Open Source Tomb Raider Engine
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Game.cpp 51KB

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  1. /*!
  2. * \file src/Game.cpp
  3. * \brief Game abstraction
  4. *
  5. * \author xythobuz
  6. */
  7. #ifdef __APPLE__
  8. #include <OpenGL/gl.h>
  9. #include <OpenGL/glu.h>
  10. #else
  11. #include <GL/gl.h>
  12. #include <GL/glu.h>
  13. #endif
  14. #include <algorithm>
  15. #include <map>
  16. #include <vector>
  17. #include "main.h"
  18. #include "Console.h"
  19. #include "Game.h"
  20. #include "utils/strings.h"
  21. #include "games/TombRaider1.h"
  22. // Old Code compatibility
  23. #define TexelScale 256.0f
  24. #define TextureLimit 24
  25. std::map<int, int> gMapTex2Bump;
  26. skeletal_model_t *gLaraModel;
  27. std::vector<unsigned int> gColorTextureHACK;
  28. Game::Game() {
  29. mLoaded = false;
  30. mName = NULL;
  31. mLara = NULL;
  32. mFlags = 0;
  33. mTextureStart = 0;
  34. mTextureLevelOffset = 0;
  35. mTextureOffset = 0;
  36. mCamera = NULL;
  37. mRender = NULL;
  38. }
  39. Game::~Game() {
  40. destroy();
  41. if (mRender)
  42. delete mRender;
  43. if (mCamera)
  44. delete mCamera;
  45. }
  46. int Game::initialize() {
  47. // Set up Camera
  48. vec3_t up = {0.0f, -1.0f, 0.0f};
  49. mCamera = new Camera();
  50. mCamera->reset();
  51. mCamera->setSpeed(512);
  52. mCamera->setUp(up);
  53. // Set up Renderer
  54. mRender = new Render();
  55. mRender->initTextures(gOpenRaider->mDataDir, &mTextureStart, &mTextureLevelOffset);
  56. // Enable Renderer
  57. mRender->setMode(Render::modeLoadScreen);
  58. return 0;
  59. }
  60. void percentCallbackTrampoline(int percent, void *data) {
  61. Game *self = static_cast<Game *>(data);
  62. self->percentCallback(percent);
  63. }
  64. void Game::percentCallback(int percent) {
  65. }
  66. void Game::destroy() {
  67. if (mName)
  68. delete [] mName;
  69. mLoaded = false;
  70. mRender->setMode(Render::modeDisabled);
  71. }
  72. int Game::loadLevel(const char *level) {
  73. if (mLoaded)
  74. destroy();
  75. mName = bufferString("%s", level);
  76. mRender->ClearWorld();
  77. mWorld.destroy();
  78. // Load the level pak into TombRaider
  79. gOpenRaider->mConsole->print("Loading %s", mName);
  80. int error = mTombRaider.Load(mName, percentCallbackTrampoline, this);
  81. if (error != 0) {
  82. return error;
  83. }
  84. // If required, load the external sound effect file MAIN.SFX into TombRaider
  85. if ((mTombRaider.getEngine() == TR_VERSION_2) || (mTombRaider.getEngine() == TR_VERSION_3)) {
  86. char *tmp = bufferString("%sMAIN.SFX", level); // Ensure theres enough space
  87. size_t length = strlen(tmp);
  88. size_t dir = 0;
  89. for (int i = length - 1; i >= 0; i--) {
  90. if ((tmp[i] == '/') || (tmp[i] == '\\')) {
  91. dir = i + 1; // Find where the filename (bla.tr2) starts
  92. break;
  93. }
  94. }
  95. strcpy(tmp + dir, "MAIN.SFX\0"); // overwrite the name itself with MAIN.SFX
  96. error = mTombRaider.loadSFX(tmp);
  97. if (error != 0) {
  98. gOpenRaider->mConsole->print("Could not load %s", tmp);
  99. }
  100. delete [] tmp;
  101. }
  102. // Process data
  103. processTextures();
  104. printf("Processing rooms: ");
  105. for (int i = 0; i < mTombRaider.NumRooms(); i++)
  106. processRoom(i);
  107. printf("Done! Found %d rooms.\n", mTombRaider.NumRooms());
  108. printf("Processing meshes: ");
  109. for (int i = 0; i < mTombRaider.getMeshCount(); i++) {
  110. processModel(i);
  111. }
  112. printf("Done! Found %d meshes.\n", mTombRaider.getMeshCount());
  113. processSprites();
  114. processMoveables();
  115. processPakSounds();
  116. // Free pak file
  117. mTombRaider.reset();
  118. mLoaded = true;
  119. mRender->setMode(Render::modeVertexLight);
  120. return 0;
  121. }
  122. void Game::handleAction(ActionEvents action, bool isFinished) {
  123. if (mLoaded) {
  124. }
  125. }
  126. void Game::handleMouseMotion(int xrel, int yrel) {
  127. if (mLoaded) {
  128. }
  129. }
  130. void Game::display() {
  131. if (mLoaded) {
  132. }
  133. mRender->Display();
  134. }
  135. void Game::processPakSounds()
  136. {
  137. unsigned char *riff;
  138. unsigned int riffSz;
  139. //tr2_sound_source_t *sound;
  140. //tr2_sound_details_t *detail;
  141. //float pos[3];
  142. unsigned int i;
  143. int id;
  144. /* detail
  145. short sample;
  146. short volume;
  147. short sound_range;
  148. short flags; // bits 8-15: priority?, 2-7: number of sound samples
  149. // in this group, bits 0-1: channel number
  150. */
  151. printf("Processing pak sound files: ");
  152. for (i = 0; i < mTombRaider.getSoundSamplesCount(); ++i)
  153. {
  154. mTombRaider.getSoundSample(i, &riffSz, &riff);
  155. gOpenRaider->mSound->addWave(riff, riffSz, &id, gOpenRaider->mSound->SoundFlagsNone);
  156. //if (((i + 1) == TR_SOUND_F_PISTOL) && (id > 0))
  157. //{
  158. //m_testSFX = id;
  159. //}
  160. delete [] riff;
  161. // sound[i].sound_id; // internal sound index
  162. // sound[i].flags; // 0x40, 0x80, or 0xc0
  163. //pos[0] = sound[i].x;
  164. //pos[1] = sound[i].y;
  165. //pos[2] = sound[i].z;
  166. //gOpenRaider->mSound->SourceAt(id, pos);
  167. //printf(".");
  168. //fflush(stdout);
  169. }
  170. printf("Done! Found %u files.\n", mTombRaider.getSoundSamplesCount());
  171. }
  172. void Game::processTextures()
  173. {
  174. unsigned char *image;
  175. unsigned char *bumpmap;
  176. int i;
  177. printf("Processing TR textures: ");
  178. //if ( mTombRaider.getNumBumpMaps())
  179. // gBumpMapStart = mTombRaider.NumTextures();
  180. for (i = 0; i < mTombRaider.NumTextures(); ++i)
  181. {
  182. mTombRaider.Texture(i, &image, &bumpmap);
  183. // Overwrite any previous level textures on load
  184. mRender->loadTexture(image, 256, 256, mTextureLevelOffset + i);
