diff options
Diffstat (limited to 'Magic2')
66 files changed, 24907 insertions, 0 deletions
diff --git a/Magic2/AlphaInverse.cpp b/Magic2/AlphaInverse.cpp new file mode 100644 index 0000000..03ea403 --- /dev/null +++ b/Magic2/AlphaInverse.cpp @@ -0,0 +1,4133 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: AlphaInverse.cpp + AUTHOR: John DiCamillo +*/ + +#include "stdafx.h" + +BYTE inverse_palette[32768] = { + 0, 47, 63, 63, 62, 62, 61, 61, + 61, 60, 60, 59, 4, 4, 4, 4, + 4, 4, 4, 4, 4, 4, 4, 4, + 252, 252, 252, 252, 252, 252, 252, 252, + 47, 47, 63, 63, 62, 62, 61, 61, + 61, 60, 60, 59, 59, 4, 4, 4, + 4, 4, 4, 4, 4, 4, 4, 4, + 55, 252, 252, 252, 252, 252, 252, 252, + 47, 46, 63, 63, 62, 62, 61, 61, + 60, 60, 60, 59, 59, 4, 4, 4, + 4, 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Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: AlphaPalette.cpp + AUTHOR: John DiCamillo +*/ + +#include "stdafx.h" + +PALETTEENTRY standard_palette[256] = { + { 0, 0, 0, 0 }, + { 128, 0, 0, 0 }, + { 0, 128, 0, 0 }, + { 128, 128, 0, 0 }, + { 0, 0, 128, 0 }, + { 128, 0, 128, 0 }, + { 0, 128, 128, 0 }, + { 192, 192, 192, 0 }, + { 192, 220, 192, 0 }, + { 166, 202, 240, 0 }, + { 186, 172, 189, 0 }, + { 167, 147, 172, 0 }, + { 143, 129, 148, 0 }, + { 122, 107, 126, 0 }, + { 100, 87, 104, 0 }, + { 55, 49, 57, 0 }, + { 247, 247, 247, 0 }, + { 240, 240, 240, 0 }, + { 232, 232, 232, 0 }, + { 225, 225, 225, 0 }, + { 217, 217, 217, 0 }, + { 210, 210, 210, 0 }, + { 202, 202, 202, 0 }, + { 195, 195, 195, 0 }, + { 188, 188, 188, 0 }, + { 180, 180, 180, 0 }, + { 173, 173, 173, 0 }, + { 165, 165, 165, 0 }, + { 158, 158, 158, 0 }, + { 150, 150, 150, 0 }, + { 143, 143, 143, 0 }, + { 136, 136, 136, 0 }, + { 128, 128, 128, 0 }, + { 121, 121, 121, 0 }, + { 113, 113, 113, 0 }, + { 106, 106, 106, 0 }, + { 98, 98, 98, 0 }, + { 91, 91, 91, 0 }, + { 83, 83, 83, 0 }, + { 76, 76, 76, 0 }, + { 69, 69, 69, 0 }, + { 61, 61, 61, 0 }, + { 54, 54, 54, 0 }, + { 42, 42, 42, 0 }, + { 31, 31, 31, 0 }, + { 21, 21, 21, 0 }, + { 10, 10, 10, 0 }, + { 5, 5, 5, 0 }, + { 149, 149, 234, 0 }, + { 134, 134, 227, 0 }, + { 117, 117, 223, 0 }, + { 104, 104, 215, 0 }, + { 87, 87, 210, 0 }, + { 70, 70, 206, 0 }, + { 49, 49, 185, 0 }, + { 45, 45, 168, 0 }, + { 36, 36, 134, 0 }, + { 31, 31, 118, 0 }, + { 27, 27, 101, 0 }, + { 22, 22, 84, 0 }, + { 18, 18, 67, 0 }, + { 13, 13, 51, 0 }, + { 9, 9, 34, 0 }, + { 4, 4, 17, 0 }, + { 159, 191, 223, 0 }, + { 143, 181, 218, 0 }, + { 128, 170, 213, 0 }, + { 112, 159, 207, 0 }, + { 96, 149, 202, 0 }, + { 85, 138, 191, 0 }, + { 69, 128, 186, 0 }, + { 68, 117, 166, 0 }, + { 62, 106, 151, 0 }, + { 55, 96, 136, 0 }, + { 53, 85, 117, 0 }, + { 47, 74, 102, 0 }, + { 43, 64, 85, 0 }, + { 35, 53, 71, 0 }, + { 29, 43, 56, 0 }, + { 21, 32, 43, 0 }, + { 184, 190, 199, 0 }, + { 171, 182, 190, 0 }, + { 159, 169, 181, 0 }, + { 148, 162, 171, 0 }, + { 136, 150, 162, 0 }, + { 123, 138, 153, 0 }, + { 112, 128, 143, 0 }, + { 102, 118, 132, 0 }, + { 92, 105, 120, 0 }, + { 86, 97, 105, 0 }, + { 77, 85, 94, 0 }, + { 67, 74, 82, 0 }, + { 57, 66, 70, 0 }, + { 48, 53, 58, 0 }, + { 38, 44, 47, 0 }, + { 29, 32, 35, 0 }, + { 154, 228, 154, 0 }, + { 137, 224, 137, 0 }, + { 120, 220, 120, 0 }, + { 112, 207, 112, 0 }, + { 96, 202, 96, 0 }, + { 80, 197, 80, 0 }, + { 64, 191, 64, 0 }, + { 58, 175, 77, 0 }, + { 53, 159, 67, 0 }, + { 48, 143, 63, 0 }, + { 43, 128, 64, 0 }, + { 37, 112, 56, 0 }, + { 32, 96, 50, 0 }, + { 27, 80, 43, 0 }, + { 21, 64, 33, 0 }, + { 16, 48, 27, 0 }, + { 186, 204, 179, 0 }, + { 175, 194, 167, 0 }, + { 164, 184, 156, 0 }, + { 152, 174, 145, 0 }, + { 140, 167, 131, 0 }, + { 130, 157, 119, 0 }, + { 119, 148, 107, 0 }, + { 111, 136, 98, 0 }, + { 99, 124, 88, 0 }, + { 88, 112, 80, 0 }, + { 81, 97, 73, 0 }, + { 70, 84, 65, 0 }, + { 61, 73, 54, 0 }, + { 51, 61, 46, 0 }, + { 40, 48, 37, 0 }, + { 30, 36, 28, 0 }, + { 209, 191, 173, 0 }, + { 202, 181, 159, 0 }, + { 191, 170, 149, 0 }, + { 183, 159, 136, 0 }, + { 175, 149, 122, 0 }, + { 167, 138, 109, 0 }, + { 159, 128, 96, 0 }, + { 147, 117, 87, 0 }, + { 129, 106, 84, 0 }, + { 116, 96, 75, 0 }, + { 103, 85, 67, 0 }, + { 90, 73, 58, 0 }, + { 78, 64, 50, 0 }, + { 64, 53, 43, 0 }, + { 51, 43, 34, 0 }, + { 38, 32, 26, 0 }, + { 209, 196, 173, 0 }, + { 202, 186, 159, 0 }, + { 191, 175, 149, 0 }, + { 183, 169, 136, 0 }, + { 175, 159, 122, 0 }, + { 167, 150, 109, 0 }, + { 159, 140, 96, 0 }, + { 143, 128, 90, 0 }, + { 131, 119, 82, 0 }, + { 116, 106, 75, 0 }, + { 103, 95, 67, 0 }, + { 90, 83, 58, 0 }, + { 78, 70, 50, 0 }, + { 64, 60, 43, 0 }, + { 51, 48, 34, 0 }, + { 38, 36, 26, 0 }, + { 255, 255, 170, 0 }, + { 255, 255, 128, 0 }, + { 255, 244, 106, 0 }, + { 249, 232, 113, 0 }, + { 255, 213, 43, 0 }, + { 255, 197, 21, 0 }, + { 255, 186, 43, 0 }, + { 255, 175, 43, 0 }, + { 255, 150, 21, 0 }, + { 255, 143, 32, 0 }, + { 244, 111, 11, 0 }, + { 215, 92, 19, 0 }, + { 190, 72, 22, 0 }, + { 168, 60, 23, 0 }, + { 146, 39, 24, 0 }, + { 128, 27, 21, 0 }, + { 244, 244, 138, 0 }, + { 242, 242, 119, 0 }, + { 248, 248, 92, 0 }, + { 240, 240, 100, 0 }, + { 247, 247, 72, 0 }, + { 239, 239, 80, 0 }, + { 237, 237, 61, 0 }, + { 236, 236, 40, 0 }, + { 235, 235, 20, 0 }, + { 215, 215, 19, 0 }, + { 194, 194, 18, 0 }, + { 175, 175, 16, 0 }, + { 156, 156, 14, 0 }, + { 136, 136, 13, 0 }, + { 117, 117, 11, 0 }, + { 98, 98, 9, 0 }, + { 215, 183, 168, 0 }, + { 211, 170, 150, 0 }, + { 205, 157, 135, 0 }, + { 199, 148, 120, 0 }, + { 193, 135, 104, 0 }, + { 187, 123, 89, 0 }, + { 174, 109, 70, 0 }, + { 151, 96, 62, 0 }, + { 128, 83, 53, 0 }, + { 105, 68, 44, 0 }, + { 143, 239, 239, 0 }, + { 124, 237, 237, 0 }, + { 106, 234, 234, 0 }, + { 87, 232, 232, 0 }, + { 70, 227, 227, 0 }, + { 47, 230, 230, 0 }, + { 32, 223, 223, 0 }, + { 29, 205, 205, 0 }, + { 26, 176, 176, 0 }, + { 20, 150, 150, 0 }, + { 17, 121, 121, 0 }, + { 13, 94, 94, 0 }, + { 223, 32, 223, 0 }, + { 204, 30, 204, 0 }, + { 186, 27, 186, 0 }, + { 168, 23, 168, 0 }, + { 149, 21, 149, 0 }, + { 131, 18, 131, 0 }, + { 112, 16, 112, 0 }, + { 94, 13, 94, 0 }, + { 74, 11, 74, 0 }, + { 56, 7, 56, 0 }, + { 249, 91, 91, 0 }, + { 248, 80, 80, 0 }, + { 247, 68, 68, 0 }, + { 247, 55, 55, 0 }, + { 247, 43, 43, 0 }, + { 245, 31, 31, 0 }, + { 244, 19, 19, 0 }, + { 240, 11, 11, 0 }, + { 228, 10, 10, 0 }, + { 217, 9, 9, 0 }, + { 204, 9, 9, 0 }, + { 192, 7, 7, 0 }, + { 180, 7, 7, 0 }, + { 168, 6, 6, 0 }, + { 156, 5, 5, 0 }, + { 145, 4, 4, 0 }, + { 131, 5, 5, 0 }, + { 118, 5, 5, 0 }, + { 106, 4, 4, 0 }, + { 94, 4, 4, 0 }, + { 80, 5, 5, 0 }, + { 66, 6, 6, 0 }, + { 53, 6, 6, 0 }, + { 41, 5, 5, 0 }, + { 128, 128, 128, 0 }, + { 255, 0, 0, 0 }, + { 0, 255, 0, 0 }, + { 255, 255, 0, 0 }, + { 0, 0, 255, 0 }, + { 255, 0, 255, 0 }, + { 0, 255, 255, 0 }, + { 255, 255, 255, 0 }, +}; diff --git a/Magic2/CMakeLists.txt b/Magic2/CMakeLists.txt new file mode 100644 index 0000000..298ccb3 --- /dev/null +++ b/Magic2/CMakeLists.txt @@ -0,0 +1,43 @@ +project(Magic2) +add_executable( + Magic2 + AlphaInverse.cpp + AlphaPalette.cpp + Command.cpp + ContentBundle.cpp + Editor.cpp + Grid.cpp + GridProps.cpp + l3ds.cpp + Locale_ss.cpp + M3DS.cpp + Magic.cpp + MagicDoc.cpp + MagicView.cpp + MainFrm.cpp + MaterialDialog.cpp + ModelFile3DS.cpp + ModelFileMAG.cpp + ModelFileOBJ.cpp + ModelView.cpp + Primitives.cpp + Selection.cpp + Selector.cpp + StdAfx.cpp + SurfacePropertiesDialog.cpp + TexCubeDX9.cpp + TextureMapDialog.cpp + Thumbnail.cpp + UVMapView.cpp + VideoDX9.cpp + ) +target_include_directories( + Magic2 + PRIVATE . + ) +target_link_libraries( + Magic2 + PUBLIC FoundationEx + PUBLIC nGenEx + # TODO: PUBLIC? DirectX9 + ) diff --git a/Magic2/Command.cpp b/Magic2/Command.cpp new file mode 100644 index 0000000..ce199b6 --- /dev/null +++ b/Magic2/Command.cpp @@ -0,0 +1,76 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Command.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Base class (interface) for command pattern. A + command encapsulates a single editing operation + that may be performed on a document. Each command + may be done or undone multiple times. The specialized + implementations for each type of operation are re- + sponsible for providing a means to return the model + to the prior state. +*/ + +#include "stdafx.h" +#include "Command.h" + +// +--------------------------------------------------------------------+ + +void Print(const char* msg, ...); + +// +--------------------------------------------------------------------+ + +Command::Command(const char* n, MagicDoc* d) + : name(n), document(d) +{ +} + +Command::~Command() +{ + document = 0; +} + +// +--------------------------------------------------------------------+ + +void +Command::Do() +{ + Print("WARNING: Command::Do() called for '%s'\n", name.data()); +} + +void +Command::Undo() +{ + Print("WARNING: Command::Undo() called for '%s'\n", name.data()); +} diff --git a/Magic2/Command.h b/Magic2/Command.h new file mode 100644 index 0000000..f35e237 --- /dev/null +++ b/Magic2/Command.h @@ -0,0 +1,79 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Command.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Base class (interface) for command pattern. A + command encapsulates a single editing operation + that may be performed on a document. Each command + may be done or undone multiple times. The specialized + implementations for each type of operation are re- + sponsible for providing a means to return the model + to the prior state. +*/ + +#ifndef Command_h +#define Command_h + +#include "Text.h" + +// +--------------------------------------------------------------------+ + +class MagicDoc; +class Solid; +class Model; + +// +--------------------------------------------------------------------+ + +class Command +{ +public: + static const char* TYPENAME() { return "Command"; } + + Command(const char* name, MagicDoc* document); + virtual ~Command(); + + // operations + virtual void Do(); + virtual void Undo(); + + const char* Name() const { return name; } + +protected: + Text name; + MagicDoc* document; +}; + +// +--------------------------------------------------------------------+ + +#endif Command_h diff --git a/Magic2/ContentBundle.cpp b/Magic2/ContentBundle.cpp new file mode 100644 index 0000000..7d0e250 --- /dev/null +++ b/Magic2/ContentBundle.cpp @@ -0,0 +1,161 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: ContentBundle.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Chained collection of localized strings +*/ + +#include "MemDebug.h" +#include "ContentBundle.h" +#include "DataLoader.h" + +void Print(const char* fmt, ...); + +// +--------------------------------------------------------------------+ + +ContentBundle::ContentBundle(const char* bundle, Locale* locale) +{ + Text file = FindFile(bundle, locale); + if (file.length() > 0) { + LoadBundle(file); + } +} + +// +--------------------------------------------------------------------+ + +ContentBundle::~ContentBundle() +{ +} + +// +--------------------------------------------------------------------+ + +Text +ContentBundle::GetText(const char* key) const +{ + return values.find(key, Text(key)); +} + +// +--------------------------------------------------------------------+ + +Text +ContentBundle::FindFile(const char* bundle, Locale* locale) +{ + Text result; + Text basename = Text(bundle); + DataLoader* loader = DataLoader::GetLoader(); + + if (loader && bundle) { + if (locale) { + result = basename + locale->GetFullCode() + ".txt"; + + if (loader->FindFile(result)) + return result; + + result = basename + "_" + locale->GetLanguage() + ".txt"; + + if (loader->FindFile(result)) + return result; + } + + result = basename + ".txt"; + + if (loader->FindFile(result)) + return result; + } + + return Text(); +} + +// +--------------------------------------------------------------------+ + +void +ContentBundle::LoadBundle(const char* filename) +{ + DataLoader* loader = DataLoader::GetLoader(); + if (loader && filename && *filename) { + BYTE* buffer = 0; + loader->LoadBuffer(filename, buffer, true, true); + if (buffer && *buffer) { + char key[1024]; + char val[2048]; + char* p = (char*) buffer; + int s = 0, ik = 0, iv = 0; + + key[0] = 0; + val[0] = 0; + + while (*p) { + if (*p == '=') { + s = 1; + } + else if (*p == '\n' || *p == '\r') { + if (key[0] && val[0]) + values.insert(Text(key).trim(), Text(val).trim()); + + ZeroMemory(key, 1024); + ZeroMemory(val, 2048); + s = 0; + ik = 0; + iv = 0; + } + else if (s == 0) { + if (!key[0]) { + if (*p == '#') { + s = -1; // comment + } + else if (!isspace(*p)) { + key[ik++] = *p; + } + } + else { + key[ik++] = *p; + } + } + else if (s == 1) { + if (!isspace(*p)) { + s = 2; + val[iv++] = *p; + } + } + else if (s == 2) { + val[iv++] = *p; + } + + p++; + } + + loader->ReleaseBuffer(buffer); + } + } +} diff --git a/Magic2/ContentBundle.h b/Magic2/ContentBundle.h new file mode 100644 index 0000000..d75a817 --- /dev/null +++ b/Magic2/ContentBundle.h @@ -0,0 +1,72 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: ContentBundle.