Files
Client/GameTools/Zallad3D SceneClass/MeshObject.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

1710 lines
47 KiB
C++

// MeshObject.cpp: implementation of the CMeshObject class.
//
//////////////////////////////////////////////////////////////////////
#include "MeshObject.h"
#include "SceneManager.h"
#include "FileLoad.h"
#include "RenderOption.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
LPDIRECT3DDEVICE8 CMeshObject::m_pd3dDevice;
CMeshObject::CMeshObject()
{
m_MaxBox.x=-1.0f;
m_MinBox.x=-1.0f;
m_isAlreadyLock=false;
m_dwCustomizeShader=0xffffffff;
m_iMethod = 0;
}
CMeshObject::~CMeshObject()
{
int i;
for(i=0;i<m_pVertex.num;i++)
delete m_pVertex[i];
for(i=0;i<m_pIndices.num;i++)
delete m_pIndices[i];
m_pVertex.num=0;
m_pIndices.num=0;
for(i=0;i<m_pVertexBuffer.num;i++)
m_pVertexBuffer[i]->Release();
for(i=0;i<m_pIndicesBuffer.num;i++)
m_pIndicesBuffer[i]->Release();
for(i=0;i<m_pMat.num;i++)
{
//m_pMat[i]->DeleteTexture();
delete m_pMat[i];
}
for( i=0;i<m_pGlare.num;i++)
{
if(m_pGlare[i] != NULL) {
delete m_pGlare[i];
m_pGlare[i] = NULL;
}
}
for(i=0;i<m_pDetailMap.num;i++)
{
if(m_pDetailMap[i])
delete m_pDetailMap[i];
}
for(i=0;i<m_pBumpTexture.num;i++)
{
if(m_pBumpTexture[i])
delete m_pBumpTexture[i];
}
/*
CVertexBuffer *pDelVertexBuffer;
WORD *pDelIndices;
CTexture *pDelTexture;
for(int i=0;i<m_pVertexBuffer.num;i++)
{
pDelVertexBuffer=m_pVertexBuffer[i];
pDelIndices=m_pIndices[i];
delete [] pDelIndices;
delete pDelVertexBuffer;
}
for(i=0;i<m_pMat.num;i++)
{
pDelTexture=m_pMat[i];
delete pDelTexture;
}
*/
}
void CMeshObject::Load(char *strFilename)
{
strcpy(m_strMeshName,strFilename);
CFileLoad FileLoader;
FileLoader.Load(strFilename);
int nObject,nMat,ObjectMethod;
FileLoader.GetData(&nObject,sizeof(int));
FileLoader.GetData(&nMat,sizeof(int));
FileLoader.GetData(&ObjectMethod,sizeof(int));
m_iMethod = ObjectMethod;
m_bRender=true;
if(COLLISIONOBJECTVIEW==0 && strstr(strFilename,"collision")!=NULL)
{
m_bRender=false;
}
if(ObjectMethod==0)
{
m_bCompleteMesh=false;
char strTextureName[256];
for(int i=0;i<nMat;i++)
{
FileLoader.GetData(strTextureName,sizeof(char)*MAX_NAMEBUFFER);
if(strcmp(strTextureName,"")==0)
continue;
m_pMat.Add(new CTexture());
m_pGlare.Add(new CTexture());
strcpy(m_pMat[i]->m_strName,strTextureName);
if(CRenderOption::m_bFullSceneGlare) {
int nPos=strlen(strTextureName);
strTextureName[nPos-4]='_';
strTextureName[nPos-3]='s';
strTextureName[nPos-2]='p';
strTextureName[nPos-1]='e';
strTextureName[nPos-0]='c';
strTextureName[nPos+1]='.';
strTextureName[nPos+2]='d';
strTextureName[nPos+3]='d';
strTextureName[nPos+4]='s';
strTextureName[nPos+5]=0;
strcpy(m_pGlare[i]->m_strName,strTextureName);
}
}
char strObjectName[256];
int MatRef,cVertex,cIndices;
MultiVertex *pVertexData;
WORD *pIndicesData;
for(i=0;i<nObject;i++)
{
FileLoader.GetData(strObjectName,sizeof(char)*256);
FileLoader.GetData(&MatRef,sizeof(long));
FileLoader.GetData(&cVertex,sizeof(long));
FileLoader.GetData(&cIndices,sizeof(int));
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
LPDIRECT3DINDEXBUFFER8 pAllocIB;
MultiVertex *pTempVertex=new MultiVertex[cVertex];
WORD *pTempIndices=new WORD[cIndices*3];
CSceneManager::GetDevice()->CreateVertexBuffer(cVertex*sizeof(MultiVertex),NULL,
MultiFVF,D3DPOOL_MANAGED,&pAllocVB);
CSceneManager::GetDevice()->CreateIndexBuffer(cIndices*3*sizeof(WORD),NULL,
D3DFMT_INDEX16,D3DPOOL_MANAGED,&pAllocIB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
pAllocIB->Lock(0,cIndices*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
FileLoader.GetData(pVertexData,sizeof(MultiVertex)*cVertex);
FileLoader.GetData(pIndicesData,sizeof(WORD)*cIndices*3);
pAllocVB->Unlock();
pAllocIB->Unlock();
m_pVertexBuffer.Add(pAllocVB);
m_pIndicesBuffer.Add(pAllocIB);
m_nVertex.Add(cVertex);
m_nIndices.Add(cIndices);
m_pMatRef.Add(MatRef);
delete [] pTempIndices;
delete [] pTempVertex;
}
}
else
{
if(ObjectMethod==1)
{
m_bCompleteMesh=true;
char strTextureName[256];
for(int i=0;i<nMat;i++)
{
m_nVertex.Add(0);
m_nIndices.Add(0);
m_pMatRef.Add(0);
FileLoader.GetData(strTextureName,sizeof(char)*MAX_NAMEBUFFER);
if(strcmp(strTextureName,"")==0)
continue;
m_pMat.Add(new CTexture());
strcpy(m_pMat[i]->m_strName,strTextureName);
if(CRenderOption::m_bFullSceneGlare) {
char strTextureName2[256];
strcpy(strTextureName2,strTextureName);
int nPos=strlen(strTextureName2);
strTextureName2[nPos-4]='_';
strTextureName2[nPos-3]='s';
strTextureName2[nPos-2]='p';
strTextureName2[nPos-1]='e';
strTextureName2[nPos-0]='c';
strTextureName2[nPos+1]='.';
strTextureName2[nPos+2]='d';
strTextureName2[nPos+3]='d';
strTextureName2[nPos+4]='s';
strTextureName2[nPos+5]=0;
strcpy(m_pGlare[i]->m_strName,strTextureName2);
}
if(CRenderOption::m_AllObjectBump)
{
int nPos=strlen(strTextureName);
strTextureName[nPos-4]='_';
strTextureName[nPos-3]='b';
strTextureName[nPos-2]='u';
strTextureName[nPos-1]='m';
strTextureName[nPos-0]='p';
strTextureName[nPos+1]='.';
strTextureName[nPos+2]='d';
strTextureName[nPos+3]='d';
strTextureName[nPos+4]='s';
strTextureName[nPos+5]=0;
m_pBumpTexture.Add(new CTexture());
strcpy(m_pBumpTexture[i]->m_strName,strTextureName);
}
}
FileLoader.GetData(&m_MaxBox,sizeof(vector3));
FileLoader.GetData(&m_MinBox,sizeof(vector3));
int nTotalVertex,nTotalIndices;
FileLoader.GetData(&nTotalVertex,sizeof(int));
