tge/engine/ts/tsSortedMesh.cc
2025-02-17 23:17:30 -06:00

277 lines
8.5 KiB
C++
Executable File

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