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Chained collection of localized strings +*/ + +#ifndef ContentBundle_h +#define ContentBundle_h + +#include "Types.h" +#include "Dictionary.h" +#include "Text.h" +#include "Locale_ss.h" + +// +--------------------------------------------------------------------+ + +class ContentBundle +{ +public: + static const char* TYPENAME() { return "ContentBundle"; } + + ContentBundle(const char* bundle, Locale* locale); + virtual ~ContentBundle(); + + int operator == (const ContentBundle& that) const { return this == &that; } + + const Text& GetName() const { return name; } + Text GetText(const char* key) const; + bool IsLoaded() const { return !values.isEmpty(); } + +protected: + void LoadBundle(const char* filename); + Text FindFile(const char* bundle, Locale* locale); + + Text name; + Dictionary<Text> values; +}; + +#endif ContentBundle_h + diff --git a/Magic2/Editor.cpp b/Magic2/Editor.cpp new file mode 100644 index 0000000..24ac589 --- /dev/null +++ b/Magic2/Editor.cpp @@ -0,0 +1,436 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe Application + FILE: Editor.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Source file for implementation of Selector +*/ + + +#include "stdafx.h" +#include "Editor.h" +#include "MagicDoc.h" +#include "ModelView.h" +#include "Selection.h" + +// +----------------------------------------------------------------------+ + + +static float project_u(Vec3& v, int style) +{ + switch (style) { + case 0: return v.x; // PLAN + case 1: return v.x; // FRONT + case 2: return v.z; // SIDE + } + + return v.x; +} + +static float project_v(Vec3& v, int style) +{ + switch (style) { + case 0: return -v.y; // PLAN + case 1: return -v.z; // FRONT + case 2: return -v.y; // SIDE + } + + return -v.y; +} + +static float project_u_cylindrical(Vec3& v, int axis) +{ + float t = 0.0f; + + switch (axis) { + // PLAN + case 0: if (v.x == 0) + return 0.0f; + t = v.y/v.x; + return (float) atan(t); + + // FRONT + case 1: if (v.x == 0) + return 0.0f; + t = v.z/v.x; + return (float) atan(t); + + // SIDE + case 2: return (float) atan2(v.z, v.y); // SIDE + } + + return project_u(v, axis); +} + +static float project_v_cylindrical(Vec3& v, int axis) +{ + switch (axis) { + case 0: return v.z; // PLAN + case 1: return v.y; // FRONT + case 2: return v.x; // SIDE + } + + return project_v(v, axis); +} + +void +Editor::ApplyMaterial(Material* material, List<Poly>& polys, + int mapping, int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate) +{ + // save state: + EditCommand* command = new EditCommand("ApplyMaterial", document); + document->Exec(command); + + // do the job: + if (mapping == MAP_CYLINDRICAL) { + ApplyMaterialCylindrical(material, polys, axis, scale_u, scale_v, flip, mirror, rotate); + return; + } + + if (mapping == MAP_SPHERICAL) { + ApplyMaterialSpherical(material, polys, axis, scale_u, scale_v, flip, mirror, rotate); + return; + } + + VertexSet* vset = polys.first()->vertex_set; + + Vec3* loc = vset->loc; + float min_u = 100000.0f, max_u = -100000.0f; + float min_v = 100000.0f, max_v = -100000.0f; + + ListIter<Poly> iter = polys; + + // compute range and scale: + if (mapping == MAP_PLANAR) { + while (++iter) { + Poly* poly = iter.value(); + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + + float u0 = project_u(loc[v], axis); + float v0 = project_v(loc[v], axis); + + if (u0 < min_u) min_u = u0; + if (v0 < min_v) min_v = v0; + if (u0 > max_u) max_u = u0; + if (v0 > max_v) max_v = v0; + } + } + } + + float base_u = 0.0f; + float base_v = 0.0f; + + if (max_u != min_u) base_u = 1.0f / (max_u - min_u); + if (max_v != min_v) base_v = 1.0f / (max_v - min_v); + + iter.reset(); + + // assign texture id and coordinates: + while (++iter) { + Poly* poly = iter.value(); + + poly->material = material; + + if (mapping == MAP_NONE) + continue; + + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + + // planar projection + if (mapping == MAP_PLANAR) { + if (!rotate) { + if (mirror) + vset->tu[v] = (1.0f - base_u * (project_u(loc[v], axis) - min_u)) * scale_u; + else + vset->tu[v] = (project_u(loc[v], axis) - min_u) * scale_u * base_u; + + if (flip) + vset->tv[v] = (1.0f - base_v * (project_v(loc[v], axis) - min_v)) * scale_v; + else + vset->tv[v] = (project_v(loc[v], axis) - min_v) * scale_v * base_v; + } + else { + if (!mirror) + vset->tv[v] = (1.0f - base_u * (project_u(loc[v], axis) - min_u)) * scale_u; + else + vset->tv[v] = (project_u(loc[v], axis) - min_u) * scale_u * base_u; + + if (flip) + vset->tu[v] = (1.0f - base_v * (project_v(loc[v], axis) - min_v)) * scale_v; + else + vset->tu[v] = (project_v(loc[v], axis) - min_v) * scale_v * base_v; + } + } + + // stretch to fit + else if (mapping == MAP_STRETCH) { + if (scale_u < 0.001) scale_u = 1; + if (scale_v < 0.001) scale_v = 1; + + if (!rotate) { + if (mirror) + vset->tu[v] = scale_u * (float) (i < 1 || i > 2); + else + vset->tu[v] = scale_u * (float) (i > 0 && i < 3); + + if (flip) + vset->tv[v] = scale_v * (float) (i <= 1); + else + vset->tv[v] = scale_v * (float) (i > 1); + } + else { + if (!mirror) + vset->tv[v] = scale_v * (float) (i < 1 || i > 2); + else + vset->tv[v] = scale_v * (float) (i > 0 && i < 3); + + if (flip) + vset->tu[v] = scale_u * (float) (i <= 1); + else + vset->tu[v] = scale_u * (float) (i > 1); + } + } + } + } + + Resegment(); +} + +void +Editor::ApplyMaterialCylindrical(Material* material, List<Poly>& polys, + int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate) +{ + VertexSet* vset = polys.first()->vertex_set; + + Vec3* loc = vset->loc; + float min_u = 100000.0f, max_u = -100000.0f; + float min_v = 100000.0f, max_v = -100000.0f; + + ListIter<Poly> iter = polys; + + // compute range and scale: + while (++iter) { + Poly* poly = iter.value(); + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + + float u0 = project_u_cylindrical(loc[v], axis); + float v0 = project_v_cylindrical(loc[v], axis); + + if (u0 < min_u) min_u = u0; + if (v0 < min_v) min_v = v0; + if (u0 > max_u) max_u = u0; + if (v0 > max_v) max_v = v0; + } + } + + float base_u = 0.0f; + float base_v = 0.0f; + + if (max_u != min_u) base_u = 1.0f / (max_u - min_u); + if (max_v != min_v) base_v = 1.0f / (max_v - min_v); + + iter.reset(); + + // assign texture id and coordinates: + while (++iter) { + Poly* poly = iter.value(); + + poly->material = material; + + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + float u0 = project_u_cylindrical(loc[v], axis); + float v0 = project_v_cylindrical(loc[v], axis); + + if (!rotate) { + if (mirror) + vset->tu[v] = (1.0f - base_u * (u0 - min_u)) * scale_u; + else + vset->tu[v] = (u0 - min_u) * scale_u * base_u; + + if (flip) + vset->tv[v] = (1.0f - base_v * (v0 - min_v)) * scale_v; + else + vset->tv[v] = (v0 - min_v) * scale_v * base_v; + } + else { + if (!mirror) + vset->tv[v] = (1.0f - base_u * (u0 - min_u)) * scale_u; + else + vset->tv[v] = (u0 - min_u) * scale_u * base_u; + + if (flip) + vset->tu[v] = (1.0f - base_v * (v0 - min_v)) * scale_v; + else + vset->tu[v] = (v0 - min_v) * scale_v * base_v; + } + } + } + + Resegment(); +} + +void +Editor::ApplyMaterialSpherical(Material* material, List<Poly>& polys, + int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate) +{ +} + +// +----------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return -1; + + return 1; +} + +void +Editor::Resegment() +{ + if (model) { + ListIter<Surface> iter = model->GetSurfaces(); + while (++iter) { + Surface* surface = iter.value(); + Poly* polys = surface->GetPolys(); + int npolys = surface->NumPolys(); + + for (int n = 0; n < npolys; n++) { + Poly* p = polys + n; + Material* m = p->material; + int sortval = model->GetMaterials().index(m) + 1; + + if (p->sortval != sortval) + p->sortval = sortval; + } + + // destroy the old segments and video data: + VideoPrivateData* video_data = surface->GetVideoPrivateData(); + surface->SetVideoPrivateData(0); + surface->GetSegments().destroy(); + + delete video_data; + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // create new cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = polys + n; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + } + } +} + + +// +----------------------------------------------------------------------+ +// +----------------------------------------------------------------------+ +// +----------------------------------------------------------------------+ + +EditCommand::EditCommand(const char* n, MagicDoc* d) + : Command(n, d), model1(0), model2(0) +{ +} + +EditCommand::~EditCommand() +{ + delete model1; + delete model2; +} + +// +----------------------------------------------------------------------+ + +void +EditCommand::Do() +{ + if (document) { + Solid* solid = document->GetSolid(); + + // first application: + if (!model2) { + if (!model1) + model1 = new Model(*solid->GetModel()); + } + // re-do: + else { + solid->GetModel()->operator=(*model2); + } + } +} + +// +----------------------------------------------------------------------+ + +void +EditCommand::Undo() +{ + if (document && model1) { + Solid* solid = document->GetSolid(); + + // save current state for later re-do: + if (!model2) + model2 = new Model(*solid->GetModel()); + + solid->GetModel()->operator=(*model1); + } +} + diff --git a/Magic2/Editor.h b/Magic2/Editor.h new file mode 100644 index 0000000..b8cba52 --- /dev/null +++ b/Magic2/Editor.h @@ -0,0 +1,108 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Editor.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Classes for rendering solid meshes of polygons +*/ + +#ifndef Editor_h +#define Editor_h + +#include "MagicDoc.h" +#include "Command.h" +#include "Polygon.h" +#include "Solid.h" +#include "Video.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class Selection; +class ModelView; + +// +--------------------------------------------------------------------+ + +class Editor +{ +public: + Editor(MagicDoc* doc) : document(doc), model(0) { } + + // accessors / mutators + void UseModel(Model* m) { model = m; } + Model* GetModel() const { return model; } + + // operations + + enum { MAP_NONE, MAP_PLANAR, MAP_CYLINDRICAL, MAP_SPHERICAL, MAP_STRETCH }; + + void ApplyMaterial(Material* material, List<Poly>& polys, + int mapping, int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate); + + void ApplyMaterialCylindrical(Material* material, List<Poly>& polys, + int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate); + + void ApplyMaterialSpherical(Material* material, List<Poly>& polys, + int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate); + + + void Resegment(); + +protected: + MagicDoc* document; + Model* model; +}; + +// +--------------------------------------------------------------------+ + +class EditCommand : public Command +{ +public: + EditCommand(const char* name, MagicDoc* doc); + virtual ~EditCommand(); + + virtual void Do(); + virtual void Undo(); + +private: + Model* model1; + Model* model2; +}; + +// +--------------------------------------------------------------------+ + +#endif Editor_h + diff --git a/Magic2/Grid.cpp b/Magic2/Grid.cpp new file mode 100644 index 0000000..133f26c --- /dev/null +++ b/Magic2/Grid.cpp @@ -0,0 +1,370 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Grid.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Implementation of the Grid class +*/ + +#include "stdafx.h" +#include "Magic.h" + +#include "MagicDoc.h" +#include "Grid.h" + +#include "ActiveWindow.h" +#include "Color.h" +#include "Polygon.h" +#include "Scene.h" +#include "Screen.h" +#include "Solid.h" +#include "Video.