FileLoader.GetData(&nTotalIndices,sizeof(int));
FileLoader.GetData(&m_nIndices[0],sizeof(int)*nObject);
FileLoader.GetData(&m_nVertex[0],sizeof(int)*nObject);
FileLoader.GetData(&m_pMatRef[0],sizeof(int)*nObject);
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
LPDIRECT3DINDEXBUFFER8 pAllocIB;
CSceneManager::GetDevice()->CreateVertexBuffer(nTotalVertex*sizeof(BumpVertex2),
D3DUSAGE_WRITEONLY,BUMPVERTEX2FVF,D3DPOOL_MANAGED,&pAllocVB);
CSceneManager::GetDevice()->CreateIndexBuffer(nTotalIndices*3*sizeof(WORD),
D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&pAllocIB);
BumpVertex2 *pVertexData;
WORD *pIndicesData;
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
pAllocIB->Lock(0,nTotalIndices*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
FileLoader.GetData(pVertexData,sizeof(BumpVertex2)*nTotalVertex);
FileLoader.GetData(pIndicesData,sizeof(WORD)*nTotalIndices*3);
pAllocVB->Unlock();
pAllocIB->Unlock();
m_pVertexBuffer.Add(pAllocVB);
m_pIndicesBuffer.Add(pAllocIB);
m_dwShader=BUMPVERTEX2FVF;
}
else
{
m_bCompleteMesh=true;
char strTextureName[256];
for(int i=0;i<nMat;i++)
{
m_nVertex.Add(0);
m_nIndices.Add(0);
m_pMatRef.Add(0);
FileLoader.GetData(strTextureName,sizeof(char)*MAX_NAMEBUFFER);
if(strcmp(strTextureName,"")==0)
continue;
m_pMat.Add(new CTexture());
strcpy(m_pMat[i]->m_strName,strTextureName);
if(CRenderOption::m_bFullSceneGlare) {
char strTextureName2[256];
strcpy(strTextureName2,strTextureName);
int nPos=strlen(strTextureName2);
strTextureName2[nPos-4]='_';
strTextureName2[nPos-3]='s';
strTextureName2[nPos-2]='p';
strTextureName2[nPos-1]='e';
strTextureName2[nPos-0]='c';
strTextureName2[nPos+1]='.';
strTextureName2[nPos+2]='d';
strTextureName2[nPos+3]='d';
strTextureName2[nPos+4]='s';
strTextureName2[nPos+5]=0;
strcpy(m_pGlare[i]->m_strName,strTextureName2);
}
if(CRenderOption::m_AllObjectBump)
{
int nPos=strlen(strTextureName);
strTextureName[nPos-4]='_';
strTextureName[nPos-3]='b';
strTextureName[nPos-2]='u';
strTextureName[nPos-1]='m';
strTextureName[nPos-0]='p';
strTextureName[nPos+1]='.';
strTextureName[nPos+2]='d';
strTextureName[nPos+3]='d';
strTextureName[nPos+4]='s';
strTextureName[nPos+5]=0;
m_pBumpTexture.Add(new CTexture());
strcpy(m_pBumpTexture[i]->m_strName,strTextureName);
}
}
FileLoader.GetData(&m_MaxBox,sizeof(vector3));
FileLoader.GetData(&m_MinBox,sizeof(vector3));
int nTotalVertex,nTotalIndices;
FileLoader.GetData(&nTotalVertex,sizeof(int));
FileLoader.GetData(&nTotalIndices,sizeof(int));
FileLoader.GetData(&m_nIndices[0],sizeof(int)*nObject);
FileLoader.GetData(&m_nVertex[0],sizeof(int)*nObject);
FileLoader.GetData(&m_pMatRef[0],sizeof(int)*nObject);
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
LPDIRECT3DINDEXBUFFER8 pAllocIB;
CSceneManager::GetDevice()->CreateVertexBuffer(nTotalVertex*sizeof(BumpVertex),
D3DUSAGE_WRITEONLY,BUMPVERTEXFVF,D3DPOOL_MANAGED,&pAllocVB);
CSceneManager::GetDevice()->CreateIndexBuffer(nTotalIndices*3*sizeof(WORD),
D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&pAllocIB);
BumpVertex2 *pVertexData;
WORD *pIndicesData;
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
pAllocIB->Lock(0,nTotalIndices*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
FileLoader.GetData(pVertexData,sizeof(BumpVertex)*nTotalVertex);
FileLoader.GetData(pIndicesData,sizeof(WORD)*nTotalIndices*3);
pAllocVB->Unlock();
pAllocIB->Unlock();
m_pVertexBuffer.Add(pAllocVB);
m_pIndicesBuffer.Add(pAllocIB);
m_dwShader=BUMPVERTEXFVF;
}
}
/*
FILE *fp;
fp=fopen(strFilename,"rb");
int Lens;
if(fp==NULL)
{
char errormsg[256];
strcpy(errormsg,"CMeshObject:Load , File not found :");
strcat(errormsg,strFilename);
throw CSceneLayerError(errormsg);
}
fseek(fp,0L,SEEK_END);
Lens=ftell(fp);
fseek(fp,0L,SEEK_SET);
int nObject,nMat,TextureSize;
fread((void*)(&nObject),sizeof(int),1,fp);
fread((void*)(&nMat),sizeof(int),1,fp);
fread((void*)(&TextureSize),sizeof(int),1,fp);
char strTextureName[256];
for(int i=0;i<nMat;i++)
{
fread(strTextureName,sizeof(char)*256,1,fp);
m_pMat.Add(new CTexture());
//strcpy(m_pMat[i]->m_strName,strTextureName);
m_pMat[i]->Load(strTextureName);
}
char strObjectName[256];
int MatRef,cVertex,cIndices;
MultiVertex *pVertexData;
WORD *pIndicesData;
for(i=0;i<nObject;i++)
{
fread(strObjectName,sizeof(char)*256,1,fp);
fread((void*)(&MatRef),sizeof(long),1,fp);
fread((void*)(&cVertex),sizeof(long),1,fp);
fread((void*)(&cIndices),sizeof(int),1,fp);
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
LPDIRECT3DINDEXBUFFER8 pAllocIB;
CSceneManager::GetDevice()->CreateVertexBuffer(cVertex*sizeof(MultiVertex),D3DUSAGE_WRITEONLY,
MultiFVF,D3DPOOL_MANAGED,&pAllocVB);
CSceneManager::GetDevice()->CreateIndexBuffer(cIndices*3*sizeof(WORD),D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,D3DPOOL_MANAGED,&pAllocIB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
pAllocIB->Lock(0,cIndices*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
fread((void*)pVertexData,sizeof(MultiVertex)*cVertex,1,fp);
fread((void*)pIndicesData,sizeof(WORD)*cIndices*3,1,fp);
pAllocVB->Unlock();
pAllocIB->Unlock();
m_pVertexBuffer.Add(pAllocVB);
m_pIndicesBuffer.Add(pAllocIB);
m_nVertex.Add(cVertex);
m_nIndices.Add(cIndices);
m_pMatRef.Add(MatRef);
}
fclose(fp);
//Optimize();
*/
}
void CMeshObject::CalcBox()
{
if(m_bCompleteMesh)
return;
