int pass=0) { CurMatDesc->Set_Single_Material(vmat,pass); }
- void Set_Single_Texture(TextureClass * tex,int pass=0,int stage=0) { CurMatDesc->Set_Single_Texture(tex,pass,stage); }
- void Set_Single_Shader(ShaderClass shader,int pass=0) { CurMatDesc->Set_Single_Shader(shader,pass); }
- // the "Get" functions add a reference before returning the pointer (if appropriate)
- VertexMaterialClass * Get_Single_Material(int pass=0) const { return CurMatDesc->Get_Single_Material(pass); }
- TextureClass * Get_Single_Texture(int pass=0,int stage=0) const { return CurMatDesc->Get_Single_Texture(pass,stage); }
- ShaderClass Get_Single_Shader(int pass=0) const { return CurMatDesc->Get_Single_Shader(pass); }
- // the "Peek" functions just return the pointer and it's the caller's responsibility to
- // maintain a reference to an object with a reference to the data
- VertexMaterialClass * Peek_Single_Material(int pass=0) const { return CurMatDesc->Peek_Single_Material(pass); }
- TextureClass * Peek_Single_Texture(int pass=0,int stage=0) const { return CurMatDesc->Peek_Single_Texture(pass,stage); }
- void Set_Material(int vidx,VertexMaterialClass * vmat,int pass=0) { CurMatDesc->Set_Material(vidx,vmat,pass); }
- void Set_Shader(int pidx,ShaderClass shader,int pass=0) { CurMatDesc->Set_Shader(pidx,shader,pass); }
- void Set_Texture(int pidx,TextureClass * tex,int pass=0,int stage=0) { CurMatDesc->Set_Texture(pidx,tex,pass,stage); }
- // Queries for determining whether this model has per-polygon arrays of Materials, Shaders, or Textures
- bool Has_Material_Array(int pass) const { return CurMatDesc->Has_Material_Array(pass); }
- bool Has_Shader_Array(int pass) const { return CurMatDesc->Has_Shader_Array(pass); }
- bool Has_Texture_Array(int pass,int stage) const { return CurMatDesc->Has_Texture_Array(pass,stage); }
- // "Get" functions for Materials, Textures, and Shaders when there are more than one (per-polygon/per-vertex)
- VertexMaterialClass * Get_Material(int vidx,int pass=0) const { return CurMatDesc->Get_Material(vidx,pass); }
- TextureClass * Get_Texture(int pidx,int pass=0,int stage=0) const { return CurMatDesc->Get_Texture(pidx,pass,stage); }
- ShaderClass Get_Shader(int pidx,int pass=0) const { return CurMatDesc->Get_Shader(pidx,pass); }
- // "Peek" functions for Materials and Textures when there are more than one (per-polygon/per-vertex)
- VertexMaterialClass * Peek_Material(int vidx,int pass=0) const { return CurMatDesc->Peek_Material(vidx,pass); }
- TextureClass * Peek_Texture(int pidx,int pass=0,int stage=0) const { return CurMatDesc->Peek_Texture(pidx,pass,stage); }
- void Replace_Texture(TextureClass* texture,TextureClass* new_texture);
- void Replace_VertexMaterial(VertexMaterialClass* vmat,VertexMaterialClass* new_vmat);
- /////////////////////////////////////////////////////////////////////////////////////
- // Modification interface. Call these functions to cause the model to ensure
- // that the specified array is unique to this instance. (I.e. if the specified
- // data is being shared, break the link!)
- /////////////////////////////////////////////////////////////////////////////////////
- void Make_Geometry_Unique();
- void Make_UV_Array_Unique(int pass=0,int stage=0);
- void Make_Color_Array_Unique(int array_index=0);
- // Load the w3d file format
- WW3DErrorType Load_W3D(ChunkLoadClass & cload);
- /////////////////////////////////////////////////////////////////////////////////////
- // Decal interface
- /////////////////////////////////////////////////////////////////////////////////////
- void Create_Decal(DecalGeneratorClass * generator, MeshClass * parent);
- void Delete_Decal(uint32 decal_id);
- /////////////////////////////////////////////////////////////////////////////////////
- // Alternate Material Description Interface
- // Some models will allow you to alternate between multiple material descriptions
- /////////////////////////////////////////////////////////////////////////////////////
- void Enable_Alternate_Material_Description(bool onoff);
- bool Is_Alternate_Material_Description_Enabled(void);
- // Determine whether any rendering feature used by this mesh requires vertex normals
- bool Needs_Vertex_Normals(void);
- void Init_For_NPatch_Rendering();
- const GapFillerClass* Get_Gap_Filler() const { return GapFiller; }
- protected:
- // MeshClass will set this for skins so that they can get the bone transforms
- void Set_HTree(const HTreeClass * htree);
- public: // Jani: I need to have an access to these for now...
