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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/>.
*
*/
#define FORBIDDEN_SYMBOL_EXCEPTION_strcat
#define FORBIDDEN_SYMBOL_EXCEPTION_strcpy
#define FORBIDDEN_SYMBOL_EXCEPTION_sprintf
#include "watchmaker/3d/t3d_body.h"
#include "common/stream.h"
#include "watchmaker/3d/light.h"
#include "watchmaker/3d/loader.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/t3d_face.h"
#include "watchmaker/3d/t3d_mesh.h"
#include "watchmaker/file_utils.h"
#include "watchmaker/game.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/renderer.h"
namespace Watchmaker {
#define CAMFILEVERSION 2
#define BNDFILEVERSION 2
void t3dLoadMaterials(WGame &game, t3dBODY *b, Common::SeekableReadStream &stream, int numMaterials) {
int16 loader_numtextures = 0;
WorkDirs &workdirs = game.workDirs;
for (uint16 material = 0; material < numMaterials; material++) { // Legge Materiali
char Name[100] = {}, Appo[100] = {};
unsigned int Flags = 0, flag = 0;
#ifndef WMGEN
int len;
#endif
unsigned char AmbientR = (uint8)(stream.readFloatLE()); // legge Ambient
unsigned char AmbientG = (uint8)(stream.readFloatLE());
unsigned char AmbientB = (uint8)(stream.readFloatLE());
for (uint16 kk = 0; kk < T3D_NAMELEN; kk++) // Legge noem della texture
Name[kk] = (uint8)stream.readByte();
Flags = stream.readSint32LE(); // Legge Flags
#ifndef WMGEN
len = strlen(Name);
if (((Name[len - 1] == 'i') || (Name[len - 1] == 'I')) &&
((Name[len - 2] == 'v') || (Name[len - 2] == 'V')) &&
((Name[len - 3] == 'a') || (Name[len - 3] == 'A'))) {
strcpy(Appo, workdirs._moviesDir.c_str()); // altrimenti prende quello di default
} else {
strcpy(Appo, workdirs._mapsDir.c_str()); // altrimenti prende quello di default
}
strcat(Appo, Name); // Attacca nome Immagine
#else
strcpy(Appo, WmMapsDir); // altrimenti prende quello di default
strcat(Appo, Name); // Attacca nome TGA
#endif
// if( LoaderFlags&T3D_HALFTEXTURESIZE ) // Se ho settato texture dimezzate
// strcpy(Appo,WmHalfMapsDir); // cambio path
// else
//f strcat(Appo,"grid.tga");
if (LoaderFlags & T3D_HALFTEXTURESIZE) flag = rSURFACEHALF; // Se deve scalare le textures
else flag = 0;
MaterialPtr mat(new gMaterial());
assert(b->MatTable.size() == material);
b->MatTable.push_back(mat);
//warning("Loading material %d", material);
#ifndef WMGEN
if (!(game._renderer->addMaterial(*mat, Appo,/*f1*/0, flag))) { // Carica e scala texture
warning("Material file %s not found, ", Appo); // Se non trova la texture
mat->Texture = nullptr;
assert(0);
//return nullptr;
} else
#endif
{
mat->addProperty(Flags); // Aggiunge i Flags al materiale
// if(LoaderFlags&T3D_NOLIGHTMAPS)
mat->addColor(AmbientR, AmbientG, AmbientB); // Sovrascrive Ambient con quello gloable
