#include "legolod.h" #include "geom/legomesh.h" #include "legoroi.h" #include "misc/legocontainer.h" #include "misc/legostorage.h" #include "tgl/d3drm/impl.h" DECOMP_SIZE_ASSERT(LODObject, 0x04) DECOMP_SIZE_ASSERT(ViewLOD, 0x0c) DECOMP_SIZE_ASSERT(LegoLOD, 0x20) DECOMP_SIZE_ASSERT(LegoLOD::Mesh, 0x08) // GLOBAL: LEGO1 0x101013d4 LPDIRECT3DRMMATERIAL g_unk0x101013d4 = NULL; // GLOBAL: LEGO1 0x101013dc const char* g_unk0x101013dc = "inh"; inline IDirect3DRM2* GetD3DRM(Tgl::Renderer* pRenderer); inline BOOL GetMeshData(IDirect3DRMMesh*& mesh, D3DRMGROUPINDEX& index, Tgl::Mesh* pMesh); // FUNCTION: LEGO1 0x100aa380 LegoLOD::LegoLOD(Tgl::Renderer* p_renderer) : ViewLOD(p_renderer) { if (g_unk0x101013d4 == NULL) { GetD3DRM(p_renderer)->CreateMaterial(10.0, &g_unk0x101013d4); } m_melems = NULL; m_numMeshes = 0; m_numVertices = 0; m_numPolys = 0; m_unk0x1c = 0; } // FUNCTION: LEGO1 0x100aa450 LegoLOD::~LegoLOD() { if (m_numMeshes && m_melems != NULL) { for (LegoU32 i = 0; i < m_numMeshes; i++) { if (m_melems[i].m_tglMesh != NULL) { delete m_melems[i].m_tglMesh; m_melems[i].m_tglMesh = NULL; } } } if (m_melems) { delete[] m_melems; } } // FUNCTION: LEGO1 0x100aa510 LegoResult LegoLOD::Read(Tgl::Renderer* p_renderer, LegoTextureContainer* p_textureContainer, LegoStorage* p_storage) { float(*normals)[3] = NULL; float(*vertices)[3] = NULL; float(*textureVertices)[2] = NULL; LegoS32 numVerts = 0; LegoS32 numNormals = 0; LegoS32 numTextureVertices = 0; LegoMesh* mesh = NULL; LegoU32(*polyIndices)[3] = NULL; LegoU32(*textureIndices)[3] = NULL; LegoTextureInfo* textureInfo = NULL; LegoU32 i, meshUnd1, meshUnd2, tempNumVertsAndNormals; unsigned char paletteEntries[256]; if (p_storage->Read(&m_unk0x08, sizeof(m_unk0x08)) != SUCCESS) { goto done; } if (GetUnknown0x08Test4()) { return SUCCESS; } m_meshBuilder = p_renderer->CreateMeshBuilder(); if (p_storage->Read(&m_numMeshes, sizeof(m_numMeshes)) != SUCCESS) { goto done; } if (m_numMeshes == 0) { ClearFlag(c_bit4); return SUCCESS; } SetFlag(c_bit4); m_melems = new Mesh[m_numMeshes]; memset(m_melems, 0, sizeof(*m_melems) * m_numMeshes); meshUnd1 = m_numMeshes - 1; meshUnd2 = 0; if (p_storage->Read(&tempNumVertsAndNormals, sizeof(tempNumVertsAndNormals)) != SUCCESS) { goto done; } numVerts = *((LegoU16*) &tempNumVertsAndNormals) & MAXSHORT; numNormals = (*((LegoU16*) &tempNumVertsAndNormals + 1) >> 1) & MAXSHORT; if (p_storage->Read(&numTextureVertices, sizeof(numTextureVertices)) != SUCCESS) { goto done; } if (numVerts > 0) { vertices = new float[numVerts][_countof(*vertices)]; if (p_storage->Read(vertices, numVerts * sizeof(*vertices)) != SUCCESS) { goto done; } } if (numNormals > 0) { normals = new float[numNormals][_countof(*normals)]; if (p_storage->Read(normals, numNormals * sizeof(*normals)) != SUCCESS) { goto done; } } if (numTextureVertices > 0) { textureVertices = new float[numTextureVertices][_countof(*textureVertices)]; if (p_storage->Read(textureVertices, numTextureVertices * sizeof(*textureVertices)) != SUCCESS) { goto done; } } for (i = 0; i < m_numMeshes; i++) { LegoU32 numPolys, numVertices, numTextureIndices, meshIndex; const LegoChar *textureName, *materialName; Tgl::ShadingModel shadingModel; if (p_storage->Read(&numPolys, 2) != SUCCESS) { goto done; } m_numPolys += numPolys & MAXWORD; if (p_storage->Read(&numVertices, 2) != SUCCESS) { goto done; } polyIndices = new LegoU32[numPolys & MAXWORD][_countof(*polyIndices)]; if (p_storage->Read(polyIndices, (numPolys & MAXWORD) * sizeof(*polyIndices)) != SUCCESS) { goto done; } if (p_storage->Read(&numTextureIndices, sizeof(numTextureIndices)) != SUCCESS) { goto done; } if (numTextureIndices > 0) { textureIndices = new LegoU32[numPolys & MAXWORD][_countof(*textureIndices)]; if (p_storage->Read(textureIndices, (numPolys & MAXWORD) * sizeof(*textureIndices)) != SUCCESS) { goto done; } } else { textureIndices = NULL; } mesh = new LegoMesh(); if (mesh->Read(p_storage) != SUCCESS) { goto done; } switch (mesh->GetShading()) { case LegoMesh::e_flat: shadingModel = Tgl::Flat; break; case LegoMesh::e_wireframe: shadingModel = Tgl::Wireframe; break; default: shadingModel = Tgl::Gouraud; } m_numVertices += numVertices & MAXWORD; textureName = mesh->GetTextureName(); materialName = mesh->GetMaterialName(); if (FUN_100aae20(textureName) || FUN_100aae20(materialName)) { meshIndex = meshUnd1; meshUnd1--; } else { meshIndex = meshUnd2; meshUnd2++; } m_melems[meshIndex].m_tglMesh = m_meshBuilder->CreateMesh( numPolys & MAXWORD, numVertices & MAXWORD, vertices, normals, textureVertices, polyIndices, textureIndices, shadingModel ); if (m_melems[meshIndex].m_tglMesh == NULL) { goto done; } m_melems[meshIndex].m_tglMesh->SetShadingModel(shadingModel); if (textureName != NULL) { if (mesh->GetUnknown0x21()) { LegoROI::FUN_100a9cf0(textureName, paletteEntries, _countof(paletteEntries)); } textureInfo = p_textureContainer->Get(mesh->GetTextureName()); if (textureInfo == NULL) { goto done; } m_melems[meshIndex].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F); LegoTextureInfo::SetGroupTexture(m_melems[meshIndex].m_tglMesh, textureInfo); m_melems[meshIndex].m_unk0x04 = TRUE; } else { LegoFloat red = 1.0F; LegoFloat green = 0.0F; LegoFloat blue = 1.0F; LegoFloat alpha = 0.0F; if (mesh->GetUnknown0x21()) { LegoROI::FUN_100a9bf0(materialName, red, green, blue, alpha); } else { red = mesh->GetColor().GetRed() / 255.0; green = mesh->GetColor().GetGreen() / 255.0; blue = mesh->GetColor().GetBlue() / 255.0; alpha = mesh->GetAlpha(); } m_melems[meshIndex].m_tglMesh->SetColor(red, green, blue, alpha); } if (mesh->GetUnknown0x0d() > 0) { IDirect3DRMMesh* mesh; D3DRMGROUPINDEX index; GetMeshData(mesh, index, m_melems[meshIndex].m_tglMesh); mesh->SetGroupMaterial(index, g_unk0x101013d4); } if (mesh != NULL) { delete mesh; mesh = NULL; } if (polyIndices != NULL) { delete[] polyIndices; polyIndices = NULL; } if (textureIndices != NULL) { delete[] textureIndices; textureIndices = NULL; } } m_unk0x1c = meshUnd2; if (textureVertices != NULL) { delete[] textureVertices; } if (normals != NULL) { delete[] normals; } if (vertices != NULL) { delete[] vertices; } return SUCCESS; done: if (normals != NULL) { delete[] normals; } if (vertices != NULL) { delete[] vertices; } if (textureVertices != NULL) { delete[] textureVertices; } if (mesh != NULL) { delete mesh; } if (polyIndices != NULL) { delete[] polyIndices; } if (textureIndices != NULL) { delete[] textureIndices; } return FAILURE; } // FUNCTION: LEGO1 0x100aabb0 LegoLOD* LegoLOD::Clone(Tgl::Renderer* p_renderer) { LegoLOD* dupLod = new LegoLOD(p_renderer); dupLod->m_meshBuilder = m_meshBuilder->Clone(); dupLod->m_melems = new Mesh[m_numMeshes]; for (LegoU32 i = 0; i < m_numMeshes; i++) { dupLod->m_melems[i].m_tglMesh = m_melems[i].m_tglMesh->ShallowClone(dupLod->m_meshBuilder); dupLod->m_melems[i].m_unk0x04 = m_melems[i].m_unk0x04; } dupLod->m_unk0x08 = m_unk0x08; dupLod->m_numMeshes = m_numMeshes; dupLod->m_numVertices = m_numVertices; dupLod->m_numPolys = m_numPolys; dupLod->m_unk0x1c = m_unk0x1c; return dupLod; } // FUNCTION: LEGO1 0x100aacb0 LegoResult LegoLOD::FUN_100aacb0(LegoFloat p_red, LegoFloat p_green, LegoFloat p_blue, LegoFloat p_alpha) { for (LegoU32 i = m_unk0x1c; i < m_numMeshes; i++) { if (!m_melems[i].m_unk0x04) { m_melems[i].m_tglMesh->SetColor(p_red, p_green, p_blue, p_alpha); } } return SUCCESS; } // FUNCTION: LEGO1 0x100aad00 LegoResult LegoLOD::FUN_100aad00(LegoTextureInfo* p_textureInfo) { for (LegoU32 i = m_unk0x1c; i < m_numMeshes; i++) { if (m_melems[i].m_unk0x04) { LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo); m_melems[i].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F); m_melems[i].m_unk0x04 = TRUE; } } return SUCCESS; } // FUNCTION: LEGO1 0x100aad70 LegoResult LegoLOD::FUN_100aad70(LegoTextureInfo* p_textureInfo) { for (LegoU32 i = m_unk0x1c; i < m_numMeshes; i++) { if (m_melems[i].m_unk0x04) { LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo); } } return SUCCESS; } // FUNCTION: LEGO1 0x100aae20 LegoBool LegoLOD::FUN_100aae20(const LegoChar* p_name) { if (p_name != NULL) { if (!strnicmp(p_name, g_unk0x101013dc, strlen(g_unk0x101013dc))) { return TRUE; } } return FALSE; } inline BOOL GetMeshData(IDirect3DRMMesh*& mesh, D3DRMGROUPINDEX& index, Tgl::Mesh* pMesh) { mesh = ((TglImpl::MeshImpl*) pMesh)->ImplementationData()->groupMesh; index = ((TglImpl::MeshImpl*) pMesh)->ImplementationData()->groupIndex; return FALSE; } inline IDirect3DRM2* GetD3DRM(Tgl::Renderer* pRenderer) { return ((TglImpl::RendererImpl*) pRenderer)->ImplementationData(); }