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +const int MAJOR_COUNT = 64; + +// +--------------------------------------------------------------------+ + +Grid::Grid() + : x_major(0), y_major(0), x_minor(0), y_minor(0), + bmp_plan(0), bmp_front(0), bmp_side(0) +{ + strcpy(name, "Grid"); + + plane = GRID_XZ; // plan + + show = true; + show_ref = true; + snap = true; + minor = true; + + x_size = 4; + y_size = 4; + x_skip = 4; + y_skip = 4; + + x_major = new Vec3[2*MAJOR_COUNT]; + y_major = new Vec3[2*MAJOR_COUNT]; +} + +Grid::~Grid() +{ + delete [] x_major; + delete [] y_major; + delete [] x_minor; + delete [] y_minor; +} + +// +--------------------------------------------------------------------+ + +const char* +Grid::GetReferencePlan() const +{ + if (bmp_plan) + return bmp_plan->GetFilename(); + + return ""; +} + +void +Grid::SetReferencePlan(const char* fname) +{ + bmp_plan = 0; + + if (fname && *fname) + LoadTexture(fname, bmp_plan); +} + +// +--------------------------------------------------------------------+ + +const char* +Grid::GetReferenceFront() const +{ + if (bmp_front) + return bmp_front->GetFilename(); + + return ""; +} + +void +Grid::SetReferenceFront(const char* fname) +{ + bmp_front = 0; + + if (fname && *fname) + LoadTexture(fname, bmp_front); +} + +// +--------------------------------------------------------------------+ + +const char* +Grid::GetReferenceSide() const +{ + if (bmp_side) + return bmp_side->GetFilename(); + + return ""; +} + +void +Grid::SetReferenceSide(const char* fname) +{ + bmp_side = 0; + + if (fname && *fname) + LoadTexture(fname, bmp_side); +} + +// +--------------------------------------------------------------------+ + +void +Grid::Render(Video* video, DWORD flags) +{ + Vec3 origin[4]; + + for (int i = 0; i < 4; i++) + origin[i] = loc; + + const float EXTENT = (float) MAJOR_COUNT * 64.0f; + + switch (plane) { + case GRID_XY: // FRONT + origin[0].x += -EXTENT; + origin[1].x += EXTENT; + origin[2].y += -EXTENT; + origin[3].y += EXTENT; + + for (int i = 0; i < 2*MAJOR_COUNT; i += 2) { + float x = (float) (i-MAJOR_COUNT) * 64.0f; + float y = (float) (i-MAJOR_COUNT) * 64.0f; + + x_major[i ] = loc + Vec3(x, -EXTENT, 0.0f); + x_major[i+1] = loc + Vec3(x, EXTENT, 0.0f); + y_major[i ] = loc + Vec3(-EXTENT, y, 0.0f); + y_major[i+1] = loc + Vec3( EXTENT, y, 0.0f); + } + + break; + + case GRID_XZ: // PLAN + origin[0].x += -EXTENT; + origin[1].x += EXTENT; + origin[2].z += -EXTENT; + origin[3].z += EXTENT; + + for (int i = 0; i < 2*MAJOR_COUNT; i += 2) { + float x = (float) (i-MAJOR_COUNT) * 64.0f; + float z = (float) (i-MAJOR_COUNT) * 64.0f; + + x_major[i ] = loc + Vec3(x, 0.0f, -EXTENT); + x_major[i+1] = loc + Vec3(x, 0.0f, EXTENT); + y_major[i ] = loc + Vec3(-EXTENT, 0.0f, z); + y_major[i+1] = loc + Vec3( EXTENT, 0.0f, z); + } + + break; + + case GRID_YZ: // SIDE + origin[0].y += -EXTENT; + origin[1].y += EXTENT; + origin[2].z += -EXTENT; + origin[3].z += EXTENT; + + for (int i = 0; i < 2*MAJOR_COUNT; i += 2) { + float y = (float) (i-MAJOR_COUNT) * 64.0f; + float z = (float) (i-MAJOR_COUNT) * 64.0f; + + x_major[i ] = loc + Vec3(0.0f, y, -EXTENT); + x_major[i+1] = loc + Vec3(0.0f, y, EXTENT); + y_major[i ] = loc + Vec3(0.0f, -EXTENT, z); + y_major[i+1] = loc + Vec3(0.0f, EXTENT, z); + } + + break; + } + + RenderReference(video); + + video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); + video->SetRenderState(Video::LIGHTING_ENABLE, FALSE); + video->SetRenderState(Video::Z_ENABLE, TRUE); + video->SetRenderState(Video::Z_WRITE_ENABLE, TRUE); + + video->DrawLines(MAJOR_COUNT, x_major, Color::Gray, 1); + video->DrawLines(MAJOR_COUNT, y_major, Color::Gray, 1); + video->DrawLines( 2, origin, Color::DarkGray, 1); +} + +// +--------------------------------------------------------------------+ + +void +Grid::RenderReference(Video* video) +{ + if (!show_ref) return; + + Bitmap* bmp = 0; + + switch (plane) { + case GRID_XY: bmp = bmp_front; break; + case GRID_XZ: bmp = bmp_plan; break; + case GRID_YZ: bmp = bmp_side; break; + } + + if (!bmp) return; + + Material mtl; + VertexSet vset(4); + Poly poly; + Vec3 nrm; + + float vx = (float) bmp->Width(); + float vy = (float) bmp->Height(); + float vz = -100.0f; + + if (vx <= 256 || vy <= 256) { + vx *= 2.0f; + vy *= 2.0f; + } + + switch (plane) { + case GRID_XY: // FRONT + nrm = Vec3(0.0f, 0.0f, 1.0f); + vset.loc[0] = loc + Vec3(-vx, -vy, vz); + vset.loc[1] = loc + Vec3( vx, -vy, vz); + vset.loc[2] = loc + Vec3( vx, vy, vz); + vset.loc[3] = loc + Vec3(-vx, vy, vz); + break; + + case GRID_XZ: // PLAN + nrm = Vec3(0.0f, 1.0f, 0.0f); + vset.loc[0] = loc + Vec3(-vx, vz, vy); + vset.loc[1] = loc + Vec3( vx, vz, vy); + vset.loc[2] = loc + Vec3( vx, vz, -vy); + vset.loc[3] = loc + Vec3(-vx, vz, -vy); + break; + + case GRID_YZ: // SIDE + nrm = Vec3(1.0f, 0.0f, 0.0f); + vset.loc[0] = loc + Vec3( vz, -vx, -vy); + vset.loc[1] = loc + Vec3( vz, vx, -vy); + vset.loc[2] = loc + Vec3( vz, vx, vy); + vset.loc[3] = loc + Vec3( vz, -vx, vy); + break; + + default: + return; + } + + mtl.Ka = Color::White; + mtl.Kd = Color::Black; + mtl.tex_diffuse = bmp; + + vset.nrm[0] = nrm; + vset.nrm[1] = nrm; + vset.nrm[2] = nrm; + vset.nrm[3] = nrm; + + vset.tu[0] = 0.0f; + vset.tv[0] = 0.0f; + vset.tu[1] = 1.0f; + vset.tv[1] = 0.0f; + vset.tu[2] = 1.0f; + vset.tv[2] = 1.0f; + vset.tu[3] = 0.0f; + vset.tv[3] = 1.0f; + + poly.nverts = 4; + poly.verts[0] = 0; + poly.verts[1] = 1; + poly.verts[2] = 2; + poly.verts[3] = 3; + poly.material = &mtl; + poly.vertex_set = &vset; + + video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); + video->SetRenderState(Video::LIGHTING_ENABLE, TRUE); + video->SetRenderState(Video::Z_ENABLE, FALSE); + video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE); + video->SetAmbient(Color::White); + + video->DrawPolys(1, &poly); +} + +// +----------------------------------------------------------------------+ + +CPoint& +Grid::Snap(CPoint& p) +{ + p.x = snapto(p.x, x_size); + p.y = snapto(p.y, y_size); + + return p; +} + +// +----------------------------------------------------------------------+ + +int +Grid::snapto(int i, int dim) +{ + if (!snap) + return i; + + int n = i + dim/2; + int m = n % dim; + + return (n - m); +} + +// +----------------------------------------------------------------------+ + +void +Grid::SetSize(int x, int y) +{ + x_size = x; + y_size = y ? y : x; +} + +// +----------------------------------------------------------------------+ + +void +Grid::SetSkip(int x, int y) +{ + x_skip = x; + y_skip = y ? y : x; +} + diff --git a/Magic2/Grid.h b/Magic2/Grid.h new file mode 100644 index 0000000..7e0491c --- /dev/null +++ b/Magic2/Grid.h @@ -0,0 +1,105 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Grid.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Interface of the Grid class +*/ + + +#ifndef Grid_h +#define Grid_h + +#include "Bitmap.h" +#include "Graphic.h" + +// +--------------------------------------------------------------------+ + +class Grid : public Graphic +{ +public: + enum PLANE { GRID_XY, GRID_XZ, GRID_YZ }; + + Grid(); + virtual ~Grid(); + + CPoint& Snap(CPoint& p); + + bool IsSnap() const { return snap; } + bool IsShow() const { return show; } + void SetSnap(bool s) { snap = s; } + void SetShow(bool s) { show = s; } + void SetSize(int x, int y = 0); + void SetSkip(int x, int y = 0); + void ShowMinor(bool show) { minor = show; } + void ShowPlane(int p) { plane = p; } + void ShowReference(bool show) { show_ref = show; } + + const char* GetReferencePlan() const; + void SetReferencePlan(const char* fname); + const char* GetReferenceFront() const; + void SetReferenceFront(const char* fname); + const char* GetReferenceSide() const; + void SetReferenceSide(const char* fname); + + int GetSize() const { return x_size; } + + // operations + virtual void Render(Video* video, DWORD flags); + virtual void RenderReference(Video* video); + +protected: + int snapto(int i, int dim); + + bool show; + bool show_ref; + bool snap; + bool minor; + + int x_size, y_size; + int x_skip, y_skip; + int plane; + + Vec3* x_major; + Vec3* x_minor; + Vec3* y_major; + Vec3* y_minor; + + Bitmap* bmp_plan; + Bitmap* bmp_front; + Bitmap* bmp_side; +}; + +// +--------------------------------------------------------------------+ + +#endif Grid_h diff --git a/Magic2/GridProps.cpp b/Magic2/GridProps.cpp new file mode 100644 index 0000000..89ff991 --- /dev/null +++ b/Magic2/GridProps.cpp @@ -0,0 +1,150 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: GridProps.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Grid Properties Dialog implementation file +*/ + + +#include "stdafx.h" +#include "Magic.h" +#include "GridProps.h" +#include "Grid.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +// +--------------------------------------------------------------------+ +// GridProps dialog +// +--------------------------------------------------------------------+ + +GridProps::GridProps(Grid* g, CWnd* pParent /*=NULL*/) + : CDialog(GridProps::IDD, pParent), grid(g) +{ + //{{AFX_DATA_INIT(GridProps) + mGridShow = grid->IsShow(); + mGridSnap = grid->IsSnap(); + mReferencePlan = grid->GetReferencePlan(); + mReferenceFront = grid->GetReferenceFront(); + mReferenceSide = grid->GetReferenceSide(); + mGridSize = grid->GetSize(); + //}}AFX_DATA_INIT +} + +static const char* C(CString& str) +{ + static char buf[512]; + int i; + for (i = 0; i < str.GetLength(); i++) + buf[i] = (char) str.GetAt(i); + buf[i] = 0; + + return buf; +} + +void GridProps::DoDataExchange(CDataExchange* pDX) +{ + CDialog::DoDataExchange(pDX); + //{{AFX_DATA_MAP(GridProps) + DDX_Check(pDX, IDC_GRID_SHOW, mGridShow); + DDX_Check(pDX, IDC_GRID_SNAP, mGridSnap); + DDX_Text(pDX, IDC_REFERENCE_PLAN, mReferencePlan); + DDX_Text(pDX, IDC_REFERENCE_FRONT, mReferenceFront); + DDX_Text(pDX, IDC_REFERENCE_SIDE, mReferenceSide); + DDX_Text(pDX, IDC_GRID_SIZE, mGridSize); + DDV_MinMaxInt(pDX, mGridSize, 1, 64); + //}}AFX_DATA_MAP + + // if saving, write the values back to the grid + if (pDX->m_bSaveAndValidate) { + grid->SetSnap(mGridSnap ? true : false); + grid->SetShow(mGridShow ? true : false); + grid->SetSize(mGridSize); + + grid->SetReferencePlan(C(mReferencePlan)); + grid->SetReferenceFront(C(mReferenceFront)); + grid->SetReferenceSide(C(mReferenceSide)); + } +} + + +BEGIN_MESSAGE_MAP(GridProps, CDialog) + //{{AFX_MSG_MAP(GridProps) + ON_BN_CLICKED(IDC_FILE_PLAN, OnFilePlan) + ON_BN_CLICKED(IDC_FILE_FRONT, OnFileFront) + ON_BN_CLICKED(IDC_FILE_SIDE, OnFileSide) + //}}AFX_MSG_MAP +END_MESSAGE_MAP() + +// +--------------------------------------------------------------------+ + +static void OnImageFile(CString& strImageFile) +{ + char filename[512]; + filename[0] = '\0'; + CFileDialog ofd(TRUE, "pcx"); + + ofd.m_ofn.lpstrFilter = "PCX Files\0*.pcx\0All Files\0*.*\0\0"; + ofd.m_ofn.lpstrFile = filename; + ofd.m_ofn.nMaxFile = sizeof(filename); + + if (ofd.DoModal() != IDOK) + return; + + char tex_name[512]; + sprintf(tex_name, "%s", ofd.GetFileName().GetBuffer(0)); + + strImageFile = tex_name; +} + +void GridProps::OnFilePlan() +{ + OnImageFile(mReferencePlan); + UpdateData(FALSE); +} + +void GridProps::OnFileFront() +{ + OnImageFile(mReferenceFront); + UpdateData(FALSE); +} + +void GridProps::OnFileSide() +{ + OnImageFile(mReferenceSide); + UpdateData(FALSE); +} diff --git a/Magic2/GridProps.h b/Magic2/GridProps.h new file mode 100644 index 0000000..e5412e9 --- /dev/null +++ b/Magic2/GridProps.h @@ -0,0 +1,93 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: GridProps.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Grid Properties Dialog interface file +*/ + +#if !defined(AFX_GRIDPROPS_H__79C78890_ABB9_4789_BFFC_29617CAC606E__INCLUDED_) +#define AFX_GRIDPROPS_H__79C78890_ABB9_4789_BFFC_29617CAC606E__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif + +// +--------------------------------------------------------------------+ +// GridProps dialog +// +--------------------------------------------------------------------+ + +class Grid; + +class GridProps : public CDialog +{ +// Construction +public: + GridProps(Grid* g, CWnd* pParent = NULL); // standard constructor + +// Dialog Data + //{{AFX_DATA(GridProps) + enum { IDD = IDD_GRIDPROPS }; + BOOL mGridShow; + BOOL mGridSnap; + CString mReferencePlan; + CString mReferenceFront; + CString mReferenceSide; + int mGridSize; + //}}AFX_DATA + + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(GridProps) + protected: + virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support + //}}AFX_VIRTUAL + +// Implementation +protected: + Grid* grid; + + // Generated message map functions + //{{AFX_MSG(GridProps) + afx_msg void OnFilePlan(); + afx_msg void OnFileFront(); + afx_msg void OnFileSide(); + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif diff --git a/Magic2/Locale_ss.cpp b/Magic2/Locale_ss.cpp new file mode 100644 index 0000000..d079791 --- /dev/null +++ b/Magic2/Locale_ss.cpp @@ -0,0 +1,261 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: Locale.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + 3D Locale (Polygon) Object +*/ + +#include "MemDebug.h" +#include "Locale_ss.h" + +void Print(const char* fmt, ...); + +// +--------------------------------------------------------------------+ + +static List<Locale> locales; + +// +--------------------------------------------------------------------+ + +Locale::Locale(const char* l, const char* c, const char* v) +{ + ZeroMemory(this, sizeof(Locale)); + if (l && *l) { + strncpy_s(language, l, 6); + char* p = language; + while (*p) { + *p = tolower(*p); + p++; + } + } + + if (c && *c) { + strncpy_s(country, c, 6); + char* p = country; + while (*p) { + *p = toupper(*p); + p++; + } + } + + if (v && *v) { + strncpy_s(variant, v, 6); + char* p = variant; + while (*p) { + *p = tolower(*p); + p++; + } + } + + locales.append(this); +} + +// +--------------------------------------------------------------------+ + +Locale::~Locale() +{ + locales.remove(this); +} + +// +--------------------------------------------------------------------+ + +int +Locale::operator == (const Locale& that) const +{ + if (this == &that) return 1; + + return !_stricmp(language, that.language) && + !_stricmp(country, that.country) && + !_stricmp(variant, that.variant); +} + +// +--------------------------------------------------------------------+ + +Locale* +Locale::ParseLocale(const char* str) +{ + if (str && *str) { + int i = 0; + char s1[4]; + char s2[4]; + char s3[4]; + + while (*str && *str != '_' && i < 3) { + s1[i] = *str++; + i++; + } + s1[i] = 0; + i = 0; + + if (*str == '_') + str++; + + while (*str && *str != '_' && i < 3) { + s2[i] = *str++; + i++; + } + s2[i] = 0; + i = 0; + + if (*str == '_') + str++; + + while (*str && *str != '_' && i < 3) { + s3[i] = *str++; + i++; + } + s3[i] = 0; + i = 0; + + return CreateLocale(s1, s2, s3); + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +Locale* +Locale::CreateLocale(const char* l, const char* c, const char* v) +{ + ListIter<Locale> iter = locales; + while (++iter) { + Locale* loc = iter.value(); + if (!