  185. gMapTex2Bump[mTextureLevelOffset + i] = -1;
  186. if (bumpmap)
  187. {
  188. gMapTex2Bump[mTextureLevelOffset + i] = mTextureLevelOffset + i +
  189. mTombRaider.NumTextures();
  190. mRender->loadTexture(bumpmap, 256, 256, mTextureLevelOffset + i +
  191. mTombRaider.NumTextures());
  192. }
  193. if (image)
  194. delete [] image;
  195. if (bumpmap)
  196. delete [] bumpmap;
  197. //printf(".");
  198. //fflush(stdout);
  199. }
  200. mTextureOffset = mTextureLevelOffset + mTombRaider.NumTextures();
  201. printf("Done! Found %d textures.\n", mTombRaider.NumTextures());
  202. }
  203. void Game::processSprites()
  204. {
  205. int i, j, k, l, x, y, s_index, width, height;
  206. float scale, width2, height2;
  207. tr2_sprite_texture_t *sprite;
  208. tr2_sprite_texture_t *sprite_textures;
  209. tr2_sprite_sequence_t *sprite_sequence;
  210. sprite_seq_t *r_mesh;
  211. tr2_item_t *item;
  212. item = mTombRaider.Item();
  213. sprite_textures = mTombRaider.Sprite();
  214. sprite_sequence = mTombRaider.SpriteSequence();
  215. scale = 4.0;
  216. printf("Processing sprites: ");
  217. for (i = 0; i < mTombRaider.NumItems() - 1; ++i)
  218. {
  219. // It's a mesh, skip it
  220. if (mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1)
  221. continue;
  222. k = item[i].object_id;
  223. // Search the SpriteSequence list
  224. // (if we didn't already decide that it's a mesh)
  225. for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j)
  226. {
  227. if (sprite_sequence[j].object_id == k)
  228. {
  229. k = item[i].object_id;
  230. s_index = sprite_sequence[j].offset;
  231. r_mesh = new sprite_seq_t;
  232. mWorld.addSprite(r_mesh);
  233. r_mesh->num_sprites = -sprite_sequence[j].negative_length;
  234. r_mesh->sprite = new sprite_t[r_mesh->num_sprites];
  235. for (l = 0; l < r_mesh->num_sprites; ++l)
  236. {
  237. sprite = &sprite_textures[s_index];
  238. width = sprite->width >> 8;
  239. height = sprite->height >> 8;
  240. x = sprite->x;
  241. y = sprite->y;
  242. width2 = width * scale;
  243. height2 = height * scale;
  244. // For vising use
  245. r_mesh->sprite[l].pos[0] = item[i].x;
  246. r_mesh->sprite[l].pos[1] = item[i].y;
  247. r_mesh->sprite[l].pos[2] = item[i].z;
  248. r_mesh->sprite[l].texture = sprite->tile + mTextureStart;
  249. r_mesh->sprite[l].radius = width2 / 2.0f;
  250. r_mesh->sprite[l].vertex[0].pos[0] = -width2 / 2.0f;
  251. r_mesh->sprite[l].vertex[1].pos[0] = -width2 / 2.0f;
  252. r_mesh->sprite[l].vertex[2].pos[0] = width2 / 2.0f;
  253. r_mesh->sprite[l].vertex[3].pos[0] = width2 / 2.0f;
  254. r_mesh->sprite[l].vertex[0].pos[1] = 0;
  255. r_mesh->sprite[l].vertex[1].pos[1] = -height2;
  256. r_mesh->sprite[l].vertex[2].pos[1] = -height2;
  257. r_mesh->sprite[l].vertex[3].pos[1] = 0;
  258. r_mesh->sprite[l].vertex[0].pos[2] = 0;
  259. r_mesh->sprite[l].vertex[1].pos[2] = 0;
  260. r_mesh->sprite[l].vertex[2].pos[2] = 0;
  261. r_mesh->sprite[l].vertex[3].pos[2] = 0;
  262. r_mesh->sprite[l].texel[3].st[0] = (vec_t)(x+width)/TexelScale;
  263. r_mesh->sprite[l].texel[3].st[1] = (vec_t)(y+height)/TexelScale;
  264. r_mesh->sprite[l].texel[2].st[0] = (vec_t)(x+width)/TexelScale;
  265. r_mesh->sprite[l].texel[2].st[1] = (vec_t)(y)/TexelScale;
  266. r_mesh->sprite[l].texel[1].st[0] = (vec_t)(x) /TexelScale;
  267. r_mesh->sprite[l].texel[1].st[1] = (vec_t)(y) /TexelScale;
  268. r_mesh->sprite[l].texel[0].st[0] = (vec_t)(x) / TexelScale;
  269. r_mesh->sprite[l].texel[0].st[1] = (vec_t)(y+height)/TexelScale;
  270. //printf(".");
  271. //fflush(stdout);
  272. }
  273. }
  274. }
  275. }
  276. printf("Done! Found %d sprites.\n", mTombRaider.NumSpriteSequences());
  277. }
  278. void Game::processMoveables()
  279. {
  280. std::vector<unsigned int> cache;
  281. std::vector<skeletal_model_t *> cache2;
  282. tr2_mesh_t *mesh = NULL;
  283. tr2_moveable_t *moveable = NULL;
  284. tr2_meshtree_t *meshtree = NULL;
  285. tr2_item_t *item = NULL;
  286. tr2_animation_t *animation = NULL;
  287. unsigned short *frame = NULL;
  288. tr2_sprite_sequence_t *sprite_sequence = NULL;
  289. tr2_object_texture_t *object_texture = NULL;
  290. int i, j, object_id;
  291. int ent = 0;
  292. unsigned int statCount = 0;
  293. frame = mTombRaider.Frame();
  294. moveable = mTombRaider.Moveable();
  295. meshtree = mTombRaider.MeshTree();
  296. mesh = mTombRaider.Mesh();
  297. object_texture = mTombRaider.ObjectTextures();
  298. item = mTombRaider.Item();
  299. animation = mTombRaider.Animation();
  300. sprite_sequence = mTombRaider.SpriteSequence();
  301. printf("Processing skeletal models: ");
  302. for (i = 0; i < mTombRaider.NumItems(); ++i)
  303. {
  304. object_id = item[i].object_id;
  305. // It may not be a moveable, test for sprite
  306. if (!(mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1))
  307. {
  308. for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j)
  309. {
  310. if (sprite_sequence[j].object_id == object_id)
  311. break;
  312. }
  313. // It's not a moveable, skip sprite
  314. if (j != (int)mTombRaider.NumSpriteSequences())
  315. {
  316. //printf("s");
  317. //fflush(stdout);
  318. continue;
  319. }
  320. }
  321. for (j = 0; j < (int)mTombRaider.NumMoveables(); ++j)
  322. {
  323. if ((int)moveable[j].object_id == object_id)
  324. break;
  325. }
  326. // It's not a moveable or even a sprite?, skip unknown
  327. if (j == (int)mTombRaider.NumMoveables())
  328. {
  329. //printf("?"); // what the wolf?
  330. //fflush(stdout);
  331. continue;
  332. }
  333. processMoveable(j, i, &ent, cache2, cache, object_id);
  334. statCount++;
  335. }
  336. // Get models that aren't items
  337. for (i = 0; i < mTombRaider.NumMoveables(); ++i)
  338. {
  339. switch ((int)moveable[i].object_id)
  340. {
  341. case 30:
  342. case 2: // Which tr needs this as model again?
