?? cvshapes.cpp
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/*----------------------------------------------------------------------------
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The contents of this file are subject to the Andromedia Public
License Version 1.0 (the "License"); you may not use this file
except in compliance with the License. You may obtain a copy of
the License at http://www.andromedia.com/APL/
Software distributed under the License is distributed on an
"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
implied. See the License for the specific language governing
rights and limitations under the License.
The Original Code is Pueblo client code, released November 4, 1998.
The Initial Developer of the Original Code is Andromedia Incorporated.
Portions created by Andromedia are Copyright (C) 1998 Andromedia
Incorporated. All Rights Reserved.
Andromedia Incorporated 415.365.6700
818 Mission Street - 2nd Floor 415.365.6701 fax
San Francisco, CA 94103
Contributor(s):
--------------------------------------------------------------------------
Chaco team: Dan Greening, Glenn Crocker, Jim Doubek,
Coyote Lussier, Pritham Shetty.
Wrote and designed original codebase.
------------------------------------------------------------------------------
Implementation for the ChQvInstance class for Intel 3DR.
----------------------------------------------------------------------------*/
// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/CvShapes.cpp,v 2.50 1996/10/08 02:04:06 jimd Exp $
#include "grheader.h"
#include "CvInstnc.h"
#include <QvInfo.h>
#include <QvState.h>
#include "ChMaze.h"
#include "ChRenderData.h"
#include "ChMazDep.h"
#include "CvTrnsfm.h"
#include "CvNormal.h"
#include "CvBound.h"
#include "CvMaterl.h"
#include "CvTextur.h"
#include "GxSphere.h"
#include "ChSphere.h"
#include <ChTriangle.h>
#include "ChRenderBuffer.h"
#if defined(CH_IMMED_MODE)
#include "imode.h"
#endif
//#define FLIP_D3D_NORMALS 1
#define CH_SPHERE_LOD 1
// Binary transparency only for now
static bool IsTransparent(float transparency)
{ // 0 is opaque, 1 is totally transparent
//return alpha <= 0.5;
return transparency >= 0.5;
}
#if 0
inline int VertCount(long *values)
{
int i = 0;
while(values[i] != QV_END_FACE_INDEX) i++;
return i;
}
#endif
inline int VertCount(long *values, int numPoints)
{
int i = 0;
while(i < numPoints && values[i] != QV_END_FACE_INDEX) i++;
return i;
};
inline int VertCount(QvMFLong &coords, int start)
{
return VertCount(coords.values + start, coords.num - start);
}
inline int GetFaceCount(long *values, int numPoints)
{
int count = 0;
for(int i = 0; i < numPoints ;i++)
{
if(values[i] == QV_END_FACE_INDEX || i == numPoints - 1) count++;
}
return count;
}
#if 0
bool ChQvInstance::ComputeBounds()
{
// Every class needs to do their own. Maybe this should be pure virtual
return false;
}
#endif
void ChQvInstanceHasProps::Init(ChQvBuildState *pState, ChQvInstance *pInstance)
{
ChRenderContext *pRC = pState->GetView()->GetRenderContext();
m_pMaterial = (QvMaterial *)(pRC->GetCurrentProperty(pState, QvState::MaterialIndex));
m_pMaterialBinding = (QvMaterialBinding *)(pRC->GetCurrentProperty(pState, QvState::MaterialBindingIndex));
