This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/ww3d2/mesh.cpp

1607 lines
78 KiB
C++

/*
** 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/>.
*/
/* $Header: /Commando/Code/ww3d2/mesh.cpp 70 3/14/02 2:39p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando / G 3D engine *
* *
* File Name : MESH.CPP *
* *
* Programmer : Greg Hjelstrom *
* *
* Start Date : 06/11/97 *
* *
* Last Update : June 12, 1997 [GH] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* MeshClass::MeshClass -- Constructor for MeshClass *
* MeshClass::MeshClass -- Copy Constructor for MeshClass *
* MeshClass::operator == -- assignment operator for MeshClass *
* MeshClass::~MeshClass -- destructor *
* MeshClass::Contains -- Determines whether mesh contains a (worldspace) point. *
* MeshClass::Free -- Releases all memory/assets in use by this mesh *
* MeshClass::Clone -- Creates a clone of this mesh *
* MeshClass::Get_Name -- returns the name of the mesh *
* MeshClass::Set_Name -- sets the name of this mesh *
* MeshClass::Get_W3D_Flags -- access to the W3D flags *
* MeshClass::Get_User_Text -- access to the text buffer *
* MeshClass::Scale -- Scales the mesh *
* MeshClass::Scale -- Scales the mesh *
* MeshClass::Init -- Init the mesh from a MeshBuilder object *
* MeshClass::Load -- creates a mesh out of a mesh chunk in a .w3d file *
* MeshClass::Cast_Ray -- compute a ray intersection with this mesh *
* MeshClass::Cast_AABox -- cast an AABox against this mesh *
* MeshClass::Cast_OBBox -- Cast an obbox against this mesh *
* MeshClass::Intersect_AABox -- test for intersection with given AABox *
* MeshClass::Intersect_OBBox -- test for intersection with the given OBBox *
* MeshClass::Generate_Culling_Tree -- Generates a hierarchical culling tree for the mesh *
* MeshClass::Direct_Load -- read the w3d file directly into this mesh object *
* MeshClass::read_chunks -- read all of the chunks from the .wtm file *
* MeshClass::read_vertices -- reads the vertex chunk *
* MeshClass::read_texcoords -- read in the texture coordinates chunk *
* MeshClass::install_texture_coordinates -- installs the given u-v's in each channel that is*
* MeshClass::read_vertex_normals -- reads a surrender normal chunk from the wtm file *
* MeshClass::read_v3_materials -- Reads in version 3 materials. *
* MeshClass::read_map -- Reads definition of a texture map from the file *
* MeshClass::read_triangles -- read the triangles chunk *
* MeshClass::read_per_tri_materials -- read the material indices for each triangle *
* MeshClass::read_user_text -- read in the user text chunk *
* MeshClass::read_vertex_colors -- read in the vertex colors chunk *
* MeshClass::read_vertex_influences -- read in the vertex influences chunk *
* MeshClass::Get_Material_Info -- returns a pointer to the material info *
* MeshClass::Create_Decal -- creates a decal on this mesh *
* MeshClass::Delete_Decal -- removes a decal from this mesh *
* MeshClass::Get_Num_Polys -- returns the number of polys (tris) in this mesh *
* MeshClass::Render -- renders this mesh *
* MeshClass::Special_Render -- special render function for meshes *
* MeshClass::update_skin -- deforms the mesh *
* MeshClass::clone_materials -- clone the materials for this mesh *
* MeshClass::install_materials -- transfers the materials into the mesh *
* MeshClass::Get_Model -- user access to the mesh model *
* MeshClass::Get_Obj_Space_Bounding_Sphere -- returns obj-space bounding sphere *
* MeshClass::Get_Obj_Space_Bounding_Box -- returns the obj-space bounding box *
* MeshClass::Get_Deformed_Vertices -- Gets the deformed vertices for a skin *
* MeshClass::Get_Deformed_Vertices -- Gets the deformed vertices for a skin *
* MeshClass::Render_Material_Pass -- Render a procedural material pass for this mesh *
* MeshClass::Replace_VertexMaterial -- Replaces existing vertex material with a new one. Wi *
* MeshClass::Make_Unique -- Makes mesh unique in the renderer, but still shares system ram *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "mesh.h"
#include <assert.h>
#include <string.h>
#include "w3d_file.h"
#include "assetmgr.h"
#include "w3derr.h"
#include "wwdebug.h"
#include "vertmaterial.h"
#include "shader.h"
#include "matinfo.h"
#include "htree.h"
#include "meshbuild.h"
#include "tri.h"
#include "aaplane.h"
#include "aabtree.h"
#include "chunkio.h"
#include "w3d_util.h"
#include "meshmdl.h"
#include "meshgeometry.h"
#include "ww3d.h"
#include "camera.h"
#include "texture.h"
#include "rinfo.h"
#include "coltest.h"
#include "inttest.h"
#include "decalmsh.h"
#include "decalsys.h"
#include "dx8polygonrenderer.h"
#include "dx8indexbuffer.h"
#include "dx8renderer.h"
#include "visrasterizer.h"
#include "wwmemlog.h"
#include "dx8rendererdebugger.h"
#include <stdio.h>
#include <wwprofile.h>
static unsigned MeshDebugIdCount;
bool MeshClass::Legacy_Meshes_Fogged = true;
static SimpleDynVecClass<uint32> temp_apt;