MultiVertex *pVertexData;
if(m_pVertexBuffer.num==0)
{
throw CSceneLayerError("CMeshObject:CalcBox, This meshobject have not vertex");
}
for(int i=0;i<m_pVertexBuffer.num;i++)
{
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexData,0);
if(m_MaxBox.x==-1.0f && m_MinBox.x==-1.0f)
{
m_MinBox.x=m_MaxBox.x=pVertexData[0].v.x;
m_MinBox.y=m_MaxBox.y=pVertexData[0].v.y;
m_MinBox.z=m_MaxBox.z=pVertexData[0].v.z;
}
for(int cv=0;cv<m_nVertex[i];cv++)
{
if(m_MaxBox.x < pVertexData[cv].v.x)
m_MaxBox.x=pVertexData[cv].v.x;
if(m_MaxBox.y < pVertexData[cv].v.y)
m_MaxBox.y=pVertexData[cv].v.y;
if(m_MaxBox.z < pVertexData[cv].v.z)
m_MaxBox.z=pVertexData[cv].v.z;
if(m_MinBox.x > pVertexData[cv].v.x)
m_MinBox.x=pVertexData[cv].v.x;
if(m_MinBox.y > pVertexData[cv].v.y)
m_MinBox.y=pVertexData[cv].v.y;
if(m_MinBox.z > pVertexData[cv].v.z)
m_MinBox.z=pVertexData[cv].v.z;
pVertexData[cv].diff.a=0xaa;
}
m_pVertexBuffer[i]->Unlock();
}
}
void CMeshObject::RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice)
{
if(CRenderOption::m_bFullSceneGlare) {
if(!m_bRender)
return;
if(m_dwCustomizeShader!=0xffffffff)
{
pd3dDevice->SetVertexShader(m_dwCustomizeShader);
if(m_dwShader==BUMPVERTEX2FVF)
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex2));
if(m_dwShader==BUMPVERTEXFVF)
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[0],0);
int nVertexOffset,nIndicesOffset;
nVertexOffset=nIndicesOffset=0;
for(int i=0;i<m_nVertex.num;i++)
{
if(m_pGlare[m_pMatRef[i]]->GetTexture() != NULL) {
pd3dDevice->SetTexture(0,m_pGlare[m_pMatRef[i]]->GetTexture());
}
else {
pd3dDevice->SetTexture(0,CSceneManager::m_pBlackGlare->GetTexture());
}
if(CRenderOption::m_AllObjectBump && m_pBumpTexture.num!=0)
{
pd3dDevice->SetTexture(1,m_pBumpTexture[m_pMatRef[i]]->GetTexture());
}
if(m_nVertex[i]==0 || m_nIndices[i]==0)
continue;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,nVertexOffset,
m_nVertex[i],
nIndicesOffset,
m_nIndices[i]);
nVertexOffset+=m_nVertex[i];
nIndicesOffset+=m_nIndices[i]*3;
}
return;
}
else
pd3dDevice->SetVertexShader(m_dwShader);
if(m_dwShader==MultiFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
if(m_pGlare[m_pMatRef[i]]->GetTexture() != NULL) {
pd3dDevice->SetTexture(0,m_pGlare[m_pMatRef[i]]->GetTexture());
}
else {
pd3dDevice->SetTexture(0,CSceneManager::m_pBlackGlare->GetTexture());
}
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(MultiVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==LightFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
if(m_pGlare[m_pMatRef[i]]->GetTexture() != NULL) {
pd3dDevice->SetTexture(0,m_pGlare[m_pMatRef[i]]->GetTexture());
}
else {
pd3dDevice->SetTexture(0,CSceneManager::m_pBlackGlare->GetTexture());
}
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(LightVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==DetailFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
if(m_pGlare[m_pMatRef[i]]->GetTexture() != NULL) {
pd3dDevice->SetTexture(0,m_pGlare[m_pMatRef[i]]->GetTexture());
}
else {
pd3dDevice->SetTexture(0,CSceneManager::m_pBlackGlare->GetTexture());
}
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(DetailVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==TREEVERTEXFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
if(m_pGlare[m_pMatRef[i]]->GetTexture() != NULL) {
pd3dDevice->SetTexture(0,m_pGlare[m_pMatRef[i]]->GetTexture());
}
else {
pd3dDevice->SetTexture(0,CSceneManager::m_pBlackGlare->GetTexture());
}
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(LightVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==BUMPVERTEX2FVF)
{
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex2));
pd3dDevice->SetIndices(m_pIndicesBuffer[0],0);
int nVertexOffset,nIndicesOffset;
nVertexOffset=nIndicesOffset=0;
for(int i=0;i<m_nVertex.num;i++)
{
if(m_pGlare[m_pMatRef[i]]->GetTexture() != NULL) {
pd3dDevice->SetTexture(0,m_pGlare[m_pMatRef[i]]->GetTexture());
}
else {
pd3dDevice->SetTexture(0,CSceneManager::m_pBlackGlare->GetTexture());
}
if(m_nVertex[i]==0 || m_nIndices[i]==0)
continue;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,nVertexOffset,
m_nVertex[i],
nIndicesOffset,
m_nIndices[i]);
nVertexOffset+=m_nVertex[i];
nIndicesOffset+=m_nIndices[i]*3;
}
return;
}
if(m_dwShader==BUMPVERTEXFVF)
{
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[0],0);
int nVertexOffset,nIndicesOffset;
nVertexOffset=nIndicesOffset=0;
for(int i=0;i<m_nVertex.num;i++)
{
if(m_pGlare[m_pMatRef[i]]->GetTexture() != NULL) {
pd3dDevice->SetTexture(0,m_pGlare[m_pMatRef[i]]->GetTexture());
}
else {
pd3dDevice->SetTexture(0,CSceneManager::m_pBlackGlare->GetTexture());
}
if(m_nVertex[i]==0 || m_nIndices[i]==0)
continue;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,nVertexOffset,
m_nVertex[i],
nIndicesOffset,
m_nIndices[i]);
nVertexOffset+=m_nVertex[i];
nIndicesOffset+=m_nIndices[i]*3;
}
return;
}
}
}
void CMeshObject::Render(LPDIRECT3DDEVICE8 pd3dDevice)
{
if(!m_bRender)
return;
if(m_dwCustomizeShader!=0xffffffff)
{
pd3dDevice->SetVertexShader(m_dwCustomizeShader);
if(m_dwShader==BUMPVERTEX2FVF)
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex2));
if(m_dwShader==BUMPVERTEXFVF)
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[0],0);
int nVertexOffset,nIndicesOffset;
nVertexOffset=nIndicesOffset=0;
for(int i=0;i<m_nVertex.num;i++)
{