m_pNormal = (QvNormal *)(pRC->GetCurrentProperty(pState, QvState::NormalIndex));
m_pNormalBinding = (QvNormalBinding *)(pRC->GetCurrentProperty(pState, QvState::NormalBindingIndex));
m_pCoordinate3 = (QvCoordinate3 *)(pRC->GetCurrentProperty(pState, QvState::Coordinate3Index));
m_pTexture2 = (QvTexture2 *)(pRC->GetCurrentProperty(pState, QvState::Texture2Index));
m_pTexture2Transform = (QvTexture2Transform *)(pRC->GetCurrentProperty(pState, QvState::Texture2TransformationIndex));
m_pTextureCoordinate2 = (QvTextureCoordinate2 *)(pRC->GetCurrentProperty(pState, QvState::TextureCoordinate2Index));
m_pShapeHints = (QvShapeHints *)(pRC->GetCurrentProperty(pState, QvState::ShapeHintsIndex));
m_pInfo = (QvInfo *)(pRC->GetCurrentProperty(pState, QvState::InfoIndex));
m_pFontStyle = (QvFontStyle *)(pRC->GetCurrentProperty(pState, QvState::FontStyleIndex));
((ChQvRenderBaseData *)(m_pMaterial->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pMaterialBinding->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pNormal->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pNormalBinding->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pCoordinate3->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pTexture2->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pTexture2Transform->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pTextureCoordinate2->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pShapeHints->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pInfo->GetRenderData()))->AddDependent(pInstance);
((ChQvRenderBaseData *)(m_pFontStyle->GetRenderData()))->AddDependent(pInstance);
}
void ChQvInstanceHasProps::Term( ChQvInstance *pInstance)
{
if(m_pMaterial) ((ChQvRenderBaseData *)(m_pMaterial->GetRenderData()))->RemoveDependent(pInstance);
if(m_pMaterialBinding) ((ChQvRenderBaseData *)(m_pMaterialBinding->GetRenderData()))->RemoveDependent(pInstance);
if(m_pNormal) ((ChQvRenderBaseData *)(m_pNormal->GetRenderData()))->RemoveDependent(pInstance);
if(m_pNormalBinding) ((ChQvRenderBaseData *)(m_pNormalBinding->GetRenderData()))->RemoveDependent(pInstance);
if(m_pCoordinate3) ((ChQvRenderBaseData *)(m_pCoordinate3->GetRenderData()))->RemoveDependent(pInstance);
if(m_pTexture2) ((ChQvRenderBaseData *)(m_pTexture2->GetRenderData()))->RemoveDependent(pInstance);
if(m_pTexture2Transform) ((ChQvRenderBaseData *)(m_pTexture2Transform->GetRenderData()))->RemoveDependent(pInstance);
if(m_pTextureCoordinate2) ((ChQvRenderBaseData *)(m_pTextureCoordinate2->GetRenderData()))->RemoveDependent(pInstance);
if(m_pShapeHints) ((ChQvRenderBaseData *)(m_pShapeHints->GetRenderData()))->RemoveDependent(pInstance);
if(m_pInfo) ((ChQvRenderBaseData *)(m_pInfo->GetRenderData()))->RemoveDependent(pInstance);
if(m_pFontStyle) ((ChQvRenderBaseData *)(m_pFontStyle->GetRenderData()))->RemoveDependent(pInstance);
m_pMaterial = 0;
m_pMaterialBinding = 0;
m_pNormal = 0;
m_pNormalBinding = 0;
m_pCoordinate3 = 0;
m_pTexture2 = 0;
m_pTexture2Transform = 0;
m_pTextureCoordinate2 = 0;
m_pShapeHints = 0;
m_pInfo = 0;
m_pFontStyle = 0;
}
void ChQvInstanceHasProps::RemoveProperty(ChQvRenderBaseData *pData)
{
RemoveProperty(pData, (QvNode**)&m_pMaterial);
RemoveProperty(pData, (QvNode**)&m_pMaterialBinding);
RemoveProperty(pData, (QvNode**)&m_pNormal);
