829 lines
24 KiB
C++
829 lines
24 KiB
C++
#include "global.h"
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#include "Model.h"
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#include "ModelTypes.h"
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#include "RageMath.h"
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#include "RageDisplay.h"
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#include "RageUtil.h"
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#include "RageTextureManager.h"
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#include "XmlFile.h"
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#include "RageFile.h"
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#include "RageLog.h"
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#include "ActorUtil.h"
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#include "ModelManager.h"
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#include "Foreach.h"
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#include "LuaBinding.h"
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#include "PrefsManager.h"
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REGISTER_ACTOR_CLASS( Model );
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static const float FRAMES_PER_SECOND = 30;
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static const RString DEFAULT_ANIMATION_NAME = "default";
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Model::Model()
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{
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m_bTextureWrapping = true;
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SetUseZBuffer( true );
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SetCullMode( CULL_BACK );
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m_pGeometry = NULL;
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m_pCurAnimation = NULL;
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m_fDefaultAnimationRate = 1;
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m_fCurAnimationRate = 1;
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m_bLoop = true;
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m_bDrawCelShaded = false;
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m_pTempGeometry = NULL;
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}
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Model::~Model()
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{
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Clear();
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}
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void Model::Clear()
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{
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if( m_pGeometry )
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{
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MODELMAN->UnloadModel( m_pGeometry );
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m_pGeometry = NULL;
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}
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m_vpBones.clear();
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m_Materials.clear();
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m_mapNameToAnimation.clear();
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m_pCurAnimation = NULL;
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if( m_pTempGeometry )
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DISPLAY->DeleteCompiledGeometry( m_pTempGeometry );
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}
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void Model::Load( const RString &sFile )
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{
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if( sFile == "" ) return;
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RString sExt = GetExtension(sFile);
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sExt.MakeLower();
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if( sExt=="txt" )
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LoadMilkshapeAscii( sFile );
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}
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#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: \"%s\".", sPath.c_str(), iLineNum, sLine.c_str() )
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// TODO: Move MS3D loading into its own class. - Colby
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void Model::LoadMilkshapeAscii( const RString &sPath )
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{
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LoadPieces( sPath, sPath, sPath );
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}
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void Model::LoadPieces( const RString &sMeshesPath, const RString &sMaterialsPath, const RString &sBonesPath )
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{
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Clear();
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// TRICKY: Load materials before geometry so we can figure out whether the materials require normals.
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LoadMaterialsFromMilkshapeAscii( sMaterialsPath );
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ASSERT( m_pGeometry == NULL );
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m_pGeometry = MODELMAN->LoadMilkshapeAscii( sMeshesPath, this->MaterialsNeedNormals() );
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// Validate material indices.
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for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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{
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const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
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if( pMesh->nMaterialIndex >= (int) m_Materials.size() )
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RageException::Throw( "Model \"%s\" mesh \"%s\" references material index %i, but there are only %i materials.",
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sMeshesPath.c_str(), pMesh->sName.c_str(), pMesh->nMaterialIndex, (int)m_Materials.size() );
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}
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if( LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBonesPath ) )
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PlayAnimation( DEFAULT_ANIMATION_NAME );
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// Setup temp vertices (if necessary)
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if( m_pGeometry->HasAnyPerVertexBones() )
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{
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m_vTempMeshes = m_pGeometry->m_Meshes;
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m_pTempGeometry = DISPLAY->CreateCompiledGeometry();
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m_pTempGeometry->Set( m_vTempMeshes, this->MaterialsNeedNormals() );
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}
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}
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void Model::LoadFromNode( const XNode* pNode )
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{
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RString s1, s2, s3;
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ActorUtil::GetAttrPath( pNode, "Meshes", s1 );
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ActorUtil::GetAttrPath( pNode, "Materials", s2 );
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ActorUtil::GetAttrPath( pNode, "Bones", s3 );
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if( !s1.empty() || !s2.empty() || !s3.empty() )
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{
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ASSERT( !s1.empty() && !s2.empty() && !s3.empty() );
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LoadPieces( s1, s2, s3 );
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}
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Actor::LoadFromNode( pNode );
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}
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void Model::LoadMaterialsFromMilkshapeAscii( const RString &_sPath )
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{
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RString sPath = _sPath;
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FixSlashesInPlace(sPath);
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const RString sDir = Dirname( sPath );
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RageFile f;
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if( !f.Open( sPath ) )
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RageException::Throw( "Model::LoadMilkshapeAscii Could not open \"%s\": %s", sPath.c_str(), f.GetError().c_str() );
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RString sLine;
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int iLineNum = 0;
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while( f.GetLine( sLine ) > 0 )
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{
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iLineNum++;
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if( !strncmp (sLine, "//", 2) )