pd3dDevice->SetTexture(0,m_pMat[m_pMatRef[i]]->GetTexture());
if(CRenderOption::m_AllObjectBump && m_pBumpTexture.num!=0)
{
pd3dDevice->SetTexture(1,m_pBumpTexture[m_pMatRef[i]]->GetTexture());
}
if(m_nVertex[i]==0 || m_nIndices[i]==0)
continue;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,nVertexOffset,
m_nVertex[i],
nIndicesOffset,
m_nIndices[i]);
nVertexOffset+=m_nVertex[i];
nIndicesOffset+=m_nIndices[i]*3;
}
return;
}
else
pd3dDevice->SetVertexShader(m_dwShader);
if(m_dwShader==MultiFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
pd3dDevice->SetTexture(0,m_pMat[m_pMatRef[i]]->GetTexture());
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(MultiVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==LightFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
pd3dDevice->SetTexture(0,m_pMat[m_pMatRef[i]]->GetTexture());
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(LightVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==DetailFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
pd3dDevice->SetTexture(0,m_pMat[m_pMatRef[i]]->GetTexture());
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(DetailVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==TREEVERTEXFVF)
{
for(int i=0;i<m_pVertexBuffer.num;i++)
{
pd3dDevice->SetTexture(0,m_pMat[m_pMatRef[i]]->GetTexture());
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(LightVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[i],0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,m_nVertex[i],
0,m_nIndices[i]);
CSceneManager::m_cRenderPolygon+=m_nIndices[i];
CSceneManager::m_cRenderVertex+=m_nVertex[i];
}
return;
}
if(m_dwShader==BUMPVERTEX2FVF)
{
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex2));
pd3dDevice->SetIndices(m_pIndicesBuffer[0],0);
int nVertexOffset,nIndicesOffset;
nVertexOffset=nIndicesOffset=0;
for(int i=0;i<m_nVertex.num;i++)
{
pd3dDevice->SetTexture(0,m_pMat[m_pMatRef[i]]->GetTexture());
if(m_nVertex[i]==0 || m_nIndices[i]==0)
continue;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,nVertexOffset,
m_nVertex[i],
nIndicesOffset,
m_nIndices[i]);
nVertexOffset+=m_nVertex[i];
nIndicesOffset+=m_nIndices[i]*3;
}
return;
}
if(m_dwShader==BUMPVERTEXFVF)
{
pd3dDevice->SetStreamSource(0,m_pVertexBuffer[0],sizeof(BumpVertex));
pd3dDevice->SetIndices(m_pIndicesBuffer[0],0);
int nVertexOffset,nIndicesOffset;
nVertexOffset=nIndicesOffset=0;
for(int i=0;i<m_nVertex.num;i++)
{
pd3dDevice->SetTexture(0,m_pMat[m_pMatRef[i]]->GetTexture());
if(m_nVertex[i]==0 || m_nIndices[i]==0)
continue;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,nVertexOffset,
m_nVertex[i],
nIndicesOffset,
m_nIndices[i]);
nVertexOffset+=m_nVertex[i];
nIndicesOffset+=m_nIndices[i]*3;
}
return;
}
}
void CMeshObject::RenderBox(LPDIRECT3DDEVICE8 pd3dDevice)
{
LPDIRECT3DVERTEXBUFFER8 pBoxVB;
MultiVertex *BoxVertex;
LPDIRECT3DINDEXBUFFER8 pBoxIB;
WORD *pIndices;
CSceneManager::GetDevice()->CreateVertexBuffer(8*sizeof(MultiVertex),D3DUSAGE_WRITEONLY,
MultiFVF,D3DPOOL_MANAGED,&pBoxVB);
CSceneManager::GetDevice()->CreateIndexBuffer(24*sizeof(WORD),D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,D3DPOOL_MANAGED,&pBoxIB);
pBoxVB->Lock(0,0,(BYTE**)&BoxVertex,0);
pBoxIB->Lock(0, 24*sizeof(WORD),(BYTE**)&pIndices,0);
BoxVertex[0].v.x=m_MaxBox.x;
BoxVertex[0].v.y=m_MaxBox.y;
BoxVertex[0].v.z=m_MaxBox.z;
BoxVertex[1].v.x=m_MinBox.x;
BoxVertex[1].v.y=m_MaxBox.y;
BoxVertex[1].v.z=m_MaxBox.z;
BoxVertex[2].v.x=m_MaxBox.x;
BoxVertex[2].v.y=m_MaxBox.y;
BoxVertex[2].v.z=m_MinBox.z;
BoxVertex[3].v.x=m_MinBox.x;
BoxVertex[3].v.y=m_MaxBox.y;
BoxVertex[3].v.z=m_MinBox.z;
BoxVertex[4].v.x=m_MaxBox.x;
BoxVertex[4].v.y=m_MinBox.y;
BoxVertex[4].v.z=m_MaxBox.z;
BoxVertex[5].v.x=m_MinBox.x;
BoxVertex[5].v.y=m_MinBox.y;
BoxVertex[5].v.z=m_MaxBox.z;
BoxVertex[6].v.x=m_MaxBox.x;
BoxVertex[6].v.y=m_MinBox.y;
BoxVertex[6].v.z=m_MinBox.z;
BoxVertex[7].v.x=m_MinBox.x;
BoxVertex[7].v.y=m_MinBox.y;
BoxVertex[7].v.z=m_MinBox.z;
for(int i=0;i<8;i++)
{
BoxVertex[i].diff.c=0xffffffff;
BoxVertex[i].spec.c=0xffffffff;
}
*(pIndices++)=0;
*(pIndices++)=1;
*(pIndices++)=1;
*(pIndices++)=3;
*(pIndices++)=3;
*(pIndices++)=2;
*(pIndices++)=2;
*(pIndices++)=0;
*(pIndices++)=4;
*(pIndices++)=5;
*(pIndices++)=5;
*(pIndices++)=7;
*(pIndices++)=7;
*(pIndices++)=6;
*(pIndices++)=6;
*(pIndices++)=4;
*(pIndices++)=0;
*(pIndices++)=4;
*(pIndices++)=1;
*(pIndices++)=5;
*(pIndices++)=3;
*(pIndices++)=7;
*(pIndices++)=2;
*(pIndices++)=6;
pBoxVB->Unlock();
pBoxIB->Unlock();
pd3dDevice->SetTexture(0,NULL);
pd3dDevice->SetTexture(1,NULL);
pd3dDevice->SetVertexShader(MultiFVF);
pd3dDevice->SetStreamSource(0,pBoxVB,sizeof(MultiVertex));
pd3dDevice->SetIndices(pBoxIB,0);
pd3dDevice->DrawIndexedPrimitive(D3DPT_LINELIST,
0,8,
0,12);
pBoxVB->Release();
pBoxIB->Release();
}
void CMeshObject::AllLockBuffer()
{
if(m_bCompleteMesh)
return;
if(m_isAlreadyLock==true)
return;
m_isAlreadyLock=true;
if(m_dwShader==LightFVF)
{
LightVertex *pVertexData;
m_pVertex.num=0;
for(int cVB=0;cVB<m_pVertexBuffer.num;cVB++)
{
m_pVertexBuffer[cVB]->Lock(0,0,(BYTE**)&pVertexData,NULL);
m_pVertex.Add(pVertexData);
}
}
else
{
MultiVertex *pVertexData;
m_pVertex.num=0;
for(int cVB=0;cVB<m_pVertexBuffer.num;cVB++)
{
m_pVertexBuffer[cVB]->Lock(0,0,(BYTE**)&pVertexData,NULL);
m_pVertex.Add(pVertexData);
}
}
WORD *pIndicesData;