/*
** This #define causes the collision code to always recompute the triangle normals rather
** than using the ones in the model.
** TODO: ensure that the models have unit normals and start re-using them again or write
** collision code to handle non-unit normals!
*/
#if (OPTIMIZE_PLANEEQ_RAM)
#define COMPUTE_NORMALS
#endif
/*
** Temporary storage used during decal creation
*/
static DynamicVectorClass<Vector3> _TempVertexBuffer;
/*
** Chunk ID's for saving user lighting
*/
enum
{
CHUNKID_USER_LIGHTING_ARRAY = 0x07520213,
};
/***********************************************************************************************
* MeshClass::MeshClass -- Constructor for MeshClass *
* *
* Initializes an empty mesh class *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/6/98 GTH : Created. *
*=============================================================================================*/
MeshClass::MeshClass(void) :
Model(NULL),
DecalMesh(NULL),
LightEnvironment(NULL),
BaseVertexOffset(0),
NextVisibleSkin(NULL),
IsDisabledByDebugger(false),
MeshDebugId(MeshDebugIdCount++),
UserLighting(NULL)
{
}
/***********************************************************************************************
* MeshClass::MeshClass -- Copy Constructor for MeshClass *
* *
* Creates a mesh which is a copy of the given mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
MeshClass::MeshClass(const MeshClass & that) :
RenderObjClass(that),
Model(NULL),
DecalMesh(NULL),
LightEnvironment(NULL),
BaseVertexOffset(that.BaseVertexOffset),
NextVisibleSkin(NULL),
IsDisabledByDebugger(false),
MeshDebugId(MeshDebugIdCount++),
UserLighting(NULL)
{
REF_PTR_SET(Model,that.Model); // mesh instances share models by default
}
/***********************************************************************************************
* operator == -- assignment operator for MeshClass *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/6/98 GTH : Created. *
*=============================================================================================*/
MeshClass & MeshClass::operator = (const MeshClass & that)
{
if (this != &that) {
TheDX8MeshRenderer.Unregister_Mesh_Type(this);
RenderObjClass::operator = (that);
REF_PTR_SET(Model,that.Model); // mesh instances share models by default
BaseVertexOffset = that.BaseVertexOffset;
// just dont copy the decals or light environment
REF_PTR_RELEASE(DecalMesh);
LightEnvironment = NULL;
if (UserLighting != NULL) {
delete[] UserLighting;
UserLighting = NULL;
}
}
return * this;
}
/***********************************************************************************************
* MeshClass::~MeshClass -- destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/6/98 GTH : Created. *
*=============================================================================================*/
MeshClass::~MeshClass(void)
{
TheDX8MeshRenderer.Unregister_Mesh_Type(this);
Free();
}
/***********************************************************************************************
* MeshClass::Contains -- Determines whether mesh contains a (worldspace) point. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: Assumes mesh is a closed manifold - results are undefined otherwise *
* This function will NOT work for skins *
* *
* HISTORY: *
* 8/30/00 NH : Created. *
*=============================================================================================*/
bool MeshClass::Contains(const Vector3 &point)
{
// Transform point to object space and pass on to model
Vector3 obj_point;
Matrix3D::Inverse_Transform_Vector(Transform, point, &obj_point);
return Model->Contains(obj_point);
}
/***********************************************************************************************
* MeshClass::Free -- Releases all memory/assets in use by this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/6/98 GTH : Created. *
*=============================================================================================*/
void MeshClass::Free(void)
{
REF_PTR_RELEASE(Model);
REF_PTR_RELEASE(DecalMesh);
if (UserLighting != NULL) {
delete[] UserLighting;
UserLighting = NULL;
}
}
/***********************************************************************************************
* MeshClass::Clone -- Creates a clone of this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/6/98 GTH : Created. *
*=============================================================================================*/
RenderObjClass * MeshClass::Clone(void) const
{
return NEW_REF( MeshClass, (*this));
}
/***********************************************************************************************
* MeshClass::Get_Name -- returns the name of the mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/15/98 GTH : Created. *
*=============================================================================================*/
const char * MeshClass::Get_Name(void) const
{
return Model->Get_Name();
}
/***********************************************************************************************
* MeshClass::Set_Name -- sets the name of this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/9/99 GTH : Created. *
*=============================================================================================*/
void MeshClass::Set_Name(const char * name)
{
Model->Set_Name(name);
}
/***********************************************************************************************
* MeshClass::Get_W3D_Flags -- access to the W3D flags *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/15/98 GTH : Created. *
*=============================================================================================*/
uint32 MeshClass::Get_W3D_Flags(void)
{
return Model->W3dAttributes;
}
/***********************************************************************************************
* MeshClass::Get_User_Text -- access to the text buffer *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/15/98 GTH : Created. *
*=============================================================================================*/
const char * MeshClass::Get_User_Text(void) const
{
return Model->Get_User_Text();
}
/***********************************************************************************************
* MeshClass::Get_Material_Info -- returns a pointer to the material info *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/20/98 GTH : Created. *
*=============================================================================================*/
MaterialInfoClass * MeshClass::Get_Material_Info(void)
{
if (Model) {
if (Model->MatInfo) {
Model->MatInfo->Add_Ref();
return Model->MatInfo;
}
}
return NULL;
}
/***********************************************************************************************