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continue;
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int nFrame;
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if( sscanf(sLine, "Frames: %d", &nFrame) == 1 )
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{
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// ignore
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// m_pModel->nTotalFrames = nFrame;
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}
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if( sscanf(sLine, "Frame: %d", &nFrame) == 1 )
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{
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// ignore
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// m_pModel->nFrame = nFrame;
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}
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// materials
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int nNumMaterials = 0;
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if( sscanf(sLine, "Materials: %d", &nNumMaterials) == 1 )
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{
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m_Materials.resize( nNumMaterials );
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char szName[256];
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for( int i = 0; i < nNumMaterials; i++ )
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{
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msMaterial& Material = m_Materials[i];
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// name
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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if( sscanf(sLine, "\"%255[^\"]\"", szName) != 1 )
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THROW;
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Material.sName = szName;
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// ambient
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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RageVector4 Ambient;
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if( sscanf(sLine, "%f %f %f %f", &Ambient[0], &Ambient[1], &Ambient[2], &Ambient[3]) != 4 )
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THROW;
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memcpy( &Material.Ambient, &Ambient, sizeof(Material.Ambient) );
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// diffuse
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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RageVector4 Diffuse;
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if( sscanf(sLine, "%f %f %f %f", &Diffuse[0], &Diffuse[1], &Diffuse[2], &Diffuse[3]) != 4 )
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THROW;
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memcpy( &Material.Diffuse, &Diffuse, sizeof(Material.Diffuse) );
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// specular
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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RageVector4 Specular;
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if( sscanf(sLine, "%f %f %f %f", &Specular[0], &Specular[1], &Specular[2], &Specular[3]) != 4 )
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THROW;
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memcpy( &Material.Specular, &Specular, sizeof(Material.Specular) );
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// emissive
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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RageVector4 Emissive;
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if( sscanf (sLine, "%f %f %f %f", &Emissive[0], &Emissive[1], &Emissive[2], &Emissive[3]) != 4 )
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THROW;
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memcpy( &Material.Emissive, &Emissive, sizeof(Material.Emissive) );
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// shininess
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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float fShininess;
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if( !StringConversion::FromString(sLine, fShininess) )
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THROW;
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Material.fShininess = fShininess;
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// transparency
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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float fTransparency;
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if( !StringConversion::FromString(sLine, fTransparency) )
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THROW;
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Material.fTransparency = fTransparency;
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// diffuse texture
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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strcpy( szName, "" );
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sscanf( sLine, "\"%255[^\"]\"", szName );
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RString sDiffuseTexture = szName;
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if( sDiffuseTexture == "" )
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{
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Material.diffuse.LoadBlank();
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}
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else
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{
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RString sTexturePath = sDir + sDiffuseTexture;
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FixSlashesInPlace( sTexturePath );
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CollapsePath( sTexturePath );
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if( !IsAFile(sTexturePath) )
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RageException::Throw( "\"%s\" references a texture \"%s\" that does not exist.", sPath.c_str(), sTexturePath.c_str() );
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Material.diffuse.Load( sTexturePath );
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}
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// alpha texture
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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strcpy( szName, "" );
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sscanf( sLine, "\"%255[^\"]\"", szName );
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RString sAlphaTexture = szName;
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if( sAlphaTexture == "" )
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{
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Material.alpha.LoadBlank();
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}
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else
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{
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RString sTexturePath = sDir + sAlphaTexture;
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FixSlashesInPlace( sTexturePath );
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CollapsePath( sTexturePath );
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if( !IsAFile(sTexturePath) )
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RageException::Throw( "\"%s\" references a texture \"%s\" that does not exist.", sPath.c_str(), sTexturePath.c_str() );
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Material.alpha.Load( sTexturePath );
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}
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}
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}
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}
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}
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bool Model::LoadMilkshapeAsciiBones( const RString &sAniName, const RString &sPath )
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{
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m_mapNameToAnimation[sAniName] = msAnimation();
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msAnimation &Animation = m_mapNameToAnimation[sAniName];
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if( Animation.LoadMilkshapeAsciiBones( sAniName, sPath ) )
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{
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m_mapNameToAnimation.erase( sAniName );
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return false;
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}
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return true;
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}
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bool Model::EarlyAbortDraw() const
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{
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return m_pGeometry == NULL || m_pGeometry->m_Meshes.empty();
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}
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void Model::DrawCelShaded()
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{
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// First pass: shell. We only want the backfaces for this.