m_pIndices.num=0;
for(int cIB=0;cIB<m_pIndicesBuffer.num;cIB++)
{
m_pIndicesBuffer[cIB]->Lock(0,m_nIndices[cIB]*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
m_pIndices.Add(pIndicesData);
}
}
void CMeshObject::AllUnlockBuffer()
{
if(m_bCompleteMesh)
return;
for(int cVB=0;cVB<m_pVertexBuffer.num;cVB++)
m_pVertexBuffer[cVB]->Unlock();
for(int cIB=0;cIB<m_pIndicesBuffer.num;cIB++)
m_pIndicesBuffer[cIB]->Unlock();
m_pVertex.num=0;
m_pIndices.num=0;
m_isAlreadyLock=false;
}
void CMeshObject::CopyBuffer()
{
if(m_bCompleteMesh)
return;
MultiVertex *pVertexData=NULL;
MultiVertex *pCopyVertex=NULL;
WORD *pIndicesData=NULL;
WORD *pCopyIndices=NULL;
m_pVertex.num=0;
m_pIndices.num=0;
for(int cVB=0;cVB<m_pVertexBuffer.num;cVB++)
{
pCopyVertex=new MultiVertex[m_nVertex[cVB]];
m_pVertexBuffer[cVB]->Lock(0,0,(BYTE**)&pVertexData,NULL);
memcpy(pCopyVertex,pVertexData,sizeof(MultiVertex)*m_nVertex[cVB]);
m_pVertexBuffer[cVB]->Unlock();
m_pVertex.Add(pCopyVertex);
}
for(int cIB=0;cIB<m_pIndicesBuffer.num;cIB++)
{
pCopyIndices=new WORD[m_nIndices[cIB]*3*sizeof(WORD)];
m_pIndicesBuffer[cIB]->Lock(0,m_nIndices[cIB]*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
memcpy(pCopyIndices,pIndicesData,m_nIndices[cIB]*3*sizeof(WORD));
m_pIndicesBuffer[cIB]->Unlock();
m_pIndices.Add(pCopyIndices);
}
}
void CMeshObject::Save(char *strFilename)
{
bool bConvert=false;
if(m_dwShader!=MultiFVF)
{
bConvert=true;
ConvertMulti();
}
FILE *fp;
int TextureSize=0;
fp=fopen(strFilename,"wb");
fwrite(&m_pVertexBuffer.num,sizeof(int),1,fp);
fwrite(&m_pMat.num,sizeof(int),1,fp);
fwrite(&TextureSize,sizeof(int),1,fp);
char strTextureName[256];
for(int i=0;i<m_pMat.num;i++)
{
sscanf(m_pMat[i]->m_strName,"%s",strTextureName);
fwrite(strTextureName,sizeof(char)*MAX_NAMEBUFFER,1,fp);
}
AllLockBuffer();
char strObjectName[MAX_NAMEBUFFER]="";
for(i=0;i<m_pVertexBuffer.num;i++)
{
fwrite(strObjectName,sizeof(char)*MAX_NAMEBUFFER,1,fp);
fwrite(&m_pMatRef[i],sizeof(long),1,fp);
fwrite(&m_nVertex[i],sizeof(long),1,fp);
fwrite(&m_nIndices[i],sizeof(int),1,fp);
fwrite(m_pVertex[i],sizeof(MultiVertex)*m_nVertex[i],1,fp);
fwrite(m_pIndices[i],sizeof(WORD)*m_nIndices[i]*3,1,fp);
}
fclose(fp);
AllUnlockBuffer();
if(bConvert)
{
ConvertNormal();
}
}
void CMeshObject::ConvertNormal()
{
if(m_bCompleteMesh)
return;
if(m_dwShader==LightFVF)
return;
SetShader(LightFVF);
LightVertex *pVertexNormalData;
MultiVertex *pVertexData;
WORD *pIndicesData;
vector3 vecNormal;
vector3 *v[3];
for(int i=0;i<m_nVertex.num;i++)
{
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
CSceneManager::GetDevice()->CreateVertexBuffer(m_nVertex[i]*sizeof(LightVertex),D3DUSAGE_WRITEONLY,
LightFVF,D3DPOOL_MANAGED,&pAllocVB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexNormalData,0);
m_pIndicesBuffer[i]->Lock(0,m_nIndices[i]*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexData,0);
for(int cIndices=0;cIndices<m_nIndices[i];cIndices++)
{
v[0]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+0] ].v;
v[1]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+1] ].v;
v[2]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+2] ].v;
vecNormal= (*v[1]-*v[0])^(*v[2]-*v[1]);
vecNormal.Normalize();
pVertexData[ pIndicesData[cIndices*3+0] ].v;
pVertexData[ pIndicesData[cIndices*3+1] ].v;
pVertexData[ pIndicesData[cIndices*3+2] ].v;
pVertexNormalData[pIndicesData[cIndices*3+0]].v=pVertexData[ pIndicesData[cIndices*3+0] ].v;
pVertexNormalData[pIndicesData[cIndices*3+0]].tu=pVertexData[ pIndicesData[cIndices*3+0] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+0]].tv=pVertexData[ pIndicesData[cIndices*3+0] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+0]].spec.c=0x0;
pVertexNormalData[pIndicesData[cIndices*3+0]].n=vecNormal;
pVertexNormalData[pIndicesData[cIndices*3+1]].v=pVertexData[ pIndicesData[cIndices*3+1] ].v;
pVertexNormalData[pIndicesData[cIndices*3+1]].tu=pVertexData[ pIndicesData[cIndices*3+1] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+1]].tv=pVertexData[ pIndicesData[cIndices*3+1] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+1]].spec.c=0x0;
pVertexNormalData[pIndicesData[cIndices*3+1]].n=vecNormal;
pVertexNormalData[pIndicesData[cIndices*3+2]].v=pVertexData[ pIndicesData[cIndices*3+2] ].v;
pVertexNormalData[pIndicesData[cIndices*3+2]].tu=pVertexData[ pIndicesData[cIndices*3+2] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+2]].tv=pVertexData[ pIndicesData[cIndices*3+2] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+2]].spec.c=0x0;
pVertexNormalData[pIndicesData[cIndices*3+2]].n=vecNormal;
}
// smoothing
int *iTmp = new int[m_nVertex[i]];
int iCount;
for(int iVert = 0; iVert < m_nVertex[i]; iVert++)
{
memset(iTmp,0,sizeof(int) * m_nVertex[i]);
iCount = 0;
vector3 vecPos = pVertexNormalData[iVert].v;
vector3 vecNormal = vector3(0.0f,0.0f,0.0f);
for(int j = 0; j < m_nVertex[i]; j++ )
{
if(pVertexNormalData[j].v.x == pVertexNormalData[iVert].v.x &&
pVertexNormalData[j].v.y == pVertexNormalData[iVert].v.y &&
pVertexNormalData[j].v.z == pVertexNormalData[iVert].v.z)
{
if(D3DXVec3Dot((D3DXVECTOR3 *)(&pVertexNormalData[j].n),(D3DXVECTOR3 *)(&pVertexNormalData[iVert].n)) >= 0.5f)
{
iTmp[iCount++] = j;
vecNormal += pVertexNormalData[j].n;
}
}
}
vecNormal.Normalize();
for(int iT = 0; iT < iCount; iT++)
{
pVertexNormalData[iTmp[iT]].n = vecNormal;