* MeshClass::Get_Model -- user access to the mesh model *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/4/99 GTH : Created. *
*=============================================================================================*/
MeshModelClass * MeshClass::Get_Model(void)
{
if (Model != NULL) {
Model->Add_Ref();
}
return Model;
}
/***********************************************************************************************
* MeshClass::Scale -- Scales the mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
void MeshClass::Scale(float scale)
{
if (scale==1.0f) return;
Vector3 sc;
sc.X = sc.Y = sc.Z = scale;
Make_Unique();
Model->Make_Geometry_Unique();
Model->Scale(sc);
Invalidate_Cached_Bounding_Volumes();
// Now update the object space bounding volumes of this object's container:
RenderObjClass *container = Get_Container();
if (container) container->Update_Obj_Space_Bounding_Volumes();
}
/***********************************************************************************************
* MeshClass::Scale -- Scales the mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/6/98 GTH : Created. *
* 12/8/98 GTH : Modified the box scaling to use the non-uniform parameters *
*=============================================================================================*/
void MeshClass::Scale(float scalex, float scaley, float scalez)
{
// scale the surrender mesh model
Vector3 sc;
sc.X = scalex;
sc.Y = scaley;
sc.Z = scalez;
Make_Unique();
Model->Make_Geometry_Unique();
Model->Scale(sc);
Invalidate_Cached_Bounding_Volumes();
// Now update the object space bounding volumes of this object's container:
RenderObjClass *container = Get_Container();
if (container) container->Update_Obj_Space_Bounding_Volumes();
}
/***********************************************************************************************
* MeshClass::Get_Deformed_Vertices -- Gets the deformed vertices for a skin *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/4/2001 gth : Created. *
*=============================================================================================*/
void MeshClass::Get_Deformed_Vertices(Vector3 *dst_vert, Vector3 *dst_norm)
{
WWASSERT(Model->Get_Flag(MeshGeometryClass::SKIN));
Model->get_deformed_vertices(dst_vert,dst_norm,Container->Get_HTree());
}
/***********************************************************************************************
* MeshClass::Get_Deformed_Vertices -- Gets the deformed vertices for a skin *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/4/2001 gth : Created. *
*=============================================================================================*/
void MeshClass::Get_Deformed_Vertices(Vector3 *dst_vert)
{
WWASSERT(Model->Get_Flag(MeshGeometryClass::SKIN));
WWASSERT(Container != NULL);
WWASSERT(Container->Get_HTree() != NULL);
Model->get_deformed_vertices(dst_vert,Container->Get_HTree());
}
void MeshClass::Compose_Deformed_Vertex_Buffer(
VertexFormatXYZNDUV2* verts,
const Vector2* uv0,
const Vector2* uv1,
const unsigned* diffuse)
{
WWASSERT(Model->Get_Flag(MeshGeometryClass::SKIN));
Model->compose_deformed_vertex_buffer(verts,uv0,uv1,diffuse,Container->Get_HTree());
}
/***********************************************************************************************
* MeshClass::Create_Decal -- creates a decal on this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/26/00 gth : Created. *
*=============================================================================================*/
void MeshClass::Create_Decal(DecalGeneratorClass * generator)
{
WWMEMLOG(MEM_GEOMETRY);
if (WW3D::Are_Decals_Enabled() == false) {
return;
}
if (Is_Translucent() && (generator->Is_Applied_To_Translucent_Meshes() == false)) {
return;
}
if (!Model->Get_Flag(MeshGeometryClass::SKIN)) {
// Rigid mesh
Matrix3D modeltm_inv;
OBBoxClass localbox;
Get_Transform().Get_Orthogonal_Inverse(modeltm_inv);
OBBoxClass::Transform(modeltm_inv, generator->Get_Bounding_Volume(), &localbox);
// generate apt, if it is not empty, add a decal.
temp_apt.Delete_All(false); // reset contents
Model->Generate_Rigid_APT(localbox, temp_apt);
if (temp_apt.Count() > 0) {
if (DecalMesh == NULL) {
DecalMesh = NEW_REF(RigidDecalMeshClass, (this, generator->Peek_Decal_System()));
}
DecalMesh->Create_Decal(generator, localbox, temp_apt);
}
} else {
WWDEBUG_SAY(("PERFORMANCE WARNING: Decal being applied to a SKIN mesh!\r\n"));
// Skin
// The deformed worldspace vertices are used both for the APT and in Create_Decal() to
// generate the texture coordinates.
int vertex_count = Model->Get_Vertex_Count();
if (_TempVertexBuffer.Count() < vertex_count) _TempVertexBuffer.Resize(vertex_count);
Vector3 *dst_vert = &(_TempVertexBuffer[0]);
Get_Deformed_Vertices(dst_vert);
// generate apt, if it is not empty, add a decal.
temp_apt.Delete_All(false);
OBBoxClass worldbox = generator->Get_Bounding_Volume();
// We compare the worldspace box vs. the worldspace vertices
Model->Generate_Skin_APT(worldbox, temp_apt, dst_vert);
// if it is not empty, add a decal
if (temp_apt.Count() > 0) {
if (DecalMesh == NULL) {
DecalMesh = NEW_REF(SkinDecalMeshClass, (this, generator->Peek_Decal_System()));
}
DecalMesh->Create_Decal(generator, worldbox, temp_apt, &_TempVertexBuffer);
}
}
}
/***********************************************************************************************
* MeshClass::Delete_Decal -- removes a decal from this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/26/00 gth : Created. *
*=============================================================================================*/
void MeshClass::Delete_Decal(uint32 decal_id)
{
if (DecalMesh != NULL) {
DecalMesh->Delete_Decal(decal_id);
}
}
/***********************************************************************************************
* MeshClass::Get_Num_Polys -- returns the number of polys (tris) in this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/6/98 GTH : Created. *
*=============================================================================================*/
int MeshClass::Get_Num_Polys(void) const
{
if (Model) {
int num_passes=Model->Get_Pass_Count();
WWASSERT(num_passes>0);
int poly_count=Model->Get_Polygon_Count();
return num_passes*poly_count;
} else {
return 0;
}
}
/***********************************************************************************************
* MeshClass::Render -- renders this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/10/98 GTH : Created. *
*=============================================================================================*/
void MeshClass::Render(RenderInfoClass & rinfo)
{
WWPROFILE("Mesh::Render");
if (Is_Not_Hidden_At_All() == false) {
return;
}
// If static sort lists are enabled and this mesh has a sort level, put it on the list instead
// of rendering it.