mat->addColor((uint8)b->AmbientLight.x, (uint8)b->AmbientLight.y, (uint8)b->AmbientLight.z);
loader_numtextures++;
}
assert(mat->Texture);
}//__for_material
(void)loader_numtextures;
}
void t3dLoadMeshes(t3dBODY *b, uint32 numMeshes, t3dMESH *&ReceiveRipples, uint8 &Mirror, Common::SeekableReadStream &stream) {
b->MeshTable.clear();
b->MeshTable.reserve(numMeshes);
for (uint32 mesh = 0; mesh < numMeshes; mesh++) {
b->MeshTable.push_back(Common::move(t3dMESH(b, stream, ReceiveRipples, Mirror)));
}
}
void t3dBODY::allocateNormals() {
int nListSize = this->NumNormals + this->NumVerticesNormals;
this->NList.clear();
this->NList.reserve(nListSize);
for (int i = 0; i < nListSize; i++) { // Alloca Normali globali
this->NList.push_back(Common::SharedPtr<t3dNORMAL>(new t3dNORMAL()));
}
}
void t3dBODY::initNormals(Common::SeekableReadStream &stream) {
uint nListSize = this->NumNormals + this->NumVerticesNormals;
assert(this->NList.size() == nListSize);
for (uint16 normal = 0; normal < this->NList.size(); normal++) { // Legge normali globali
*this->NList[normal] = t3dNORMAL(stream);
}
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Aggiorna normali mesh con normali globali
t3dMESH &Mesh = this->MeshTable[i];
#ifndef WMGEN
Mesh.VBptr = Mesh.VertexBuffer;
#endif
Mesh.NList.reserve(Mesh.NumVerts); // Alloca normali mesh
for (int k = 0; k < Mesh.NumVerts; k++) {
Mesh.NList.push_back(Common::SharedPtr<t3dNORMAL>(new t3dNORMAL()));
}
Mesh.NumNormals = 0;
Mesh.NumVerticesNormals = Mesh.NumVerts; // Sono tutte normali ai vertici
for (uint16 j = 0; j < Mesh.NumVerts; j++) {
uint16 n = (uint16)Mesh.VBptr[j].diffuse;
*Mesh.NList[j] = *this->NList[n]; // Copia normale globale in normale mesh
Mesh.VBptr[j].diffuse = 0;
}
#ifndef WMGEN
Mesh.VBptr = nullptr;
#endif
}
}
void t3dBODY::populatePortalLists() {
t3dMESH *Mesh = &this->MeshTable[0];
for (uint16 mesh = 0; mesh < this->NumMeshes(); mesh++) { // Cerca portali in tutte le mesh
Mesh[mesh].PortalList = nullptr; // Azzera portale
if (Mesh[mesh].portalName.empty()) // Se non ha portale
continue; // continua
if (Mesh[mesh].portalName == "castle") { // Aggiunge mesh che bloccano la vista
// DebugFile("%s: %d %d",Mesh[mesh].Name,Mesh[mesh].NumVerts,Mesh[mesh].NumFaces);
for (uint16 i = 0; i < T3D_MAX_BLOCK_MESHES; i++) {
if (!this->BlockMeshes[i]) {
this->BlockMeshes[i] = &Mesh[mesh];
break;
}
}
continue;
}
Common::String Name = Mesh[mesh].portalName + ".t3d"; // Crea nome del nuovo portale
Mesh[mesh].Flags |= T3D_MESH_PORTAL; // Mesh e' un portale
Mesh[mesh].Flags |= T3D_MESH_NOBOUNDBOX; // Mesh non viene vista dal mouse
//#ifndef VIEWER
// Mesh[mesh].Flags|=T3D_MESH_NOPORTALCHECK; // Spegne portale
//#endif
// TODO: This should probably be upfactored.