}
}
delete[] iTmp;
iTmp = NULL;
//
pAllocVB->Unlock();
m_pIndicesBuffer[i]->Unlock();
m_pVertexBuffer[i]->Unlock();
m_pVertexBuffer[i]->Release();
m_pVertexBuffer[i]=pAllocVB;
}
}
void CMeshObject::ConvertMulti()
{
if(m_bCompleteMesh)
return;
if(MultiFVF==m_dwShader)
return;
if(LightFVF==m_dwShader)
{
SetShader(MultiFVF);
LightVertex *pVertexNormalData;
MultiVertex *pVertexData;
for(int i=0;i<m_nVertex.num;i++)
{
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
CSceneManager::GetDevice()->CreateVertexBuffer(m_nVertex[i]*sizeof(MultiVertex),D3DUSAGE_WRITEONLY,
MultiFVF,D3DPOOL_MANAGED,&pAllocVB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexNormalData,0);
for(int cVertex=0;cVertex<m_nVertex[i];cVertex++)
{
pVertexData[cVertex].v=pVertexNormalData[cVertex].v;
pVertexData[cVertex].tu=pVertexNormalData[cVertex].tu;
pVertexData[cVertex].tv=pVertexNormalData[cVertex].tv;
pVertexData[cVertex].spec.c=0x0;
pVertexData[cVertex].diff.c=0xffffffff;
}
pAllocVB->Unlock();
m_pVertexBuffer[i]->Unlock();
m_pVertexBuffer[i]->Release();
m_pVertexBuffer[i]=pAllocVB;
}
}
else
{
SetShader(MultiFVF);
DetailVertex *pVertexNormalData;
MultiVertex *pVertexData;
for(int i=0;i<m_nVertex.num;i++)
{
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
CSceneManager::GetDevice()->CreateVertexBuffer(m_nVertex[i]*sizeof(MultiVertex),D3DUSAGE_WRITEONLY,
MultiFVF,D3DPOOL_MANAGED,&pAllocVB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexNormalData,0);
for(int cVertex=0;cVertex<m_nVertex[i];cVertex++)
{
pVertexData[cVertex].v=pVertexNormalData[cVertex].v;
pVertexData[cVertex].tu=pVertexNormalData[cVertex].tu;
pVertexData[cVertex].tv=pVertexNormalData[cVertex].tv;
pVertexData[cVertex].spec.c=0x0;
pVertexData[cVertex].diff.c=0xffffffff;
}
pAllocVB->Unlock();
m_pVertexBuffer[i]->Unlock();
m_pVertexBuffer[i]->Release();
m_pVertexBuffer[i]=pAllocVB;
}
}
}
void CMeshObject::Optimize()
{
if(m_bCompleteMesh)
return;
DWORD dwShaderTemp=m_dwShader;
if(m_dwShader!=MultiFVF)
ConvertMulti();
const float fEll=0.0001f;
CopyBuffer();
for(int i=0;i<m_nIndices.num;i++)
{
MultiVertex *pOPVertexData=new MultiVertex[m_nVertex[i]];
MultiVertex *pOldVertexData=(MultiVertex *)m_pVertex[i];
WORD *pOPIndicesData=new WORD[m_nIndices[i]*3];
int cNowAdd=0;
for(int cIndices=0;cIndices<m_nIndices[i]*3;cIndices++)
{
MultiVertex CompareVertex=pOldVertexData[m_pIndices[i][cIndices]];
bool isAlready=false;
for(int cVertex=0;cVertex<cNowAdd;cVertex++)
{
if(dwShaderTemp==MultiFVF)
{
if( fabs( CompareVertex.v.x - pOPVertexData[cVertex].v.x ) <= fEll &&
fabs( CompareVertex.v.y - pOPVertexData[cVertex].v.y ) <= fEll &&
fabs( CompareVertex.v.z - pOPVertexData[cVertex].v.z ) <= fEll &&
fabs( CompareVertex.tu - pOPVertexData[cVertex].tu ) <= fEll &&
fabs( CompareVertex.tv - pOPVertexData[cVertex].tv ) <= fEll &&
fabs( CompareVertex.tu1 - pOPVertexData[cVertex].tu1) <= fEll &&
fabs( CompareVertex.tv1 - pOPVertexData[cVertex].tv1) <= fEll)
{
isAlready=true;
break;
}
}
else
{
if( fabs( CompareVertex.v.x - pOPVertexData[cVertex].v.x ) <= fEll &&
fabs( CompareVertex.v.y - pOPVertexData[cVertex].v.y ) <= fEll &&
fabs( CompareVertex.v.z - pOPVertexData[cVertex].v.z ) <= fEll &&
fabs( CompareVertex.tu - pOPVertexData[cVertex].tu ) <= fEll &&
fabs( CompareVertex.tv - pOPVertexData[cVertex].tv ) <= fEll )
{
isAlready=true;
break;
}
}
}
if(isAlready)
{
pOPIndicesData[cIndices]=cVertex;
}
else
{
pOPVertexData[cVertex]=CompareVertex;
pOPIndicesData[cIndices]=cVertex;
cNowAdd++;
}
}
m_nVertex[i]=cNowAdd;
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
MultiVertex *pVertexData;
CSceneManager::GetDevice()->CreateVertexBuffer(m_nVertex[i]*sizeof(MultiVertex),D3DUSAGE_WRITEONLY,
MultiFVF,D3DPOOL_MANAGED,&pAllocVB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
memcpy(pVertexData,pOPVertexData,sizeof(MultiVertex)*m_nVertex[i]);
pAllocVB->Unlock();
m_pVertexBuffer[i]->Release();
m_pVertexBuffer[i]=pAllocVB;
WORD *pIndicesData;
m_pIndicesBuffer[i]->Lock(0,m_nIndices[i]*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
memcpy(pIndicesData,pOPIndicesData,sizeof(WORD)*m_nIndices[i]*3);
m_pIndicesBuffer[i]->Unlock();
}
if(dwShaderTemp!=MultiFVF)
ConvertNormal();
}
void CMeshObject::TextureLoad()
{
for(int i=0;i<m_pMat.num;i++)
{
//if(m_nVertex[i]==0 || m_nIndices[i]==0)
// continue;
m_pMat[i]->Load(m_pMat[i]->m_strName);
if(CRenderOption::m_bFullSceneGlare && m_pGlare.num != 0) // Glare Texture
{
m_pGlare[i]->LoadNotMessage(m_pGlare[i]->m_strName);
}
if(CRenderOption::m_AllObjectBump && m_pBumpTexture.num!=0)
{
m_pBumpTexture[i]->Load(m_pBumpTexture[i]->m_strName);
}
}
}
void CMeshObject::ConvertDetail()
{
if(m_bCompleteMesh)
return;
if(m_dwShader==DetailFVF)
return;
if(m_dwShader==MultiFVF)
{
MultiVertex *pVertexData;
WORD *pIndicesData;
DetailVertex *pVertexNormalData;
for(int i=0;i<m_nVertex.num;i++)
{
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
CSceneManager::GetDevice()->CreateVertexBuffer(m_nVertex[i]*sizeof(DetailVertex),D3DUSAGE_WRITEONLY,
DetailFVF,D3DPOOL_MANAGED,&pAllocVB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexNormalData,0);
m_pIndicesBuffer[i]->Lock(0,m_nIndices[i]*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexData,0);
vector3 *v[3];
vector3 vecNormal;
for(int cIndices=0;cIndices<m_nIndices[i];cIndices++)
{
