Files
BlitzNext/Runtime/blitz3d/surface.cpp
T
Michael Fabian 'Xaymar' Dirks 3afa84df85 runtime/blitz3d: Fixup C++ification
2019-01-18 21:26:42 +01:00

269 lines
6.8 KiB
C++

#include "surface.hpp"
#include <gxgraphics.hpp>
extern gxGraphics* gx_graphics;
static Surface::Monitor nop_mon;
Surface::Surface() : mesh(0), mesh_vs(0), mesh_ts(0), valid_vs(0), valid_ts(0), mon(&nop_mon) {}
Surface::Surface(Monitor* m) : mesh(0), mesh_vs(0), mesh_ts(0), valid_vs(0), valid_ts(0), mon(m) {}
Surface::~Surface()
{
if (mesh)
gx_graphics->freeMesh(mesh);
}
void Surface::setBrush(const Brush& b)
{
brush = b;
++mon->brush_changes;
}
void Surface::setName(const std::string& n)
{
name = n;
}
void Surface::clear(bool verts, bool tris)
{
if (verts) {
vertices.clear();
valid_vs = 0;
}
if (tris) {
triangles.clear();
valid_ts = 0;
}
++mon->geom_changes;
}
void Surface::addVertices(const std::vector<Vertex>& verts)
{
vertices.insert(vertices.end(), verts.begin(), verts.end());
++mon->geom_changes;
}
void Surface::setColor(int n, const Vector& v)
{
int r = floor(v.x * 255);
if (r < 0)
r = 0;
else if (r > 255)
r = 255;
int g = floor(v.y * 255);
if (g < 0)
g = 0;
else if (g > 255)
g = 255;
int b = floor(v.z * 255);
if (b < 0)
b = 0;
else if (b > 255)
b = 255;
unsigned argb = 0xff000000 | (r << 16) | (g << 8) | b;
vertices[n].color = argb;
if (n < valid_vs)
valid_vs = n;
}
Vector Surface::getColor(int n) const
{
float r = (vertices[n].color & 0x00ff0000) >> 16;
float g = (vertices[n].color & 0x0000ff00) >> 8;
float b = vertices[n].color & 0x000000ff;
return Vector(r / 255.0f, g / 255.0f, b / 255.0f);
}
void Surface::addTriangles(const std::vector<Triangle>& tris)
{
triangles.insert(triangles.end(), tris.begin(), tris.end());
}
void Surface::updateNormals()
{
int k;
std::map<Vector, Vector> norm_map;
for (k = 0; k < triangles.size(); ++k) {
const Triangle& t = triangles[k];
const Vector& v0 = vertices[t.verts[0]].coords;
const Vector& v1 = vertices[t.verts[1]].coords;
const Vector& v2 = vertices[t.verts[2]].coords;
Vector n = (v1 - v0).cross(v2 - v0);
if (n.length() <= FLT_EPSILON)
continue;
n.normalize();
norm_map[v0] += n;
norm_map[v1] += n;
norm_map[v2] += n;
}
for (k = 0; k < vertices.size(); ++k) {
Vertex* v = &vertices[k];
v->normal = norm_map[v->coords].normalized();
}
}
gxMesh* Surface::getMesh()
{
if (mesh && mesh->dirty())
valid_vs = 0;
if (valid_vs == vertices.size() && valid_ts == triangles.size())
return mesh;
valid_vs = valid_ts = 0;
if (mesh_vs < vertices.size() || mesh_ts < triangles.size()) {
if (mesh) {
gx_graphics->freeMesh(mesh);
mesh_vs = vertices.size() + mesh_vs / 2;
mesh_ts = triangles.size() + mesh_ts / 2;
} else {
mesh_vs = vertices.size();
mesh_ts = triangles.size();
}
mesh = gx_graphics->createMesh(mesh_vs, mesh_ts, 0);
}
mesh->lock(true);
for (; valid_vs < vertices.size(); ++valid_vs) {
mesh->setVertex(valid_vs, &vertices[valid_vs]);
}
for (; valid_ts < triangles.size(); ++valid_ts) {
const Triangle& t = triangles[valid_ts];
mesh->setTriangle(valid_ts, t.verts[0], t.verts[1], t.verts[2]);
}
mesh->unlock();
return mesh;
}
gxMesh* Surface::getMesh(const std::vector<Bone>& bones)
{
valid_vs = valid_ts = 0;
if (mesh_vs < vertices.size() || mesh_ts < triangles.size()) {
if (mesh)
gx_graphics->freeMesh(mesh);
mesh_vs = vertices.size();
mesh_ts = triangles.size();
mesh = gx_graphics->createMesh(mesh_vs, mesh_ts, 0);
}
mesh->lock(true);
for (; valid_vs < vertices.size(); ++valid_vs) {
const Vertex& v = vertices[valid_vs];
if (v.bone_bones[0] == 255) {
//no bone!