t3dBODY *rez = nullptr;
if (((rez = _vm->_roomManager->checkIfAlreadyLoaded(Name)) == nullptr) && (!(LoaderFlags & T3D_NORECURSION))) { // Controlla se lo ha gia' caricato
if (Name.equalsIgnoreCase("rxt.t3d"))
_vm->_roomManager->addToLoadList(&Mesh[mesh], Name, (uint16)((LoaderFlags | T3D_NORECURSION) & ~T3D_RECURSIONLEVEL1)); // aggiunge e leva la ricorsione
// Mesh[mesh].Flags|=T3D_MESH_NOPORTALCHECK;
else {
if (LoaderFlags & T3D_RECURSIONLEVEL1)
_vm->_roomManager->addToLoadList(&Mesh[mesh], Name, (uint16)((LoaderFlags | T3D_NORECURSION) & ~T3D_RECURSIONLEVEL1)); // aggiunge e leva la ricorsione
else
_vm->_roomManager->addToLoadList(&Mesh[mesh], Name, (uint16)(LoaderFlags)); // altrimenti lo agggiunge alla lista
}
} else
Mesh[mesh].PortalList = rez;
}
}
/* -----------------10/06/99 16.03-------------------
* SetupWaterRipples
* --------------------------------------------------*/
void SetupWaterRipples(t3dMESH *m) {
warning("TODO: Stubbed");
return;
}
/* -----------------10/06/99 16.02-------------------
* LoadCameras
* --------------------------------------------------*/
void LoadCameras(WorkDirs &workDirs, const char *pname, t3dBODY *b) {
uint8 ver;
uint16 camera;
auto stream = workDirs.resolveFile(pname);
if (!stream) {
warning("File %s not found", pname);
return ;
}
if ((ver = stream->readByte()) != CAMFILEVERSION) {
warning("CAM File Version Error: loaded %d.\tRequired %d", ver, CAMFILEVERSION);
return ;
}
int numCameras = stream->readSint16LE();
int numPaths = stream->readSint16LE();
b->CameraTable.clear();
b->CameraTable.reserve(numCameras);
for (camera = 0; camera < numCameras; camera++) {
b->CameraTable.push_back(t3dCAMERA(*stream));
}//__for_camera
b->CameraGrid.TopLeft.x = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.TopLeft.z = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.BottomRight.x = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.BottomRight.z = stream->readFloatLE() * SCALEFACTOR;
b->CameraGrid.Row = stream->readSint16LE();
b->CameraGrid.Col = stream->readSint16LE();
b->CameraGrid.Grid.clear();
b->CameraGrid.Grid.reserve(b->CameraGrid.Row * b->CameraGrid.Col);
for (int i = 0; i < (b->CameraGrid.Row * b->CameraGrid.Col); i++) {
b->CameraGrid.Grid.push_back(stream->readByte());
}
b->CameraPath.clear();
b->CameraPath.reserve(numPaths);
for (int i = 0; i < numPaths; i++) {
b->CameraPath.push_back(t3dCAMERAPATH(*stream));
}
b->CameraGrid.CellDim.x = (b->CameraGrid.BottomRight.x - b->CameraGrid.TopLeft.x) / b->CameraGrid.Col;
b->CameraGrid.CellDim.z = (b->CameraGrid.BottomRight.z - b->CameraGrid.TopLeft.z) / b->CameraGrid.Row;
}
/* -----------------10/06/99 16.03-------------------
* loadBounds
* --------------------------------------------------*/
void loadBounds(WorkDirs &workDirs, const char *pname, t3dBODY *b) {
for (int i = 0; i < T3D_MAX_LEVELS; i++)
b->Panel[i] = nullptr;
b->CurLevel = 0;
auto stream = workDirs.resolveFile(pname);
if (!stream) {
warning("File %s not found", pname);
return ;
}
uint8 ver = stream->readByte();
if (ver != BNDFILEVERSION) {
warning("BND File Version Error: loaded %d.\tRequired %d", ver, BNDFILEVERSION);
return;
}
uint16 nlev = stream->readSint16LE();
b->NumLevels = nlev;
if (nlev > T3D_MAX_LEVELS) {
warning("Too much Floor Levels in %s: %d instead of %d", pname, b->NumLevels, T3D_MAX_LEVELS);
b->NumLevels = nlev = T3D_MAX_LEVELS;
}
for (int j = 0; j < nlev; j++) {
uint16 npan = stream->readSint16LE();
b->NumPanels[j] = npan;
b->PanelHeight[j] = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j] = new t3dPAN[npan + 4 * T3D_MAX_CHARACTERS]; // also leave some space for any additions