v[0]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+0] ].v;
v[1]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+1] ].v;
v[2]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+2] ].v;
vecNormal= (*v[1]-*v[0])^(*v[2]-*v[1]);
vecNormal.Normalize();
pVertexNormalData[pIndicesData[cIndices*3+0]].v=pVertexData[ pIndicesData[cIndices*3+0] ].v;
pVertexNormalData[pIndicesData[cIndices*3+0]].tu=pVertexData[ pIndicesData[cIndices*3+0] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+0]].tv=pVertexData[ pIndicesData[cIndices*3+0] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+0]].tu1=pVertexData[ pIndicesData[cIndices*3+0] ].tu*30.0f;
pVertexNormalData[pIndicesData[cIndices*3+0]].tv1=pVertexData[ pIndicesData[cIndices*3+0] ].tv*30.0f;
pVertexNormalData[pIndicesData[cIndices*3+0]].n=vecNormal;
pVertexNormalData[pIndicesData[cIndices*3+1]].v=pVertexData[ pIndicesData[cIndices*3+1] ].v;
pVertexNormalData[pIndicesData[cIndices*3+1]].tu=pVertexData[ pIndicesData[cIndices*3+1] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+1]].tv=pVertexData[ pIndicesData[cIndices*3+1] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+1]].tu1=pVertexData[ pIndicesData[cIndices*3+1] ].tu*30.0f;
pVertexNormalData[pIndicesData[cIndices*3+1]].tv1=pVertexData[ pIndicesData[cIndices*3+1] ].tv*30.0f;
pVertexNormalData[pIndicesData[cIndices*3+1]].n=vecNormal;
pVertexNormalData[pIndicesData[cIndices*3+2]].v=pVertexData[ pIndicesData[cIndices*3+2] ].v;
pVertexNormalData[pIndicesData[cIndices*3+2]].tu=pVertexData[ pIndicesData[cIndices*3+2] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+2]].tv=pVertexData[ pIndicesData[cIndices*3+2] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+2]].tu1=pVertexData[ pIndicesData[cIndices*3+2] ].tu*30.0f;
pVertexNormalData[pIndicesData[cIndices*3+2]].tv1=pVertexData[ pIndicesData[cIndices*3+2] ].tv*30.0f;
pVertexNormalData[pIndicesData[cIndices*3+2]].n=vecNormal;
}
pAllocVB->Unlock();
m_pIndicesBuffer[i]->Unlock();
m_pVertexBuffer[i]->Unlock();
m_pVertexBuffer[i]->Release();
m_pVertexBuffer[i]=pAllocVB;
}
}
else
{
LightVertex *pVertexNormalData;
DetailVertex *pVertexData;
for(int i=0;i<m_nVertex.num;i++)
{
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
CSceneManager::GetDevice()->CreateVertexBuffer(m_nVertex[i]*sizeof(MultiVertex),D3DUSAGE_WRITEONLY,
MultiFVF,D3DPOOL_MANAGED,&pAllocVB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexNormalData,0);
for(int cVertex=0;cVertex<m_nVertex[i];cVertex++)
{
pVertexData[cVertex].v=pVertexNormalData[cVertex].v;
pVertexData[cVertex].tu=pVertexNormalData[cVertex].tu;
pVertexData[cVertex].tv=pVertexNormalData[cVertex].tv;
pVertexData[cVertex].n=pVertexNormalData[cVertex].n;
pVertexData[cVertex].tu1=pVertexNormalData[cVertex].tu*10.0f;
pVertexData[cVertex].tv1=pVertexNormalData[cVertex].tv*10.0f;
}
pAllocVB->Unlock();
m_pVertexBuffer[i]->Unlock();
m_pVertexBuffer[i]->Release();
m_pVertexBuffer[i]=pAllocVB;
}
}
SetShader(DetailFVF);
//DetailTextureLoad();
}
//DEL void CMeshObject::DetailTextureLoad()
//DEL {
//DEL char strDetailName[256];
//DEL char strFullName[256];
//DEL int nlens;
//DEL FILE *fp=NULL;
//DEL CTexture::SetPath(OBJECTTEXTUREPATH);
//DEL
//DEL for(int i=0;i<m_pMat.num;i++)
//DEL {
//DEL strcpy(strDetailName,m_pMat[i]->m_strName);
//DEL nlens=strlen(strDetailName);
//DEL strDetailName[nlens-4]='\0';
//DEL strcat(strDetailName,"_detail.dds");
//DEL sprintf(strFullName,"%s\\%s",OBJECTTEXTUREPATH,strDetailName);
//DEL fp=fopen(strFullName,"rb");
//DEL if(fp)
//DEL {
//DEL fclose(fp);
//DEL CTexture *AddNode=new CTexture();
//DEL strcpy(AddNode->m_strName,strDetailName);
//DEL AddNode->Load(AddNode->m_strName);
//DEL m_pDetailMap.Add(AddNode);
//DEL }
//DEL else
//DEL {
//DEL m_pDetailMap.Add(NULL);
//DEL }
//DEL }
//DEL m_bDetailTexture=true;
//DEL }
void CMeshObject::ConvertTree()
{
SetShader(TREEVERTEXFVF);
TreeVertex *pVertexNormalData;
MultiVertex *pVertexData;
WORD *pIndicesData;
vector3 vecNormal;
vector3 *v[3];
float fMaxY,fMinY;
fMaxY=-100000000000.0f;
fMinY=100000000000.0f;
for(int i=0;i<m_nVertex.num;i++)
{
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexData,0);
for(int cVertex=0;cVertex<m_nVertex[i];cVertex++)
{
if(fMaxY<pVertexData[cVertex].v.y)
fMaxY=pVertexData[cVertex].v.y;
if(fMinY>pVertexData[cVertex].v.y)
fMinY=pVertexData[cVertex].v.y;
}
m_pVertexBuffer[i]->Unlock();
}
float fSize=fMaxY-fMinY;
float fRate,fEnd;
for(i=0;i<m_nVertex.num;i++)
{
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
CSceneManager::GetDevice()->CreateVertexBuffer(m_nVertex[i]*sizeof(TreeVertex),D3DUSAGE_WRITEONLY,
TREEVERTEXFVF,D3DPOOL_MANAGED,&pAllocVB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexNormalData,0);
m_pIndicesBuffer[i]->Lock(0,m_nIndices[i]*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
m_pVertexBuffer[i]->Lock(0,0,(BYTE**)&pVertexData,0);
for(int cIndices=0;cIndices<m_nIndices[i];cIndices++)
{
v[0]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+0] ].v;
v[1]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+1] ].v;
v[2]=(vector3*)&pVertexData[ pIndicesData[cIndices*3+2] ].v;
vecNormal= (*v[1]-*v[0])^(*v[2]-*v[1]);
vecNormal.Normalize();
pVertexData[ pIndicesData[cIndices*3+0] ].v;
pVertexData[ pIndicesData[cIndices*3+1] ].v;
pVertexData[ pIndicesData[cIndices*3+2] ].v;