_stricmp(l, loc->GetLanguage())) { + if (c && *c) { + if (!_stricmp(c, loc->GetCountry())) { + if (v && *v) { + if (!_stricmp(v, loc->GetVariant())) { + return loc; + } + } + else { + return loc; + } + } + } + else { + return loc; + } + } + } + + if (l[0]) { + if (c[0]) { + if (v[0]) { + return new(__FILE__,__LINE__) Locale(l, c, v); + } + return new(__FILE__,__LINE__) Locale(l, c); + } + return new(__FILE__,__LINE__) Locale(l); + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +const List<Locale>& +Locale::GetAllLocales() +{ + return locales; +} + +// +--------------------------------------------------------------------+ + +const Text +Locale::GetFullCode() const +{ + Text result = language; + if (*country) { + result.append("_"); + result.append(country); + + if (*variant) { + result.append("_"); + result.append(variant); + } + } + return result; +} + +// +--------------------------------------------------------------------+ + +static const char* languages[] = { + "en", "English", + "fr", "French", + "de", "German", + "it", "Italian", + "pt", "Portuguese", + "ru", "Russian", + "es", "Spanish" +}; + +static const char* countries[] = { + "US", "USA", + "CA", "Canada", + "FR", "France", + "DE", "Germany", + "IT", "Italy", + "PT", "Portugal", + "RU", "Russia", + "ES", "Spain", + "UK", "United Kingdom" +}; + +const Text +Locale::GetDisplayName() const +{ + Text result; + if (*language) { + for (int i = 0; i < 14; i += 2) { + if (!_stricmp(language, languages[i])) { + result = languages[i+1]; + break; + } + } + + if (*country) { + for (int i = 0; i < 18; i += 2) { + if (!_stricmp(country, countries[i])) { + result.append(" - "); + result.append(countries[i+1]); + break; + } + } + } + + } + return result; +} + diff --git a/Magic2/Locale_ss.h b/Magic2/Locale_ss.h new file mode 100644 index 0000000..29c12cf --- /dev/null +++ b/Magic2/Locale_ss.h @@ -0,0 +1,77 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: Locale.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Description of locale by ISO language, country, and variant +*/ + +#ifndef Locale_h +#define Locale_h + +#include "List.h" +#include "Text.h" + +// +--------------------------------------------------------------------+ + +class Locale +{ +public: + static const char* TYPENAME() { return "Locale"; } + + Locale(const char* language, const char* country=0, const char* variant=0); + ~Locale(); + + int operator == (const Locale& that) const; + + // Operations: + static const List<Locale>& GetAllLocales(); + static Locale* ParseLocale(const char* str); + + // Property accessors: + const char* GetLanguage() const { return language; } + const char* GetCountry() const { return country; } + const char* GetVariant() const { return variant; } + const Text GetFullCode() const; + const Text GetDisplayName() const; + + +protected: + static Locale* CreateLocale(const char* language, const char* country=0, const char* variant=0); + char language[8]; + char country[8]; + char variant[8]; +}; + +#endif Locale_h + diff --git a/Magic2/M3DS.cpp b/Magic2/M3DS.cpp new file mode 100644 index 0000000..f5b5fc5 --- /dev/null +++ b/Magic2/M3DS.cpp @@ -0,0 +1,287 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelFile3DS.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for 3DStudio MAX 3DS format models +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "ModelFile3DS.h" + +#include "Bitmap.h" +#include "Polygon.h" +#include "Text.h" +#include "List.h" +#include "ArrayList.h" + +// +--------------------------------------------------------------------+ + +struct Chunk +{ + WORD id; + DWORD len; + BYTE* start; + + List<Chunk> chunks; +}; + +// +--------------------------------------------------------------------+ + +struct Vec2 +{ + float u,v; +}; + +struct Triangle +{ + WORD a,b,c; +}; + +struct Triangle2 +{ + Vec3 vloc[3]; + Vec3 vnrm[3]; + Vec2 vtex[3]; + Vec3 fnrm; + DWORD mtl_id; +}; + +struct TextureMap +{ + char fname[256]; + float strength; + float u_scale; + float v_scale; + float u_offset; + float v_offset; + float angle; +}; + +// +--------------------------------------------------------------------+ + +class Object3DS +{ +public: + Object3DS(); + virtual ~Object3DS(); + + virtual const char* GetName(); + virtual bool IsObject(const char* name); + +protected: + Text name; +}; + +// +--------------------------------------------------------------------+ + +class Material3DS : public Object3DS +{ +public: + Material3DS(); + virtual ~Material3DS(); + + DWORD GetID(); + TextureMap& GetTextureMap1(); + TextureMap& GetTextureMap2(); + TextureMap& GetOpacityMap(); + TextureMap& GetSpecularMap(); + TextureMap& GetBumpMap(); + TextureMap& GetReflectionMap(); + ColorValue GetAmbientColor(); + ColorValue GetDiffuseColor(); + ColorValue GetSpecularColor(); + float GetShininess(); + float GetTransparency(); + DWORD GetShadingType(); + + // this methods should not be used by the "user", they're used internally to fill the class + // with valid data when reading from file. If you're about to add an importer for another format you'LL + // have to use these methods + + void SetID(DWORD value); + void SetAmbientColor(const ColorValue &color); + void SetDiffuseColor(const ColorValue &color); + void SetSpecularColor(const ColorValue &color); + void SetShininess(float value); + void SetTransparency(float value); + void SetShadingType(DWORD shading); + +protected: + int id; + TextureMap texMap1; + TextureMap texMap2; + TextureMap opacMap; + TextureMap refTextureMap; + TextureMap bumpMap; + TextureMap specMap; + ColorValue ambient; + ColorValue diffuse; + ColorValue specular; + float shininess; + float transparency; + DWORD shading; +}; + +// +--------------------------------------------------------------------+ + +class Mesh3DS : public Object3DS +{ +public: + Mesh3DS(); + virtual ~Mesh3DS(); + + void Clear(); + + DWORD GetVertexCount(); + void SetVertexArraySize(DWORD value); + DWORD GetTriangleCount(); + void SetTriangleArraySize(DWORD value); + + const Vec3& GetVertex(DWORD index); + const Vec3& GetNormal(DWORD index); + const Vec2& GetUV(DWORD index); + const Vec3& GetTangent(DWORD index); + const Vec3& GetBinormal(DWORD index); + + void SetVertex(const Vec3 &vec, DWORD index); + void SetNormal(const Vec3 &vec, DWORD index); + void SetUV(const Vec2 &vec, DWORD index); + void SetTangent(const Vec3 &vec, DWORD index); + void SetBinormal(const Vec3 &vec, DWORD index); + + const Triangle& GetTriangle(DWORD index); + Triangle2 GetTriangle2(DWORD index); + + Matrix& GetMatrix(); + void SetMatrix(Matrix& m); + void Optimize(int level); + + DWORD GetMaterial(DWORD index); + DWORD AddMaterial(DWORD id); + DWORD GetMaterialCount(); + +protected: + // the vertices, normals, etc. + List<Vec3> vertices; + List<Vec3> normals; + List<Vec3> binormals; + List<Vec3> tangents; + List<Vec2> uv; + + // triangles + List<Triangle> triangles; + + // the transformation matrix. + Matrix matrix; + + // the material ID array + ArrayList materials; + + void CalcNormals(bool useSmoothingGroups); + void CalcTextureSpace(); + + void TransformVertices(); +}; + + +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ + +ModelFile3DS::ModelFile3DS(const char* fname) + : ModelFile(fname) +{ +} + +ModelFile3DS::~ModelFile3DS() +{ +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return 1; + + return -1; +} + +bool +ModelFile3DS::Load(Model* m, double scale) +{ + if (m && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(m, scale); + + FILE* fp = fopen(filename, "rb"); + fclose(fp); + + m->Normalize(); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFile3DS::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + + FILE* f = fopen(filename, "w"); + if (!f) { + ::MessageBox(0, "Export Failed: Magic could not open the file for writing", "ERROR", MB_OK); + return false; + } + + fclose(f); + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ diff --git a/Magic2/M3DS.h b/Magic2/M3DS.h new file mode 100644 index 0000000..f9b002a --- /dev/null +++ b/Magic2/M3DS.h @@ -0,0 +1,353 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: M3DS.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Window class +*/ + +// parts copyright (c) 2001-2002 Lev Povalahev + +#ifndef M3DS_H +#define M3DS_H + +#include "List.h" + +// +--------------------------------------------------------------------+ + +struct Chunk +{ + WORD id; + DWORD len; + BYTE* start; + + List<Chunk> chunks; +}; + +// +--------------------------------------------------------------------+ + +struct LTriangle +{ + WORD a,b,c; +}; + +struct LTriangle2 +{ + Point vertices[3]; + Vec3 vertexNormals[3]; + LVector2 textureCoords[3]; + Vec3 faceNormal; + DWORD materialId; +}; + +struct TextureMap +{ + char fname[256]; + float strength; + float u_scale; + float v_scale; + float u_offset; + float v_offset; + float angle; +}; + +// +--------------------------------------------------------------------+ + +class LObject +{ +public: + LObject(); + virtual ~LObject(); + + virtual const char* GetName(); + virtual bool IsObject(const const char* name); + +protected: + Text name; +}; + +// +--------------------------------------------------------------------+ + +class LMaterial : public LObject +{ +public: + LMaterial(); + virtual ~LMaterial(); + + DWORD GetID(); + TextureMap& GetTextureMap1(); + TextureMap& GetTextureMap2(); + TextureMap& GetOpacityMap(); + TextureMap& GetSpecularMap(); + TextureMap& GetBumpMap(); + TextureMap& GetReflectionMap(); + ColorValue GetAmbientColor(); + ColorValue GetDiffuseColor(); + ColorValue GetSpecularColor(); + float GetShininess(); + float GetTransparency(); + DWORD GetShadingType(); + + // this methods should not be used by the "user", they're used internally to fill the class + // with valid data when reading from file. If you're about to add an importer for another format you'LL + // have to use these methods + + void SetID(DWORD value); + void SetAmbientColor(const ColorValue &color); + void SetDiffuseColor(const ColorValue &color); + void SetSpecularColor(const ColorValue &color); + void SetShininess(float value); + void SetTransparency(float value); + void SetShadingType(DWORD shading); + +protected: + int id; + TextureMap texMap1; + TextureMap texMap2; + TextureMap opacMap; + TextureMap refTextureMap; + TextureMap bumpMap; + TextureMap specMap; + ColorValue ambient; + ColorValue diffuse; + ColorValue specular; + float shininess; + float transparency; + DWORD shading; +}; + +// +--------------------------------------------------------------------+ + +class LMesh : public LObject +{ +public: + LMesh(); + virtual ~LMesh(); + + void Clear(); + + DWORD GetVertexCount(); + void SetVertexArraySize(DWORD value); + DWORD GetTriangleCount(); + void SetTriangleArraySize(DWORD value); + + // returns given vertex + const LVector4& GetVertex(DWORD index); + // returns the given normal + const LVector3& GetNormal(DWORD index); + // returns the given texture coordinates vector + const LVector2& GetUV(DWORD index); + // returns the pointer to the array of tangents + const LVector3& GetTangent(DWORD index); + // returns the pointer to the array of binormals + const LVector3& GetBinormal(DWORD index); + // sets the vertex at a given index to "vec" - for internal use + void SetVertex(const LVector4 &vec, DWORD index); + // sets the normal at a given index to "vec" - for internal use + void SetNormal(const LVector3 &vec, DWORD index); + // sets the texture coordinates vector at a given index to "vec" - for internal use + void SetUV(const LVector2 &vec, DWORD index); + // sets the tangent at a given index to "vec" - for internal use + void SetTangent(const LVector3 &vec, DWORD index); + // sets the binormal at a given index to "vec" - for internal use + void SetBinormal(const LVector3 &vec, DWORD index); + // returns the triangle with a given index + const LTriangle& GetTriangle(DWORD index); + // returns the triangle with a given index, see LTriangle2 structure description + LTriangle2 GetTriangle2(DWORD index); + // returns the mesh matrix, should be identity matrix after loading + LMatrix4 GetMatrix(); + // sets the mesh matrix to a given matrix - for internal use + void SetMatrix(LMatrix4 m); + // optimizises the mesh using a given optimization level + void Optimize(LOptimizationLevel value); + // sets an internal triangle structure with index "index" - for internal use only + void SetTri(const LTri &tri, DWORD index); + // returns the pointer to the internal triangle structure - for internal use only + LTri& GetTri(DWORD index); + // returns the material id with a given index for the mesh + DWORD GetMaterial(DWORD index); + // adds a material to the mesh and returns its index - for internal use + DWORD AddMaterial(DWORD id); + // returns the number of materials used in the mesh + DWORD