mirror of
https://github.com/isledecomp/isle.git
synced 2024-12-11 16:51:17 -05:00
401 lines
9.3 KiB
C++
401 lines
9.3 KiB
C++
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#include "legolod.h"
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#include "geom/legomesh.h"
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#include "legoroi.h"
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#include "misc/legocontainer.h"
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#include "misc/legostorage.h"
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#include "tgl/d3drm/impl.h"
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DECOMP_SIZE_ASSERT(LODObject, 0x04)
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DECOMP_SIZE_ASSERT(ViewLOD, 0x0c)
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DECOMP_SIZE_ASSERT(LegoLOD, 0x20)
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DECOMP_SIZE_ASSERT(LegoLOD::Mesh, 0x08)
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// GLOBAL: LEGO1 0x101013d4
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LPDIRECT3DRMMATERIAL g_unk0x101013d4 = NULL;
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// GLOBAL: LEGO1 0x101013dc
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const char* g_unk0x101013dc = "inh";
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inline IDirect3DRM2* GetD3DRM(Tgl::Renderer* pRenderer);
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inline BOOL GetMeshData(IDirect3DRMMesh*& mesh, D3DRMGROUPINDEX& index, Tgl::Mesh* pMesh);
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// FUNCTION: LEGO1 0x100aa380
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LegoLOD::LegoLOD(Tgl::Renderer* p_renderer) : ViewLOD(p_renderer)
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{
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if (g_unk0x101013d4 == NULL) {
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GetD3DRM(p_renderer)->CreateMaterial(10.0, &g_unk0x101013d4);
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}
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m_melems = NULL;
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m_numMeshes = 0;
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m_numVertices = 0;
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m_numPolys = 0;
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m_unk0x1c = 0;
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}
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// FUNCTION: LEGO1 0x100aa450
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LegoLOD::~LegoLOD()
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{
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if (m_numMeshes && m_melems != NULL) {
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for (LegoU32 i = 0; i < m_numMeshes; i++) {
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if (m_melems[i].m_tglMesh != NULL) {
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delete m_melems[i].m_tglMesh;
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m_melems[i].m_tglMesh = NULL;
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}
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}
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}
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if (m_melems) {
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delete[] m_melems;
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}
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}
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// FUNCTION: LEGO1 0x100aa510
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LegoResult LegoLOD::Read(Tgl::Renderer* p_renderer, LegoTextureContainer* p_textureContainer, LegoStorage* p_storage)
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{
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float(*normals)[3] = NULL;
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float(*vertices)[3] = NULL;
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float(*textureVertices)[2] = NULL;
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LegoS32 numVerts = 0;
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LegoS32 numNormals = 0;
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LegoS32 numTextureVertices = 0;
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LegoMesh* mesh = NULL;
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LegoU32(*polyIndices)[3] = NULL;
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LegoU32(*textureIndices)[3] = NULL;
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LegoTextureInfo* textureInfo = NULL;
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LegoU32 i, meshUnd1, meshUnd2, tempNumVertsAndNormals;
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unsigned char paletteEntries[256];
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if (p_storage->Read(&m_unk0x08, sizeof(m_unk0x08)) != SUCCESS) {
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goto done;
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}
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if (GetUnknown0x08Test4()) {
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return SUCCESS;
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}
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m_meshBuilder = p_renderer->CreateMeshBuilder();
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if (p_storage->Read(&m_numMeshes, sizeof(m_numMeshes)) != SUCCESS) {
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goto done;
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}
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if (m_numMeshes == 0) {
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ClearFlag(c_bit4);
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return SUCCESS;
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}
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SetFlag(c_bit4);
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m_melems = new Mesh[m_numMeshes];
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memset(m_melems, 0, sizeof(*m_melems) * m_numMeshes);
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meshUnd1 = m_numMeshes - 1;
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meshUnd2 = 0;
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if (p_storage->Read(&tempNumVertsAndNormals, sizeof(tempNumVertsAndNormals)) != SUCCESS) {
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goto done;
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}
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numVerts = *((LegoU16*) &tempNumVertsAndNormals) & MAXSHORT;
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numNormals = (*((LegoU16*) &tempNumVertsAndNormals + 1) >> 1) & MAXSHORT;
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if (p_storage->Read(&numTextureVertices, sizeof(numTextureVertices)) != SUCCESS) {
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goto done;
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}
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if (numVerts > 0) {
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vertices = new float[numVerts][sizeOfArray(*vertices)];
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if (p_storage->Read(vertices, numVerts * sizeof(*vertices)) != SUCCESS) {
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goto done;
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}
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}
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if (numNormals > 0) {
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normals = new float[numNormals][sizeOfArray(*normals)];
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if (p_storage->Read(normals, numNormals * sizeof(*normals)) != SUCCESS) {
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goto done;
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}
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}
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if (numTextureVertices > 0) {
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textureVertices = new float[numTextureVertices][sizeOfArray(*textureVertices)];
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if (p_storage->Read(textureVertices, numTextureVertices * sizeof(*textureVertices)) != SUCCESS) {
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goto done;
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}
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}
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for (i = 0; i < m_numMeshes; i++) {
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LegoU32 numPolys, numVertices, numTextureIndices, meshIndex;