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DISPLAY->SetCelShaded(1);
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DISPLAY->SetCullMode(CULL_FRONT);
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this->SetZWrite(false); // XXX: Why on earth isn't the culling working? -Colby
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this->Draw();
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// Second pass: cel shading
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DISPLAY->SetCelShaded(2);
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DISPLAY->SetCullMode(CULL_BACK);
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this->SetZWrite(true);
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this->Draw();
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DISPLAY->SetCelShaded(0);
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}
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void Model::DrawPrimitives()
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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// Don't if we're fully transparent
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if( m_pTempState->diffuse[0].a < 0.001f && m_pTempState->glow.a < 0.001f )
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return;
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DISPLAY->Scale( 1, -1, 1 ); // flip Y so positive is up
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//////////////////////
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// render the diffuse pass
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//////////////////////
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if( m_pTempState->diffuse[0].a > 0 )
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{
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
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for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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{
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const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
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if( pMesh->nMaterialIndex != -1 ) // has a material
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{
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// apply material
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msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
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RageColor Emissive = mat.Emissive;
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RageColor Ambient = mat.Ambient;
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RageColor Diffuse = mat.Diffuse;
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Emissive *= m_pTempState->diffuse[0];
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Ambient *= m_pTempState->diffuse[0];
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Diffuse *= m_pTempState->diffuse[0];
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DISPLAY->SetMaterial( Emissive, Ambient, Diffuse, mat.Specular, mat.fShininess );
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RageVector2 vTexTranslate = mat.diffuse.GetTextureTranslate();
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if( vTexTranslate.x != 0 || vTexTranslate.y != 0 )
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{
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DISPLAY->TexturePushMatrix();
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DISPLAY->TextureTranslate( vTexTranslate.x, vTexTranslate.y );
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}
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/* There's some common code that could be folded out here, but
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* it seems clearer to keep it separate. */
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bool bUseMultitexture = PREFSMAN->m_bAllowMultitexture && DISPLAY->GetNumTextureUnits() >= 2;
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if( bUseMultitexture )
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{
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// render the diffuse texture with texture unit 1
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DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, mat.diffuse.m_bSphereMapped );
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// render the additive texture with texture unit 2
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if( mat.alpha.GetCurrentTexture() )
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{
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DISPLAY->SetTexture( TextureUnit_2, mat.alpha.GetCurrentTexture() ? mat.alpha.GetCurrentTexture()->GetTexHandle() : 0 );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_2, mat.alpha.m_bSphereMapped );
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DISPLAY->SetTextureMode( TextureUnit_2, TextureMode_Add );
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DISPLAY->SetTextureFiltering( TextureUnit_2, true );
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}
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else
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{
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DISPLAY->SetTexture( TextureUnit_2, 0 );
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// set current texture back to 0 or else texture
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// transform applied above isn't used. Why?!?
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DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
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}
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// go
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DrawMesh(i);
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// Turn off environment mapping on tex unit 0.
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, false );
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}
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else
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{
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// render the diffuse texture
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DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, mat.diffuse.m_bSphereMapped );
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DrawMesh( i );
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// render the additive texture
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if( mat.alpha.GetCurrentTexture() )
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{
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DISPLAY->SetTexture( TextureUnit_1, mat.alpha.GetCurrentTexture() ? mat.alpha.GetCurrentTexture()->GetTexHandle() : 0 );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, mat.alpha.m_bSphereMapped );
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// UGLY: This overrides the Actor's BlendMode.