unsigned int sort_level = (unsigned int)Model->Get_Sort_Level();
if (WW3D::Are_Static_Sort_Lists_Enabled() && sort_level != SORT_LEVEL_NONE) {
WW3D::Add_To_Static_Sort_List(this, sort_level);
/*
** Plug in lighting so that when this mesh gets rendered later
*/
Set_Lighting_Environment(rinfo.light_environment);
} else {
/*
** Plug in the lighting environment unless we arrived here as part of the static
** sorting system being flushed
*/
if (WW3D::Are_Static_Sort_Lists_Enabled()) {
Set_Lighting_Environment(rinfo.light_environment);
}
const FrustumClass & frustum=rinfo.Camera.Get_Frustum();
if ( Model->Get_Flag(MeshGeometryClass::SKIN) ||
CollisionMath::Overlap_Test(frustum,Get_Bounding_Box())!=CollisionMath::OUTSIDE )
{
bool rendered_something = false;
/*
** If this mesh model has never been rendered, we need to generate the DX8 datastructures
*/
if (PolygonRendererList.Is_Empty()) {
Model->Register_For_Rendering();
TheDX8MeshRenderer.Register_Mesh_Type(this);
}
/*
** Process texture reductions:
*/
// Model->Process_Texture_Reduction();
/*
** Look up the FVF container that this mesh is in
*/
DX8FVFCategoryContainer * fvf_container = PolygonRendererList.Peek_Head()->Get_Texture_Category()->Get_Container();
/*
** Check if we should render the base passes. One special case here: if
** the mesh is translucent (alpha) and the base passes are disabled but we
** are rendering a shadow, we go ahead and render the base pass. This is an ugly way
** to get our tree shadows and other alpha textured shadows to work.
*/
bool render_base_passes = ((rinfo.Current_Override_Flags() & RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY) == 0);
bool is_alpha = (Model->Get_Single_Shader().Get_Alpha_Test() == ShaderClass::ALPHATEST_ENABLE) ||
(Model->Get_Single_Shader().Get_Src_Blend_Func() == ShaderClass::SRCBLEND_SRC_ALPHA);
if ( (rinfo.Current_Override_Flags() & RenderInfoClass::RINFO_OVERRIDE_SHADOW_RENDERING) &&
(is_alpha == true))
{
render_base_passes = true;
}
if (render_base_passes) {
/*
** Link each polygon renderer for this mesh into the visible list
*/
DX8PolygonRendererListIterator it(&(PolygonRendererList));
while (!it.Is_Done()) {
DX8PolygonRendererClass* polygon_renderer=it.Peek_Obj();
polygon_renderer->Get_Texture_Category()->Add_Render_Task(polygon_renderer,this);
it.Next();
}
rendered_something = true;
}
/*
** If the rendering context specifies procedural material passes, register them
** for rendering
*/
for (int i=0; i<rinfo.Additional_Pass_Count(); i++) {
MaterialPassClass * matpass = rinfo.Peek_Additional_Pass(i);
if ((!Is_Translucent()) || (matpass->Is_Enabled_On_Translucent_Meshes())) {
/*
** If the base pass for this mesh has been disabled, we have to make sure
** the procedural material pass is rendered after everything else has rendered
*/
if (rinfo.Current_Override_Flags() & RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY) {
fvf_container->Add_Delayed_Visible_Material_Pass(matpass, this);
} else {
fvf_container->Add_Visible_Material_Pass(matpass,this);
}
rendered_something = true;
}
}
/*
** If we rendered any base or procedural passes and this is a skin, we need
** to tell the mesh rendering system to process this skin
*/
if (rendered_something && Model->Get_Flag(MeshGeometryClass::SKIN)) {
//WWASSERT(dynamic_cast<DX8SkinFVFCategoryContainer *>(fvf_container) != NULL);
static_cast<DX8SkinFVFCategoryContainer*>(fvf_container)->Add_Visible_Skin(this);
}
/*
** If we have a decal mesh, link it into the mesh rendering system
*/
if ( (DecalMesh != NULL) &&
((rinfo.Current_Override_Flags() & RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY) == 0))
{
const SphereClass & ws_sphere = Get_Bounding_Sphere();
Vector3 cam_space_sphere_center;
rinfo.Camera.Transform_To_View_Space(cam_space_sphere_center,ws_sphere.Center);
if (-cam_space_sphere_center.Z - ws_sphere.Radius < WW3D::Get_Decal_Rejection_Distance()) {
TheDX8MeshRenderer.Add_To_Render_List(DecalMesh);
}
}
DX8RendererDebugger::Add_Mesh(this);
}
}
}
/***********************************************************************************************
* MeshClass::Render_Material_Pass -- Render a procedural material pass for this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/4/2001 gth : Created. *
*=============================================================================================*/
void MeshClass::Render_Material_Pass(MaterialPassClass * pass,IndexBufferClass * ib)
{
if (LightEnvironment != NULL) {
DX8Wrapper::Set_Light_Environment(LightEnvironment);
}
if (Model->Get_Flag(MeshModelClass::SKIN)) {
/*
** In the case of skin meshes, we need to render our polys with the identity transform
*/
pass->Install_Materials();
DX8Wrapper::Set_Index_Buffer(ib,0);
SNAPSHOT_SAY(("Set_World_Identity\n"));
DX8Wrapper::Set_World_Identity();
DX8PolygonRendererListIterator it(&PolygonRendererList);
while (!it.Is_Done()) {
it.Peek_Obj()->Render(BaseVertexOffset);
it.Next();
}