  343. processMoveable(i, i, &ent, cache2, cache,
  344. (int)moveable[i].object_id);
  345. break;
  346. default:
  347. switch (mTombRaider.Engine())
  348. {
  349. case TR_VERSION_1:
  350. switch ((int)moveable[i].object_id)
  351. {
  352. case TombRaider1::LaraMutant:
  353. processMoveable(i, i, &ent, cache2, cache,
  354. (int)moveable[i].object_id);
  355. break;
  356. }
  357. break;
  358. case TR_VERSION_4:
  359. switch ((int)moveable[i].object_id)
  360. {
  361. case TR4_PISTOLS_ANIM:
  362. case TR4_UZI_ANIM:
  363. case TR4_SHOTGUN_ANIM:
  364. case TR4_CROSSBOW_ANIM:
  365. case TR4_GRENADE_GUN_ANIM:
  366. case TR4_SIXSHOOTER_ANIM:
  367. processMoveable(i, i, &ent, cache2, cache,
  368. (int)moveable[i].object_id);
  369. break;
  370. }
  371. break;
  372. case TR_VERSION_2:
  373. case TR_VERSION_3:
  374. case TR_VERSION_5:
  375. case TR_VERSION_UNKNOWN:
  376. break;
  377. }
  378. }
  379. }
  380. printf("Done! Found %d models.\n", mTombRaider.NumMoveables() + statCount);
  381. }
  382. void Game::processMoveable(int index, int i, int *ent,
  383. std::vector<skeletal_model_t *> &cache2,
  384. std::vector<unsigned int> &cache, int object_id)
  385. {
  386. skeletal_model_t *r_model = NULL;
  387. skeletal_model_t *c_model = NULL;
  388. animation_frame_t *animation_frame = NULL;
  389. tr2_mesh_t *mesh = NULL;
  390. tr2_moveable_t *moveable = NULL;
  391. tr2_meshtree_t *meshtree = NULL;
  392. tr2_item_t *item = NULL;
  393. tr2_animation_t *animation = NULL;
  394. tr2_meshtree_t *mesh_tree = NULL;
  395. bone_frame_t *bone = NULL;
  396. bone_tag_t *tag = NULL;
  397. entity_t *thing = NULL;
  398. SkeletalModel *sModel = 0x0;
  399. unsigned short *frame;
  400. int j, k, a, frame_step;
  401. unsigned int l, frame_offset, frame_count, f;
  402. float pos[3];
  403. float yaw;
  404. bool lara = false;
  405. int skyMesh;
  406. skyMesh = mTombRaider.getSkyModelId();
  407. frame = mTombRaider.Frame();
  408. moveable = mTombRaider.Moveable();
  409. meshtree = mTombRaider.MeshTree();
  410. mesh = mTombRaider.Mesh();
  411. item = mTombRaider.Item();
  412. animation = mTombRaider.Animation();
  413. pos[0] = item[i].x;
  414. pos[1] = item[i].y;
  415. pos[2] = item[i].z;
  416. yaw = ((item[i].angle >> 14) & 0x03);
  417. yaw *= 90;
  418. thing = new entity_t;
  419. thing->id = (*ent)++;
  420. thing->type = 0x00;
  421. thing->pos[0] = item[i].x;
  422. thing->pos[1] = item[i].y;
  423. thing->pos[2] = item[i].z;
  424. thing->angles[1] = yaw;
  425. thing->objectId = moveable[index].object_id;
  426. thing->moving = false;
  427. thing->animate = false;
  428. sModel = new SkeletalModel();
  429. mRender->addSkeletalModel(sModel);
  430. thing->tmpHook = sModel; // temp hack to keep a running version during refactoring
  431. if (mTombRaider.Engine() == TR_VERSION_1)
  432. {
  433. switch (thing->objectId)
  434. {
  435. case TombRaider1::Wolf:
  436. thing->state = TombRaider1::WolfState_Lying;
  437. //thing->animate = true;
  438. sModel->setAnimation(3);
  439. sModel->setFrame(0);
  440. break;
  441. }
  442. }
  443. //! \fixme Check here and see if we already have one for object_id later
  444. // if (mWorld.isCachedSkeletalModel(moveable[index].object_id))
  445. // {
  446. // thing->modelId = mRender->add(sModel);
  447. // return;
  448. // }
  449. r_model = new skeletal_model_t;
  450. r_model->id = moveable[index].object_id;
  451. // Gather more info if this is lara
  452. if (moveable[index].object_id == 0)
  453. {
  454. gLaraModel = r_model; // hack to avoid broken system until new event sys
  455. lara = true;
  456. mCamera->translate(pos[0], pos[1] - 470, pos[2]);
  457. thing->type = 0x02;
  458. mLara = thing; // Mongoose 2002.03.22, Cheap hack for now
  459. mLara->master = 0x0;
  460. switch (mTombRaider.Engine())
  461. {
  462. case TR_VERSION_3:
  463. mLara->modelId = i;
  464. sModel->setAnimation(TR_ANIAMTION_RUN);
  465. sModel->setIdleAnimation(TR_ANIAMTION_STAND);
  466. r_model->tr4Overlay = false;
  467. break;
  468. case TR_VERSION_4:
  469. mLara->modelId = i;
  470. sModel->setAnimation(TR_ANIAMTION_RUN);
  471. sModel->setIdleAnimation(TR_ANIAMTION_STAND);
  472. // Only TR4 lara has 2 layer bone tags/meshes per bone frame
  473. r_model->tr4Overlay = true;
  474. break;
  475. case TR_VERSION_1:
  476. case TR_VERSION_2:
  477. case TR_VERSION_5:
  478. case TR_VERSION_UNKNOWN:
  479. mLara->modelId = index;
  480. sModel->setAnimation(TR_ANIAMTION_RUN);
  481. sModel->setIdleAnimation(TR_ANIAMTION_STAND);
  482. r_model->tr4Overlay = false;
  483. break;
  484. }
  485. r_model->ponytailId = 0;
  486. }
  487. else
  488. {
  489. lara = false;
  490. r_model->ponytailId = -1;
  491. }
  492. // Animation
  493. a = moveable[index].animation;
  494. frame_offset = animation[a].frame_offset / 2;
  495. frame_step = animation[a].frame_size;
  496. int frame_cycle = 0;
  497. if (a >= (int)mTombRaider.NumAnimations())
  498. {
  499. a = mTombRaider.NumFrames() - frame_offset;
  500. }
  501. else
  502. {
  503. a = (animation[a].frame_offset / 2) - frame_offset;
  504. }
  505. if (frame_step != 0) // prevent divide-by-zero errors
  506. a /= frame_step;
  507. if (a != 0) // prevent divide-by-zero errors
  508. frame_offset += frame_step * (frame_cycle % a);
  509. if (a < 0)
  510. {
  511. //continue;
  512. return;
  513. }
  514. //! \fixme Might be better UID for each model, but this seems to work well
  515. j = object_id;
  516. // We only want one copy of the skeletal model in memory
  517. unsigned int foundIndex;
  518. bool found = false;
  519. for (foundIndex = 0; foundIndex < cache.size(); foundIndex++) {
  520. if ((int)cache[foundIndex] == j) {
  521. found = true;
  522. break;
  523. }
  524. }
  525. if (!found)
  526. {
  527. sModel->model = r_model;
  528. mWorld.addEntity(thing);
  529. k = mWorld.addModel(r_model);
  530. cache.push_back(j);
  531. cache2.push_back(r_model);
  532. switch (mTombRaider.Engine())
  533. {
  534. case TR_VERSION_4:
  535. if (mLara && moveable[index].object_id == 30)
  536. {
  537. r_model->ponytailId = k;
  538. r_model->ponytailMeshId = moveable[index].starting_mesh;
  539. r_model->ponytailNumMeshes = ((moveable[index].num_meshes > 0) ?
  540. moveable[index].num_meshes : 0);
  541. r_model->ponytailAngle = -90.0f;
  542. r_model->ponytail[0] = -3;
  543. r_model->ponytail[1] = -22;
  544. r_model->ponytail[2] = -20;
  545. r_model->ponyOff = 40;
  546. r_model->ponyOff2 = 32;
  547. r_model->pigtails = false;
  548. // Try to guess pigtails by looking for certian num verts in head
  549. if (mesh[moveable[0].starting_mesh].num_vertices > 80)
  550. {
  551. r_model->pigtails = true;
  552. r_model->ponyOff -= 20;
  553. r_model->ponytail[1] -= 32;
  554. }
  555. mRender->setFlags(Render::fRenderPonytail);
  556. printf("Found known ponytail\n");
  557. }
  558. break; // ?
  559. case TR_VERSION_1:
  560. case TR_VERSION_2:
  561. case TR_VERSION_3:
  562. case TR_VERSION_5:
  563. case TR_VERSION_UNKNOWN:
  564. if (mLara && moveable[index].object_id == 2)
  565. {
  566. r_model->ponytailId = k;
  567. r_model->ponytailMeshId = moveable[index].starting_mesh;
  568. r_model->ponytailNumMeshes = ((moveable[index].num_meshes > 0) ?
