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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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/>.
*
*/
#include "watchmaker/3d/material.h"
#include "common/util.h"
#include "watchmaker/3d/render/opengl_2d.h"
#include "watchmaker/render.h"
namespace Watchmaker {
MaterialPtr rAddMaterial(gMaterial &Material, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags) {
// TODO: This is duplicated in opengl_3d.cpp
warning("TODO: Fix rAddMaterial");
#if 0
bool AlreadyLoaded = FALSE;
int len = strlen(TextName);
if (((TextName[len - 1 - 0] == 'i') || (TextName[len - 1 - 0] == 'I')) &&
((TextName[len - 1 - 1] == 'v') || (TextName[len - 1 - 1] == 'V')) &&
((TextName[len - 1 - 2] == 'a') || (TextName[len - 1 - 2] == 'A'))) {
if ((Material.Movie = gLoadMovie(TextName)) == NULL)
return NULL;
if ((Material.Texture = gUserTexture(64,
128)) == NULL)
// if( (Material->Texture=gUserTexture( Material->Movie->g_psiStreamInfo.rcFrame.right,
// Material->Movie->g_psiStreamInfo.rcFrame.bottom)) == NULL )
return NULL;
Material.Flags |= T3D_MATERIAL_MOVIE;
} else {
if ((Material.Texture = gLoadTexture(TextName, LoaderFlags)) == NULL)
return NULL;
}
//f
//f Material->FacesList=(WORD *)t3dRealloc(Material->FacesList,sizeof(WORD)*3*NumFaces+1);
//f Material->NumAllocatedFaces+=3*NumFaces+1;
Material.FacesList.resize(Material.FacesList.size() + NumFaces * 3);
Material.NumAllocatedFaces += NumFaces * 3;
//f
Material.Flags |= T3D_MATERIAL_NOLIGHTMAP;
return Material;
#endif
return nullptr;
}
void gMaterial::addProperty(int flag) {
this->Flags |= flag;
}
void gMaterial::clearFlag(int flag) {
this->Flags &= ~flag;
}
bool gMaterial::hasFlag(int flag) {
return this->Flags & flag;
}
void gMaterial::addColor(unsigned char r_add, unsigned char g_add, unsigned char b_add) {
int rr, gg, bb;
rr = this->r;
gg = this->g;
bb = this->b;
rr += r;
gg += g;
bb += b;
rr = MIN(MAX(rr, 0), 255);
gg = MIN(MAX(gg, 0), 255);
bb = MIN(MAX(bb, 0), 255);
this->r = (unsigned char)rr;
this->g = (unsigned char)gg;
this->b = (unsigned char)bb;
}
bool gMaterial::addNumFacesAdditionalMaterial(MaterialPtr am, unsigned int num) {
if (!num || !am)
return false;
Common::SharedPtr<gMaterial> cm;
int i;
for (i = 0; i < this->NumAddictionalMaterial; i++) {
cm = this->AddictionalMaterial[i];
if (cm->Texture->ID == am->Texture->ID)
break;
}
if (i == this->NumAddictionalMaterial) {
this->AddictionalMaterial.push_back(Common::SharedPtr<gMaterial>(new gMaterial(*am)));
cm = this->AddictionalMaterial.back();
cm->FacesList.resize(0);
this->NumAddictionalMaterial++;
}
return true;
}
bool gMaterial::addNumFaces(unsigned int num) {
// TODO: Remove, as this is not necessary with a Common::Array
return true;
}
MaterialPtr rMergeMaterial(MaterialPtr Mat1, MaterialPtr Mat2) {
if (!Mat1 || !Mat2)
return nullptr;
for (int i = 0; i < Mat2->NumAddictionalMaterial; i++) {
Mat1->addNumFacesAdditionalMaterial(Mat2->AddictionalMaterial[i],
/*Mat2->AddictionalMaterial[i]->NumAllocatedFaces*/ Mat2->AddictionalMaterial[i]->NumFaces());
}
//reset mat2
rRemoveMaterial(Mat2);
*Mat2 = gMaterial();
return Mat1;
}
void rRemoveMaterials(Common::Array<Common::SharedPtr<gMaterial>> &m) {
for (auto &material : m) {
material->clear();
}
m.clear();
}
Common::SharedPtr<gMaterial> rCopyMaterial(Common::SharedPtr<gMaterial> Mat1, Common::SharedPtr<gMaterial> Mat2) {
if (!Mat1 || !Mat2)
return nullptr;
Mat1->clearFaceList();
Mat1->AddictionalMaterial.clear();
Mat1->clearFaceList();
Mat1->VertsList.clear();
//t3dFree(Mat1->FlagsList);
*Mat1 = gMaterial();
if (Mat2->NumFaces()) {
for (int i = 0; i < Mat2->NumFaces(); i++) {
Mat1->addFace(Mat2->getFace(i));
}
}
for (int i = 0; i < Mat2->NumFaces(); i++) {
if (Mat2->getFace(i) >= Mat2->VertsList.size()) {
warning("TODO");
}
}
if (Mat2->NumAllocatedVerts()) {
Mat1->VertsList = Mat2->VertsList;
}
if (Mat2->NumAllocatedMesh) {
Mat1->FlagsList = Mat2->FlagsList;
}
Mat1->Texture = Mat2->Texture;
Mat1->Movie = Mat2->Movie;
Mat1->Flags = Mat2->Flags;
Mat1->VBO = Mat2->VBO;
Mat1->NumAllocatedMesh = Mat2->NumAllocatedMesh;
Mat1->r = Mat2->r;
Mat1->g = Mat2->g;
Mat1->b = Mat2->b;
Mat1->NumAddictionalMaterial = Mat2->NumAddictionalMaterial;
rCopyMaterialList(Mat1->AddictionalMaterial, Mat2->AddictionalMaterial, Mat2->NumAddictionalMaterial); // TODO: Does this mean that we don't copy any extras?