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DISPLAY->SetBlendMode( BLEND_ADD );
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DISPLAY->SetTextureFiltering( TextureUnit_1, true );
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DrawMesh( i );
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}
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}
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if( vTexTranslate.x != 0 || vTexTranslate.y != 0 )
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DISPLAY->TexturePopMatrix();
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}
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else
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{
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static const RageColor emissive( 0,0,0,0 );
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static const RageColor ambient( 0.2f,0.2f,0.2f,1 );
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static const RageColor diffuse( 0.7f,0.7f,0.7f,1 );
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static const RageColor specular( 0.2f,0.2f,0.2f,1 );
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static const float shininess = 1;
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DISPLAY->SetMaterial( emissive, ambient, diffuse, specular, shininess );
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DISPLAY->ClearAllTextures();
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, false );
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DrawMesh( i );
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}
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, false );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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}
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}
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// render the glow pass
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if( m_pTempState->glow.a > 0.0001f )
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{
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
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for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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{
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const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
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// apply material
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RageColor emissive = RageColor(0,0,0,0);
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RageColor ambient = RageColor(0,0,0,0);
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RageColor diffuse = m_pTempState->glow;
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RageColor specular = RageColor(0,0,0,0);
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float shininess = 1;
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DISPLAY->SetMaterial( emissive, ambient, diffuse, specular, shininess );
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DISPLAY->ClearAllTextures();
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if( pMesh->nMaterialIndex != -1 )
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{
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msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
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DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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}
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else
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{
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// hey why is this otherwise empty else block here? -aj
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}
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DrawMesh( i );
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}
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}
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}
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void Model::DrawMesh( int i ) const
