//===========================================================================// // Copyright (C) Microsoft Corporation. All rights reserved. // //===========================================================================// #include "MLRHeaders.hpp" #if defined(TRACE_ENABLED) && defined(MLR_TRACE) BitTrace *MLR_I_L_TMesh_Clip; #endif //############################################################################# //###### MLRIndexedTriMesh with color but no lighting one texture layer ###### //############################################################################# MLR_I_L_TMesh::ClassData* MLR_I_L_TMesh::DefaultData = NULL; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void MLR_I_L_TMesh::InitializeClass() { Verify(!DefaultData); Verify(gos_GetCurrentHeap() == StaticHeap); DefaultData = new ClassData( MLR_I_L_TMeshClassID, "MidLevelRenderer::MLR_I_L_TMesh", MLR_I_C_TMesh::DefaultData, (MLRPrimitiveBase::Factory)&Make ); Register_Object(DefaultData); #if defined(TRACE_ENABLED) && defined(MLR_TRACE) MLR_I_L_TMesh_Clip = new BitTrace("MLR_I_L_TMesh_Clip"); Register_Object(MLR_I_L_TMesh_Clip); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void MLR_I_L_TMesh::TerminateClass() { Unregister_Object(DefaultData); delete DefaultData; DefaultData = NULL; #if defined(TRACE_ENABLED) && defined(MLR_TRACE) Unregister_Object(MLR_I_L_TMesh_Clip); delete MLR_I_L_TMesh_Clip; #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MLR_I_L_TMesh::MLR_I_L_TMesh( ClassData *class_data, MemoryStream *stream, int version ): MLR_I_C_TMesh(class_data, stream, version) { Check_Pointer(this); Check_Pointer(stream); Verify(gos_GetCurrentHeap() == Heap); switch(version) { case 1: case 2: { STOP(("This class got created only after version 2 !")); } break; default: { MemoryStreamIO_Read(stream, &normals); } break; } litColors.SetLength(colors.GetLength()); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MLR_I_L_TMesh::MLR_I_L_TMesh(ClassData *class_data): MLR_I_C_TMesh(class_data), normals(0) { Check_Pointer(this); Verify(gos_GetCurrentHeap() == Heap); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MLR_I_L_TMesh::~MLR_I_L_TMesh() { Check_Object(this); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MLR_I_L_TMesh* MLR_I_L_TMesh::Make( MemoryStream *stream, int version ) { Check_Object(stream); gos_PushCurrentHeap(Heap); MLR_I_L_TMesh *mesh = new MLR_I_L_TMesh(DefaultData, stream, version); gos_PopCurrentHeap(); return mesh; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void MLR_I_L_TMesh::Save(MemoryStream *stream) { Check_Object(this); Check_Object(stream); MLR_I_C_TMesh::Save(stream); MemoryStreamIO_Write(stream, &normals); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // bool MLR_I_L_TMesh::Copy(MLR_I_L_PMesh *pMesh) { Check_Pointer(this); Check_Object(pMesh); int len; Vector3D *_normals; MLR_I_C_TMesh::Copy(pMesh); pMesh->GetNormalData(&_normals, &len); SetNormalData(_normals, len); return true; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void MLR_I_L_TMesh::SetNormalData( const Vector3D *data, int dataSize ) { Check_Object(this); Check_Pointer(data); Verify(coords.GetLength() == 0 || dataSize == coords.GetLength()); Verify(colors.GetLength() == 0 || dataSize == colors.GetLength()); Verify(texCoords.GetLength() == 0 || dataSize == texCoords.GetLength()); normals.AssignData(data, dataSize); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void MLR_I_L_TMesh::GetNormalData( Vector3D **data, int *dataSize ) { Check_Object(this); *data = normals.GetData(); *dataSize = normals.GetLength(); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void MLR_I_L_TMesh::SetColorData( #if COLOR_AS_DWORD const DWORD *data, #else const RGBAColor *data, #endif int dataSize ) { Check_Object(this); Check_Pointer(data); Verify(gos_GetCurrentHeap() == Heap); Verify(coords.GetLength() == 0 || dataSize == coords.GetLength()); Verify(texCoords.GetLength() == 0 || dataSize == texCoords.GetLength()); litColors.SetLength(dataSize); colors.AssignData(data, dataSize); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void MLR_I_L_TMesh::PaintMe( #if COLOR_AS_DWORD const DWORD *paintMe #else const RGBAColor *paintMe #endif ) { Check_Object(this); #if 1 Verify(colors.GetLength() == litColors.GetLength()); #else if(colors.GetLength() == litColors.GetLength()) { litColors.SetLength(colors.GetLength()); } #endif int k, len = litColors.GetLength(); #if COLOR_AS_DWORD DWORD argb = GOSCopyColor(paintMe); for(k=0;kSet() #define CLEAR_MLR_TMESH_CLIP() MLR_I_L_TMesh_Clip->Clear() #else #define SET_MLR_TMESH_CLIP() #define CLEAR_MLR_TMESH_CLIP() #endif //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // This include contains follwing functions: // void MLR_I_L_TMesh::TransformNoClip(Matrix4D*, GOSVertexPool*); // int MLR_I_L_TMesh::Clip(MLRClippingState, GOSVertexPool*); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #include #undef I_SAY_YES_TO_COLOR #undef I_SAY_YES_TO_LIGHTING //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // This include contains follwing functions: // void Lighting (MLRLight**, int nrLights); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #include #undef CLASSNAME //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MLRShape* MidLevelRenderer::CreateIndexedTriIcosahedron_Color_Lit( IcoInfo& icoInfo, MLRState *state ) { gos_PushCurrentHeap(Heap); MLRShape *ret = new MLRShape(20); Register_Object(ret); int i, j, k; long nrTri = (long) ceil (icoInfo.all * pow (4.0f, icoInfo.depth)); Point3D v[3]; if(3*nrTri >= Limits::Max_Number_Vertices_Per_Mesh) { nrTri = Limits::Max_Number_Vertices_Per_Mesh/3; } Point3D *coords = new Point3D [nrTri*3]; Register_Pointer(coords); Point3D *collapsedCoords = NULL; if(icoInfo.indexed==true) { collapsedCoords = new Point3D [nrTri*3]; Register_Pointer(collapsedCoords); } unsigned short *index = new unsigned short [nrTri*3]; Register_Pointer(index); Vector2DScalar *texCoords = new Vector2DScalar[nrTri*3]; Register_Pointer(texCoords); RGBAColor *colors = new RGBAColor[nrTri*3]; Register_Pointer(colors); Vector3D *normals = new Vector3D[nrTri*3]; Register_Pointer(normals); int uniquePoints = 0; for (k=0;k<20;k++) { triDrawn = 0; MLR_I_L_TMesh *mesh = new MLR_I_L_TMesh(); Register_Object(mesh); // setup vertex position information for (j=0;j<3;j++) { v[j].x = vdata[tindices[k][j]][0]; v[j].y = vdata[tindices[k][j]][1]; v[j].z = vdata[tindices[k][j]][2]; } subdivide (coords, v[0], v[1], v[2], icoInfo.depth, nrTri, icoInfo.radius); mesh->SetSubprimitiveLengths(NULL, nrTri); if(icoInfo.indexed==true) { uniquePoints = 1; collapsedCoords[0] = coords[0]; index[0] = 0; for(i=1;i(j); } mesh->SetCoordData(collapsedCoords, uniquePoints); } else { uniquePoints = nrTri*3; for(i=0;i(i); } mesh->SetCoordData(coords, nrTri*3); } mesh->SetIndexData(index, nrTri*3); mesh->FindFacePlanes(); if(state == NULL) { for(i=0;iSetReferenceState(*state); if(state->GetTextureHandle() > 0) { if(icoInfo.indexed==true) { for(i=0;iSetTexCoordData(texCoords, uniquePoints); if(icoInfo.indexed==true) { for(i=0;iSetColorData(colors, uniquePoints); mesh->SetNormalData(normals, uniquePoints); ret->Add(mesh); mesh->DetachReference(); } Unregister_Pointer(normals); delete [] normals; Unregister_Pointer(colors); delete [] colors; Unregister_Pointer(texCoords); delete [] texCoords; Unregister_Pointer(index); delete [] index; if(icoInfo.indexed==true) { Unregister_Pointer(collapsedCoords); delete [] collapsedCoords; } Unregister_Pointer(coords); delete [] coords; gos_PopCurrentHeap(); return ret; }