  569. moveable[index].num_meshes : 0);
  570. r_model->ponytailAngle = -90.0f;
  571. r_model->ponytail[0] = 0;
  572. r_model->ponytail[1] = -20;
  573. r_model->ponytail[2] = -20;
  574. r_model->ponyOff = 40;
  575. r_model->ponyOff2 = 0;
  576. mRender->setFlags(Render::fRenderPonytail);
  577. gOpenRaider->mConsole->print("Found ponytail?\n");
  578. }
  579. break;
  580. }
  581. }
  582. else
  583. {
  584. delete r_model;
  585. c_model = cache2[foundIndex];
  586. sModel->model = c_model;
  587. mWorld.addEntity(thing);
  588. mWorld.addModel(c_model);
  589. //printf("c"); // it's already cached
  590. //fflush(stdout);
  591. //continue;
  592. return;
  593. }
  594. int aloop = mTombRaider.getNumAnimsForMoveable(index);
  595. #ifdef DEBUG
  596. if (mFlags & Flag_DebugModel)
  597. {
  598. printf("\nanimation = %i, num_animations = %i\n",
  599. moveable[index].animation, aloop);
  600. printf("\nitem[%i].flags = %i\nentity[%i]\n",
  601. i, item[i].flags, thing->id);
  602. }
  603. #endif
  604. //a = moveable[index].animation;
  605. //frame_offset = animation[a].frame_offset / 2;
  606. //frame_step = animation[a].frame_size;
  607. for (; a < aloop; ++a,
  608. frame_offset = animation[a].frame_offset / 2,
  609. frame_step = animation[a].frame_size)
  610. {
  611. animation_frame = new animation_frame_t;
  612. r_model->animation.push_back(animation_frame);
  613. frame_count = (animation[a].frame_end - animation[a].frame_start) + 1;
  614. animation_frame->rate = animation[a].frame_rate;
  615. #ifdef DEBUG
  616. if (mFlags & Flag_DebugModel)
  617. {
  618. printf("animation[%i] state and unknowns = %i, %i, %i, %i, %i\n",
  619. a, animation[a].state_id, animation[a].unknown1,
  620. animation[a].unknown2, animation[a].unknown3,
  621. animation[a].unknown4);
  622. printf("animation[%i].frame_rate = %i\n",
  623. a, animation[a].frame_rate);
  624. printf("animation[%i].next_animation = %i\n",
  625. a, animation[a].next_animation);
  626. printf("animation[%i].frame_offset = %u\n",
  627. a, animation[a].frame_offset);
  628. printf("animation[%i].anim_command = %i\n",
  629. a, animation[a].anim_command);
  630. printf("animation[%i].num_anim_commands = %i\n",
  631. a, animation[a].num_anim_commands);
  632. printf("animation[%i].state_change_offset = %i\n",
  633. a, animation[a].state_change_offset);
  634. printf(" frame_offset = %u\n",
  635. frame_offset);
  636. }
  637. #endif
  638. // Get all the frames for aniamtion
  639. for (f = 0; f < frame_count; ++f, frame_offset += frame_step)
  640. {
  641. // HACK: Lara's ObjectID is 315, but her meshes start at 0, so make a
  642. // quick substitution (so she doesn't appear as a bunch of thighs)
  643. if (index == 0 && mTombRaider.Engine() == TR_VERSION_3)
  644. {
  645. for (j = 0; j < (int)mTombRaider.NumMoveables() && !index; ++j)
  646. {
  647. if (moveable[j].object_id == 315)
  648. index = j;
  649. }
  650. }
  651. // Fix Lara in TR4
  652. if (index == 0 && mTombRaider.Engine() == TR_VERSION_4)
  653. {
  654. for (j = 0; j < (int)mTombRaider.NumMoveables() && !index; ++j)
  655. {
  656. // Body is ItemID 8, joints are ItemID 9
  657. // (TR4 demo: body is ItemID 10, joints are ItemID 11)
  658. if (moveable[j].object_id == 8)
  659. index = j;
  660. }
  661. }
  662. else if (moveable[index].object_id == 8 &&
  663. mTombRaider.Engine() == TR_VERSION_4)
  664. {
  665. // KLUDGE to do "skinning"
  666. index = 0;
  667. for (j = 0; j < (int)mTombRaider.NumMoveables() && !index; ++j)
  668. {
  669. // Body is ItemID 8, joints are ItemID 9
  670. // (TR4 demo: body is ItemID 10, joints are ItemID 11)
  671. if (moveable[j].object_id == 9)
  672. index = j;
  673. }
  674. }
  675. #ifdef DEBUG
  676. if (mFlags & Flag_DebugModel)
  677. {
  678. printf("animation[%i].boneframe[%u] = offset %u, step %i\n",
  679. a, f, frame_offset, frame_step);
  680. }
  681. #endif
  682. // Mongoose 2002.08.15, Was
  683. // if (frame_offset + 8 > _tombraider.NumFrames())
  684. if (frame_offset > mTombRaider.NumFrames())
  685. {
  686. gOpenRaider->mConsole->print("WARNING: Bad animation frame %i > %i\n",
  687. frame_offset, mTombRaider.NumFrames());
  688. // Mongoose 2002.08.15, Attempt to skip more likely bad animation data
  689. gOpenRaider->mConsole->print("WARNING: Handling bad animation data...");
  690. return; //continue;
  691. }
  692. // Generate bone frames and tags per frame ////////////
  693. bone = new bone_frame_t;
  694. animation_frame->frame.push_back(bone);
  695. // Init translate for bone frame
  696. bone->pos[0] = (short)frame[frame_offset + 6];
  697. bone->pos[1] = (short)frame[frame_offset + 7];
  698. bone->pos[2] = (short)frame[frame_offset + 8];
  699. bone->yaw = yaw;
  700. //printf("%f %f %f\n", bone->pos[0], bone->pos[1], bone->pos[2]);
  701. l = 9; // First angle offset in this Frame
  702. // Run through the tag and calculate the rotation and offset
  703. for (j = 0; j < (int)moveable[index].num_meshes; ++j)
  704. {
  705. tag = new bone_tag_t;
  706. bone->tag.push_back(tag);
  707. tag->off[0] = 0.0;
  708. tag->off[1] = 0.0;
  709. tag->off[2] = 0.0;
  710. tag->flag = 0x00;
  711. tag->rot[0] = 0.0;
  712. tag->rot[1] = 0.0;
  713. tag->rot[2] = 0.0;
  714. tag->mesh = moveable[index].starting_mesh + j;
  715. // Setup offsets to produce skeletion
  716. if (j == 0)
  717. {
  718. // Since we use bone's offset, these aren't used
  719. tag->off[0] = 0.0;
  720. tag->off[1] = 0.0;
  721. tag->off[2] = 0.0;
  722. // Always push tag[0], this isn't really used either
  723. tag->flag = 0x02;
  724. }
  725. else // Nonprimary tag - position relative to first tag
  726. {
  727. int *tree;
  728. // Hack: moveable[index].mesh_tree is a byte offset
  729. // into mesh_tree[], so we have to convert to index
  730. tree = (int *)(void *)meshtree;
  731. mesh_tree = (tr2_meshtree_t *)&tree[moveable[index].mesh_tree
  732. + ((j - 1) * 4)];
  733. tag->off[0] = mesh_tree->x;
  734. tag->off[1] = mesh_tree->y;
  735. tag->off[2] = mesh_tree->z;
  736. tag->flag = (char)mesh_tree->flags;