- TexBufferClass * Get_Texture_Array(int pass,int stage,bool create = true)
- {
- return CurMatDesc->Get_Texture_Array(pass,stage,create);
- }
- MatBufferClass * Get_Material_Array(int pass,bool create = true)
- {
- return CurMatDesc->Get_Material_Array(pass,create);
- }
- ShaderClass * Get_Shader_Array(int pass,bool create = true)
- {
- return CurMatDesc->Get_Shader_Array(pass,create);
- }
- protected:
- int Register_Type();
- // functions to compute the deformed vertices of skins.
- // Destination pointers MUST point to arrays large enough to hold all vertices
- void get_deformed_vertices(Vector3 *dst_vert, Vector3 *dst_norm, const HTreeClass * htree);
- void get_deformed_vertices(Vector3 *dst_vert, const HTreeClass * htree);
- void get_deformed_screenspace_vertices(Vector4 *dst_vert,const RenderInfoClass & rinfo,const Matrix3D & mesh_tm,const HTreeClass * htree);
- void compose_deformed_vertex_buffer(
- VertexFormatXYZNDUV2* verts,
- const Vector2* uv0,
- const Vector2* uv1,
- const unsigned* diffuse,
- const HTreeClass * htree);
- // loading
- WW3DErrorType read_chunks(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_texcoords(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_materials(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_v2_materials(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_v3_materials(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_per_tri_materials(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_vertex_colors(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_material_info(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_shaders(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_vertex_materials(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_textures(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_material_pass(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_vertex_material_ids(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_shader_ids(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_scg(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_dig(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_dcg(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_texture_stage(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_texture_ids(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_stage_texcoords(ChunkLoadClass & cload,MeshLoadContextClass * context);
- WW3DErrorType read_per_face_texcoord_ids (ChunkLoadClass &cload, MeshLoadContextClass *context);
- WW3DErrorType read_prelit_material (ChunkLoadClass &cload, MeshLoadContextClass *context);
- // post-processing
- void post_process(void);
- void post_process_fog(void);
- unsigned int get_sort_flags(int pass) const;
- unsigned int get_sort_flags(void) const;
- void compute_static_sort_levels(void);
- // mat info support
- void install_materials(MeshLoadContextClass * loadinfo);
- void clone_materials(const MeshModelClass & srcmesh);
- void install_alternate_material_desc(MeshLoadContextClass * context);
-
- // Material Descriptions
- // DefMatDesc - the default material description, allocated in constructor, always present.
- // AlternateMatDes - an optional alternate material description, allocated at load time if needed
- // CurMatDesc - pointer to the currently active material description.
- MeshMatDescClass * DefMatDesc;
- MeshMatDescClass * AlternateMatDesc;
- MeshMatDescClass * CurMatDesc;
- // Collection of the unique materials in the mesh
- MaterialInfoClass * MatInfo;
- // Jani: Adding this here temporarily... must fine better place
- GapFillerClass * GapFiller;
- bool HasBeenInUse; // For debugging purposes!
- friend class MeshClass;
- friend class MeshDeformSetClass;
- friend class MeshDeformClass;
- friend class MeshLoadContextClass;
- friend class DX8SkinFVFCategoryContainer;
- friend class DX8MeshRendererClass;
- friend class DX8PolygonRendererClass;
- };
- /**
- ** GapFillerClass
- ** This class is used to generate gap-filling polygons for "N-Patched" meshes
- */
- class GapFillerClass
- {
- TriIndex* PolygonArray;
- unsigned PolygonCount;
- unsigned ArraySize;
- TextureClass** TextureArray[MeshMatDescClass::MAX_PASSES][MeshMatDescClass::MAX_TEX_STAGES];
- VertexMaterialClass** MaterialArray[MeshMatDescClass::MAX_PASSES];
- ShaderClass* ShaderArray[MeshMatDescClass::MAX_PASSES];
- MeshModelClass* mmc;
- GapFillerClass& operator = (const GapFillerClass & that) {}
- public:
- GapFillerClass(MeshModelClass* mmc);
- GapFillerClass(const GapFillerClass& that);
- ~GapFillerClass();
- WWINLINE const TriIndex* Get_Polygon_Array() const { return PolygonArray; }
- WWINLINE unsigned Get_Polygon_Count() const { return PolygonCount; }
- WWINLINE TextureClass** Get_Texture_Array(int pass, int stage) const { return TextureArray[pass][stage]; }
- WWINLINE VertexMaterialClass** Get_Material_Array(int pass) const { return MaterialArray[pass]; }
- WWINLINE ShaderClass* Get_Shader_Array(int pass) const { return ShaderArray[pass]; }
- void Add_Polygon(unsigned polygon_index,unsigned vidx1,unsigned vidx2, unsigned vidx3);
- void Shrink_Buffers();
- };
- #endif
|