RemoveProperty(pData, (QvNode**)&m_pNormalBinding);
RemoveProperty(pData, (QvNode**)&m_pCoordinate3);
RemoveProperty(pData, (QvNode**)&m_pTexture2);
RemoveProperty(pData, (QvNode**)&m_pTexture2Transform);
RemoveProperty(pData, (QvNode**)&m_pTextureCoordinate2);
RemoveProperty(pData, (QvNode**)&m_pShapeHints);
RemoveProperty(pData, (QvNode**)&m_pInfo);
RemoveProperty(pData, (QvNode**)&m_pFontStyle);
}
void ChQvInstanceHasProps::RemoveProperty(ChQvRenderBaseData *pData, QvNode **ppNode)
{
if(ppNode && *ppNode)
{
if(((ChQvRenderBaseData *)((*ppNode)->GetRenderData())) == pData) *ppNode = 0;
}
}
/////////// Shapes - first the shapeInstance abc
void ChQvShapeInstance::Init(ChQvBuildState *pState)
{
ChQvInstance::Init(pState);
ChQvInstanceHasProps::Init(pState, this);
pState->AddShape();
}
ChQvShapeInstance::ChQvShapeInstance() : ChQvInstance()
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
, m_mesh(0)
, m_boolTransformDirty(false)
#if defined(CH_IMMED_MODE)
, m_hTexture(0)
#endif
#endif
{
}
ChQvShapeInstance::~ChQvShapeInstance()
{
ChQvInstanceHasProps::Term(this);
#if defined(CH_IMMED_MODE)
if(m_hTexture)
{
ChNrObjectDestroy(m_hTexture);
}
m_hTexture = 0;
#endif
}
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
#if (defined(CH_USE_RLAB))
void ShapeTransformCallback(ChNrFrame frame, void * arg)
#else
void ShapeTransformCallback(ChNrFrame frame, void * arg, float delta)
#endif
{
#if 1 || defined(CH_VRML_EVENTS)
ChQvShapeInstance *pInst = (ChQvShapeInstance *)arg;
if(pInst->IsTransformDirty())
{
ChNrFrameAddTransform(frame, CombineReplace, *(pInst->GetTransform().GetMatrix()));
ChQvBounds bounds;
pInst->GetBounds(bounds); // ??????????? force the bounds transform to update
pInst->SetTransformDirty( false );
}
#endif
}
void ChQvShapeInstance::CreateFrame()
{
ChQvInstance::CreateFrame();
// Install callback for event processing on transforms
#if 1 || defined(CH_VRML_EVENTS)
ChNrFrameAddCallback(m_frame, ShapeTransformCallback, this);
#endif
};
#endif
ChQvInstance* ChQvShapeInstance::SetTransformDirty(bool boolDirty)
{
m_boolTransformDirty = boolDirty;
if(boolDirty && GetRC()) GetRC()->SetDirty();
return this;
};
bool ChQvShapeInstance::SetupTexture(ChRenderContext *pRC)
{
// This is for procedural renderers like 3dr, OGL and D3d
bool boolUseTexture = false;
ChQvTextureRenderData *pTextureData = 0;
pTextureData = (ChQvTextureRenderData*)(GetTexture2()->GetRenderData());
if (pTextureData->GetTextureHandle()) boolUseTexture = true;
if(boolUseTexture)
{
pRC->SetTexture(pTextureData->GetTextureHandle());
}
else
{
pRC->SetTexture(0);
}
return boolUseTexture;
}
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
bool ChQvShapeInstance::SetTexture(ChQvTextureRenderData *pTextureData, ChNrMesh mesh /* = 0 */)
{
if(!pTextureData) pTextureData = (ChQvTextureRenderData*)(GetTexture2()->GetRenderData());
if(!mesh) mesh = m_mesh;
// This is for retained mode renderers like RealityLab
bool boolDidIt = false;
if (mesh)
{
if(pTextureData)
{
ChTextureHandle texture = pTextureData->GetTextureHandle();
if(texture)
{
ChNrMeshSetTexture(mesh, texture);
boolDidIt = true;
#if (defined(CH_USE_D3D))
// D3D RM doesn't support alpha transparency for textures,
// so use chromaKey instead.