const Bone& bone = bones[0];
mesh->setVertex(valid_vs, bone.coord_tform * v.coords, bone.normal_tform * v.normal, v.color, v.tex_coords);
} else if (v.bone_bones[1] == 255) {
//one bone only
const Bone& bone = bones[v.bone_bones[0]];
mesh->setVertex(valid_vs, bone.coord_tform * v.coords, bone.normal_tform * v.normal, v.color, v.tex_coords);
} else {
const Vertex& v = vertices[valid_vs];
//two or more bones
Vector tv, tn;
for (int n = 0; n < MAX_SURFACE_BONES; ++n) {
if (v.bone_bones[n] == 255)
break;
const Bone& bone = bones[v.bone_bones[n]];
tv += bone.coord_tform * v.coords * v.bone_weights[n];
tn += bone.normal_tform * v.normal * v.bone_weights[n];
}
mesh->setVertex(valid_vs, tv, tn.normalized(), v.color, v.tex_coords);
}
}
for (; valid_ts < triangles.size(); ++valid_ts) {
const Triangle& t = triangles[valid_ts];
mesh->setTriangle(valid_ts, t.verts[0], t.verts[1], t.verts[2]);
}
mesh->unlock();
return mesh;
}
/*
gxMesh *Surface::getMesh(){
if( mesh && mesh->dirty() ) valid_vs=0;
if( valid_vs==vertices.size() && valid_ts==triangles.size() ) return mesh;
valid_vs=0;
valid_ts=0;
if( mesh ){
int maxvs=mesh->maxVerts(),maxts=mesh->maxTris();
if( maxvs<vertices.size() || maxts<triangles.size() ){
gx_graphics->freeMesh( mesh );
mesh=gx_graphics->createMesh( vertices.size()+maxvs/2,triangles.size()+maxts/2,0 );
}
}else if( vertices.size() || triangles.size() ){
mesh=gx_graphics->createMesh( vertices.size(),triangles.size(),0 );
}
mesh->lock( true );
for( ;valid_vs<vertices.size();++valid_vs ){
mesh->setVertex( valid_vs,&vertices[valid_vs] );
}
for( ;valid_ts<triangles.size();++valid_ts ){
const Triangle &t=triangles[valid_ts];
mesh->setTriangle( valid_ts,t.verts[0],t.verts[1],t.verts[2] );
}
mesh->unlock();
return mesh;
}
gxMesh *Surface::getMesh( const vector<Bone> &bones,gxMesh *mesh ){
valid_vs=0;
valid_ts=0;
if( mesh ){
int maxvs=mesh->maxVerts(),maxts=mesh->maxTris();
if( maxvs<vertices.size() || maxts<triangles.size() ){
gx_graphics->freeMesh( mesh );
mesh=gx_graphics->createMesh( vertices.size(),triangles.size(),0 );
}
}else if( vertices.size() || triangles.size() ){
mesh=gx_graphics->createMesh( vertices.size(),triangles.size(),0 );
}
mesh->lock( true );
for( ;valid_vs<vertices.size();++valid_vs ){
const Vertex &v=vertices[valid_vs];
if( v.bone_bones[0]==255 ){
//no bone!
const Bone &bone=bones[0];
mesh->setVertex( valid_vs,bone.coord_tform * v.coords,bone.normal_tform * v.normal,v.color,v.tex_coords );
}else if( v.bone_bones[1]==255 ){
//one bone only
const Bone &bone=bones[v.bone_bones[0]];
mesh->setVertex( valid_vs,bone.coord_tform * v.coords,bone.normal_tform * v.normal,v.color,v.tex_coords );
}else{
const Vertex &v=vertices[valid_vs];
//two or more bones
Vector tv,tn;
for( int n=0;n<MAX_SURFACE_BONES;++n ){
if( v.bone_bones[n]==255 ) break;
const Bone &bone=bones[v.bone_bones[n]];
tv+=bone.coord_tform * v.coords * v.bone_weights[n];
tn+=bone.normal_tform * v.normal * v.bone_weights[n];
}
mesh->setVertex( valid_vs,tv,tn.normalized(),v.color,v.tex_coords );
}
}
for( ;valid_ts<triangles.size();++valid_ts ){
const Triangle &t=triangles[valid_ts];
mesh->setTriangle( valid_ts,t.verts[0],t.verts[1],t.verts[2] );
}
mesh->unlock();
return mesh;
}
*/