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const LegoChar *textureName, *materialName;
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Tgl::ShadingModel shadingModel;
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if (p_storage->Read(&numPolys, 2) != SUCCESS) {
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goto done;
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}
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m_numPolys += numPolys & USHRT_MAX;
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if (p_storage->Read(&numVertices, 2) != SUCCESS) {
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goto done;
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}
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polyIndices = new LegoU32[numPolys & USHRT_MAX][sizeOfArray(*polyIndices)];
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if (p_storage->Read(polyIndices, (numPolys & USHRT_MAX) * sizeof(*polyIndices)) != SUCCESS) {
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goto done;
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}
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if (p_storage->Read(&numTextureIndices, sizeof(numTextureIndices)) != SUCCESS) {
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goto done;
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}
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if (numTextureIndices > 0) {
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textureIndices = new LegoU32[numPolys & USHRT_MAX][sizeOfArray(*textureIndices)];
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if (p_storage->Read(textureIndices, (numPolys & USHRT_MAX) * sizeof(*textureIndices)) != SUCCESS) {
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goto done;
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}
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}
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else {
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textureIndices = NULL;
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}
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mesh = new LegoMesh();
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if (mesh->Read(p_storage) != SUCCESS) {
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goto done;
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}
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switch (mesh->GetShading()) {
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case LegoMesh::e_flat:
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shadingModel = Tgl::Flat;
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break;
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case LegoMesh::e_wireframe:
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shadingModel = Tgl::Wireframe;
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break;
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default:
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shadingModel = Tgl::Gouraud;
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}
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m_numVertices += numVertices & USHRT_MAX;
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textureName = mesh->GetTextureName();
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materialName = mesh->GetMaterialName();
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if (FUN_100aae20(textureName) || FUN_100aae20(materialName)) {
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meshIndex = meshUnd1;
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meshUnd1--;
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}
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else {
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meshIndex = meshUnd2;
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meshUnd2++;
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}
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m_melems[meshIndex].m_tglMesh = m_meshBuilder->CreateMesh(
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numPolys & USHRT_MAX,
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numVertices & USHRT_MAX,
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vertices,
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normals,
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textureVertices,
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polyIndices,
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textureIndices,
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shadingModel
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);
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if (m_melems[meshIndex].m_tglMesh == NULL) {
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goto done;
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}
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m_melems[meshIndex].m_tglMesh->SetShadingModel(shadingModel);
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if (textureName != NULL) {
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if (mesh->GetUnknown0x21()) {
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LegoROI::FUN_100a9cf0(textureName, paletteEntries, sizeOfArray(paletteEntries));
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}
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textureInfo = p_textureContainer->Get(mesh->GetTextureName());
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if (textureInfo == NULL) {
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goto done;
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}
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m_melems[meshIndex].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F);
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LegoTextureInfo::SetGroupTexture(m_melems[meshIndex].m_tglMesh, textureInfo);
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m_melems[meshIndex].m_unk0x04 = TRUE;
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}
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else {
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LegoFloat red = 1.0F;
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LegoFloat green = 0.0F;
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LegoFloat blue = 1.0F;
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LegoFloat alpha = 0.0F;
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if (mesh->GetUnknown0x21()) {
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LegoROI::FUN_100a9bf0(materialName, red, green, blue, alpha);
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}
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else {
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red = mesh->GetColor().GetRed() / 255.0;
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green = mesh->GetColor().GetGreen() / 255.0;
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blue = mesh->GetColor().GetBlue() / 255.0;
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alpha = mesh->GetAlpha();
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}
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m_melems[meshIndex].m_tglMesh->SetColor(red, green, blue, alpha);
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}
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if (mesh->GetUnknown0x0d() > 0) {
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IDirect3DRMMesh* mesh;
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D3DRMGROUPINDEX index;
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GetMeshData(mesh, index, m_melems[meshIndex].m_tglMesh);
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mesh->SetGroupMaterial(index, g_unk0x101013d4);
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}
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if (mesh != NULL) {
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delete mesh;
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mesh = NULL;
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}
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if (polyIndices != NULL) {
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delete[] polyIndices;
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polyIndices = NULL;
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}
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if (textureIndices != NULL) {
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delete[] textureIndices;
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textureIndices = NULL;
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}
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}
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m_unk0x1c = meshUnd2;
