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actor.cpp
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actor.cpp
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/* Residual - A 3D game interpreter
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#include "engines/stark/actor.h"
#include "engines/stark/skeleton.h"
#include "engines/stark/texture.h"
#include "engines/stark/gfx/coordinate.h"
#include "engines/stark/stark.h"
#include "common/archive.h"
#include "common/stream.h"
#include <SDL_opengl.h> // HACK: I just want to see something
namespace Stark {
Actor::Actor() : _skeleton(NULL), _texture(NULL) {
}
Actor::~Actor() {
for (Common::Array<MaterialNode *>::iterator it = _materials.begin(); it != _materials.end(); ++it)
delete *it;
for (Common::Array<MeshNode *>::iterator it = _meshes.begin(); it != _meshes.end(); ++it)
delete *it;
if (_skeleton)
delete _skeleton;
if (_texture)
delete _texture;
}
bool Actor::readFromStream(Common::ReadStream *stream) {
_id = stream->readUint32LE();
uint32 format = stream->readUint32LE();
uint32 u1 = stream->readUint32LE();
uint32 id2 = stream->readUint32LE();
if (id2 != 0xDEADBABE)
return false;
uint32 u2 = stream->readUint32LE();
uint32 numMaterials = stream->readUint32LE();
for (uint i = 0; i < numMaterials; ++i) {
MaterialNode *node = new MaterialNode();
uint32 len = stream->readUint32LE();
char *ptr = new char[len];
stream->read(ptr, len);
node->_name = Common::String(ptr, len);
uint32 u3 = stream->readUint32LE();
delete[] ptr;
len = stream->readUint32LE();
ptr = new char[len];
stream->read(ptr, len);
node->_texName = Common::String(ptr, len);
delete[] ptr;
ptr = new char[12];
stream->read(ptr, 12);
node->_r = get_float(ptr);
node->_g = get_float(ptr + 4);
node->_b = get_float(ptr + 8);
_materials.push_back(node);
}
uint32 numUnknowns = stream->readUint32LE();
for (uint32 i = 0; i < numUnknowns; ++i) {
UnknownNode *node = new UnknownNode();
char *ptr = new char[16];
stream->read(ptr, 16);
node->_u1 = get_float(ptr);
node->_u2 = get_float(ptr + 4);
node->_u3 = get_float(ptr + 8);
node->_u4 = get_float(ptr + 12);
}
_skeleton = new Skeleton();
_skeleton->readFromStream(stream);
uint32 numMeshes = stream->readUint32LE();
for (uint32 i = 0; i < numMeshes; ++i) {
MeshNode *node = new MeshNode();
uint32 len = stream->readUint32LE();
char *ptr = new char[len];
stream->read(ptr, len);
node->_name = Common::String(ptr, len);
delete[] ptr;
len = stream->readUint32LE();
for (uint32 j = 0; j < len; ++j) {
FaceNode *face = new FaceNode();
face->_matIdx = stream->readUint32LE();
uint32 childCount = stream->readUint32LE();
for (uint32 k = 0; k < childCount; ++k) {
VertNode *vert = new VertNode();
ptr = new char[14 * 4];
stream->read(ptr, 14 * 4);
vert->_pos1 = Graphics::Vector3d(get_float(ptr), get_float(ptr + 4), get_float(ptr + 8));
vert->_pos2 = Graphics::Vector3d(get_float(ptr + 12), get_float(ptr + 16), get_float(ptr + 20));
vert->_normal = Graphics::Vector3d(get_float(ptr + 24), get_float(ptr + 28), get_float(ptr + 32));
vert->_texS = get_float(ptr + 36);
vert->_texT = get_float(ptr + 40);
vert->_bone1 = READ_LE_UINT32(ptr + 44);
vert->_bone2 = READ_LE_UINT32(ptr + 48);
vert->_boneWeight = get_float(ptr + 52);
delete[] ptr;
face->_verts.push_back(vert);
}
childCount = stream->readUint32LE();
for (uint32 k = 0; k < childCount; ++k) {
TriNode *tri = new TriNode();
tri->_vert1 = stream->readUint32LE();
tri->_vert2 = stream->readUint32LE();
tri->_vert3 = stream->readUint32LE();
face->_tris.push_back(tri);
}
node->_faces.push_back(face);