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{
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const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
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// apply mesh-specific bone (if any)
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if( pMesh->m_iBoneIndex != -1 )
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{
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DISPLAY->PushMatrix();
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const RageMatrix &mat = m_vpBones[pMesh->m_iBoneIndex].m_Final;
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DISPLAY->PreMultMatrix( mat );
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}
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// Draw it
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const RageCompiledGeometry* TempGeometry = m_pTempGeometry ? m_pTempGeometry : m_pGeometry->m_pCompiledGeometry;
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DISPLAY->DrawCompiledGeometry( TempGeometry, i, m_pGeometry->m_Meshes );
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if( pMesh->m_iBoneIndex != -1 )
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DISPLAY->PopMatrix();
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}
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void Model::SetDefaultAnimation( RString sAnimation, float fPlayRate )
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{
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m_sDefaultAnimation = sAnimation;
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m_fDefaultAnimationRate = fPlayRate;
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}
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void Model::PlayAnimation( const RString &sAniName, float fPlayRate )
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{
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if( m_mapNameToAnimation.find(sAniName) == m_mapNameToAnimation.end() )
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return;
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const msAnimation *pNewAnimation = &m_mapNameToAnimation[sAniName];
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m_fCurFrame = 0;
|
|
m_fCurAnimationRate = fPlayRate;
|
|
|
|
if( m_pCurAnimation == pNewAnimation )
|
|
return;
|
|
|
|
m_pCurAnimation = pNewAnimation;
|
|
|
|
// setup bones
|
|
m_vpBones.resize( m_pCurAnimation->Bones.size() );
|
|
|
|
for( unsigned i = 0; i < m_pCurAnimation->Bones.size(); i++ )
|
|
{
|
|
const msBone *pBone = &m_pCurAnimation->Bones[i];
|
|
const RageVector3 &vRot = pBone->Rotation;
|
|
|
|
RageMatrixAngles( &m_vpBones[i].m_Relative, vRot );
|
|
|
|
m_vpBones[i].m_Relative.m[3][0] = pBone->Position[0];
|
|
m_vpBones[i].m_Relative.m[3][1] = pBone->Position[1];
|
|
m_vpBones[i].m_Relative.m[3][2] = pBone->Position[2];
|
|
|
|
int nParentBone = m_pCurAnimation->FindBoneByName( pBone->sParentName );
|
|
if( nParentBone != -1 )
|
|
{
|
|
RageMatrixMultiply( &m_vpBones[i].m_Absolute, &m_vpBones[nParentBone].m_Absolute, &m_vpBones[i].m_Relative );
|
|
}
|
|
else
|
|
{
|
|
m_vpBones[i].m_Absolute = m_vpBones[i].m_Relative;
|
|
}
|
|
m_vpBones[i].m_Final = m_vpBones[i].m_Absolute;
|
|
}
|
|
|
|
// subtract out the bone's resting position
|
|
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
|
|
{
|
|
msMesh *pMesh = &m_pGeometry->m_Meshes[i];
|
|
vector<RageModelVertex> &Vertices = pMesh->Vertices;
|
|
for( unsigned j = 0; j < Vertices.size(); j++ )
|
|
{
|
|
// int iBoneIndex = (pMesh->m_iBoneIndex!=-1) ? pMesh->m_iBoneIndex : bone;
|
|
RageVector3 &pos = Vertices[j].p;
|
|
int8_t bone = Vertices[j].bone;
|
|
if( bone != -1 )
|
|
{
|
|
pos[0] -= m_vpBones[bone].m_Absolute.m[3][0];
|
|
pos[1] -= m_vpBones[bone].m_Absolute.m[3][1];
|
|
pos[2] -= m_vpBones[bone].m_Absolute.m[3][2];
|
|
|
|
RageVector3 vTmp;
|
|
|
|
RageMatrix inverse;
|
|
RageMatrixTranspose( &inverse, &m_vpBones[bone].m_Absolute ); // transpose = inverse for rotation matrices
|
|
RageVec3TransformNormal( &vTmp, &pos, &inverse );
|
|
|
|