} else if ((pass->Get_Cull_Volume() != NULL) && (MaterialPassClass::Is_Per_Polygon_Culling_Enabled())) {
/*
** Generate the APT
*/
temp_apt.Delete_All(false);
Matrix3D modeltminv;
Get_Transform().Get_Orthogonal_Inverse(modeltminv);
OBBoxClass localbox;
OBBoxClass::Transform(modeltminv,*(pass->Get_Cull_Volume()),&localbox);
Vector3 view_dir;
localbox.Basis.Get_Z_Vector(&view_dir);
view_dir = -view_dir;
if (Model->Has_Cull_Tree()) {
Model->Generate_Rigid_APT(localbox,view_dir,temp_apt);
} else {
Model->Generate_Rigid_APT(view_dir,temp_apt);
}
if (temp_apt.Count() > 0) {
int buftype = BUFFER_TYPE_DYNAMIC_DX8;
if (Model->Get_Flag(MeshGeometryClass::SORT) && WW3D::Is_Sorting_Enabled()) {
buftype = BUFFER_TYPE_DYNAMIC_SORTING;
}
/*
** Spew triangles in the APT into the dynamic index buffer
*/
int min_v = Model->Get_Vertex_Count();
int max_v = 0;
DynamicIBAccessClass dynamic_ib(buftype,temp_apt.Count() * 3);
{
DynamicIBAccessClass::WriteLockClass lock(&dynamic_ib);
unsigned short * indices = lock.Get_Index_Array();
const TriIndex * polys = Model->Get_Polygon_Array();
for (int i=0; i < temp_apt.Count(); i++)
{
unsigned v0 = polys[temp_apt[i]].I;
unsigned v1 = polys[temp_apt[i]].J;
unsigned v2 = polys[temp_apt[i]].K;
indices[i*3 + 0] = (unsigned short)v0;
indices[i*3 + 1] = (unsigned short)v1;
indices[i*3 + 2] = (unsigned short)v2;
min_v = WWMath::Min(v0,min_v);
min_v = WWMath::Min(v1,min_v);
min_v = WWMath::Min(v2,min_v);
max_v = WWMath::Max(v0,max_v);
max_v = WWMath::Max(v1,max_v);
max_v = WWMath::Max(v2,max_v);
}
}
/*
** Render
*/
int vertex_offset = PolygonRendererList.Peek_Head()->Get_Vertex_Offset();
pass->Install_Materials();
DX8Wrapper::Set_Transform(D3DTS_WORLD,Get_Transform());
DX8Wrapper::Set_Index_Buffer(dynamic_ib,vertex_offset);
DX8Wrapper::Draw_Triangles(
0,
temp_apt.Count(),
min_v,
max_v-min_v+1);
}
} else {
/*
** Normal mesh case, render polys with this mesh's transform
*/
pass->Install_Materials();
DX8Wrapper::Set_Index_Buffer(ib,0);
SNAPSHOT_SAY(("Set_World_Transform\n"));
DX8Wrapper::Set_Transform(D3DTS_WORLD,Transform);
DX8PolygonRendererListIterator it(&PolygonRendererList);
while (!it.Is_Done()) {
it.Peek_Obj()->Render(BaseVertexOffset);
it.Next();
}
}
}
/***********************************************************************************************
* MeshClass::Special_Render -- special render function for meshes *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/10/98 GTH : Created. *
*=============================================================================================*/
void MeshClass::Special_Render(SpecialRenderInfoClass & rinfo)
{
if ((Is_Not_Hidden_At_All() == false) && (rinfo.RenderType != SpecialRenderInfoClass::RENDER_SHADOW)) {
return;
}
if (rinfo.RenderType == SpecialRenderInfoClass::RENDER_VIS) {
WWASSERT(rinfo.VisRasterizer != NULL);
rinfo.VisRasterizer->Enable_Two_Sided_Rendering(!!Model->Get_Flag(MeshGeometryClass::TWO_SIDED));
if (Model->Get_Flag(MeshModelClass::SKIN) == 0) {
rinfo.VisRasterizer->Set_Model_Transform(Transform);
rinfo.VisRasterizer->Render_Triangles( Model->Get_Vertex_Array(),
Model->Get_Vertex_Count(),
Model->Get_Polygon_Array(),
Model->Get_Polygon_Count(),
Get_Bounding_Box() );
} else {
int vertex_count = Model->Get_Vertex_Count();
if (_TempVertexBuffer.Count() < vertex_count) _TempVertexBuffer.Resize(vertex_count);
Vector3 *dst_vert = &(_TempVertexBuffer[0]);
Get_Deformed_Vertices(dst_vert);
rinfo.VisRasterizer->Set_Model_Transform(Matrix3D::Identity);
rinfo.VisRasterizer->Render_Triangles( dst_vert,
Model->Get_Vertex_Count(),
Model->Get_Polygon_Array(),
Model->Get_Polygon_Count(),
Get_Bounding_Box() );
}
rinfo.VisRasterizer->Enable_Two_Sided_Rendering(false);
}
if (rinfo.RenderType == SpecialRenderInfoClass::RENDER_SHADOW) {
const HTreeClass * htree = NULL;
if (Container!=NULL) {
htree = Container->Get_HTree();
}
Model->Shadow_Render(rinfo,Transform,htree);
}
}
void MeshClass::Replace_Texture(TextureClass* texture,TextureClass* new_texture)
{
Model->Replace_Texture(texture,new_texture);
}
/***********************************************************************************************
* MeshClass::Replace_VertexMaterial -- Replaces existing vertex material with a new one. Will *
* *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/2/2001 hy : Created. *
*=============================================================================================*/
void MeshClass::Replace_VertexMaterial(VertexMaterialClass* vmat,VertexMaterialClass* new_vmat)
{
Model->Replace_VertexMaterial(vmat,new_vmat);
}
/***********************************************************************************************
* MeshClass::Make_Unique -- Makes mesh unique in the renderer, but still shares system ram ge *
* *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/2/2001 hy : Created. *
*=============================================================================================*/
void MeshClass::Make_Unique()
{