pVertexNormalData[pIndicesData[cIndices*3+0]].v=pVertexData[ pIndicesData[cIndices*3+0] ].v;
pVertexNormalData[pIndicesData[cIndices*3+0]].tu=pVertexData[ pIndicesData[cIndices*3+0] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+0]].tv=pVertexData[ pIndicesData[cIndices*3+0] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+0]].n +=vecNormal;
fRate=(pVertexNormalData[pIndicesData[cIndices*3+0]].v.y-fMinY)/fSize;
pVertexNormalData[pIndicesData[cIndices*3+0]].fWeight=fRate*fRate;
/*
if(fRate<0.5)
pVertexNormalData[pIndicesData[cIndices*3+0]].fWeight=0.0f;
else
{
fEnd=(fRate-0.5f)*2.0f;
*/
//pVertexNormalData[pIndicesData[cIndices*3+0]].fWeight=fEnd*fEnd;
//}
pVertexNormalData[pIndicesData[cIndices*3+1]].v=pVertexData[ pIndicesData[cIndices*3+1] ].v;
pVertexNormalData[pIndicesData[cIndices*3+1]].tu=pVertexData[ pIndicesData[cIndices*3+1] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+1]].tv=pVertexData[ pIndicesData[cIndices*3+1] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+1]].n+=vecNormal;
fRate=(pVertexNormalData[pIndicesData[cIndices*3+1]].v.y-fMinY)/fSize;
pVertexNormalData[pIndicesData[cIndices*3+1]].fWeight=fRate*fRate;
pVertexNormalData[pIndicesData[cIndices*3+2]].v=pVertexData[ pIndicesData[cIndices*3+2] ].v;
pVertexNormalData[pIndicesData[cIndices*3+2]].tu=pVertexData[ pIndicesData[cIndices*3+2] ].tu;
pVertexNormalData[pIndicesData[cIndices*3+2]].tv=pVertexData[ pIndicesData[cIndices*3+2] ].tv;
pVertexNormalData[pIndicesData[cIndices*3+2]].n+=vecNormal;
fRate=(pVertexNormalData[pIndicesData[cIndices*3+2]].v.y-fMinY)/fSize;
pVertexNormalData[pIndicesData[cIndices*3+2]].fWeight=fRate*fRate;
}
// smoothing
int *iTmp = new int[m_nVertex[i]];
int iCount;
for(int iVert = 0; iVert < m_nVertex[i]; iVert++)
{
memset(iTmp,0,sizeof(int) * m_nVertex[i]);
iCount = 0;
vector3 vecPos = pVertexNormalData[iVert].v;
vector3 vecNormal = vector3(0.0f,0.0f,0.0f);
for(int j = 0; j < m_nVertex[i]; j++ )
{
if(pVertexNormalData[j].v.x == pVertexNormalData[iVert].v.x &&
pVertexNormalData[j].v.y == pVertexNormalData[iVert].v.y &&
pVertexNormalData[j].v.z == pVertexNormalData[iVert].v.z)
{
iTmp[iCount++] = j;
vecNormal += pVertexNormalData[j].n;
}
}
vecNormal.Normalize();
for(int iT = 0; iT < iCount; iT++)
{
pVertexNormalData[iTmp[iT]].n = vecNormal;
}
}
delete[] iTmp;
iTmp = NULL;
//
pAllocVB->Unlock();
m_pIndicesBuffer[i]->Unlock();
m_pVertexBuffer[i]->Unlock();
m_pVertexBuffer[i]->Release();
m_pVertexBuffer[i]=pAllocVB;
}
}
void CMeshObject::SaveConvertMesh(char *strFilename,int iMethod)
{
if(iMethod == 0)
{
Save(strFilename);
}
else
{
if(m_dwShader!=LightFVF)
{
ConvertNormal();
}
FILE *fp;
int TextureSize=iMethod;
fp=fopen(strFilename,"wb");
fwrite(&m_pVertexBuffer.num,sizeof(int),1,fp);
fwrite(&m_pMat.num,sizeof(int),1,fp);
fwrite(&TextureSize,sizeof(int),1,fp); //iMethod
char strTextureName[256];
for(int i=0;i<m_pMat.num;i++)
{
sscanf(m_pMat[i]->m_strName,"%s",strTextureName);
fwrite(strTextureName,sizeof(char)*MAX_NAMEBUFFER,1,fp);
}
AllLockBuffer();
char strObjectName[MAX_NAMEBUFFER]="";
for(i=0;i<m_pVertexBuffer.num;i++)
{
fwrite(strObjectName,sizeof(char)*MAX_NAMEBUFFER,1,fp);
fwrite(&m_pMatRef[i],sizeof(long),1,fp);
fwrite(&m_nVertex[i],sizeof(long),1,fp);
fwrite(&m_nIndices[i],sizeof(int),1,fp);
fwrite(m_pVertex[i],sizeof(LightVertex)*m_nVertex[i],1,fp);
fwrite(m_pIndices[i],sizeof(WORD)*m_nIndices[i]*3,1,fp);
}
fclose(fp);
AllUnlockBuffer();
}
}
void CMeshObject::MeshReload()
{
m_pVertex.num=0;
m_pIndices.num=0;
for(int i=0;i<m_pVertexBuffer.num;i++)
m_pVertexBuffer[i]->Release();
m_pVertexBuffer.num=0;
m_nVertex.num=0;
for(i=0;i<m_pIndicesBuffer.num;i++)
m_pIndicesBuffer[i]->Release();
m_pIndicesBuffer.num=0;
m_nIndices.num=0;
CFileLoad FileLoader;
FileLoader.Load(m_strMeshName);
int nObject,nMat,TextureSize;
FileLoader.GetData(&nObject,sizeof(int));
FileLoader.GetData(&nMat,sizeof(int));
FileLoader.GetData(&TextureSize,sizeof(int));
m_bRender=true;
char strTextureName[256];
for(i=0;i<nMat;i++)
{
FileLoader.GetData(strTextureName,sizeof(char)*MAX_NAMEBUFFER);
}
char strObjectName[256];
int MatRef,cVertex,cIndices;
MultiVertex *pVertexData;
WORD *pIndicesData;
for(i=0;i<nObject;i++)
{
FileLoader.GetData(strObjectName,sizeof(char)*256);
FileLoader.GetData(&MatRef,sizeof(long));
FileLoader.GetData(&cVertex,sizeof(long));
FileLoader.GetData(&cIndices,sizeof(int));
LPDIRECT3DVERTEXBUFFER8 pAllocVB;
LPDIRECT3DINDEXBUFFER8 pAllocIB;
MultiVertex *pTempVertex=new MultiVertex[cVertex];
WORD *pTempIndices=new WORD[cIndices*3];
CSceneManager::GetDevice()->CreateVertexBuffer(cVertex*sizeof(MultiVertex),D3DUSAGE_WRITEONLY,
MultiFVF,D3DPOOL_MANAGED,&pAllocVB);
CSceneManager::GetDevice()->CreateIndexBuffer(cIndices*3*sizeof(WORD),D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,D3DPOOL_MANAGED,&pAllocIB);
pAllocVB->Lock(0,0,(BYTE**)&pVertexData,0);
pAllocIB->Lock(0,cIndices*3*sizeof(WORD),(BYTE**)&pIndicesData,0);
FileLoader.GetData(pVertexData,sizeof(MultiVertex)*cVertex);
FileLoader.GetData(pIndicesData,sizeof(WORD)*cIndices*3);
pAllocVB->Unlock();
pAllocIB->Unlock();
m_pVertexBuffer.Add(pAllocVB);
m_pIndicesBuffer.Add(pAllocIB);
m_nVertex.Add(cVertex);
m_nIndices.Add(cIndices);
m_pMatRef.Add(MatRef);
delete [] pTempIndices;
delete [] pTempVertex;
}
if(m_dwShader!=MultiFVF)
{
m_dwShader=MultiFVF;
ConvertNormal();
}
}