blitz3d/blitz3d/surface.cpp

239 lines
6.5 KiB
C++

#include "std.h"
#include "surface.h"
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 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 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 vector<Triangle> &tris ){
triangles.insert( triangles.end(),tris.begin(),tris.end() );
}
void Surface::updateNormals(){
int k;
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()<=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 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;
}
*/