GetMaterialCount(); +protected: + // the vertices, normals, etc. + List<LVector4> vertices; + List<LVector3> normals; + List<LVector3> binormals; + List<LVector3> tangents; + List<LVector2> uv; + + // triangles + List<LTriangle> triangles; + + //used internally + List<LTri> tris; + + // the transformation matrix. + Matrix matrix; + + // the material ID array + List<DWORD> materials; + + // calculates the normals, either using the smoothing groups information or not + void CalcNormals(bool useSmoothingGroups); + // calculates the texture(tangent) space for each vertex + void CalcTextureSpace(); + // transforms the vertices by the mesh matrix + void TransformVertices(); +}; + +//------------------------------------------------ + +class LImporter +{ +public: + // the default constructor + LImporter(); + // the destructor + virtual ~LImporter(); + // reads the model from a file, must be overriden by the child classes + virtual bool LoadFile(const char *filename) = 0; + // returns the number of meshes in the scene + DWORD GetMeshCount(); + // returns the number of lights in the scene + DWORD GetLightCount(); + // returns the number of materials in the scene + DWORD GetMaterialCount(); + // returns a pointer to a mesh + LMesh& GetMesh(DWORD index); + // returns a pointer to a light at a given index + LLight& GetLight(DWORD index); + // returns the pointer to the material + LMaterial& GetMaterial(DWORD index); + // returns the pointer to the material with a given name, or NULL if the material was not found + LMaterial* FindMaterial(const Text &name); + // returns the pointer to the mesh with a given name, or NULL if the mesh with such name + // is not present in the scene + LMesh* FindMesh(const Text &name); + // returns the pointer to the light with a given name, or NULL if not found + LLight* FindLight(const Text &name); + // sets the optimization level to a given value + void SetOptimizationLevel(LOptimizationLevel value); + // returns the current optimization level + LOptimizationLevel GetOptimizationLevel(); +protected: + // the lights found in the scene + List<LLight> lights; + // triangular meshes + List<LMesh> meshes; + // the materials in the scene + List<LMaterial> materials; + // level of optimization to perform on the meshes + LOptimizationLevel optLevel; + // clears all data. + virtual void Clear(); +}; +//------------------------------------------------ + +class L3DS : public LImporter +{ +public: + // the default contructor + L3DS(); + // constructs the object and loads the file + L3DS(const char *filename); + // destructor + virtual ~L3DS(); + // load 3ds file + virtual bool LoadFile(const char *filename); +protected: + // used internally for reading + char objName[100]; + // true if end of file is reached + bool eof; + // buffer for loading, used for speedup + unsigned char *buffer; + // the size of the buffer + DWORD bufferSize; + // the current cursor position in the buffer + DWORD pos; + + // reads a short value from the buffer + short ReadShort(); + // reads an int value from the buffer + int ReadInt(); + // reads a char from the buffer + char ReadChar(); + //reada a floatvalue from the buffer + float ReadFloat(); + //reads an unsigned byte from the buffer + byte ReadByte(); + //reads an asciiz string + int ReadASCIIZ(char *buf, int max_count); + // seek wihtin the buffer + void Seek(int offset, int origin); + // returns the position of the cursor + DWORD Pos(); + + // read the chunk and return it. + LChunk ReadChunk(); + // read until given chunk is found + bool FindChunk(LChunk &target, const LChunk &parent); + // skip to the end of chunk "chunk" + void SkipChunk(const LChunk &chunk); + // goes to the beginning of the data in teh given chunk + void GotoChunk(const LChunk &chunk); + + // the function read the color chunk (any of the color chunks) + ColorValue ReadColor(const LChunk &chunk); + // the function that read the percentage chunk and returns a float from 0 to 1 + float ReadPercentage(const LChunk &chunk); + // this is where 3ds file is being read + bool Read3DS(); + // read a light chunk + void ReadLight(const LChunk &parent); + // read a trimesh chunk + void ReadMesh(const LChunk &parent); + // reads the face list, face materials, smoothing groups... and fill rthe information into the mesh + void ReadFaceList(const LChunk &chunk, LMesh &mesh); + // reads the material + void ReadMaterial(const LChunk &parent); + // reads the map info and fills the given map with this information + void ReadMap(const LChunk &chunk, TextureMap& map); + // reads keyframer data of the OBJECT_NODE_TAG chunk + void ReadKeyframeData(const LChunk &parent); + // reads the keyheader structure from the current offset and returns the frame number + long ReadKeyheader(); +}; + +//--------------------------------------------------------- + +#endif
\ No newline at end of file diff --git a/Magic2/Magic.cpp b/Magic2/Magic.cpp new file mode 100644 index 0000000..f1bc859 --- /dev/null +++ b/Magic2/Magic.cpp @@ -0,0 +1,226 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Magic.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Implementation of the main application class +*/ + +#include "stdafx.h" +#include "Magic.h" + +#include "MainFrm.h" +#include "MagicDoc.h" +#include "MagicView.h" + +#include "MachineInfo.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +// +--------------------------------------------------------------------+ + +BEGIN_MESSAGE_MAP(Magic, CWinApp) + //{{AFX_MSG_MAP(Magic) + ON_COMMAND(ID_APP_ABOUT, OnAppAbout) + // NOTE - the ClassWizard will add and remove mapping macros here. + // DO NOT EDIT what you see in these blocks of generated code! + //}}AFX_MSG_MAP + // Standard file based document commands + ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew) + ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen) + // Standard print setup command + ON_COMMAND(ID_FILE_PRINT_SETUP, CWinApp::OnFilePrintSetup) +END_MESSAGE_MAP() + +// +--------------------------------------------------------------------+ + +extern FILE* ErrLog; +extern int VD3D_describe_things; +void Print(const char* msg, ...); + +static void PrintLogHeader() +{ + ErrLog = fopen("errlog.txt", "w"); + Print("+====================================================================+\n"); + Print("| Magic 2.0 |\n"); + + VD3D_describe_things = 4; + MachineInfo::DescribeMachine(); +} + +// +--------------------------------------------------------------------+ + +Magic::Magic() +{ + PrintLogHeader(); +} + +Magic::~Magic() +{ + Print("+====================================================================+\n"); + Print(" END OF LINE.\n"); + + fclose(ErrLog); +} + +// +--------------------------------------------------------------------+ +// +// The one and only Magic object + +Magic theApp; + +// +--------------------------------------------------------------------+ +// +// Magic initialization + +BOOL Magic::InitInstance() +{ + AfxEnableControlContainer(); + + // Standard initialization + // If you are not using these features and wish to reduce the size + // of your final executable, you should remove from the following + // the specific initialization routines you do not need. + +//#ifdef _AFXDLL +// Enable3dControls(); // Call this when using MFC in a shared DLL +//#else +// Enable3dControlsStatic(); // Call this when linking to MFC statically +//#endif + + // Change the registry key under which our settings are stored. + // TODO: You should modify this string to be something appropriate + // such as the name of your company or organization. + SetRegistryKey(_T("Local AppWizard-Generated Applications")); + + LoadStdProfileSettings(); // Load standard INI file options (including MRU) + + // Register the application's document templates. Document templates + // serve as the connection between documents, frame windows and views. + + CSingleDocTemplate* pDocTemplate; + pDocTemplate = new CSingleDocTemplate( + IDR_MAINFRAME, + RUNTIME_CLASS(MagicDoc), + RUNTIME_CLASS(MainFrame), // main SDI frame window + RUNTIME_CLASS(MagicView)); + AddDocTemplate(pDocTemplate); + + // Parse command line for standard shell commands, DDE, file open + CCommandLineInfo cmdInfo; + ParseCommandLine(cmdInfo); + + // Dispatch commands specified on the command line + if (!ProcessShellCommand(cmdInfo)) + return FALSE; + + // The one and only window has been initialized, so show and update it. + m_pMainWnd->ShowWindow(SW_SHOW); + m_pMainWnd->UpdateWindow(); + + return TRUE; +} + + +// +--------------------------------------------------------------------+ +// +// CAboutDlg dialog used for App About + +class CAboutDlg : public CDialog +{ +public: + CAboutDlg(); + +// Dialog Data + //{{AFX_DATA(CAboutDlg) + enum { IDD = IDD_ABOUTBOX }; + //}}AFX_DATA + + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(CAboutDlg) + protected: + virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support + //}}AFX_VIRTUAL + +// Implementation +protected: + //{{AFX_MSG(CAboutDlg) + // No message handlers + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) +{ + //{{AFX_DATA_INIT(CAboutDlg) + //}}AFX_DATA_INIT +} + +void CAboutDlg::DoDataExchange(CDataExchange* pDX) +{ + CDialog::DoDataExchange(pDX); + //{{AFX_DATA_MAP(CAboutDlg) + //}}AFX_DATA_MAP +} + +BEGIN_MESSAGE_MAP(CAboutDlg, CDialog) + //{{AFX_MSG_MAP(CAboutDlg) + // No message handlers + //}}AFX_MSG_MAP +END_MESSAGE_MAP() + +// App command to run the dialog +void Magic::OnAppAbout() +{ + CAboutDlg aboutDlg; + aboutDlg.DoModal(); +} + +// +--------------------------------------------------------------------+ +// +// Magic message handlers + +BOOL Magic::OnIdle(LONG lCount) +{ + CWinApp::OnIdle(lCount); + + if (!app_active) + Sleep(50); + + m_pMainWnd->SendMessage(WM_COMMAND, ID_VIEW_RENDER); + return TRUE; // always request more time +} diff --git a/Magic2/Magic.h b/Magic2/Magic.h new file mode 100644 index 0000000..8320542 --- /dev/null +++ b/Magic2/Magic.h @@ -0,0 +1,87 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Magic.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Interface of the main application class +*/ + + +#if !defined(AFX_MAGIC_H__E61FB5C3_42B6_42D1_BEFA_17F0B038E33B__INCLUDED_) +#define AFX_MAGIC_H__E61FB5C3_42B6_42D1_BEFA_17F0B038E33B__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif // _MSC_VER > 1000 + +#ifndef __AFXWIN_H__ + #error include 'stdafx.h' before including this file for PCH +#endif + +#include "resource.h" // main symbols + + +class Magic : public CWinApp +{ +public: + Magic(); + virtual ~Magic(); + + bool AppActivated() const { return app_active; } + void SetAppActivated(bool a) { app_active = a; } + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(Magic) + public: + virtual BOOL InitInstance(); + virtual BOOL OnIdle(LONG lCount); + //}}AFX_VIRTUAL + +// Implementation + //{{AFX_MSG(Magic) + afx_msg void OnAppAbout(); + // NOTE - the ClassWizard will add and remove member functions here. + // DO NOT EDIT what you see in these blocks of generated code ! + //}}AFX_MSG + DECLARE_MESSAGE_MAP() + +private: + bool app_active; +}; + + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif // !defined(AFX_MAGIC_H__E61FB5C3_42B6_42D1_BEFA_17F0B038E33B__INCLUDED_) diff --git a/Magic2/Magic.rc b/Magic2/Magic.rc new file mode 100644 index 0000000..be89067 --- /dev/null +++ b/Magic2/Magic.rc @@ -0,0 +1,1065 @@ +//Microsoft Developer Studio generated resource script.
+//
+#include "resource.h"
+
+#define APSTUDIO_READONLY_SYMBOLS
+/////////////////////////////////////////////////////////////////////////////
+//
+// Generated from the TEXTINCLUDE 2 resource.
+//
+#include "afxres.h"
+
+/////////////////////////////////////////////////////////////////////////////
+#undef APSTUDIO_READONLY_SYMBOLS
+
+/////////////////////////////////////////////////////////////////////////////
+// English (U.S.) resources
+
+#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
+#ifdef _WIN32
+LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
+#pragma code_page(1252)
+#endif //_WIN32
+
+#ifdef APSTUDIO_INVOKED
+/////////////////////////////////////////////////////////////////////////////
+//
+// TEXTINCLUDE
+//
+
+1 TEXTINCLUDE DISCARDABLE
+BEGIN
+ "resource.h\0"
+END
+
+2 TEXTINCLUDE DISCARDABLE
+BEGIN
+ "#include ""afxres.h""\r\n"
+ "\0"
+END
+
+3 TEXTINCLUDE DISCARDABLE
+BEGIN
+ "#define _AFX_NO_SPLITTER_RESOURCES\r\n"
+ "#define _AFX_NO_OLE_RESOURCES\r\n"
+ "#define _AFX_NO_TRACKER_RESOURCES\r\n"
+ "#define _AFX_NO_PROPERTY_RESOURCES\r\n"
+ "\r\n"
+ "#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)\r\n"
+ "#ifdef _WIN32\r\n"
+ "LANGUAGE 9, 1\r\n"
+ "#pragma code_page(1252)\r\n"
+ "#endif //_WIN32\r\n"
+ "#include ""res\\Magic.rc2"" // non-Microsoft Visual C++ edited resources\r\n"
+ "#include ""afxres.rc"" // Standard components\r\n"
+ "#include ""afxprint.rc"" // printing/print preview resources\r\n"
+ "#endif\r\n"
+ "\0"
+END
+
+#endif // APSTUDIO_INVOKED
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Icon
+//
+
+// Icon with lowest ID value placed first to ensure application icon
+// remains consistent on all systems.