if (Model->Num_Refs()==1) return;
MeshModelClass *newmesh=NEW_REF(MeshModelClass,(*Model));
REF_PTR_SET(Model,newmesh);
REF_PTR_RELEASE(newmesh);
}
/***********************************************************************************************
* MeshClass::Load -- creates a mesh out of a mesh chunk in a .w3d file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/12/1997 GH : Created. *
*=============================================================================================*/
WW3DErrorType MeshClass::Load_W3D(ChunkLoadClass & cload)
{
Vector3 boxmin,boxmax;
/*
** Make sure this mesh is "empty"
*/
Free();
/*
** Create empty MaterialInfo and Model
*/
Model = NEW_REF(MeshModelClass,());
if (Model == NULL) {
WWDEBUG_SAY(("MeshClass::Load - Failed to allocate model\r\n"));
return WW3D_ERROR_LOAD_FAILED;
}
/*
** Create and read in the model...
*/
if (Model->Load_W3D(cload) != WW3D_ERROR_OK) {
Free();
return WW3D_ERROR_LOAD_FAILED;
}
/*
** Pull interesting stuff out of the w3d attributes bits
*/
int col_bits = (Model->W3dAttributes & W3D_MESH_FLAG_COLLISION_TYPE_MASK) >> W3D_MESH_FLAG_COLLISION_TYPE_SHIFT;
Set_Collision_Type( col_bits << 1 );
Set_Hidden(Model->W3dAttributes & W3D_MESH_FLAG_HIDDEN);
/*
** Indicate whether this mesh is translucent. The mesh is considered translucent
** if sorting has been enabled (alpha blending on pass 0) or if pass0 contains alpha-test.
** This flag is mainly being used by visibility preprocessing code in Renegade.
*/
int is_translucent = Model->Get_Flag(MeshModelClass::SORT);
if (Model->Has_Shader_Array(0)) {
for (int i=0; i<Model->Get_Polygon_Count(); i++) {
ShaderClass shader = Model->Get_Shader(i,0);
is_translucent |= (shader.Get_Alpha_Test() == ShaderClass::ALPHATEST_ENABLE);
is_translucent |= (shader.Get_Dst_Blend_Func() != ShaderClass::DSTBLEND_ZERO);
}
} else {
ShaderClass shader = Model->Get_Single_Shader(0);
is_translucent |= (shader.Get_Alpha_Test() == ShaderClass::ALPHATEST_ENABLE);
is_translucent |= (shader.Get_Dst_Blend_Func() != ShaderClass::DSTBLEND_ZERO);
}
Set_Translucent(is_translucent);
return WW3D_ERROR_OK;
}
/***********************************************************************************************
* MeshClass::Cast_Ray -- compute a ray intersection with this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/17/98 GTH : Created. *
*=============================================================================================*/
bool MeshClass::Cast_Ray(RayCollisionTestClass & raytest)
{
if ((Get_Collision_Type() & raytest.CollisionType) == 0) return false;
if (raytest.IgnoreTranslucentMeshes && Is_Translucent()!=0) return false;
if (Is_Animation_Hidden()) return false;
if (raytest.Result->StartBad) return false;
Matrix3D world_to_obj;
Matrix3D world=Get_Transform();
// if aligned or oriented rotate the mesh so that it's aligned to the ray
if (Model->Get_Flag(MeshModelClass::ALIGNED)) {
Vector3 mesh_position;
world.Get_Translation(&mesh_position);
world.Obj_Look_At(mesh_position,mesh_position - raytest.Ray.Get_Dir(),0.0f);
} else if (Model->Get_Flag(MeshModelClass::ORIENTED)) {
Vector3 mesh_position;
world.Get_Translation(&mesh_position);
world.Obj_Look_At(mesh_position,raytest.Ray.Get_P0(),0.0f);
}
world.Get_Orthogonal_Inverse(world_to_obj);
RayCollisionTestClass objray(raytest,world_to_obj);
WWASSERT(Model);
bool hit = Model->Cast_Ray(objray);
// transform result back into original coordinate system
if (hit) {
raytest.CollidedRenderObj = this;
Matrix3D::Rotate_Vector(world,raytest.Result->Normal, &(raytest.Result->Normal));
if (raytest.Result->ComputeContactPoint) {
Matrix3D::Transform_Vector(world,raytest.Result->ContactPoint, &(raytest.Result->ContactPoint));
}
}
return hit;
}
/***********************************************************************************************
* MeshClass::Cast_AABox -- cast an AABox against this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/17/98 GTH : Created. *
*=============================================================================================*/
bool MeshClass::Cast_AABox(AABoxCollisionTestClass & boxtest)
{
if ((Get_Collision_Type() & boxtest.CollisionType) == 0) return false;
if (boxtest.Result->StartBad) return false;
WWASSERT(Model);
// This function analyses the tranform to call optimized functions in certain cases
bool hit = Model->Cast_World_Space_AABox(boxtest, Get_Transform());
if (hit) {
boxtest.CollidedRenderObj = this;
}
return hit;
}
/***********************************************************************************************
* Cast_OBBox -- Cast an obbox against this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/17/98 GTH : Created. *
*=============================================================================================*/
bool MeshClass::Cast_OBBox(OBBoxCollisionTestClass & boxtest)
{
if ((Get_Collision_Type() & boxtest.CollisionType) == 0) return false;
if (boxtest.Result->StartBad) return false;