pos = vTmp;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set up m_vpBones, just in case we're drawn without being Update()d.
|
|
SetBones( m_pCurAnimation, m_fCurFrame, m_vpBones );
|
|
UpdateTempGeometry();
|
|
}
|
|
|
|
void Model::SetPosition( float fSeconds )
|
|
{
|
|
m_fCurFrame = FRAMES_PER_SECOND * fSeconds;
|
|
m_fCurFrame = clamp( m_fCurFrame, 0, (float) m_pCurAnimation->nTotalFrames );
|
|
}
|
|
|
|
void Model::AdvanceFrame( float fDeltaTime )
|
|
{
|
|
if( m_pGeometry == NULL ||
|
|
m_pGeometry->m_Meshes.empty() ||
|
|
!m_pCurAnimation )
|
|
{
|
|
return; // bail early
|
|
}
|
|
|
|
// LOG->Trace( "m_fCurFrame = %f", m_fCurFrame );
|
|
|
|
m_fCurFrame += FRAMES_PER_SECOND * fDeltaTime * m_fCurAnimationRate;
|
|
if( m_fCurFrame < 0 || m_fCurFrame >= m_pCurAnimation->nTotalFrames )
|
|
{
|
|
if( m_sDefaultAnimation != "" )
|
|
{
|
|
this->PlayAnimation( m_sDefaultAnimation, m_fDefaultAnimationRate );
|
|
/* XXX: add to m_fCurFrame the wrapover from the previous
|
|
* m_fCurFrame-m_pCurAnimation->nTotalFrames, so it doesn't skip */
|
|
}
|
|
else if( m_bLoop )
|
|
wrap( m_fCurFrame, (float) m_pCurAnimation->nTotalFrames );
|
|
else
|
|
m_fCurFrame = clamp( m_fCurFrame, 0, (float) m_pCurAnimation->nTotalFrames );
|
|
}
|
|
|
|
SetBones( m_pCurAnimation, m_fCurFrame, m_vpBones );
|
|
UpdateTempGeometry();
|
|
}
|
|
|
|
void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones )
|
|
{
|
|
for( size_t i = 0; i < pAnimation->Bones.size(); ++i )
|
|
{
|
|
const msBone *pBone = &pAnimation->Bones[i];
|
|
if( pBone->PositionKeys.size() == 0 && pBone->RotationKeys.size() == 0 )
|
|
{
|
|
vpBones[i].m_Final = vpBones[i].m_Absolute;
|
|
continue;
|
|
}
|
|
|
|
// search for the adjacent position keys
|
|
const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
|
|
for( size_t j = 0; j < pBone->PositionKeys.size(); ++j )
|
|
{
|
|
const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
|
|
if( pPositionKey->fTime >= fFrame )
|
|
{
|
|
pThisPositionKey = pPositionKey;
|
|
break;
|
|
}
|
|
pLastPositionKey = pPositionKey;
|
|
}
|
|
|
|
RageVector3 vPos;
|
|
if( pLastPositionKey != NULL && pThisPositionKey != NULL )
|
|
{
|
|
const float s = SCALE( fFrame, pLastPositionKey->fTime, pThisPositionKey->fTime, 0, 1 );
|
|
vPos = pLastPositionKey->Position + (pThisPositionKey->Position - pLastPositionKey->Position) * s;
|
|
}
|
|
else if( pLastPositionKey == NULL )
|
|
vPos = pThisPositionKey->Position;
|
|
else if( pThisPositionKey == NULL )
|
|
vPos = pLastPositionKey->Position;
|
|
|
|
// search for the adjacent rotation keys
|
|
const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
|
|
for( size_t j = 0; j < pBone->RotationKeys.size(); ++j )
|
|
{
|
|
const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
|
|
if( pRotationKey->fTime >= fFrame )
|
|
{
|
|
pThisRotationKey = pRotationKey;
|
|
break;
|
|
}
|
|
pLastRotationKey = pRotationKey;
|
|
}
|
|
|
|
RageVector4 vRot;
|
|
if( pLastRotationKey != NULL && pThisRotationKey != NULL )
|
|
{
|
|
const float s = SCALE( fFrame, pLastRotationKey->fTime, pThisRotationKey->fTime, 0, 1 );
|
|
RageQuatSlerp( &vRot, pLastRotationKey->Rotation, pThisRotationKey->Rotation, s );
|
|
}
|
|
else if( pLastRotationKey == NULL )
|
|
{
|
|
vRot = pThisRotationKey->Rotation;
|
|
}
|
|
else if( pThisRotationKey == NULL )
|
|
{
|
|
vRot = pLastRotationKey->Rotation;
|
|
}
|
|
|
|
RageMatrix m;
|
|
RageMatrixIdentity( &m );
|
|
RageMatrixFromQuat( &m, vRot );
|
|
m.m[3][0] = vPos[0];
|
|
m.m[3][1] = vPos[1];
|
|
m.m[3][2] = vPos[2];
|
|
|
|
RageMatrix RelativeFinal;
|
|
RageMatrixMultiply( &RelativeFinal, &vpBones[i].m_Relative, &m );
|
|
|
|
int iParentBone = pAnimation->FindBoneByName( pBone->sParentName );
|
|
if( iParentBone == -1 )
|
|
vpBones[i].m_Final = RelativeFinal;
|
|
else
|
|
RageMatrixMultiply( &vpBones[i].m_Final, &vpBones[iParentBone].m_Final, &RelativeFinal );
|
|
}
|
|
}
|
|
|
|
void Model::UpdateTempGeometry()
|
|
{
|
|
if( m_pGeometry == NULL || m_pTempGeometry == NULL )
|
|
return;
|
|
|
|
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
|
|
{
|
|
const msMesh &origMesh = m_pGeometry->m_Meshes[i];