+IDR_MAINFRAME ICON DISCARDABLE "res\\Magic.ico"
+IDR_MAGICTYPE ICON DISCARDABLE "res\\MagicDoc.ico"
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Bitmap
+//
+
+IDR_MAINFRAME BITMAP MOVEABLE PURE "res\\Toolbar.bmp"
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Toolbar
+//
+
+IDR_MAINFRAME TOOLBAR DISCARDABLE 16, 15
+BEGIN
+ BUTTON ID_FILE_NEW
+ BUTTON ID_FILE_OPEN
+ BUTTON ID_FILE_SAVE
+ SEPARATOR
+ BUTTON ID_EDIT_CUT
+ BUTTON ID_EDIT_COPY
+ BUTTON ID_EDIT_PASTE
+ SEPARATOR
+ BUTTON ID_EDIT_UNDO
+ BUTTON ID_EDIT_REDO
+ SEPARATOR
+ BUTTON ID_VIEW_ZOOM_IN
+ BUTTON ID_VIEW_ZOOM_OUT
+ SEPARATOR
+ BUTTON ID_CREATE_CUBE
+ BUTTON ID_CREATE_CONE
+ BUTTON ID_CREATE_CYLINDER
+ BUTTON ID_CREATE_SPHERE
+ SEPARATOR
+ BUTTON ID_MODIFY_DRAG_VERTS
+ BUTTON ID_MODIFY_SCALE_VERTS
+ BUTTON ID_MODIFY_ROTATE
+ SEPARATOR
+ BUTTON ID_MODIFY_SCALE_X
+ BUTTON ID_MODIFY_SCALE_Y
+ BUTTON ID_MODIFY_SCALE_Z
+END
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Menu
+//
+
+IDR_MAINFRAME MENU PRELOAD DISCARDABLE
+BEGIN
+ POPUP "&File"
+ BEGIN
+ MENUITEM "&New\tCtrl+N", ID_FILE_NEW
+ MENUITEM "&Open...\tCtrl+O", ID_FILE_OPEN
+ MENUITEM "&Save\tCtrl+S", ID_FILE_SAVE
+ MENUITEM "Save &As...", ID_FILE_SAVE_AS
+ MENUITEM SEPARATOR
+ MENUITEM "Import...", ID_FILE_IMPORT
+ MENUITEM "Export...", ID_FILE_EXPORT
+ MENUITEM SEPARATOR
+ MENUITEM "Recent File", ID_FILE_MRU_FILE2, GRAYED
+ MENUITEM SEPARATOR
+ MENUITEM "E&xit", ID_APP_EXIT
+ END
+ POPUP "&Edit"
+ BEGIN
+ MENUITEM "&Undo\tCtrl+Z", ID_EDIT_UNDO
+ MENUITEM "Red&o\tCtrl+Y", ID_EDIT_REDO
+ MENUITEM SEPARATOR
+ MENUITEM "&Clone\tCtrl+C", ID_EDIT_CLONE
+ MENUITEM "&Paste\tCtrl+V", ID_EDIT_PASTE
+ MENUITEM "&Delete\tDelete", ID_EDIT_DELETE
+ MENUITEM "Select &All\tCtrl+A", ID_EDIT_SELECT_ALL
+ MENUITEM "Select &None\tCtrl+D", ID_EDIT_SELECT_NONE
+ MENUITEM "Select &Inverse\tCtrl+Shift+I", ID_EDIT_SELECT_INVERSE
+ MENUITEM SEPARATOR
+ MENUITEM "&Flip Normal\tShift+F", ID_EDIT_FLIP_NORMAL
+ MENUITEM "&Remove Poly", ID_EDIT_REMOVE_POLY
+ MENUITEM "&Mirror Selection", ID_EDIT_MIRROR
+ MENUITEM "S&eal Selection\tShift+S", ID_EDIT_SEAL
+ MENUITEM "&Reduce Verts...\tCtrl+R", ID_VERTS_REDUCE
+ MENUITEM SEPARATOR
+ MENUITEM "Flatten &X", ID_MODIFY_FLATTEN_X
+ MENUITEM "Flatten &Y", ID_MODIFY_FLATTEN_Y
+ MENUITEM "Flatten &Z", ID_MODIFY_FLATTEN_Z
+ END
+ POPUP "&View"
+ BEGIN
+ POPUP "Mode"
+ BEGIN
+ MENUITEM "Wireframe", ID_VIEW_MODE_WIREFRAME
+ MENUITEM "Solid", ID_VIEW_MODE_SOLID
+ MENUITEM "Textured", ID_VIEW_MODE_TEXTURED
+ END
+ POPUP "Zoom"
+ BEGIN
+ MENUITEM "Zoom &In", ID_VIEW_ZOOM_IN
+ MENUITEM "Zoom &Out", ID_VIEW_ZOOM_OUT
+ MENUITEM "Zoom &Normal", ID_VIEW_ZOOM_NORMAL
+ END
+ MENUITEM "Background &Color...", ID_VIEW_BACK_COLOR
+ MENUITEM "&Grid...", ID_PROP_GRID
+ MENUITEM SEPARATOR
+ MENUITEM "All", ID_VIEW_ALL
+ MENUITEM "Front", ID_VIEW_FRONT
+ MENUITEM "Side", ID_VIEW_SIDE
+ MENUITEM "Top", ID_VIEW_TOP
+ MENUITEM "Perspective", ID_VIEW_PERSPECTIVE
+ MENUITEM SEPARATOR
+ MENUITEM "&Toolbar", ID_VIEW_TOOLBAR
+ MENUITEM "&Status Bar", ID_VIEW_STATUS_BAR
+ MENUITEM SEPARATOR
+ MENUITEM "Bumpmaps", ID_VIEW_BUMPMAPS
+ MENUITEM "Shadows", ID_VIEW_SHADOWS
+ MENUITEM "Animate Light", ID_VIEW_ANIMATELIGHT
+ MENUITEM "Vertex Shader", ID_VIEW_VERTEXSHADER
+ MENUITEM "Pixel Shader", ID_VIEW_PIXELSHADER
+ MENUITEM "Visible Shadows", ID_VIEW_VISIBLESHADOWS
+ END
+ POPUP "&Surface"
+ BEGIN
+ MENUITEM "&Properties...", ID_PROP_SURFACE
+ MENUITEM "&Optimize Mesh", ID_SURFACE_OPTIMIZE
+ MENUITEM "&Explode Mesh", ID_SURFACE_EXPLODE
+ END
+ POPUP "&Primatives"
+ BEGIN
+ MENUITEM "&Poly...", ID_CREATE_POLY
+ MENUITEM "&Cube...", ID_CREATE_CUBE
+ MENUITEM "C&one...", ID_CREATE_CONE
+ MENUITEM "C&ylinder...", ID_CREATE_CYLINDER
+ MENUITEM "&Sphere...", ID_CREATE_SPHERE
+ END
+ POPUP "&Modify"
+ BEGIN
+ MENUITEM "&Polygon...", ID_MODIFY_POLY
+ MENUITEM "&Material...", ID_MODIFY_MATERIAL
+ MENUITEM "&Texture Mapping...", ID_MODIFY_TEXTURE_MAP
+ MENUITEM "&UV Mapping...", ID_MODIFY_UV_MAP
+ MENUITEM SEPARATOR
+ MENUITEM "&Extrude", ID_MODIFY_EXTRUDE
+ MENUITEM "&Bevel", ID_MODIFY_BEVEL
+ MENUITEM "&Stud", ID_MODIFY_STUD
+ MENUITEM SEPARATOR
+ MENUITEM "Sub÷", ID_MODIFY_SUBDIVIDE
+ MENUITEM "Split &1", ID_MODIFY_SPLIT1
+ MENUITEM "Split &2", ID_MODIFY_SPLIT2
+ MENUITEM SEPARATOR
+ MENUITEM "&Reduce Verts...\tCtrl+R", ID_VERTS_REDUCE
+ END
+ POPUP "&Help"
+ BEGIN
+ MENUITEM "&About Magic...", ID_APP_ABOUT
+ END
+END
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Accelerator
+//
+
+IDR_MAINFRAME ACCELERATORS PRELOAD MOVEABLE PURE
+BEGIN
+ "A", ID_EDIT_SELECT_ALL, VIRTKEY, CONTROL, NOINVERT
+ "C", ID_EDIT_CLONE, VIRTKEY, CONTROL, NOINVERT
+ "D", ID_EDIT_SELECT_NONE, VIRTKEY, CONTROL, NOINVERT
+ "F", ID_EDIT_FLIP_NORMAL, VIRTKEY, SHIFT, NOINVERT
+ "G", ID_GRID_SNAP, VIRTKEY, CONTROL, NOINVERT
+ "G", ID_GRID_SHOW, VIRTKEY, SHIFT, CONTROL,
+ NOINVERT
+ "I", ID_EDIT_SELECT_INVERSE, VIRTKEY, SHIFT, CONTROL,
+ NOINVERT
+ "N", ID_FILE_NEW, VIRTKEY, CONTROL, NOINVERT
+ "O", ID_FILE_OPEN, VIRTKEY, CONTROL, NOINVERT
+ "R", ID_VERTS_REDUCE, VIRTKEY, CONTROL, NOINVERT
+ "S", ID_FILE_SAVE, VIRTKEY, CONTROL, NOINVERT
+ "S", ID_EDIT_SEAL, VIRTKEY, SHIFT, NOINVERT
+ "V", ID_EDIT_PASTE, VIRTKEY, CONTROL, NOINVERT
+ VK_ADD, ID_VIEW_ZOOM_IN, VIRTKEY, CONTROL, NOINVERT
+ VK_BACK, ID_EDIT_UNDO, VIRTKEY, ALT, NOINVERT
+ VK_DELETE, ID_EDIT_DELETE, VIRTKEY, NOINVERT
+ VK_DOWN, ID_NUDGE_DOWN, VIRTKEY, NOINVERT
+ VK_DOWN, ID_STEP_DOWN, VIRTKEY, SHIFT, NOINVERT
+ VK_F2, ID_MODIFY_DRAG_VERTS, VIRTKEY, NOINVERT
+ VK_F3, ID_MODIFY_SCALE_VERTS, VIRTKEY, NOINVERT
+ VK_F4, ID_MODIFY_ROTATE, VIRTKEY, NOINVERT
+ VK_F6, ID_NEXT_PANE, VIRTKEY, NOINVERT
+ VK_F6, ID_PREV_PANE, VIRTKEY, SHIFT, NOINVERT
+ VK_LEFT, ID_NUDGE_LEFT, VIRTKEY, NOINVERT
+ VK_LEFT, ID_STEP_LEFT, VIRTKEY, SHIFT, NOINVERT
+ VK_RIGHT, ID_NUDGE_RIGHT, VIRTKEY, NOINVERT
+ VK_RIGHT, ID_STEP_RIGHT, VIRTKEY, SHIFT, NOINVERT
+ VK_SUBTRACT, ID_VIEW_ZOOM_OUT, VIRTKEY, CONTROL, NOINVERT
+ VK_TAB, ID_FILE_MRU_FILE2, VIRTKEY, CONTROL, NOINVERT
+ VK_UP, ID_NUDGE_UP, VIRTKEY, NOINVERT
+ VK_UP, ID_STEP_UP, VIRTKEY, SHIFT, NOINVERT
+ "X", ID_EDIT_CUT, VIRTKEY, CONTROL, NOINVERT
+ "X", ID_MODIFY_SCALE_X, VIRTKEY, SHIFT, NOINVERT
+ "X", ID_MODIFY_FLATTEN_X, VIRTKEY, SHIFT, CONTROL,
+ NOINVERT
+ "Y", ID_EDIT_REDO, VIRTKEY, CONTROL, NOINVERT
+ "Y", ID_MODIFY_SCALE_Y, VIRTKEY, SHIFT, NOINVERT
+ "Y", ID_MODIFY_FLATTEN_Y, VIRTKEY, SHIFT, CONTROL,
+ NOINVERT
+ "Z", ID_EDIT_UNDO, VIRTKEY, CONTROL, NOINVERT
+ "Z", ID_MODIFY_SCALE_Z, VIRTKEY, SHIFT, NOINVERT
+ "Z", ID_MODIFY_FLATTEN_Z, VIRTKEY, SHIFT, CONTROL,
+ NOINVERT
+END
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Dialog
+//
+
+IDD_ABOUTBOX DIALOG DISCARDABLE 0, 0, 217, 117
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "About Magic 2.0"
+FONT 8, "MS Sans Serif"
+BEGIN
+ ICON IDR_MAINFRAME,IDC_STATIC,7,13,20,20
+ LTEXT "Magic 2.0.0",IDC_STATIC,40,10,119,8,SS_NOPREFIX
+ LTEXT "Copyright © 1997-2004\nDestroyer Studios LLC",
+ IDC_STATIC,40,25,146,19
+ DEFPUSHBUTTON "OK",IDOK,178,7,32,14,WS_GROUP
+ LTEXT "Magic is a 3D low-poly modeling tool for the game Starshatter by Destroyer Studios.\n\nhttp://www.starshatter.com\n\n3DS File Loader Copyright © 2001 Lev Povalahev",
+ IDC_STATIC,40,51,170,59
+END
+
+IDD_GRIDPROPS DIALOG DISCARDABLE 0, 0, 248, 174
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Grid Properties"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,185,10,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,185,26,50,14
+ CONTROL "Snap",IDC_GRID_SNAP,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,47,41,33,10
+ GROUPBOX "Properties",IDC_STATIC,7,8,155,69
+ CONTROL "Show",IDC_GRID_SHOW,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,47,56,34,10
+ GROUPBOX "Reference Images",IDC_STATIC,7,91,223,74
+ LTEXT "Plan:",IDC_STATIC,19,108,17,8
+ LTEXT "Side:",IDC_STATIC,19,127,17,8
+ LTEXT "Front:",IDC_STATIC,19,146,19,8
+ EDITTEXT IDC_REFERENCE_PLAN,47,105,138,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_REFERENCE_SIDE,47,124,138,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_REFERENCE_FRONT,47,143,138,14,ES_AUTOHSCROLL
+ LTEXT "Size:",IDC_STATIC,18,24,16,8
+ EDITTEXT IDC_GRID_SIZE,47,21,40,14,ES_AUTOHSCROLL
+ PUSHBUTTON "...",IDC_FILE_PLAN,197,105,15,14
+ PUSHBUTTON "...",IDC_FILE_SIDE,197,124,15,14
+ PUSHBUTTON "...",IDC_FILE_FRONT,197,143,15,14
+END
+
+IDD_SURFACE_PROPS DIALOG DISCARDABLE 0, 0, 265, 122
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Surface Properties"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,208,7,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,208,24,50,14
+ LTEXT "Surface:",IDC_STATIC,7,11,28,8
+ COMBOBOX IDC_SURFACE_NAME,42,7,112,56,CBS_DROPDOWN | CBS_SORT |
+ WS_VSCROLL | WS_TABSTOP
+ LTEXT "Verts:",IDC_STATIC,7,26,19,8
+ LTEXT "Polys:",IDC_STATIC,7,40,20,8
+ LTEXT "00000",IDC_SURFACE_NVERTS,43,26,21,8
+ LTEXT "00000",IDC_SURFACE_NPOLYS,43,40,21,8
+ LTEXT "Radius:",IDC_STATIC,7,54,25,8
+ LTEXT "Length:",IDC_STATIC,7,68,25,8
+ LTEXT "Width:",IDC_STATIC,7,82,22,8
+ LTEXT "Height:",IDC_STATIC,7,96,24,8
+ LTEXT "0",IDC_SURFACE_RADIUS,43,54,138,8
+ LTEXT "0",IDC_SURFACE_LENGTH,43,68,138,8
+ LTEXT "0",IDC_SURFACE_WIDTH,43,82,138,8
+ LTEXT "0",IDC_SURFACE_HEIGHT,43,96,138,8
+END
+
+IDD_VERTS_REDUCE DIALOG DISCARDABLE 0, 0, 175, 71
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Reduce Verts"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,29,50,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,99,50,50,14
+ LTEXT "Distance Threshold:",IDC_STATIC,53,7,64,8
+ EDITTEXT IDC_THRESHOLD,53,18,66,14,ES_AUTOHSCROLL
+END
+
+IDD_MODIFY_POLY DIALOG DISCARDABLE 0, 0, 268, 175
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Modify Polygon"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "Close",IDOK,211,7,50,14
+ LTEXT "Verts:",IDC_STATIC,7,7,19,8
+ LTEXT "4",IDC_POLY_VERTS,79,7,64,8
+ LTEXT "Curvature:",IDC_STATIC,7,125,34,8
+ LTEXT "Surface:",IDC_STATIC,7,141,28,8
+ LTEXT "Texture:",IDC_STATIC,7,157,27,8
+ LTEXT "0.0000",IDC_POLY_CURVE,77,125,65,8
+ LTEXT "default",IDC_POLY_SURF,77,141,65,8