/*
** transform into the local coordinate system of the mesh.
*/
const Matrix3D & tm = Get_Transform();
Matrix3D world_to_obj;
tm.Get_Orthogonal_Inverse(world_to_obj);
OBBoxCollisionTestClass localtest(boxtest,world_to_obj);
WWASSERT(Model);
bool hit = Model->Cast_OBBox(localtest);
/*
** If we hit, transform the result of the test back to the original coordinate system.
*/
if (hit) {
boxtest.CollidedRenderObj = this;
Matrix3D::Rotate_Vector(tm,boxtest.Result->Normal, &(boxtest.Result->Normal));
if (boxtest.Result->ComputeContactPoint) {
Matrix3D::Transform_Vector(tm,boxtest.Result->ContactPoint, &(boxtest.Result->ContactPoint));
}
}
return hit;
}
/***********************************************************************************************
* MeshClass::Intersect_AABox -- test for intersection with given AABox *
* *
* The AAbox given is assumed to be in world space. Since meshes aren't generally in world *
* space, the test must be transformed into our local coordinate system (which turns it into *
* an OBBox...) *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/19/00 gth : Created. *
*=============================================================================================*/
bool MeshClass::Intersect_AABox(AABoxIntersectionTestClass & boxtest)
{
if ((Get_Collision_Type() & boxtest.CollisionType) == 0) return false;
Matrix3D inv_tm;
Get_Transform().Get_Orthogonal_Inverse(inv_tm);
OBBoxIntersectionTestClass local_test(boxtest,inv_tm);
WWASSERT(Model);
return Model->Intersect_OBBox(local_test);
}
/***********************************************************************************************
* MeshClass::Intersect_OBBox -- test for intersection with the given OBBox *
* *
* The given OBBox is assumed to be in world space so we need to transform it into the mesh's *
* local coordinate system. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/19/00 gth : Created. *
*=============================================================================================*/
bool MeshClass::Intersect_OBBox(OBBoxIntersectionTestClass & boxtest)
{
if ((Get_Collision_Type() & boxtest.CollisionType) == 0) return false;
Matrix3D inv_tm;
Get_Transform().Get_Orthogonal_Inverse(inv_tm);
OBBoxIntersectionTestClass local_test(boxtest,inv_tm);
WWASSERT(Model);
return Model->Intersect_OBBox(local_test);
}
/***********************************************************************************************
* MeshClass::Get_Obj_Space_Bounding_Sphere -- returns obj-space bounding sphere *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/19/00 gth : Created. *
*=============================================================================================*/
void MeshClass::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const
{
if (Model) {
Model->Get_Bounding_Sphere(&sphere);
} else {
sphere.Center.Set(0,0,0);
sphere.Radius = 1.0f;
}
}
/***********************************************************************************************
* MeshClass::Get_Obj_Space_Bounding_Box -- returns the obj-space bounding box *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/19/00 gth : Created. *
*=============================================================================================*/
void MeshClass::Get_Obj_Space_Bounding_Box(AABoxClass & box) const
{
if (Model) {
Model->Get_Bounding_Box(&box);
} else {
box.Init(Vector3(0,0,0),Vector3(1,1,1));
}
}
/***********************************************************************************************
* MeshClass::Generate_Culling_Tree -- Generates a hierarchical culling tree for the mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/18/98 GTH : Created. *
*=============================================================================================*/
void MeshClass::Generate_Culling_Tree(void)
{
Model->Generate_Culling_Tree();
}
/***********************************************************************************************
* MeshClass::Add_Dependencies_To_List -- Add dependent files to the list. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/18/99 PDS : Created. *
*=============================================================================================*/
void MeshClass::Add_Dependencies_To_List
(
DynamicVectorClass<StringClass> &file_list,
bool textures_only
)
{
//
// Get a pointer to this mesh's material information object
//
MaterialInfoClass *material = Get_Material_Info ();
if (material != NULL) {
//
// Loop through all the textures and add their filenames to our list
//
for (int index = 0; index < material->Texture_Count (); index ++) {
//
// Add this texture's filename to the list
//
TextureClass *texture = material->Peek_Texture (index);
if (texture != NULL) {
file_list.Add (texture->Get_Full_Path ());
}
}
//
// Release our hold on the material information object
//
material->Release_Ref ();
}
RenderObjClass::Add_Dependencies_To_List (file_list, textures_only);
return ;
}
/***********************************************************************************************
* MeshClass::Update_Cached_Bounding_Volumes -- default collision sphere. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/14/2001 NH : Created. *
*=============================================================================================*/
void MeshClass::Update_Cached_Bounding_Volumes(void) const
{
Get_Obj_Space_Bounding_Sphere(CachedBoundingSphere);
CachedBoundingSphere.Center = Get_Transform() * CachedBoundingSphere.Center;
// If we are camera-aligned or -oriented, we don't know which way we are facing at this point,
// so the box we return needs to contain the sphere. Otherewise do the normal computation.