for (int i = 0; i < npan; i++) {
b->Panel[j][i].a.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].a.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].b.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].b.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backA.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backA.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backB.x = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].backB.z = stream->readFloatLE() * SCALEFACTOR;
b->Panel[j][i].near1 = stream->readSint16LE();
b->Panel[j][i].near2 = stream->readSint16LE();
}
}
}
/* -----------------10/06/99 16.03-------------------
* LoadLightmaps
* --------------------------------------------------*/
void LoadLightmaps(WGame &game, t3dBODY *b) {
uint32 NumLightmaps;//, num;
gVertex *gv;
uint8 rr, gg, bb;
int32 Map, alphaval1, alphaval2, alphaval3;
WorkDirs &workDirs = game.workDirs;
Common::String Appo = setDirectoryAndName(workDirs._lightmapsDir, b->name);
Appo = replaceExtension(Appo.c_str(), "map");
auto stream = workDirs.resolveFile(Appo);
if (!stream) {
warning("LoadLightmaps warning: File %s not found", Appo.c_str());
return;
}
uint32 lightMapVersion = stream->readSint32LE();
if (lightMapVersion != LIGHT_MAPVERSION) {
warning("LoadLightmaps error: File version error: found %d, required %d", lightMapVersion, LIGHT_MAPVERSION);
return;
}
b->NumLightmaps = NumLightmaps = stream->readSint32LE();
b->LightmapTable = rCreateMaterialList(NumLightmaps);
for (uint32 i = 0; i < NumLightmaps; i++) {
Common::String root = setDirectoryAndName(workDirs._lightmapsDir, b->name);
root = root.substr(0, root.size() - 4);
Appo = Common::String::format("%s_%d.tga", root.c_str(), i);
/*num = */stream->readSint32LE();
MaterialPtr mat(new gMaterial());
assert(b->LightmapTable.size() == i);
b->LightmapTable.push_back(mat);
if (!game._renderer->addMaterial(*b->LightmapTable[i], Appo, 0, 0))
return;
b->LightmapTable[i]->clear();
}
for (uint32 i = 0; i < b->NumNormals; i++) {
rr = (uint8)stream->readByte();
gg = (uint8)stream->readByte();
bb = (uint8)stream->readByte();
Map = (int32)stream->readSint32LE();
Appo = setDirectoryAndName(workDirs._lightmapsDir.c_str(), b->name);
Appo = Common::String::format("%s_%d.tga", Appo.c_str(), Map);
if (Map >= 0) {
for (uint32 k = 0; k < b->NumMeshes(); k++) {
t3dMESH &m = b->MeshTable[k];
//f if (m->Flags&T3D_MESH_HIDDEN)
//f continue;
m.VBptr = m.VertexBuffer;
gv = m.VBptr;
if (m.Flags & T3D_MESH_NOLIGHTMAP) {
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
if (f.n == b->NList[i]) {
f.lightmap = nullptr;
}
}
m.VBptr = nullptr;
continue;
}
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
// gMaterial *newmat;
if (f.n == b->NList[i]) {
// f->mat->Texture=f->mat->Lightmap;
if ((!(f.hasMaterialFlag(T3D_MATERIAL_OPACITY))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_CLIPMAP))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_BOTTLE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_ADDITIVE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_GLASS)))) {
alphaval1 = RGBA_GETALPHA(gv[f.VertexIndex[0]].diffuse);
alphaval2 = RGBA_GETALPHA(gv[f.VertexIndex[1]].diffuse);
alphaval3 = RGBA_GETALPHA(gv[f.VertexIndex[2]].diffuse);
gv[f.VertexIndex[0]].diffuse = RGBA_MAKE(254, 254, 254, alphaval1);
gv[f.VertexIndex[1]].diffuse = RGBA_MAKE(254, 254, 254, alphaval2);
gv[f.VertexIndex[2]].diffuse = RGBA_MAKE(254, 254, 254, alphaval3);
f.lightmap = b->LightmapTable[Map];
f.getMaterial()->addNumFacesAdditionalMaterial(f.lightmap, 1);
} else if (((f.hasMaterialFlag(T3D_MATERIAL_OPACITY))) ||