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if (textureVertices != NULL) {
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delete[] textureVertices;
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}
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if (normals != NULL) {
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delete[] normals;
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}
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if (vertices != NULL) {
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delete[] vertices;
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}
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return SUCCESS;
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done:
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if (normals != NULL) {
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delete[] normals;
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}
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if (vertices != NULL) {
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delete[] vertices;
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}
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if (textureVertices != NULL) {
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delete[] textureVertices;
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}
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if (mesh != NULL) {
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delete mesh;
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}
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if (polyIndices != NULL) {
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delete[] polyIndices;
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}
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if (textureIndices != NULL) {
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delete[] textureIndices;
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}
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return FAILURE;
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}
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// FUNCTION: LEGO1 0x100aabb0
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LegoLOD* LegoLOD::Clone(Tgl::Renderer* p_renderer)
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{
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LegoLOD* dupLod = new LegoLOD(p_renderer);
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dupLod->m_meshBuilder = m_meshBuilder->Clone();
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dupLod->m_melems = new Mesh[m_numMeshes];
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for (LegoU32 i = 0; i < m_numMeshes; i++) {
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dupLod->m_melems[i].m_tglMesh = m_melems[i].m_tglMesh->ShallowClone(dupLod->m_meshBuilder);
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dupLod->m_melems[i].m_unk0x04 = m_melems[i].m_unk0x04;
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}
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dupLod->m_unk0x08 = m_unk0x08;
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dupLod->m_numMeshes = m_numMeshes;
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dupLod->m_numVertices = m_numVertices;
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dupLod->m_numPolys = m_numPolys;
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dupLod->m_unk0x1c = m_unk0x1c;
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return dupLod;
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}
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// FUNCTION: LEGO1 0x100aacb0
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LegoResult LegoLOD::FUN_100aacb0(LegoFloat p_red, LegoFloat p_green, LegoFloat p_blue, LegoFloat p_alpha)
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{
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for (LegoU32 i = m_unk0x1c; i < m_numMeshes; i++) {
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if (!m_melems[i].m_unk0x04) {
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m_melems[i].m_tglMesh->SetColor(p_red, p_green, p_blue, p_alpha);
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}
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}
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return SUCCESS;
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}
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// FUNCTION: LEGO1 0x100aad00
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LegoResult LegoLOD::FUN_100aad00(LegoTextureInfo* p_textureInfo)
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{
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for (LegoU32 i = m_unk0x1c; i < m_numMeshes; i++) {
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if (m_melems[i].m_unk0x04) {
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LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo);
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m_melems[i].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F);
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m_melems[i].m_unk0x04 = TRUE;
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}
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}
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return SUCCESS;
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}
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// FUNCTION: LEGO1 0x100aad70
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LegoResult LegoLOD::FUN_100aad70(LegoTextureInfo* p_textureInfo)
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{
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for (LegoU32 i = m_unk0x1c; i < m_numMeshes; i++) {
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if (m_melems[i].m_unk0x04) {
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LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo);
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}
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}
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return SUCCESS;
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}
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// FUNCTION: LEGO1 0x100aadc0
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LegoResult LegoLOD::GetTexture(LegoTextureInfo*& p_textureInfo)
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{
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for (LegoU32 i = m_unk0x1c; i < m_numMeshes; i++) {
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if (m_melems[i].m_unk0x04) {
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if (LegoTextureInfo::GetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo) == TRUE) {
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return SUCCESS;
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}
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}
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}
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return FAILURE;
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}
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// FUNCTION: LEGO1 0x100aae20
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LegoBool LegoLOD::FUN_100aae20(const LegoChar* p_name)
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{
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if (p_name != NULL) {
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if (!strnicmp(p_name, g_unk0x101013dc, strlen(g_unk0x101013dc))) {
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return TRUE;
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}
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}
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return FALSE;
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}
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inline BOOL GetMeshData(IDirect3DRMMesh*& mesh, D3DRMGROUPINDEX& index, Tgl::Mesh* pMesh)
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{
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mesh = ((TglImpl::MeshImpl*) pMesh)->ImplementationData()->groupMesh;
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index = ((TglImpl::MeshImpl*) pMesh)->ImplementationData()->groupIndex;
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return FALSE;
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}
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inline IDirect3DRM2* GetD3DRM(Tgl::Renderer* pRenderer)
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{
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return ((TglImpl::RendererImpl*) pRenderer)->ImplementationData();
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}
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