  737. }
  738. // Setup tag rotations
  739. mTombRaider.computeRotationAngles(&frame, &frame_offset, &l,
  740. tag->rot, tag->rot+1, tag->rot+2);
  741. }
  742. }
  743. }
  744. if (i == skyMesh)
  745. {
  746. mRender->setSkyMesh(i, //moveable[i].starting_mesh,
  747. (mTombRaider.Engine() == TR_VERSION_2));
  748. }
  749. //printf(".");
  750. //fflush(stdout);
  751. }
  752. bool compareFaceTextureId(const void *voidA, const void *voidB)
  753. {
  754. texture_tri_t *a = (texture_tri_t *)voidA, *b = (texture_tri_t *)voidB;
  755. if (!a || !b)
  756. return false; // error really
  757. return (a->texture < b->texture);
  758. }
  759. #ifdef EXPERIMENTAL
  760. void Game::setupTextureColor(texture_tri_t *r_tri, float *colorf)
  761. {
  762. unsigned char color[4];
  763. unsigned int colorI;
  764. color[0] = (unsigned char)(colorf[0]*255.0f);
  765. color[1] = (unsigned char)(colorf[1]*255.0f);
  766. color[2] = (unsigned char)(colorf[2]*255.0f);
  767. color[3] = (unsigned char)(colorf[3]*255.0f);
  768. ((unsigned char *)(&colorI))[3] = color[0];
  769. ((unsigned char *)(&colorI))[2] = color[1];
  770. ((unsigned char *)(&colorI))[1] = color[2];
  771. ((unsigned char *)(&colorI))[0] = color[3];
  772. bool found = false;
  773. unsigned int foundIndex = 0;
  774. for (foundIndex = 0; foundIndex < gColorTextureHACK.size(); foundIndex++) {
  775. if (gColorTextureHACK[foundIndex] == colorI) {
  776. found = true;
  777. break;
  778. }
  779. }
  780. if (!found)
  781. {
  782. gColorTextureHACK.push_back(colorI);
  783. r_tri->texture = mTextureOffset + gColorTextureHACK.size();
  784. mRender->loadTexture(Texture::generateColorTexture(color, 32, 32),
  785. 32, 32,
  786. r_tri->texture);
  787. #ifdef DEBUG_COLOR_TEXTURE_GEN
  788. printf("Color 0x%02x%02x%02x%02x | 0x%08xto texture[%u]?\n",
  789. color[0], color[1], color[2], color[3], colorI,
  790. gColorTextureHACK.size());
  791. #endif
  792. }
  793. else
  794. {
  795. //printf("Color already loaded %i -> 0x%08x\n",
  796. // gColorTextureHACK.getCurrentIndex(),
  797. // gColorTextureHACK.current());
  798. r_tri->texture = mTextureOffset + foundIndex;
  799. }
  800. //r_tri->texture = white; // White texture
  801. }
  802. #endif
  803. void Game::processModel(int index)
  804. {
  805. int i, j, count, texture;
  806. int vertexIndices[6];
  807. float st[12];
  808. float color[4];
  809. unsigned short transparency;
  810. texture_tri_t *r_tri;
  811. // Assert common sense
  812. if (index < 0 || !mTombRaider.isMeshValid(index))
  813. {
  814. //! \fixme allow sparse lists with matching ids instead?
  815. mWorld.addMesh(NULL); // Filler, to make meshes array ids align
  816. //printf("x");
  817. //fflush(stdout);
  818. return;
  819. }
  820. #ifndef EXPERIMENTAL
  821. // WHITE texture id
  822. int white = 0;
  823. #endif
  824. model_mesh_t *mesh = new model_mesh_t;
  825. // Mongoose 2002.08.30, Testing support for 'shootable' models ( traceable )
  826. mTombRaider.getMeshCollisionInfo(index, mesh->center, &mesh->radius);
  827. //! \fixme Arrays don't work either =)
  828. // Mesh geometery, colors, etc
  829. mTombRaider.getMeshVertexArrays(index,
  830. &mesh->vertexCount, &mesh->vertices,
  831. &mesh->normalCount, &mesh->normals,
  832. &mesh->colorCount, &mesh->colors);
  833. // Textured Triangles
  834. count = mTombRaider.getMeshTexturedTriangleCount(index);
  835. mesh->texturedTriangles.reserve(count); // little faster
  836. for (i = 0; i < count; ++i)
  837. {
  838. r_tri = new texture_tri_t;
  839. mTombRaider.getMeshTexturedTriangle(index, i,
  840. r_tri->index,
  841. r_tri->st,
  842. &r_tri->texture,
  843. &r_tri->transparency);
  844. r_tri->texture += mTextureStart;
  845. // Add to face vector
  846. mesh->texturedTriangles.push_back(r_tri);
  847. }
  848. // Coloured Triangles
  849. count = mTombRaider.getMeshColoredTriangleCount(index);
  850. mesh->coloredTriangles.reserve(count); // little faster
  851. for (i = 0; i < count; i++)
  852. {
  853. r_tri = new texture_tri_t;
  854. mTombRaider.getMeshColoredTriangle(index, i,
  855. r_tri->index,
  856. color);
  857. r_tri->st[0] = color[0];
  858. r_tri->st[1] = color[1];
  859. r_tri->st[2] = color[2];
  860. r_tri->st[3] = color[3];
  861. r_tri->st[4] = 1.0;
  862. r_tri->st[5] = 1.0;
  863. #ifdef EXPERIMENTAL
  864. setupTextureColor(r_tri, color);
  865. #else
  866. r_tri->texture = white; // White texture
  867. #endif
  868. r_tri->transparency = 0;
  869. // Add to face vector
  870. mesh->coloredTriangles.push_back(r_tri);
  871. }
  872. // Textured Rectangles
  873. count = mTombRaider.getMeshTexturedRectangleCount(index);
  874. mesh->texturedRectangles.reserve(count*2); // little faster
  875. for (i = 0; i < count; ++i)
  876. {
  877. mTombRaider.getMeshTexturedRectangle(index, i,
  878. vertexIndices,
  879. st,
  880. &texture,
  881. &transparency);
  882. r_tri = new texture_tri_t;
  883. for (j = 0; j < 3; ++j)
  884. r_tri->index[j] = vertexIndices[j];
  885. for (j = 0; j < 6; ++j)
  886. r_tri->st[j] = st[j];
  887. r_tri->texture = texture + mTextureStart;
  888. r_tri->transparency = transparency;
  889. // Add to face vector
  890. mesh->texturedRectangles.push_back(r_tri);
  891. r_tri = new texture_tri_t;
  892. for (j = 3; j < 6; ++j)
  893. r_tri->index[j-3] = vertexIndices[j];
  894. for (j = 6; j < 12; ++j)
  895. r_tri->st[j-6] = st[j];
  896. r_tri->texture = texture + mTextureStart;
  897. r_tri->transparency = transparency;
  898. // Add to face vector
  899. mesh->texturedRectangles.push_back(r_tri);
  900. }
  901. // Coloured Rectangles
  902. count = mTombRaider.getMeshColoredRectangleCount(index);
  903. mesh->coloredRectangles.reserve(count*2); // little faster
  904. for (i = 0; i < count; ++i)
  905. {
  906. mTombRaider.getMeshColoredRectangle(index, i,
  907. vertexIndices,
  908. color);
  909. r_tri = new texture_tri_t;
  910. for (j = 0; j < 3; ++j)
  911. r_tri->index[j] = vertexIndices[j];
  912. //for (j = 0; j < 6; ++j)
  913. // r_tri->st[j] = st[j];