((f.hasMaterialFlag(T3D_MATERIAL_CLIPMAP))) ||
((f.hasMaterialFlag(T3D_MATERIAL_BOTTLE))) ||
((f.hasMaterialFlag(T3D_MATERIAL_ADDITIVE))) ||
((f.hasMaterialFlag(T3D_MATERIAL_GLASS)))) {
f.lightmap = nullptr;
}
// if (!f->mat->Lightmap)
{
//DebugLogWindow("Mesh %s: Face %d has not lightmap",m->Name,j);
}
}
}
m.VBptr = nullptr;
}
} else {
for (uint32 k = 0; k < b->NumMeshes(); k++) {
t3dMESH &m = b->MeshTable[k];
// gMaterial *newmat;
m.VBptr = m.VertexBuffer;
gv = m.VBptr;
//f if (m->Flags&T3D_MESH_HIDDEN)
//f continue;
if (m.Flags & T3D_MESH_NOLIGHTMAP) {
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
if (f.n == b->NList[i]) {
f.lightmap = nullptr;
}
}
m.VBptr = nullptr;
continue;
}
t3dFACE &f = m.FList[0];
for (uint32 j = 0; j < m.NumFaces(); j++) {
// t3dU32 nr,ng,nb;
if (f.n == b->NList[i]) {
f.lightmap = nullptr;
// if (Map==-1)
if ((!(f.hasMaterialFlag(T3D_MATERIAL_OPACITY))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_CLIPMAP))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_BOTTLE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_ADDITIVE))) &&
(!(f.hasMaterialFlag(T3D_MATERIAL_GLASS)))) {
alphaval1 = RGBA_GETALPHA(gv[f.VertexIndex[0]].diffuse);
alphaval2 = RGBA_GETALPHA(gv[f.VertexIndex[1]].diffuse);
alphaval3 = RGBA_GETALPHA(gv[f.VertexIndex[2]].diffuse);
gv[f.VertexIndex[0]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval1);
gv[f.VertexIndex[1]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval2);
gv[f.VertexIndex[2]].diffuse = RGBA_MAKE(rr, gg, bb, alphaval3);
}
}
}
// f->mat->Texture= nullptr;
m.VBptr = nullptr;
}
}
}
for (uint32 i = 0; i < b->NumMeshes(); i++) {
t3dMESH &m = b->MeshTable[i];
m.VBptr = m.VertexBuffer;
gv = m.VBptr;
for (uint32 j = 0; j < m.NumVerts; j++) {
t3dF32 u = stream->readFloatLE();
t3dF32 v = stream->readFloatLE();
if ((RGBA_GETRED(gv[j].diffuse) == 254) &&
(RGBA_GETGREEN(gv[j].diffuse) == 254) &&
(RGBA_GETBLUE(gv[j].diffuse) == 254)) {
gv[j].u2 = u;
gv[j].v2 = v;
gv[j].diffuse = RGBA_MAKE(255, 255, 255, RGBA_GETALPHA(gv[j].diffuse));
// gv[j].u2=(rand())%2;
// gv[j].v2=(rand())%2;
} else {
gv[j].u2 = gv[j].u1;
gv[j].v2 = gv[j].v1;
}
// gv[j].diffuse=0xFFFFFFFF;
// DebugLogWindow("%f %f",gv[j].u1,gv[j].v1);
}
m.VBptr = nullptr;
}
}
/* -----------------10/06/99 16.04-------------------
* t3dLoadSingleRoom
* --------------------------------------------------*/
t3dBODY *t3dBODY::loadFromStream(WGame &game, const Common::String &pname, Common::SeekableReadStream &stream, uint32 _LoaderFlags) {
//decodeLoaderFlags(_LoaderFlags);
//char /*t3dU8*/ Name[255];
uint16 light;
t3dF32 minx, miny, minz, maxx, maxy, maxz;
WorkDirs &workdirs = game.workDirs;
this->name = pname;
auto _name = constructPath(workdirs._t3dDir, pname);
this->NumTotVerts = 0;
this->AmbientLight = t3dV3F::fromStreamAsBytes(stream);
int numMeshes = stream.readSint16LE(); // Legge globali del body
int numMaterials = stream.readSint16LE();
int numLights = stream.readSint16LE();
int numPosLights = stream.readSint16LE();
this->NumNormals = stream.readSint32LE();
this->NumVerticesNormals = stream.readSint32LE();
this->allocateNormals();
this->MatTable = rCreateMaterialList(numMaterials); // Crea Materiali Globali
this->LightmapTable.clear();
//-------------------LOADING MESHES--------------------------------------
t3dMESH *ReceiveRipples = nullptr;
uint8 Mirror = 0;
t3dLoadMeshes(this, numMeshes, ReceiveRipples, Mirror, stream); // TODO: We probably don't need to pass ReceiveRipples, Mirror
//-------------------END OF LOADING MESHES-------------------------------
this->initNormals(stream);
