277 lines
8.5 KiB
C++
Executable File
277 lines
8.5 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "ts/tsSortedMesh.h"
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#include "dgl/dgl.h"
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#include "math/mMath.h"
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#include "ts/tsShapeInstance.h"
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// Not worth the effort, much less the effort to comment, but if the draw types
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// are consecutive use addition rather than a table to go from index to command value...
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#if ((GL_TRIANGLES+1==GL_TRIANGLE_STRIP) && (GL_TRIANGLE_STRIP+1==GL_TRIANGLE_FAN))
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#define getDrawType(a) (GL_TRIANGLES+(a))
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#else
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U32 drawTypes[] = { GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN };
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#define getDrawType(a) (drawTypes[a])
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#endif
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// found in tsmesh
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extern void forceFaceCamera();
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extern void forceFaceCameraZAxis();
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//-----------------------------------------------------
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// TSSortedMesh render methods
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//-----------------------------------------------------
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void TSSortedMesh::render(S32 frame, S32 matFrame, TSMaterialList * materials)
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{
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if (getFlags(Billboard))
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{
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if (getFlags(BillboardZAxis))
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forceFaceCameraZAxis();
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else
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forceFaceCamera();
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}
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MatrixF toCam;
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dglGetModelview(&toCam);
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toCam.inverse();
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Point3F cameraCenter;
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toCam.getColumn(3,&cameraCenter);
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S32 firstVert = firstVerts[frame];
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S32 vertCount = numVerts[frame];
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// note on the following: a TSSortedMesh can animate frame or matFrame but not both.
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// The reason for this is simple: the number of verts change depending on frame, so
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// if both varied then there would have to be a new set of tverts for every (frame x matFrame)
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// combination, rather than for every matFrame as for other mesh types. However, either frame
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// or matFrame is allowed to vary, accounting for the following odd looking statement.
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S32 firstTVert = firstTVerts[matFrame ? matFrame : frame];
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// set up vertex arrays -- already enabled in TSShapeInstance::render
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glVertexPointer(3,GL_FLOAT,0,&verts[firstVert]);
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glNormalPointer(GL_FLOAT,0,getNormals(firstVert));
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glTexCoordPointer(2,GL_FLOAT,0,&tverts[firstTVert]);
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if (TSShapeInstance::smRenderData.detailMapMethod == TSShapeInstance::DETAIL_MAP_MULTI_1 ||
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TSShapeInstance::smRenderData.detailMapMethod == TSShapeInstance::DETAIL_MAP_MULTI_2)
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{
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glClientActiveTextureARB(GL_TEXTURE0_ARB + TSShapeInstance::smRenderData.detailMapTE);
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glTexCoordPointer(2,GL_FLOAT,0,&tverts[firstTVert]);
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glClientActiveTextureARB(GL_TEXTURE0_ARB + TSShapeInstance::smRenderData.baseTE);
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}
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// lock...
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bool lockArrays = dglDoesSupportCompiledVertexArray();
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if (lockArrays)
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glLockArraysEXT(0,vertCount);
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if (alwaysWriteDepth)
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glDepthMask(GL_TRUE);
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Cluster * cluster;
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S32 nextCluster = startCluster[frame];
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do
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{
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// the cluster...
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cluster = &clusters[nextCluster];
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// render the cluster...
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for (S32 i=cluster->startPrimitive; i<cluster->endPrimitive; i++)
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{
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TSDrawPrimitive & draw = primitives[i];
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AssertFatal((draw.matIndex & TSDrawPrimitive::Indexed)!=0,"TSSortedMesh::render: rendering of non-indexed meshes no longer supported");
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// material change?
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if ( (TSShapeInstance::smRenderData.materialIndex ^ draw.matIndex) & (TSDrawPrimitive::MaterialMask|TSDrawPrimitive::NoMaterial))
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{
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setMaterial(draw.matIndex,materials);
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if (alwaysWriteDepth)
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glDepthMask(GL_TRUE);
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}
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S32 drawType = getDrawType(draw.matIndex>>30);
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glDrawElements(drawType,draw.numElements,GL_UNSIGNED_SHORT,&indices[draw.start]);
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}
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// determine next cluster...
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if (cluster->frontCluster!=cluster->backCluster)
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nextCluster = (mDot(cluster->normal,cameraCenter) > cluster->k) ? cluster->frontCluster : cluster->backCluster;
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else
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nextCluster = cluster->frontCluster;
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} while (nextCluster>=0);
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// unlock...