|
|
msMesh &tempMesh = m_vTempMeshes[i];
|
|
const vector<RageModelVertex> &origVertices = origMesh.Vertices;
|
|
vector<RageModelVertex> &tempVertices = tempMesh.Vertices;
|
|
for( unsigned j = 0; j < origVertices.size(); j++ )
|
|
{
|
|
RageVector3 &tempPos = tempVertices[j].p;
|
|
RageVector3 &tempNormal = tempVertices[j].n;
|
|
const RageVector3 &originalPos = origVertices[j].p;
|
|
const RageVector3 &originalNormal = origVertices[j].n;
|
|
int8_t bone = origVertices[j].bone;
|
|
|
|
if( bone == -1 )
|
|
{
|
|
tempNormal = originalNormal;
|
|
tempPos = originalPos;
|
|
}
|
|
else
|
|
{
|
|
RageVec3TransformNormal( &tempNormal, &originalNormal, &m_vpBones[bone].m_Final );
|
|
RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].m_Final );
|
|
}
|
|
}
|
|
}
|
|
|
|
// send the new vertices to the graphics card
|
|
m_pTempGeometry->Change( m_vTempMeshes );
|
|
}
|
|
|
|
void Model::Update( float fDelta )
|
|
{
|
|
Actor::Update( fDelta );
|
|
AdvanceFrame( fDelta );
|
|
|
|
for( unsigned i = 0; i < m_Materials.size(); ++i )
|
|
{
|
|
m_Materials[i].diffuse.Update( fDelta );
|
|
m_Materials[i].alpha.Update( fDelta );
|
|
}
|
|
}
|
|
|
|
int Model::GetNumStates() const
|
|
{
|
|
int iMaxStates = 0;
|
|
FOREACH_CONST( msMaterial, m_Materials, m )
|
|
iMaxStates = max( iMaxStates, m->diffuse.GetNumStates() );
|
|
return iMaxStates;
|
|
}
|
|
|
|
void Model::SetState( int iNewState )
|
|
{
|
|
FOREACH( msMaterial, m_Materials, m )
|
|
{
|
|
m->diffuse.SetState( iNewState );
|
|
m->alpha.SetState( iNewState );
|
|
}
|
|
}
|
|
|
|
float Model::GetAnimationLengthSeconds() const
|
|
{
|
|
float fSeconds = 0;
|
|
FOREACH_CONST( msMaterial, m_Materials, m )
|
|
fSeconds = max( fSeconds, m->diffuse.GetAnimationLengthSeconds() );
|
|
return fSeconds;
|
|
}
|
|
|
|
void Model::SetSecondsIntoAnimation( float fSeconds )
|
|
{
|
|
FOREACH( msMaterial, m_Materials, m )
|
|
{
|
|
m->diffuse.SetSecondsIntoAnimation( fSeconds );
|
|
m->alpha.SetSecondsIntoAnimation( fSeconds );
|
|
}
|
|
}
|
|
|
|
bool Model::MaterialsNeedNormals() const
|
|
{
|
|
FOREACH_CONST( msMaterial, m_Materials, m )
|
|
{
|
|
if( m->NeedsNormals() )
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// lua start
|
|
#include "LuaBinding.h"
|
|
|
|
/** @brief Allow Lua to have access to the Model. */
|
|
class LunaModel: public Luna<Model>
|
|
{
|
|
public:
|
|
static int position( T* p, lua_State *L ) { p->SetPosition( FArg(1) ); return 0; }
|
|
static int playanimation( T* p, lua_State *L ) { p->PlayAnimation(SArg(1),FArg(2)); return 0; }
|
|
static int SetDefaultAnimation( T* p, lua_State *L ) { p->SetDefaultAnimation(SArg(1),FArg(2)); return 0; }
|
|
static int GetDefaultAnimation( T* p, lua_State *L ) { lua_pushstring( L, p->GetDefaultAnimation() ); return 1; }
|
|
static int loop( T* p, lua_State *L ) { p->SetLoop(BArg(1)); return 0; }
|
|
static int rate( T* p, lua_State *L ) { p->SetRate(FArg(1)); return 0; }
|
|
static int GetNumStates( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumStates() ); return 1; }
|
|
//static int CelShading( T* p, lua_State *L ) { p->SetCelShading(BArg(1)); return 0; }
|
|
|
|
LunaModel()
|
|
{
|
|
ADD_METHOD( position );
|
|
ADD_METHOD( playanimation );
|
|
ADD_METHOD( SetDefaultAnimation );
|
|
ADD_METHOD( GetDefaultAnimation );
|
|
ADD_METHOD( loop );
|
|
ADD_METHOD( rate );
|
|
// sm-ssc adds:
|
|
ADD_METHOD( GetNumStates );
|
|
//ADD_METHOD( CelShading );
|
|
// LoadMilkshapeAsciiBones?
|
|
}
|
|
};
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( Model, Actor )
|
|
// lua end
|
|
|
|
/*
|
|
* (c) 2003-2004 Chris Danford
|
|
* All rights reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the
|
|
* "Software"), to deal in the Software without restriction, including
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
* whom the Software is furnished to do so, provided that the above
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
* the Software and that both the above copyright notice(s) and this
|
|
* permission notice appear in supporting documentation.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|