//-------------------LOADING MATERIALS--------------------------------------
t3dLoadMaterials(game, this, stream, numMaterials);
//-------------------LOADING LIGHTS--------------------------------------
this->LightTable.reserve(numLights); // Alloca spazio per le luci globali
for (light = 0; light < numLights; light++) {
this->LightTable.push_back(t3dLIGHT(game, this, workdirs, stream)); // Azzera luce
}//__for_light
//-------------------END OF LOADING LIGHTS-------------------------------
this->PosLightTable.clear();
this->PosLightTable.reserve(numPosLights); // Alloca spazio per luci di posizione
for (light = 0; light < numPosLights; light++) {
this->PosLightTable.push_back(t3dPLIGHT(stream));
}//__for_plight
//-------------------Extra optimization here-------------------------------
#ifndef WMGEN
if (ReceiveRipples) // Se c'era una mesh con i riples
SetupWaterRipples(ReceiveRipples); // crea i buffers
#endif
//-------------------Prelighting body-------------------------------
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Cerca in tutte le mesh
this->MeshTable[i].preCalcLights(this->AmbientLight);
}
#ifndef WMGEN
t3dPrecalcLight(this, nullptr);
#endif
//----------------END OF VERTEX PRE-LIGHTING---------------------
populatePortalLists();
warning("LoaderFlags late = %08X", _LoaderFlags);
//decodeLoaderFlags(_LoaderFlags);
if (!(_LoaderFlags & T3D_NOBOUNDS)) { // Carica Bounds
auto bndName = workdirs.join(workdirs._bndDir, pname, "bnd");
loadBounds(game.workDirs, bndName.c_str(), this);
}
if (!(_LoaderFlags & T3D_NOCAMERAS)) { // Carica Camere
auto cameraName = constructPath(workdirs._camDir, pname, "cam");
LoadCameras(game.workDirs, cameraName.c_str(), this);
}
if (!(_LoaderFlags & T3D_NOLIGHTMAPS)) { // Carica le Lightmaps
// TODO: This looks odd
if (!pname.equalsIgnoreCase("rxt.t3d") || !pname.equalsIgnoreCase("rxt-b.t3d") || !pname.equalsIgnoreCase("rxt-c.t3d") ||
!pname.equalsIgnoreCase("rxt-d.t3d") || !pname.equalsIgnoreCase("rxt-e.t3d") || !pname.equalsIgnoreCase("rxt.t3d-f"))
LoadLightmaps(game, this);
}
if ((_LoaderFlags & T3D_OUTDOORLIGHTS)) { // Carica le luci per l'esterno
if (pname.equalsIgnoreCase("rxt.t3d")) {
auto outdoorLightsPath = constructPath(workdirs._lightmapsDir, pname);
t3dLoadOutdoorLights(outdoorLightsPath.c_str(), this, t3dCurTime);
}
}
if (!(_LoaderFlags & T3D_NOVOLUMETRICLIGHTS)) { // Carica le luci volumetriche
auto volMapPath = constructPath(workdirs._lightmapsDir, pname, "vol");
LoadVolumetricMap(workdirs, volMapPath.c_str(), this);
}
GetBoundaries(this, &minx, &miny, &minz, &maxx, &maxy, &maxz); // Calcola occupazione stanza
this->MinPos.x = minx; // Salva il minimo per le luci volumetriche
this->MinPos.y = miny;
this->MinPos.z = minz;
#ifndef WMGEN
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Scorre le mesh
this->MeshTable[i].saveVertexBuffer();
}
#endif
t3dOptimizeMaterialList(this); // Ottimizza la lista dei metriali (evitando i doppi)
#ifndef WMGEN
t3dFinalizeMaterialList(this); // Crea VB e indici per materiali
#endif
if (Mirror) { // Se c'era uno specchio
this->MirrorMatTable = rCreateMaterialList(this->NumMaterials());
rCopyMaterialList(this->MirrorMatTable, this->MatTable, this->NumMaterials());
}
//f
#ifndef WMGEN
for (uint16 i = 0; i < this->NumMeshes(); i++) { // Cancella le normali
if (this->MeshTable[i].ModVertices.empty()) // dalle mesh con Smoothing groups
continue;
for (uint16 j = 0; j < this->MeshTable[i].NumFaces(); j++) {
this->MeshTable[i].FList[j].n = nullptr;
}
}
#endif
//f
return this;
}
} // End of namespace Watchmaker
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