+ LTEXT "(none)",IDC_POLY_TEX,77,157,62,8
+ PUSHBUTTON "Flatten",IDC_FLATTEN,211,47,50,14
+ PUSHBUTTON "Flip Normal",IDC_FLIP_NORM,211,67,50,14
+ PUSHBUTTON "Double Side",IDC_DOUBLE_SIDE,211,87,50,14
+ PUSHBUTTON "Triangulate",IDC_TRIANGULATE,211,27,50,14
+ PUSHBUTTON "Remove",IDC_REMOVE,211,108,50,14
+ CONTROL "Flat Shaded",IDC_FLAG_FLAT,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,77,23,54,10
+ CONTROL "Luminous",IDC_FLAG_LUMINOUS,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,77,37,46,10
+ CONTROL "Translucent",IDC_FLAG_TRANSLUCENT,"Button",
+ BS_AUTOCHECKBOX | WS_TABSTOP,77,51,53,10
+ LTEXT "Flags:",IDC_STATIC,7,23,20,8
+ CONTROL "Transparent",IDC_FLAG_TRANSPARENT,"Button",
+ BS_AUTOCHECKBOX | WS_TABSTOP,77,66,53,10
+ CONTROL "Specular 1",IDC_FLAG_SPECULAR1,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,77,80,53,10
+ RTEXT "0",IDC_POLY_INDEX,213,158,48,10
+ CONTROL "Specular 2",IDC_FLAG_SPECULAR2,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,77,94,53,10
+ CONTROL "Texture Clamp",IDC_FLAG_TEXCLAMP,"Button",
+ BS_AUTOCHECKBOX | WS_TABSTOP,77,109,79,10
+END
+
+IDD_CREATE_CUBE DIALOG DISCARDABLE 0, 0, 307, 117
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Create Cube"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,250,7,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,250,24,50,14
+ GROUPBOX "Location",IDC_STATIC,7,7,94,87
+ GROUPBOX "Size",IDC_STATIC,122,7,94,87
+ LTEXT "X:",IDC_STATIC,15,22,8,8
+ LTEXT "Y:",IDC_STATIC,15,45,8,8
+ LTEXT "Z:",IDC_STATIC,15,68,8,8
+ EDITTEXT IDC_LOC_X,42,19,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Y,42,42,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Z,42,65,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_X,157,20,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_Y,157,43,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_Z,157,66,40,14,ES_AUTOHSCROLL
+ LTEXT "X:",IDC_STATIC,130,22,8,8
+ LTEXT "Y:",IDC_STATIC,130,45,8,8
+ LTEXT "Z:",IDC_STATIC,130,68,8,8
+END
+
+IDD_CREATE_CYLINDER DIALOG DISCARDABLE 0, 0, 309, 145
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Create Cylinder"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,252,7,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,252,24,50,14
+ GROUPBOX "Location",IDC_STATIC,7,7,94,87
+ GROUPBOX "Size",IDC_STATIC,122,7,94,87
+ LTEXT "X:",IDC_STATIC,15,22,8,8
+ LTEXT "Y:",IDC_STATIC,15,45,8,8
+ LTEXT "Z:",IDC_STATIC,15,68,8,8
+ EDITTEXT IDC_LOC_X,42,19,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Y,42,42,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Z,42,65,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_X,157,20,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_Y,157,43,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_Z,157,66,40,14,ES_AUTOHSCROLL
+ LTEXT "X:",IDC_STATIC,130,22,8,8
+ LTEXT "Y:",IDC_STATIC,130,45,8,8
+ LTEXT "Z:",IDC_STATIC,130,68,8,8
+ LTEXT "Faces:",IDC_STATIC,7,108,22,8
+ EDITTEXT IDC_SECTORS,42,106,40,14,ES_AUTOHSCROLL
+END
+
+IDD_CREATE_SPHERE DIALOG DISCARDABLE 0, 0, 311, 154
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Create Sphere"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,254,7,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,254,24,50,14
+ GROUPBOX "Location",IDC_STATIC,7,7,94,87
+ GROUPBOX "Size",IDC_STATIC,122,7,94,87
+ LTEXT "X:",IDC_STATIC,15,22,8,8
+ LTEXT "Y:",IDC_STATIC,15,45,8,8
+ LTEXT "Z:",IDC_STATIC,15,68,8,8
+ EDITTEXT IDC_LOC_X,42,19,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Y,42,42,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Z,42,65,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_X,157,20,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_Y,157,43,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SIZE_Z,157,66,40,14,ES_AUTOHSCROLL
+ LTEXT "X:",IDC_STATIC,130,22,8,8
+ LTEXT "Y:",IDC_STATIC,130,45,8,8
+ LTEXT "Z:",IDC_STATIC,130,68,8,8
+ LTEXT "Sectors:",IDC_STATIC,7,108,27,8
+ EDITTEXT IDC_SECTORS,42,106,40,14,ES_AUTOHSCROLL
+ LTEXT "Rings:",IDC_STATIC,127,108,21,8
+ EDITTEXT IDC_RINGS,157,106,40,14,ES_AUTOHSCROLL
+END
+
+IDD_MODIFY_TEXTURE DIALOG DISCARDABLE 0, 0, 338, 215
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Texture Mapping"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,281,7,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,281,27,50,14
+ LTEXT "Material:",IDC_STATIC,7,7,28,8
+ LTEXT "Mapping:",IDC_STATIC,7,30,30,8
+ COMBOBOX IDC_MATERIAL,57,7,77,69,CBS_DROPDOWNLIST | WS_VSCROLL |
+ WS_TABSTOP
+ COMBOBOX IDC_MAPPING,57,29,78,74,CBS_DROPDOWNLIST | WS_VSCROLL |
+ WS_TABSTOP
+ GROUPBOX "Align",IDC_STATIC,7,52,127,61
+ GROUPBOX "Scale",IDC_STATIC,159,127,128,65
+ CONTROL "X Axis",IDC_ALIGN_X,"Button",BS_AUTORADIOBUTTON |
+ WS_GROUP,56,65,35,10
+ CONTROL "Y Axis",IDC_ALIGN_Y,"Button",BS_AUTORADIOBUTTON,56,79,
+ 35,10
+ CONTROL "Z Axis",IDC_ALIGN_Z,"Button",BS_AUTORADIOBUTTON,56,93,
+ 35,10
+ EDITTEXT IDC_SCALE_U,207,142,53,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SCALE_V,207,161,53,14,ES_AUTOHSCROLL
+ LTEXT "U:",IDC_STATIC,177,145,8,8
+ LTEXT "V:",IDC_STATIC,177,163,8,8
+ LTEXT "Preview:",IDC_STATIC,160,7,28,8
+ GROUPBOX "Reflect",IDC_STATIC,7,127,127,65
+ CONTROL "Flip",IDC_ALIGN_FLIP,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,56,140,27,10
+ CONTROL "Mirror",IDC_ALIGN_MIRROR,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,56,155,33,10
+ CONTROL "Rotate",IDC_ALIGN_ROTATE,"Button",BS_AUTOCHECKBOX |
+ WS_TABSTOP,56,170,37,10
+ CONTROL "",IDC_TEXTURE_PREVIEW,"Static",SS_BLACKFRAME |
+ SS_SUNKEN,159,18,88,81
+END
+
+IDD_MODIFY_POLYS DIALOG DISCARDABLE 0, 0, 300, 162
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Modify Multiple Polygons"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "Close",IDOK,243,7,50,14
+ LTEXT "Polys:",IDC_STATIC,7,7,19,8
+ LTEXT "4",IDC_POLY_VERTS,79,7,64,8
+ LTEXT "Surface:",IDC_STATIC,7,125,28,8
+ LTEXT "Texture:",IDC_STATIC,7,141,27,8
+ LTEXT "default",IDC_POLY_SURF,77,125,65,8
+ LTEXT "(none)",IDC_POLY_TEX,77,141,62,8
+ CONTROL "Flat Shaded",IDC_FLAG_FLAT,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,77,23,54,10
+ CONTROL "Luminous",IDC_FLAG_LUMINOUS,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,77,37,46,10
+ CONTROL "Translucent",IDC_FLAG_TRANSLUCENT,"Button",
+ BS_AUTO3STATE | WS_TABSTOP,77,51,53,10
+ LTEXT "Flags:",IDC_STATIC,7,23,20,8
+ CONTROL "Transparent",IDC_FLAG_TRANSPARENT,"Button",
+ BS_AUTO3STATE | WS_TABSTOP,77,65,53,10
+ CONTROL "Specular 1",IDC_FLAG_SPECULAR1,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,77,79,53,10
+ CONTROL "Flat Shaded",IDC_FLAG_FLAT2,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,160,23,54,10
+ CONTROL "Luminous",IDC_FLAG_LUMINOUS2,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,160,37,46,10
+ CONTROL "Translucent",IDC_FLAG_TRANSLUCENT2,"Button",
+ BS_AUTO3STATE | WS_TABSTOP,160,51,53,10
+ CONTROL "Transparent",IDC_FLAG_TRANSPARENT2,"Button",
+ BS_AUTO3STATE | WS_TABSTOP,160,65,53,10
+ CONTROL "Specular 1",IDC_FLAG_SPECULAR12,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,160,79,53,10
+ PUSHBUTTON "Flatten",IDC_FLATTEN,243,46,50,14
+ PUSHBUTTON "Flip Normal",IDC_FLIP_NORM,243,66,50,14
+ PUSHBUTTON "Triangulate",IDC_TRIANGULATE,243,26,50,14
+ CONTROL "Specular 2",IDC_FLAG_SPECULAR2,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,77,93,53,10
+ CONTROL "Specular 2",IDC_FLAG_SPECULAR22,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,159,93,53,10
+ CONTROL "Texture Clamp",IDC_FLAG_TEXCLAMP,"Button",BS_AUTO3STATE |
+ WS_TABSTOP,77,107,61,10
+ CONTROL "Texture Clamp",IDC_FLAG_TEXCLAMP2,"Button",
+ BS_AUTO3STATE | WS_TABSTOP,159,107,60,10
+END
+
+IDD_CREATE_POLY DIALOG DISCARDABLE 0, 0, 307, 116
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Create Poly"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,250,7,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,250,24,50,14
+ GROUPBOX "Location",IDC_STATIC,7,7,94,87
+ LTEXT "X:",IDC_STATIC,15,22,8,8
+ LTEXT "Y:",IDC_STATIC,15,45,8,8
+ LTEXT "Z:",IDC_STATIC,15,68,8,8
+ EDITTEXT IDC_LOC_X,42,19,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Y,42,42,40,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_LOC_Z,42,65,40,14,ES_AUTOHSCROLL
+ COMBOBOX IDC_NSIDES,121,19,86,73,CBS_DROPDOWNLIST | CBS_SORT |
+ WS_VSCROLL | WS_TABSTOP
+ LTEXT "Number of Sides:",IDC_STATIC,121,7,55,8
+END
+
+IDD_EXTRUSION_PROPS DIALOG DISCARDABLE 0, 0, 183, 71
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Extrusion"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "OK",IDOK,27,50,50,14
+ PUSHBUTTON "Cancel",IDCANCEL,97,50,50,14
+ LTEXT "Distance:",IDC_STATIC,53,7,64,8
+ EDITTEXT IDC_DISTANCE,53,18,66,14,ES_AUTOHSCROLL
+END
+
+IDD_MODIFY_MATERIAL DIALOG DISCARDABLE 0, 0, 428, 198
+STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
+CAPTION "Material Editor"
+FONT 8, "MS Sans Serif"
+BEGIN
+ DEFPUSHBUTTON "Close",IDOK,371,177,50,14
+ CONTROL "",IDC_MATERIAL_PREVIEW,"Static",SS_BLACKFRAME |
+ SS_SUNKEN,333,7,88,81
+ LISTBOX IDC_MATERIAL_LIST,7,18,75,86,LBS_NOINTEGRALHEIGHT |
+ WS_VSCROLL | WS_TABSTOP
+ LTEXT "Materials:",IDC_STATIC,7,7,31,8
+ PUSHBUTTON "New Material",IDC_NEW_MATERIAL,7,113,76,14
+ PUSHBUTTON "Delete Material",IDC_DEL_MATERIAL,7,133,76,14
+ EDITTEXT IDC_MATERIAL_NAME,140,7,68,14,ES_AUTOHSCROLL
+ LTEXT "Name:",IDC_STATIC,101,7,22,8
+ LTEXT "Ambient:",IDC_STATIC,101,35,28,8
+ LTEXT "Diffuse:",IDC_STATIC,101,55,25,8
+ LTEXT "Specular:",IDC_STATIC,101,75,31,8
+ LTEXT "Emissive:",IDC_STATIC,101,95,30,8
+ LTEXT "Bump:",IDC_STATIC,101,115,21,8
+ LTEXT "Power:",IDC_STATIC,101,135,23,8
+ LTEXT "Brilliance:",IDC_STATIC,101,155,31,8
+ LTEXT "Blend:",IDC_STATIC,215,141,21,8
+ EDITTEXT IDC_DIFFUSE_TEXTURE,215,52,72,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_SPECULAR_TEXTURE,215,73,72,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_EMISSIVE_TEXTURE,215,92,72,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_BUMP_TEXTURE,215,112,72,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_AMBIENT_VALUE,140,33,32,14,ES_AUTOHSCROLL