}
_meshes.push_back(node);
}
return true;
}
bool Actor::setAnim(Common::ReadStream *stream)
{
return _skeleton->setAnim(stream);
}
bool Actor::setTexture(Common::ReadStream *stream)
{
if (_texture)
delete _texture;
_texture = new Texture();
return _texture->createFromStream(stream);
}
SceneElementActor *SceneElementActor::load(const Common::Archive *archive, const Common::String &name) {
Common::ReadStream *stream = archive->createReadStreamForMember(name);
if (!stream)
return NULL;
SceneElementActor *cir = new SceneElementActor();
cir->_actor = new Actor();
cir->_actor->readFromStream(stream);
return cir;
}
SceneElementActor::SceneElementActor() : _actor(NULL) {
}
SceneElementActor::~SceneElementActor() {
if (_actor)
delete _actor;
}
bool SceneElementActor::setAnim(const Common::Archive *archive, const Common::String &name) {
Common::ReadStream *stream = archive->createReadStreamForMember(name);
if (!stream)
return false;
return _actor->setAnim(stream);
}
bool SceneElementActor::setTexture(const Common::Archive *archive, const Common::String &name) {
Common::ReadStream *stream = archive->createReadStreamForMember(name);
if (!stream)
return false;
return _actor->setTexture(stream);
}
void SceneElementActor::update(uint32 delta) {
_actor->getSkeleton()->animate(delta);
}
void SceneElementActor::render(Stark::GfxDriver *gfx) {
// Prepare vertex list and push to gfx driver
// HACK: Purely because I just want to see something for now
static double ctr = 0;
ctr += .1;
gfx->set3DMode();
glPushMatrix();
glLoadIdentity();
glScalef(0.005f, .005f, -.005f);
glTranslatef(0, -20.f, 100.f);
glRotatef(20, .3f, 1.f, 0.f);
glRotatef(180, 0.f, 1.f, 0.f);
//glRotatef((ctr * 10.3f), -4.0f, 10.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
Common::Array<BoneNode *> bones = _actor->getSkeleton()->getBones();
Common::Array<MeshNode *> meshes = _actor->getMeshes();
Common::Array<MaterialNode *> mats = _actor->getMaterials();
const Texture *texture = _actor->getTexture();
for (Common::Array<MeshNode *>::iterator mesh = meshes.begin(); mesh != meshes.end(); ++mesh) {
for (Common::Array<FaceNode *>::iterator face = (*mesh)->_faces.begin(); face != (*mesh)->_faces.end(); ++face) {
// For each triangle to draw
uint32 tex = texture->getTexture(mats[(*face)->_matIdx]->_texName);
if (tex)
glColor3f(1.f, 1.f, 1.f);
else
glColor3f(mats[(*face)->_matIdx]->_r, mats[(*face)->_matIdx]->_g, mats[(*face)->_matIdx]->_b);
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_TRIANGLES);
for (Common::Array<TriNode *>::iterator tri = (*face)->_tris.begin(); tri != (*face)->_tris.end(); ++tri) {
// Contains 3 vertices
// Each vertex relative to a bone coordinate
// 'move' to join location and rotation, then place the vertex there
for (int vert = 0; vert < 3; ++vert) {
int vertIdx;
if (vert == 0)
vertIdx = (*tri)->_vert1;
else if (vert == 1)
vertIdx = (*tri)->_vert3;
else
vertIdx = (*tri)->_vert2;
Coordinate b1 = (*face)->_verts[vertIdx]->_pos1;
BoneNode *bone = bones[(*face)->_verts[vertIdx]->_bone1];
b1.rotate(bone->_animPos);
b1.translate(bone->_animPos);
Coordinate b2 = (*face)->_verts[vertIdx]->_pos2;
bone = bones[(*face)->_verts[vertIdx]->_bone2];
b2.rotate(bone->_animPos);
b2.translate(bone->_animPos);
float w = (*face)->_verts[vertIdx]->_boneWeight;
Coordinate pos = b1 * w + b2 * (1.f - w);
if (tex)
glTexCoord2f(-(*face)->_verts[vertIdx]->_texS, (*face)->_verts[vertIdx]->_texT);
glVertex3f(pos.x(), pos.y(), -pos.z()); // - is LHS->RHS
}
}
glEnd();
}
}
glPopMatrix();
}
} // End of namespace Stark