if (Model->Get_Flag(MeshModelClass::ALIGNED) || Model->Get_Flag(MeshModelClass::ORIENTED)) {
CachedBoundingBox.Center = CachedBoundingSphere.Center;
CachedBoundingBox.Extent.Set(CachedBoundingSphere.Radius, CachedBoundingSphere.Radius, CachedBoundingSphere.Radius);
} else {
Get_Obj_Space_Bounding_Box(CachedBoundingBox);
CachedBoundingBox.Transform(Get_Transform());
}
Validate_Cached_Bounding_Volumes();
}
// This utility function recurses throughout the subobjects of a renderobject, and for each
// MeshClass it finds it sets the given MeshModel flag on its model. This is useful for stuff
// like making a RenderObjects' polys sort.
void Set_MeshModel_Flag(RenderObjClass *robj, int flag, int onoff)
{
if (robj->Class_ID() == RenderObjClass::CLASSID_MESH) {
// Set flag on model (the assumption is that meshes don't have subobjects)
MeshClass *mesh = (MeshClass *)robj;
MeshModelClass *model = mesh->Get_Model();
model->Set_Flag((MeshModelClass::FlagsType)flag, onoff != 0);
model->Release_Ref();
} else {
// Recurse to subobjects (if any)
int num_obj = robj->Get_Num_Sub_Objects();
RenderObjClass *sub_obj;
for (int i = 0; i < num_obj; i++) {
sub_obj = robj->Get_Sub_Object(i);
if (sub_obj) {
Set_MeshModel_Flag(sub_obj, flag, onoff);
sub_obj->Release_Ref();
}
}
}
}
int MeshClass::Get_Sort_Level(void) const
{
if (Model) {
return (Model->Get_Sort_Level());
}
return(SORT_LEVEL_NONE);
}
void MeshClass::Set_Sort_Level(int level)
{
if (Model) {
Model->Set_Sort_Level(level);
}
}
unsigned int * MeshClass::Get_User_Lighting_Array(bool alloc)
{
if (alloc && (UserLighting == NULL)) {
UserLighting = new unsigned int[Model->Get_Vertex_Count()];
}
return UserLighting;
}
DX8FVFCategoryContainer* MeshClass::Peek_FVF_Category_Container()
{
if (PolygonRendererList.Is_Empty()) return NULL;
DX8PolygonRendererClass* polygon_renderer=PolygonRendererList.Get_Head();
WWASSERT(polygon_renderer);
DX8TextureCategoryClass* texture_category=polygon_renderer->Get_Texture_Category();
WWASSERT(texture_category);
DX8FVFCategoryContainer* fvf_category=texture_category->Get_Container();
WWASSERT(fvf_category);
return fvf_category;
}
void MeshClass::Install_User_Lighting_Array(Vector4 * lighting)
{
Get_User_Lighting_Array(true);
for (int vi=0; vi<Model->Get_Vertex_Count(); vi++) {
UserLighting[vi] = DX8Wrapper::Convert_Color(lighting[vi]);
}
setup_materials_for_user_lighting();
}
void MeshClass::setup_materials_for_user_lighting(void)
{
/*
** Modify the vertex materials to use the solve if necessary
*/
for (int pass=0; pass<Model->Get_Pass_Count(); pass++) {
if (Model->Has_Material_Array(pass)) {
int vidx = 0;
VertexMaterialClass * mtl = Model->Peek_Material(0,pass);
setup_material_for_user_lighting(mtl);
while (vidx < Model->Get_Vertex_Count()) {
VertexMaterialClass * next_mtl = Model->Peek_Material(vidx,pass);
if (next_mtl != mtl) {
setup_material_for_user_lighting(next_mtl);
mtl = next_mtl;
}
vidx++;
}
} else {
setup_material_for_user_lighting(Model->Peek_Single_Material(pass));
}
}
}
void MeshClass::setup_material_for_user_lighting(VertexMaterialClass * mtl)
{
// (gth) The terrain pre-lit stuff *must* use the diffuse and ambient arrays (to get vertex alpha
// working). So, for now we'll plug the color array into diffuse and ambient and the light
// environment will be set up so that ambient_light = 1,1,1
Vector3 emissive;
mtl->Get_Emissive(&emissive);
if (emissive == Vector3(0,0,0)) {
mtl->Set_Ambient_Color_Source(VertexMaterialClass::COLOR1);
mtl->Set_Diffuse_Color_Source(VertexMaterialClass::COLOR1);
}
}
void MeshClass::Save_User_Lighting (ChunkSaveClass & csave)
{
if (UserLighting != NULL) {
csave.Begin_Chunk(CHUNKID_USER_LIGHTING_ARRAY);
csave.Write(&(UserLighting[0]),Model->Get_Vertex_Count() * 4);
csave.End_Chunk();
}
}
void MeshClass::Load_User_Lighting (ChunkLoadClass & cload)
{
while (cload.Open_Chunk()) {
if ( (cload.Cur_Chunk_ID() == CHUNKID_USER_LIGHTING_ARRAY) &&
(cload.Cur_Chunk_Length() == (unsigned)(Model->Get_Vertex_Count() * 4)) )
{
unsigned int * lighting = Get_User_Lighting_Array(true);
cload.Read(lighting,Model->Get_Vertex_Count() * 4);
setup_materials_for_user_lighting();
}
cload.Close_Chunk();
}
Set_Has_User_Lighting(true);
}