This repository has been archived on 2025-02-27.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/meshmdl.h

351 lines
17 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/>.
*/
/***********************************************************************************************
*** 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