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if (lockArrays)
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glUnlockArraysEXT();
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if ((TSShapeInstance::smRenderData.materialFlags & TSMaterialList::Translucent) && alwaysWriteDepth)
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glDepthMask(GL_FALSE);
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}
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void TSSortedMesh::renderFog(S32 frame)
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{
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if (getFlags(Billboard))
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{
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if (getFlags(BillboardZAxis))
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forceFaceCameraZAxis();
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else
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forceFaceCamera();
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}
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MatrixF toCam;
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dglGetModelview(&toCam);
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toCam.inverse();
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Point3F cameraCenter;
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toCam.getColumn(3,&cameraCenter);
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S32 firstVert = firstVerts[frame];
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S32 vertCount = numVerts[frame];
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// set up vertex arrays -- already enabled in TSShapeInstance::render
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glVertexPointer(3,GL_FLOAT,0,&verts[firstVert]);
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// lock...
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bool lockArrays = dglDoesSupportCompiledVertexArray();
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if (lockArrays)
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glLockArraysEXT(0,vertCount);
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Cluster * cluster;
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S32 nextCluster = startCluster[frame];
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do
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{
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// the cluster...
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cluster = &clusters[nextCluster];
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// render the cluster...
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for (S32 i=cluster->startPrimitive; i<cluster->endPrimitive; i++)
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{
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TSDrawPrimitive & draw = primitives[i];
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glDrawElements(getDrawType(draw.matIndex>>30),draw.numElements,GL_UNSIGNED_SHORT,&indices[draw.start]);
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}
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// determine next cluster...
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if (cluster->frontCluster!=cluster->backCluster)
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nextCluster = (mDot(cluster->normal,cameraCenter) > cluster->k) ? cluster->frontCluster : cluster->backCluster;
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else
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nextCluster = cluster->frontCluster;
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} while (nextCluster>=0);
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// unlock...
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if (lockArrays)
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glUnlockArraysEXT();
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}
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//-----------------------------------------------------
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// TSSortedMesh collision methods
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//-----------------------------------------------------
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bool TSSortedMesh::buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey)
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{
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frame, polyList, surfaceKey;
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return false;
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}
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bool TSSortedMesh::castRay(S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo)
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{
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frame, start, end, rayInfo;
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return false;
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}
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bool TSSortedMesh::buildConvexHull()
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{
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return false;
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}
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S32 TSSortedMesh::getNumPolys()
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{
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S32 count = 0;
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S32 cIdx = !clusters.size() ? -1 : 0;
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while (cIdx>=0)
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{
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Cluster & cluster = clusters[cIdx];
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for (S32 i=cluster.startPrimitive; i<cluster.endPrimitive; i++)
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{
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if (primitives[i].matIndex & TSDrawPrimitive::Triangles)
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count += primitives[i].numElements / 3;
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else
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count += primitives[i].numElements - 2;
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}
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cIdx = cluster.frontCluster; // always use frontCluster...we assume about the same no matter what
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}
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return count;
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}
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//-----------------------------------------------------
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// TSSortedMesh assembly/dissembly methods
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// used for transfer to/from memory buffers
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//-----------------------------------------------------
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#define alloc TSShape::alloc
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void TSSortedMesh::assemble(bool skip)
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{
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bool save1 = TSMesh::smUseTriangles;
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bool save2 = TSMesh::smUseOneStrip;
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TSMesh::smUseTriangles = false;
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TSMesh::smUseOneStrip = false;
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TSMesh::assemble(skip);
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TSMesh::smUseTriangles = save1;
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TSMesh::smUseOneStrip = save2;
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S32 numClusters = alloc.get32();
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S32 * ptr32 = alloc.copyToShape32(numClusters*8);
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clusters.set(ptr32,numClusters);
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S32 sz = alloc.get32();
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ptr32 = alloc.copyToShape32(sz);
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startCluster.set(ptr32,sz);
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sz = alloc.get32();
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ptr32 = alloc.copyToShape32(sz);
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firstVerts.set(ptr32,sz);
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sz = alloc.get32();
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ptr32 = alloc.copyToShape32(sz);
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numVerts.set(ptr32,sz);
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sz = alloc.get32();
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ptr32 = alloc.copyToShape32(sz);
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firstTVerts.set(ptr32,sz);
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alwaysWriteDepth = alloc.get32()!=0;
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alloc.checkGuard();
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}
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void TSSortedMesh::disassemble()
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{
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TSMesh::disassemble();
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alloc.set32(clusters.size());
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alloc.copyToBuffer32((S32*)clusters.address(),clusters.size()*8);
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alloc.set32(startCluster.size());
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alloc.copyToBuffer32((S32*)startCluster.address(),startCluster.size());
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alloc.set32(firstVerts.size());
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alloc.copyToBuffer32((S32*)firstVerts.address(),firstVerts.size());
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alloc.set32(numVerts.size());
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alloc.copyToBuffer32((S32*)numVerts.address(),numVerts.size());
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alloc.set32(firstTVerts.size());
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alloc.copyToBuffer32((S32*)firstTVerts.address(),firstTVerts.size());
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alloc.set32(alwaysWriteDepth ? 1 : 0);
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alloc.setGuard();
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}
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