move vertex buffers into a separate object in perparation for HW vertex buffers

This commit is contained in:
Chris Danford
2004-04-08 08:35:38 +00:00
parent c58396d7c7
commit ef998e5e84
14 changed files with 368 additions and 324 deletions
+29 -20
View File
@@ -13,6 +13,7 @@
#include "RageUtil.h"
#include "RageFile.h"
#include "RageMath.h"
#include "RageDisplay.h"
RageModelGeometry::RageModelGeometry ()
@@ -22,6 +23,13 @@ RageModelGeometry::RageModelGeometry ()
RageModelGeometry::~RageModelGeometry ()
{
for (unsigned i = 0; i < m_Meshes.size(); i++)
{
msMesh& mesh = m_Meshes[i];
RageModelVertexArray *&pVertices = mesh.Vertices;
DISPLAY->DeleteRageModelVertexArray( pVertices );
pVertices = NULL;
}
}
void RageModelGeometry::OptimizeBones()
@@ -32,13 +40,12 @@ void RageModelGeometry::OptimizeBones()
// check to see if all vertices have the same bone index
bool bAllVertsUseSameBone = true;
char nBoneIndex = !mesh.Vertices.empty() ? mesh.Vertices[0].boneIndex : (char) -1;
char nBoneIndex = !mesh.Vertices->sizeVerts()==0 ? mesh.Vertices->Bone(0) : (char) -1;
if( nBoneIndex != -1 )
{
for (unsigned j = 1; j < mesh.Vertices.size(); j++)
for (unsigned j = 1; j < mesh.Vertices->sizeVerts(); j++)
{
RageModelVertex& vertex = mesh.Vertices[j];
if( vertex.boneIndex != nBoneIndex )
if( mesh.Vertices->Bone(j) != nBoneIndex )
{
bAllVertsUseSameBone = false;
break;
@@ -50,10 +57,9 @@ void RageModelGeometry::OptimizeBones()
mesh.nBoneIndex = nBoneIndex;
// clear all vertex/bone associations;
for (unsigned j = 0; j < mesh.Vertices.size(); j++)
for (unsigned j = 0; j < mesh.Vertices->sizeVerts(); j++)
{
RageModelVertex& vertex = mesh.Vertices[j];
vertex.boneIndex = -1;
mesh.Vertices->Bone(j) = -1;
}
}
}
@@ -99,11 +105,14 @@ void RageModelGeometry::LoadMilkshapeAscii( CString sPath )
int nNumMeshes = 0;
if (sscanf (sLine, "Meshes: %d", &nNumMeshes) == 1)
{
ASSERT( m_Meshes.empty() );
m_Meshes.resize( nNumMeshes );
for (i = 0; i < nNumMeshes; i++)
{
msMesh& mesh = m_Meshes[i];
RageModelVertexArray *&pVertices = mesh.Vertices;
pVertices = DISPLAY->CreateRageModelVertexArray();
if( f.GetLine( sLine ) <= 0 )
THROW
@@ -128,18 +137,18 @@ void RageModelGeometry::LoadMilkshapeAscii( CString sPath )
if (sscanf (sLine, "%d", &nNumVertices) != 1)
THROW
mesh.Vertices.resize( nNumVertices );
pVertices->resizeVerts( nNumVertices );
for (j = 0; j < nNumVertices; j++)
{
if( f.GetLine( sLine ) <= 0 )
THROW
RageVector3 Vertex;
RageVector3 pos;
RageVector2 uv;
if (sscanf (sLine, "%d %f %f %f %f %f %d",
&nFlags,
&Vertex[0], &Vertex[1], &Vertex[2],
&pos[0], &pos[1], &pos[2],
&uv[0], &uv[1],
&nIndex
) != 7)
@@ -147,12 +156,11 @@ void RageModelGeometry::LoadMilkshapeAscii( CString sPath )
THROW
}
RageModelVertex& vertex = mesh.Vertices[j];
// vertex.nFlags = nFlags;
memcpy( vertex.p, Vertex, sizeof(vertex.p) );
memcpy( vertex.t, uv, sizeof(vertex.t) );
vertex.boneIndex = (byte)nIndex;
RageVec3AddToBounds( RageVector3(Vertex), m_vMins, m_vMaxs );
pVertices->Position(j) = pos;
pVertices->TexCoord(j) = uv;
pVertices->Bone(j) = (byte)nIndex;
RageVec3AddToBounds( RageVector3(pos), m_vMins, m_vMaxs );
}
@@ -193,7 +201,7 @@ void RageModelGeometry::LoadMilkshapeAscii( CString sPath )
if (sscanf (sLine, "%d", &nNumTriangles) != 1)
THROW
mesh.Triangles.resize( nNumTriangles );
pVertices->resizeTriangles( nNumTriangles );
for (j = 0; j < nNumTriangles; j++)
{
@@ -215,12 +223,13 @@ void RageModelGeometry::LoadMilkshapeAscii( CString sPath )
// deflate the normals into vertices
for( int k=0; k<3; k++ )
{
RageModelVertex& vertex = mesh.Vertices[ nIndices[k] ];
RageVector3& normal = Normals[ nNormalIndices[k] ];
vertex.n = normal;
//RageModelVertex& vertex = mesh.Vertices[ nIndices[k] ];
//RageVector3& normal = Normals[ nNormalIndices[k] ];
//vertex.n = normal;
mesh.Vertices->Normal( nIndices[k] ) = Normals[ nNormalIndices[k] ];
}
msTriangle& Triangle = mesh.Triangles[j];
msTriangle& Triangle = pVertices->Triangle(j);
// Triangle.nFlags = nFlags;
memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
// Triangle.nSmoothingGroup = nIndex;