  914. r_tri->st[0] = color[0];
  915. r_tri->st[1] = color[1];
  916. r_tri->st[2] = color[2];
  917. r_tri->st[3] = color[3];
  918. r_tri->st[4] = 1.0;
  919. r_tri->st[5] = 1.0;
  920. #ifdef EXPERIMENTAL
  921. //for (j = 6; j < 12; ++j)
  922. // r_tri->st[j-6] = st[j];
  923. setupTextureColor(r_tri, color);
  924. #else
  925. r_tri->texture = white; // White texture
  926. #endif
  927. r_tri->transparency = 0;
  928. // Add to face vector
  929. mesh->coloredRectangles.push_back(r_tri);
  930. r_tri = new texture_tri_t;
  931. for (j = 3; j < 6; ++j)
  932. r_tri->index[j-3] = vertexIndices[j];
  933. //for (j = 6; j < 12; ++j)
  934. // r_tri->st[j-6] = st[j];
  935. r_tri->st[0] = color[0];
  936. r_tri->st[1] = color[1];
  937. r_tri->st[2] = color[2];
  938. r_tri->st[3] = color[3];
  939. r_tri->st[4] = 1.0;
  940. r_tri->st[5] = 1.0;
  941. #ifdef EXPERIMENTAL
  942. setupTextureColor(r_tri, color);
  943. #else
  944. r_tri->texture = white; // White texture
  945. #endif
  946. r_tri->transparency = 0;
  947. // Add to face vector
  948. mesh->coloredRectangles.push_back(r_tri);
  949. }
  950. // Sort faces by texture
  951. std::sort(mesh->texturedTriangles.begin(), mesh->texturedTriangles.end(), compareFaceTextureId);
  952. std::sort(mesh->coloredTriangles.begin(), mesh->coloredTriangles.end(), compareFaceTextureId);
  953. std::sort(mesh->texturedRectangles.begin(), mesh->texturedRectangles.end(), compareFaceTextureId);
  954. std::sort(mesh->coloredRectangles.begin(), mesh->coloredRectangles.end(), compareFaceTextureId);
  955. mWorld.addMesh(mesh);
  956. //printf(".");
  957. //fflush(stdout);
  958. }
  959. void Game::processRoom(int index)
  960. {
  961. unsigned int i, j, count;
  962. room_mesh_t *r_mesh = NULL;
  963. RenderRoom *rRoom = NULL;
  964. Matrix transform;
  965. if (!mTombRaider.isRoomValid(index))
  966. {
  967. gOpenRaider->mConsole->print("WARNING: Handling invalid vertex array in room");
  968. mWorld.addRoom(0x0);
  969. mRender->addRoom(0x0);
  970. //printf("x");
  971. //fflush(stdout);
  972. return;
  973. }
  974. rRoom = new RenderRoom();
  975. r_mesh = new room_mesh_t;
  976. r_mesh->id = index;
  977. mTombRaider.getRoomInfo(index, &r_mesh->flags, r_mesh->pos,
  978. r_mesh->bbox_min, r_mesh->bbox_max);
  979. // Adjust positioning for OR world coord translation
  980. r_mesh->bbox_min[0] += r_mesh->pos[0];
  981. r_mesh->bbox_max[0] += r_mesh->pos[0];
  982. r_mesh->bbox_min[2] += r_mesh->pos[2];
  983. r_mesh->bbox_max[2] += r_mesh->pos[2];
  984. // Mongoose 2002.04.03, Setup 3d transform
  985. transform.setIdentity();
  986. transform.translate(r_mesh->pos);
  987. // Setup portals
  988. float portalVertices[12];
  989. count = mTombRaider.getRoomPortalCount(index);
  990. //! \fixme OR wrongly uses a cached adj room list for rendering vis
  991. r_mesh->adjacentRooms.reserve(count + 1);
  992. // Current room is always first
  993. r_mesh->adjacentRooms.push_back(index);
  994. for (i = 0; i < count; ++i)
  995. {
  996. portal_t *portal = new portal_t;
  997. mTombRaider.getRoomPortal(index, i,
  998. &portal->adjoining_room, portal->normal,
  999. portalVertices);
  1000. for (j = 0; j < 4; ++j)
  1001. {
  1002. portal->vertices[j][0] = portalVertices[j*3];
  1003. portal->vertices[j][1] = portalVertices[j*3+1];
  1004. portal->vertices[j][2] = portalVertices[j*3+2];
  1005. // Relative coors in vis portals
  1006. transform.multiply3v(portal->vertices[j], portal->vertices[j]);
  1007. }
  1008. r_mesh->adjacentRooms.push_back(portal->adjoining_room);
  1009. r_mesh->portals.push_back(portal);
  1010. }
  1011. // Physics/gameplay use /////////////////////////////
  1012. //! \fixme Use more of sector structure, boxes, and floordata
  1013. // List of sectors in this room
  1014. unsigned int sectorFlags;
  1015. int floorDataIndex, boxIndex, roomBelow, roomAbove;
  1016. count = mTombRaider.getRoomSectorCount(index, &r_mesh->numZSectors,
  1017. &r_mesh->numXSectors);
  1018. r_mesh->sectors.reserve(count);
  1019. for (i = 0; i < count; ++i)
  1020. {
  1021. sector_t *sector = new sector_t;
  1022. mTombRaider.getRoomSector(index, i, &sectorFlags,
  1023. &sector->ceiling, &sector->floor,
  1024. &floorDataIndex, &boxIndex, &roomBelow,
  1025. &roomAbove);
  1026. if (sectorFlags & tombraiderSector_wall)
  1027. {
  1028. sector->wall = true;
  1029. }
  1030. else
  1031. {
  1032. sector->wall = false;
  1033. }
  1034. r_mesh->sectors.push_back(sector);
  1035. }
  1036. // Setup collision boxes ( Should use sectors, but this is a test )
  1037. count = mTombRaider.getRoomBoxCount(index);
  1038. r_mesh->boxes.reserve(count);
  1039. //! fixme Only to be done only on room[0]? I don't think so...
  1040. for (i = 0; !index && i < count; ++i)
  1041. {
  1042. box_t *box = new box_t;
  1043. mTombRaider.getRoomBox(index, i,
  1044. box->a.pos, box->b.pos, box->c.pos, box->d.pos);
  1045. r_mesh->boxes.push_back(box);
  1046. }
  1047. // Setup room lights /////////////////////////////////////
  1048. unsigned int lightFlags, lightType;
  1049. count = mTombRaider.getRoomLightCount(index);
  1050. rRoom->lights.reserve(count);
  1051. for (i = 0; i < count; ++i)
  1052. {
  1053. Light *light = new Light();
  1054. mTombRaider.getRoomLight(index, i,
  1055. light->mPos, light->mColor, light->mDir,
  1056. &light->mAtt, &light->mCutoff,
  1057. &lightType, &lightFlags);
  1058. switch (lightType)
  1059. {
  1060. case tombraiderLight_typeDirectional:
  1061. light->mType = Light::typeDirectional;
  1062. break;
  1063. case tombraiderLight_typeSpot:
  1064. light->mType = Light::typeSpot;
  1065. break;
  1066. case tombraiderLight_typePoint:
  1067. default:
  1068. light->mType = Light::typePoint;
  1069. }
  1070. rRoom->lights.push_back(light);
  1071. }
  1072. // Room geometery //////////////////////////////////
  1073. //#define EXPERIMENTAL_UNFIFIED_ROOM_GEOMETERY
  1074. #ifdef EXPERIMENTAL_UNFIFIED_ROOM_GEOMETERY
  1075. unsigned int vertexCount, normalCount, colorCount, triCount;
  1076. vec_t *vertexArray;
  1077. vec_t *normalArray;