if(pTextureData->IsChromaKey())
{
texture->SetDecalTransparency(true);
texture->SetDecalTransparentColor(*(pTextureData->GetChromaKey().GetNative()));
}
// Bleach color out - sometimes D3D insists on modulating
SetColor(ChColorA(1., 1., 1.), mesh);
#endif
}
}
else
{
// remove existing texture
ChNrMeshSetTexture(mesh, 0);
}
}
return boolDidIt; // false says nothing happened
}
void ChQvShapeInstance::SetColor(const ChColorA &color, ChNrMesh mesh /* = 0 */)
{
#if (defined(CH_USE_D3D))
if(!mesh) mesh = m_mesh;
if(mesh)
{
mesh->SetColor(*(color.GetNative())); // set faces as asked
mesh->SetColorSource(ColorFromFace);
}
#endif
}
#endif
// Shapes
// arbitrary for now; later make it depend on image size
#define CalcCylinderFacetCount(cyl, pRC) (50)
#define CalcConeFacetCount(cyl, pRC) (50)
ChQvConeInstance::ChQvConeInstance() : ChQvShapeInstance()
{
}
bool ChQvConeInstance::Construct(ChRenderContext *pRC, ChConstructionIterator *pIterator)
{
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
{
QvCone *pNode = (QvCone *)GetNode();
ASSERT(m_frame );
pRC->LockQv(); // Lock tree so other threads don't kill our data
if(!pIterator->IsOKToProceed(this)) // This locks scene if available
{
pRC->UnlockQv(); // Unlock tree
return 0;
}
if(IsConstructed())
{
pRC->UnlockScene();
pRC->UnlockQv(); // Unlock tree
return 1;
}
m_boolConstructed = true;
ChNrMesh mesh = m_mesh = pRC->CreateMesh();
ChNrFrameAddVisual(GetFrame(), mesh);
D3DRelease(mesh);
ChNrObjectSetAppData(mesh, (unsigned long)this);
ChNrMeshSetColorSource(mesh,ColorFromFace); // alternative: ChNativeColorFromVertex
ChNrMeshSetPerspective(mesh,true);
ChNrMeshSetTextureTopology(mesh,true, false); // uwrap, vwrap
bool boolCull = (pNode->parts.value == QvCone::ALL); // if all sides are present, then cull
//boolCull = true;
int numFacets = CalcConeFacetCount(this, state);
// Make a material mapping; we will use later for each facet, top and bottom
ChQvConeMaterials materialMap( this );
pRC->AdjustTransparency(materialMap);
/* Do the texture stuff - make the map, assign to all the verts, */
ChQvConeTextures *pTxMap = new ChQvConeTextures( this, numFacets );
ChQvTextureRenderData *pTextureData = (ChQvTextureRenderData*)(GetTexture2()->GetRenderData());
bool boolUseTexture = !(pTextureData->IsEmpty()); // one -might- arrive
float h2 = pNode->height.value / 2.;
float r = pNode->bottomRadius.value;
float pi = atan(1.) * 4.;
float twoPi = pi * 2;
// Build the display list: verts, normals, and faces
// We replicate the apex vertex for each facet, since it has a different
// texture u for each facet.
int numFaces = numFacets + 1, numVerts = numFacets * 2, numNorms = numFacets * 2 + 1;
if (!boolCull) numNorms *= 2;
int vertStep = 0; // step to find verts for sides
if (boolUseTexture)
{
vertStep = numVerts;
numVerts += numFacets;
}
// alloc face_data conservatively; might be a touch too big in some cases
int face_data_size = numFacets * 3 * 2 // for side faces - triangles with normals
+ numFacets // side counts
+ 2 * numFacets // bottom
+ 1 // bottom counts
+ 1; // terminator
if (!boolCull) face_data_size *= 2;
ChNrFaceData * face_data = new ChNrFaceData[face_data_size];
int ifd = 0; // index into face data
GxVec3f *n = new GxVec3f[numNorms];
GxVec3f *v = new GxVec3f[numVerts];
int normStep = numNorms / 2;
float ynorm = (h2 > 1e-3) ? (r / (h2 * 2)) : 0;
for( int facet = 0; facet < numFacets; facet ++)
{
float theta = facet * twoPi / numFacets;
float sintheta = sin(theta);
float costheta = cos(theta);
n[facet*2].x() = -sintheta;
n[facet*2].y() = ynorm; // width / height, then mormalize
n[facet*2].z() = -costheta;
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