return Mat1;
}
void rCopyMaterialList(MaterialTable &dst, MaterialTable &src, uint count) {
dst.resize(count);
if (count > src.size()) {
error("Copying more materials than there are in the src");
}
for (uint i = 0; i < count; i++) {
if (!dst[i]) {
dst[i] = Common::SharedPtr<gMaterial>(new gMaterial());
}
rCopyMaterial(dst[i], src[i]);
}
}
void gMaterial::clear() {
// TODO: This flag clearing doesn't happen in the original, but shouldn't matter as the class is instantiated again when used in Particles.
Flags = 0;
if (Movie) {
Movie = nullptr;
}
FacesList.clear();
VertsList.clear();
FlagsList.clear();
// rDeleteVertexBuffer(m->VB);
VBO = 0;
for (int j = 0; j < NumAddictionalMaterial; j++) {
Common::SharedPtr<gMaterial> cm = AddictionalMaterial[j];
cm->FacesList.clear();
cm->VertsList.clear();
cm->FlagsList.clear();
// rDeleteVertexBuffer(cm->VB);
cm->VBO = 0;
}
AddictionalMaterial.clear();
}
void rRemoveMaterial(Common::SharedPtr<gMaterial> &m) {
m->clear();
}
/* -----------------29/07/99 15.53-------------------
* Aggiunge un materiale alla MaterialList
* --------------------------------------------------*/
void rAddToMaterialList(gMaterial &mat, signed short int ViewMatrixNum) {
gBatchBlock *bb = nullptr;
if ((mat.Flags & T3D_MATERIAL_MOVIE)) {
warning("Movie: %s %d", mat.Movie->_name.c_str(), mat.Texture->ID);
mat.Movie->updateMovie();
}
if ((mat.NumFaces() >= 3) && (mat.VBO)) {
if (mat.Texture) {
// if (mat.Texture->name == "./TMaps/bianco.tga")
// return;
}
bb = rNewBatchBlock(mat.Texture->ID, mat.Flags, 0, 0);
bb->ViewMatrixNum = ViewMatrixNum;
bb->FacesList = mat.getFacesList();
bb->VBO = mat.VBO;
for (uint f = 0; f < bb->FacesList.size(); f++) {
if (bb->FacesList[f] >= bb->VBO->_buffer.size()) {
for (uint o = 0; o < bb->FacesList.size(); o++) {
warning("%d", bb->FacesList[o]);
}
warning("%d > %d (%d)", bb->FacesList[f], bb->VBO->_buffer.size(), bb->NumVerts());
}
}
mat.emptyFacesList(); // We may want to keep the reservation to avoid the extra reallocs here.
}
for (auto &cm : mat.AddictionalMaterial) {
if (cm->NumFaces() < 3) continue;
if (cm->VBO == NULL) continue;
bb = rNewBatchBlock(mat.Texture->ID, mat.Flags, cm->Texture->ID, cm->Flags);
bb->ViewMatrixNum = ViewMatrixNum;
bb->FacesList = cm->getFacesList();
bb->VBO = cm->VBO;
cm->emptyFacesList();
}
}
void rAddToMaterialList(MaterialPtr mat, signed short int ViewMatrixNum) {
if (mat) {
rAddToMaterialList(*mat, ViewMatrixNum);
}
}
/* -----------------31/05/99 10.07-------------------
* Costruisce la lista dei materiali ordinata
* --------------------------------------------------*/
void rBuildMaterialList(MaterialTable &MatList, unsigned int NumMat, signed short int ViewMatrixNum) {
if (NumMat == 0)
return;
for (auto &mat : MatList) {
rAddToMaterialList(mat, ViewMatrixNum);
}
}
MaterialTable rCreateMaterialList(int num) {
MaterialTable list;
// We avoid actually allocating the gMaterial-objects, as we want the size() to
// represent the actually loaded elements.
list.reserve(num);
return list;
}
} // End of namespace Watchmaker
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