  1078. vec_t *colorArray;
  1079. unsigned int *indices, *flags;
  1080. float *texCoords;
  1081. int *textures;
  1082. mTombRaider.getRoomVertexArrays(index,
  1083. &vertexCount, &vertexArray,
  1084. &normalCount, &normalArray,
  1085. &colorCount, &colorArray);
  1086. rRoom->mesh.bufferVertexArray(vertexCount, (vec_t *)vertexArray);
  1087. rRoom->mesh.bufferNormalArray(normalCount, (vec_t *)normalArray);
  1088. rRoom->mesh.bufferColorArray(vertexCount, (vec_t *)colorArray);
  1089. mTombRaider.getRoomTriangles(index, mTextureStart,
  1090. &triCount, &indices, &texCoords, &textures,
  1091. &flags);
  1092. rRoom->mesh.bufferTriangles(triCount, indices, texCoords, textures, flags);
  1093. #else
  1094. float rgba[4];
  1095. float xyz[3];
  1096. count = mTombRaider.getRoomVertexCount(index);
  1097. rRoom->mesh.allocateVertices(count);
  1098. rRoom->mesh.allocateNormals(0); // count
  1099. rRoom->mesh.allocateColors(count);
  1100. for (i = 0; i < count; ++i)
  1101. {
  1102. mTombRaider.getRoomVertex(index, i, xyz, rgba);
  1103. rRoom->mesh.setVertex(i, xyz[0], xyz[1], xyz[2]);
  1104. rRoom->mesh.setColor(i, rgba);
  1105. }
  1106. // Mongoose 2002.06.09, Setup allocation of meshes and polygons
  1107. // Counters ( Textured polygon lists are allocated per texture)
  1108. // ( Textures are mapped to these meshes )
  1109. int triangle_counter[TextureLimit];
  1110. int triangle_counter_alpha[TextureLimit];
  1111. int rectangle_counter[TextureLimit];
  1112. int rectangle_counter_alpha[TextureLimit];
  1113. int tris_mesh_map[TextureLimit];
  1114. int rect_mesh_map[TextureLimit];
  1115. for (i = 0; i < TextureLimit; ++i)
  1116. {
  1117. triangle_counter[i] = 0;
  1118. triangle_counter_alpha[i] = 0;
  1119. rectangle_counter[i] = 0;
  1120. rectangle_counter_alpha[i] = 0;
  1121. tris_mesh_map[i] = -1;
  1122. rect_mesh_map[i] = -1;
  1123. }
  1124. unsigned int numTris = 0;
  1125. unsigned int numQuads = 0;
  1126. int texture;
  1127. unsigned int r, t, q, v, flags;
  1128. unsigned int indices[4];
  1129. float texCoords[8];
  1130. count = mTombRaider.getRoomTriangleCount(index);
  1131. // Mongoose 2002.08.15, Presort by alpha and texture and setup mapping
  1132. for (t = 0; t < count; ++t)
  1133. {
  1134. mTombRaider.getRoomTriangle(index, t,
  1135. indices, texCoords, &texture, &flags);
  1136. texture += mTextureStart;
  1137. if (texture > (int)TextureLimit)
  1138. {
  1139. gOpenRaider->mConsole->print("Handling bad room[%i].tris[%i].texture = %i",
  1140. index, t, texture);
  1141. texture = TextureLimit - 1;
  1142. }
  1143. // Counters set up polygon allocation
  1144. if (flags & tombraiderFace_Alpha ||
  1145. flags & tombraiderFace_PartialAlpha)
  1146. {
  1147. triangle_counter_alpha[texture] += 1;
  1148. }
  1149. else
  1150. {
  1151. triangle_counter[texture] += 1;
  1152. }
  1153. // Counter sets up texture id to mesh id mapping
  1154. if (tris_mesh_map[texture] == -1)
  1155. {
  1156. tris_mesh_map[texture] = ++numTris;
  1157. }
  1158. }
  1159. count = mTombRaider.getRoomRectangleCount(index);
  1160. for (r = 0; r < count; ++r)
  1161. {
  1162. mTombRaider.getRoomRectangle(index, r,
  1163. indices, texCoords, &texture, &flags);
  1164. texture += mTextureStart;
  1165. if (texture > (int)TextureLimit)
  1166. {
  1167. gOpenRaider->mConsole->print("Handling bad room[%i].quad[%i].texture = %i",
  1168. index, r, texture);
  1169. texture = TextureLimit - 1;
  1170. }
  1171. if (flags & tombraiderFace_Alpha ||
  1172. flags & tombraiderFace_PartialAlpha)
  1173. {
  1174. rectangle_counter_alpha[texture] += 1;
  1175. }
  1176. else
  1177. {
  1178. rectangle_counter[texture] += 1;
  1179. }
  1180. if (rect_mesh_map[texture] == -1)
  1181. {
  1182. rect_mesh_map[texture] = ++numQuads;
  1183. }
  1184. }
  1185. // Allocate indexed polygon meshes
  1186. rRoom->mesh.allocateTriangles(numTris);
  1187. rRoom->mesh.allocateRectangles(numQuads);
  1188. for (i = 0, j = 0; i < TextureLimit; ++i)
  1189. {
  1190. if (tris_mesh_map[i] > 0)
  1191. {
  1192. j = tris_mesh_map[i] - 1;
  1193. t = triangle_counter[i];
  1194. rRoom->mesh.mTris[j].texture = i;
  1195. #ifdef MULTITEXTURE
  1196. rRoom->mesh.mTris[j].bumpmap = gMapTex2Bump[i];
  1197. #endif
  1198. rRoom->mesh.mTris[j].cnum_triangles = 0;
  1199. rRoom->mesh.mTris[j].num_triangles = 0;
  1200. rRoom->mesh.mTris[j].cnum_alpha_triangles = 0;
  1201. rRoom->mesh.mTris[j].num_alpha_triangles = 0;
  1202. rRoom->mesh.mTris[j].triangles = 0x0;
  1203. rRoom->mesh.mTris[j].alpha_triangles = 0x0;
  1204. rRoom->mesh.mTris[j].texcoors = 0x0;
  1205. rRoom->mesh.mTris[j].texcoors2 = 0x0;
  1206. if (t > 0)
  1207. {
  1208. rRoom->mesh.mTris[j].num_triangles = t;
  1209. rRoom->mesh.mTris[j].triangles = new unsigned int[t*3];
  1210. rRoom->mesh.mTris[j].num_texcoors = t * 3;
  1211. rRoom->mesh.mTris[j].texcoors = new vec2_t[t * 3];
  1212. }
  1213. t = triangle_counter_alpha[i];
  1214. if (t > 0)
  1215. {
  1216. rRoom->mesh.mTris[j].num_alpha_triangles = t;
  1217. rRoom->mesh.mTris[j].alpha_triangles = new unsigned int[t*3];
  1218. rRoom->mesh.mTris[j].num_texcoors2 = t * 3;
  1219. rRoom->mesh.mTris[j].texcoors2 = new vec2_t[t * 3];
  1220. }
  1221. }
  1222. ///////////////////////////////////////////
  1223. if (rect_mesh_map[i] > 0)
  1224. {
  1225. j = rect_mesh_map[i] - 1;
  1226. r = rectangle_counter[i];
  1227. rRoom->mesh.mQuads[j].texture = i;
  1228. #ifdef MULTITEXTURE
  1229. rRoom->mesh.mQuads[j].bumpmap = gMapTex2Bump[i];
  1230. #endif
  1231. rRoom->mesh.mQuads[j].cnum_quads = 0;
  1232. rRoom->mesh.mQuads[j].num_quads = 0;
  1233. rRoom->mesh.mQuads[j].cnum_alpha_quads = 0;
  1234. rRoom->mesh.mQuads[j].num_alpha_quads = 0;
  1235. rRoom->mesh.mQuads[j].quads = 0x0;
  1236. rRoom->mesh.mQuads[j].alpha_quads = 0x0;
  1237. rRoom->mesh.mQuads[j].texcoors = 0x0;
  1238. rRoom->mesh.mQuads[j].texcoors2 = 0x0;
  1239. if (r > 0)
  1240. {
  1241. rRoom->mesh.mQuads[j].num_quads = r;
  1242. rRoom->mesh.mQuads[j].quads = new unsigned int[r*4];
  1243. rRoom->mesh.mQuads[j].num_texcoors = r * 4;
  1244. rRoom->mesh.mQuads[j].texcoors = new vec2_t[r * 4];
  1245. }
  1246. r = rectangle_counter_alpha[i];
  1247. if (r > 0)
  1248. {
  1249. rRoom->mesh.mQuads[j].num_alpha_quads = r;
  1250. rRoom->mesh.mQuads[j].alpha_quads = new unsigned int[r*4];
  1251. rRoom->mesh.mQuads[j].num_texcoors2 = r * 4;
  1252. rRoom->mesh.mQuads[j].texcoors2 = new vec2_t[r * 4];
  1253. }
  1254. }
  1255. }
  1256. // Generate textured triangles
  1257. count = mTombRaider.getRoomTriangleCount(index);
  1258. for (t = 0; t < count; ++t)
  1259. {
  1260. mTombRaider.getRoomTriangle(index, t,
  1261. indices, texCoords, &texture, &flags);
  1262. // Adjust texture id using mTextureStart to map into
  1263. // correct textures
  1264. texture += mTextureStart;
  1265. j = tris_mesh_map[texture] - 1;
  1266. // Setup per vertex
  1267. for (i = 0; i < 3; ++i)
  1268. {
  1269. // Get vertex index {(0, a), (1, b), (2, c)}
  1270. v = indices[i];
  1271. if ((flags & tombraiderFace_Alpha ||
  1272. flags & tombraiderFace_PartialAlpha) &&
  1273. rRoom->mesh.mTris[j].num_alpha_triangles > 0)
  1274. {
  1275. q = rRoom->mesh.mTris[j].cnum_alpha_triangles*3+i;
  1276. rRoom->mesh.mTris[j].alpha_triangles[q] = v;
  1277. rRoom->mesh.mTris[j].texcoors2[q][0] = texCoords[i*2];
  1278. rRoom->mesh.mTris[j].texcoors2[q][1] = texCoords[i*2+1];
  1279. }
  1280. else if (rRoom->mesh.mTris[j].num_triangles > 0)
  1281. {
  1282. q = rRoom->mesh.mTris[j].cnum_triangles*3+i;
  1283. rRoom->mesh.mTris[j].triangles[q] = v;
  1284. rRoom->mesh.mTris[j].texcoors[q][0] = texCoords[i*2];
  1285. rRoom->mesh.mTris[j].texcoors[q][1] = texCoords[i*2+1];
  1286. }
  1287. // Partial alpha hack
  1288. if (flags & tombraiderFace_PartialAlpha)
  1289. {
  1290. //rRoom->mesh.colors[v].rgba[3] = 0.45;
  1291. }
  1292. }
  1293. if (flags & tombraiderFace_Alpha ||
  1294. flags & tombraiderFace_PartialAlpha)
  1295. {
  1296. rRoom->mesh.mTris[j].cnum_alpha_triangles++;
  1297. }
  1298. else
  1299. {
  1300. rRoom->mesh.mTris[j].cnum_triangles++;
  1301. }
  1302. }
  1303. // Generate textured quads
  1304. count = mTombRaider.getRoomRectangleCount(index);
  1305. for (r = 0; r < count; ++r)
  1306. {
  1307. mTombRaider.getRoomRectangle(index, r,
  1308. indices, texCoords, &texture, &flags);
  1309. // Adjust texture id using mTextureStart to map into
  1310. // correct textures
  1311. texture += mTextureStart;
  1312. if (texture > (int)TextureLimit)
  1313. {
  1314. texture = TextureLimit - 1;
  1315. }
  1316. j = rect_mesh_map[texture] - 1;
  1317. if (rRoom->mesh.mQuads[j].num_quads <= 0 &&
  1318. rRoom->mesh.mQuads[j].num_alpha_quads <= 0)
  1319. continue;
  1320. // Setup per vertex
  1321. for (i = 0; i < 4; ++i)
  1322. {
  1323. // Get vertex index {(0, a), (1, b), (2, c), (3, d)}
  1324. v = indices[i];
  1325. if ((flags & tombraiderFace_Alpha ||
  1326. flags & tombraiderFace_PartialAlpha) &&
  1327. rRoom->mesh.mQuads[j].num_alpha_quads > 0)
  1328. {
  1329. q = rRoom->mesh.mQuads[j].cnum_alpha_quads*4+i;
  1330. rRoom->mesh.mQuads[j].alpha_quads[q] = v;
  1331. rRoom->mesh.mQuads[j].texcoors2[q][0] = texCoords[i*2];
  1332. rRoom->mesh.mQuads[j].texcoors2[q][1] = texCoords[i*2+1];
  1333. }
  1334. else if (rRoom->mesh.mQuads[j].num_quads > 0)
  1335. {
  1336. q = rRoom->mesh.mQuads[j].cnum_quads*4+i;
  1337. rRoom->mesh.mQuads[j].quads[q] = v;
  1338. rRoom->mesh.mQuads[j].texcoors[q][0] = texCoords[i*2];
  1339. rRoom->mesh.mQuads[j].texcoors[q][1] = texCoords[i*2+1];
  1340. }
  1341. // Partial alpha hack
  1342. if (flags & tombraiderFace_PartialAlpha)
  1343. {
  1344. //rRoom->mesh.colors[v].rgba[3] = 0.45;
  1345. }
  1346. }
  1347. if (flags & tombraiderFace_Alpha ||
  1348. flags & tombraiderFace_PartialAlpha)
  1349. {
  1350. rRoom->mesh.mQuads[j].cnum_alpha_quads++;
  1351. }
  1352. else
  1353. {
  1354. rRoom->mesh.mQuads[j].cnum_quads++;
  1355. }
  1356. }
  1357. #endif
  1358. // Room models
  1359. count = mTombRaider.getRoomModelCount(index);
  1360. r_mesh->models.reserve(count);
  1361. for (i = 0; i < count; ++i)
  1362. {
  1363. static_model_t *model = new static_model_t;
  1364. mTombRaider.getRoomModel(index, i,
  1365. &model->index, model->pos, &model->yaw);
  1366. r_mesh->models.push_back(model);
  1367. }
  1368. // Room sprites
  1369. float spriteVertices[12];
  1370. float spriteTexCoords[8];
  1371. count = mTombRaider.getRoomSpriteCount(index);
  1372. r_mesh->sprites.reserve(count);
  1373. for (i = 0; i < count; ++i)
  1374. {
  1375. sprite_t *sprite = new sprite_t;
  1376. mTombRaider.getRoomSprite(index, i,
  1377. 10.0f, &sprite->texture, sprite->pos,
  1378. spriteVertices, spriteTexCoords);
  1379. sprite->texture += mTextureStart; // OpenRaider preloads some textures
  1380. sprite->vertex[0].pos[0] = spriteVertices[0];
  1381. sprite->vertex[0].pos[1] = spriteVertices[1];
  1382. sprite->vertex[0].pos[2] = spriteVertices[2];
  1383. sprite->vertex[1].pos[0] = spriteVertices[3];
  1384. sprite->vertex[1].pos[1] = spriteVertices[4];
  1385. sprite->vertex[1].pos[2] = spriteVertices[5];
  1386. sprite->vertex[2].pos[0] = spriteVertices[6];
  1387. sprite->vertex[2].pos[1] = spriteVertices[7];
  1388. sprite->vertex[2].pos[2] = spriteVertices[8];
  1389. sprite->vertex[3].pos[0] = spriteVertices[9];
  1390. sprite->vertex[3].pos[1] = spriteVertices[10];
  1391. sprite->vertex[3].pos[2] = spriteVertices[11];
  1392. sprite->texel[0].st[0] = spriteTexCoords[0];
  1393. sprite->texel[0].st[1] = spriteTexCoords[1];
  1394. sprite->texel[1].st[0] = spriteTexCoords[2];
  1395. sprite->texel[1].st[1] = spriteTexCoords[3];
  1396. sprite->texel[2].st[0] = spriteTexCoords[4];
  1397. sprite->texel[2].st[1] = spriteTexCoords[5];
  1398. sprite->texel[3].st[0] = spriteTexCoords[6];
  1399. sprite->texel[3].st[1] = spriteTexCoords[7];
  1400. r_mesh->sprites.push_back(sprite);
  1401. }
  1402. mWorld.addRoom(r_mesh);
  1403. rRoom->room = r_mesh;
  1404. mRender->addRoom(rRoom);
  1405. //printf(".");
  1406. //fflush(stdout);
  1407. }