+ CONTROL "",IDC_AMBIENT_COLOR,"Static",SS_OWNERDRAW | SS_NOTIFY |
+ SS_SUNKEN,183,33,18,14
+ EDITTEXT IDC_DIFFUSE_VALUE,140,52,32,14,ES_AUTOHSCROLL
+ CONTROL "",IDC_DIFFUSE_COLOR,"Static",SS_OWNERDRAW | SS_NOTIFY |
+ SS_SUNKEN,183,52,18,14
+ EDITTEXT IDC_SPECULAR_VALUE,140,73,32,14,ES_AUTOHSCROLL
+ CONTROL "",IDC_SPECULAR_COLOR,"Static",SS_OWNERDRAW | SS_NOTIFY |
+ SS_SUNKEN,183,73,18,14
+ EDITTEXT IDC_EMISSIVE_VALUE,140,92,32,14,ES_AUTOHSCROLL
+ CONTROL "",IDC_EMISSIVE_COLOR,"Static",SS_OWNERDRAW | SS_NOTIFY |
+ SS_SUNKEN,183,92,18,14
+ EDITTEXT IDC_BUMP_VALUE,140,112,32,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_POWER_VALUE,140,131,32,14,ES_AUTOHSCROLL
+ EDITTEXT IDC_BRILLIANCE_VALUE,140,152,32,14,ES_AUTOHSCROLL
+ COMBOBOX IDC_BLEND_MODE,215,153,51,42,CBS_DROPDOWN | WS_VSCROLL |
+ WS_TABSTOP
+ PUSHBUTTON "...",IDC_FILE_DIFFUSE,296,52,15,14
+ PUSHBUTTON "...",IDC_FILE_SPECULAR,296,74,15,14
+ PUSHBUTTON "...",IDC_FILE_EMISSIVE,296,93,15,14
+ PUSHBUTTON "...",IDC_FILE_BUMP,296,112,15,14
+ GROUPBOX "Textures",IDC_STATIC,208,40,116,95
+ PUSHBUTTON "Select Polys",IDC_SELECT_POLYS,7,153,76,14
+ LTEXT "Shadow:",IDC_STATIC,273,141,29,8
+ COMBOBOX IDC_SHADOW,273,153,42,42,CBS_DROPDOWN | WS_VSCROLL |
+ WS_TABSTOP
+ EDITTEXT IDC_MATERIAL_SHADER,333,152,68,14,ES_AUTOHSCROLL
+ LTEXT "Shader:",IDC_STATIC,334,141,26,8
+END
+
+
+#ifndef _MAC
+/////////////////////////////////////////////////////////////////////////////
+//
+// Version
+//
+
+VS_VERSION_INFO VERSIONINFO
+ FILEVERSION 2,0,0,1
+ PRODUCTVERSION 2,0,0,1
+ FILEFLAGSMASK 0x3fL
+#ifdef _DEBUG
+ FILEFLAGS 0x1L
+#else
+ FILEFLAGS 0x0L
+#endif
+ FILEOS 0x4L
+ FILETYPE 0x1L
+ FILESUBTYPE 0x0L
+BEGIN
+ BLOCK "StringFileInfo"
+ BEGIN
+ BLOCK "040904b0"
+ BEGIN
+ VALUE "Comments", "\0"
+ VALUE "CompanyName", "\0"
+ VALUE "FileDescription", "Magic 3D Modeling Application\0"
+ VALUE "FileVersion", "2, 0, 0, 1\0"
+ VALUE "InternalName", "Magic\0"
+ VALUE "LegalCopyright", "Copyright © 2004\0"
+ VALUE "LegalTrademarks", "\0"
+ VALUE "OriginalFilename", "Magic.exe\0"
+ VALUE "PrivateBuild", "\0"
+ VALUE "ProductName", "Magic Application\0"
+ VALUE "ProductVersion", "2, 0, 0, 1\0"
+ VALUE "SpecialBuild", "\0"
+ END
+ END
+ BLOCK "VarFileInfo"
+ BEGIN
+ VALUE "Translation", 0x409, 1200
+ END
+END
+
+#endif // !_MAC
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// DESIGNINFO
+//
+
+#ifdef APSTUDIO_INVOKED
+GUIDELINES DESIGNINFO DISCARDABLE
+BEGIN
+ IDD_ABOUTBOX, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 210
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 110
+ END
+
+ IDD_SURFACE_PROPS, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 258
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 115
+ END
+
+ IDD_VERTS_REDUCE, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 168
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 64
+ END
+
+ IDD_MODIFY_POLY, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 261
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 168
+ END
+
+ IDD_CREATE_CUBE, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 300
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 110
+ END
+
+ IDD_CREATE_CYLINDER, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 302
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 138
+ END
+
+ IDD_CREATE_SPHERE, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 304
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 147
+ END
+
+ IDD_MODIFY_TEXTURE, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 331
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 208
+ END
+
+ IDD_MODIFY_POLYS, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 293
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 154
+ END
+
+ IDD_CREATE_POLY, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 300
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 109
+ END
+
+ IDD_EXTRUSION_PROPS, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 176
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 64
+ END
+
+ IDD_MODIFY_MATERIAL, DIALOG
+ BEGIN
+ LEFTMARGIN, 7
+ RIGHTMARGIN, 421
+ TOPMARGIN, 7
+ BOTTOMMARGIN, 191
+ END
+END
+#endif // APSTUDIO_INVOKED
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Dialog Info
+//
+
+IDD_MODIFY_TEXTURE DLGINIT
+BEGIN
+ IDC_MAPPING, 0x403, 5, 0
+0x6f4e, 0x656e, "\000"
+ IDC_MAPPING, 0x403, 7, 0
+0x6c50, 0x6e61, 0x7261, "\000"
+ IDC_MAPPING, 0x403, 12, 0
+0x7943, 0x696c, 0x646e, 0x6972, 0x6163, 0x006c,
+ IDC_MAPPING, 0x403, 10, 0
+0x7053, 0x6568, 0x6972, 0x6163, 0x006c,
+ IDC_MAPPING, 0x403, 8, 0
+0x7453, 0x6572, 0x6374, 0x0068,
+ 0
+END
+
+IDD_CREATE_POLY DLGINIT
+BEGIN
+ IDC_NSIDES, 0x403, 2, 0
+0x0033,
+ IDC_NSIDES, 0x403, 2, 0
+0x0034,
+ 0
+END
+
+IDD_MODIFY_MATERIAL DLGINIT
+BEGIN
+ IDC_BLEND_MODE, 0x403, 6, 0
+0x6f53, 0x696c, 0x0064,
+ IDC_BLEND_MODE, 0x403, 6, 0
+0x6c41, 0x6870, 0x0061,
+ IDC_BLEND_MODE, 0x403, 9, 0
+0x6441, 0x6964, 0x6974, 0x6576, "\000"
+ IDC_SHADOW, 0x403, 8, 0
+0x6944, 0x6173, 0x6c62, 0x0065,
+ IDC_SHADOW, 0x403, 7, 0
+0x6e45, 0x6261, 0x656c, "\000"
+ 0
+END
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// String Table
+//
+
+STRINGTABLE PRELOAD DISCARDABLE
+BEGIN
+ IDR_MAINFRAME "Magic 2.0\n\nMagic\nMagic Files (*.mag)\n.mag\nMagic.Document\nMagic Document"
+END
+
+STRINGTABLE PRELOAD DISCARDABLE
+BEGIN
+ AFX_IDS_APP_TITLE "Magic"
+ AFX_IDS_IDLEMESSAGE "Ready"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_INDICATOR_EXT "EXT"
+ ID_INDICATOR_CAPS "CAP"
+ ID_INDICATOR_NUM "NUM"
+ ID_INDICATOR_SCRL "SCRL"
+ ID_INDICATOR_OVR "OVR"
+ ID_INDICATOR_REC "REC"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_FILE_NEW "Create a new document\nNew"
+ ID_FILE_OPEN "Open an existing document\nOpen"
+ ID_FILE_CLOSE "Close the active document\nClose"
+ ID_FILE_SAVE "Save the active document\nSave"
+ ID_FILE_SAVE_AS "Save the active document with a new name\nSave As"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_APP_ABOUT "Display program information, version number and copyright\nAbout"
+ ID_APP_EXIT "Quit the application; prompts to save documents\nExit"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_FILE_MRU_FILE1 "Open this document"
+ ID_FILE_MRU_FILE2 "Open this document"
+ ID_FILE_MRU_FILE3 "Open this document"
+ ID_FILE_MRU_FILE4 "Open this document"
+ ID_FILE_MRU_FILE5 "Open this document"
+ ID_FILE_MRU_FILE6 "Open this document"
+ ID_FILE_MRU_FILE7 "Open this document"
+ ID_FILE_MRU_FILE8 "Open this document"
+ ID_FILE_MRU_FILE9 "Open this document"
+ ID_FILE_MRU_FILE10 "Open this document"
+ ID_FILE_MRU_FILE11 "Open this document"
+ ID_FILE_MRU_FILE12 "Open this document"
+ ID_FILE_MRU_FILE13 "Open this document"
+ ID_FILE_MRU_FILE14 "Open this document"
+ ID_FILE_MRU_FILE15 "Open this document"
+ ID_FILE_MRU_FILE16 "Open this document"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_NEXT_PANE "Switch to the next window pane\nNext Pane"
+ ID_PREV_PANE "Switch back to the previous window pane\nPrevious Pane"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_WINDOW_SPLIT "Split the active window into panes\nSplit"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_EDIT_CLEAR "Erase the selection\nErase"
+ ID_EDIT_CLEAR_ALL "Erase everything\nErase All"
+ ID_EDIT_COPY "Copy the selection and put it on the Clipboard\nCopy"
+ ID_EDIT_CUT "Cut the selection and put it on the Clipboard\nCut"
+ ID_EDIT_FIND "Find the specified text\nFind"
+ ID_EDIT_PASTE "Insert Clipboard contents\nPaste"
+ ID_EDIT_REPEAT "Repeat the last action\nRepeat"
+ ID_EDIT_REPLACE "Replace specific text with different text\nReplace"
+ ID_EDIT_SELECT_ALL "Select the entire document\nSelect All"
+ ID_EDIT_UNDO "Undo the last action\nUndo"
+ ID_EDIT_REDO "Redo the previously undone action\nRedo"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_VIEW_TOOLBAR "Show or hide the toolbar\nToggle ToolBar"
+ ID_VIEW_STATUS_BAR "Show or hide the status bar\nToggle StatusBar"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ AFX_IDS_SCSIZE "Change the window size"
+ AFX_IDS_SCMOVE "Change the window position"
+ AFX_IDS_SCMINIMIZE "Reduce the window to an icon"
+ AFX_IDS_SCMAXIMIZE "Enlarge the window to full size"
+ AFX_IDS_SCNEXTWINDOW "Switch to the next document window"
+ AFX_IDS_SCPREVWINDOW "Switch to the previous document window"
+ AFX_IDS_SCCLOSE "Close the active window and prompts to save the documents"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ AFX_IDS_SCRESTORE "Restore the window to normal size"
+ AFX_IDS_SCTASKLIST "Activate Task List"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_VIEW_ZOOM_IN "Increase the magnification\nZoom In"
+ ID_VIEW_ZOOM_OUT "Decrease the magnification\nZoom Out"
+ ID_VIEW_ZOOM_NORMAL "Set the magnification to 100%\nZoom Normal"
+ ID_VIEW_CENTER "Center the view on the world origin\nCenter View"
+ ID_SURFACE_CREATE "Modify surface parameters or create a new surface\nModify Surface"
+ ID_MODIFY_DRAG_VERTS "Drag the selected verts using the mouse\nDrag Verts"
+ ID_CREATE_CUBE "Create a cube primitive\nCreate Cube"
+ ID_CREATE_TETRA "Create a tetrahedron primitive\nCreate Pyramid"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_MODIFY_EXTRUDE "Extrude new polygons from the current selection\nExtrude"
+ ID_MODIFY_BEVEL "Extrude a bevel from the current selection\nBevel"
+ ID_MODIFY_STUD "Extrude a stud from the current selection\nStud"
+ ID_MODIFY_SUBDIVIDE "Subdivide all selected polys\nSubdivide"
+ ID_PROP_SURFACE "Display surface properties dialog\nSurface Properties"
+ ID_PROP_CAMERA "Display camera properties dialog\nCamera Properties"
+ ID_EDIT_FLIP_NORMAL "Reverse the direction of the normal for the current polygon\nFlip Normal"
+ ID_EDIT_REMOVE_POLY "Remove the currently selected polys\nRemove Poly"
+ ID_EDIT_MERGE_POLY "Merge the selected polys into a single poly\nMerge Polys"
+ ID_MODIFY_TEXTURE "Apply a texture to the current selection\nTexture"
+ ID_OPTIONS_VERTEX_NORMALS
+ "Show the normal vector for each selected vertex\nVertex Normals"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_PROP_GRID "Modify the grid properties\nGrid Properties"
+ ID_EDIT_DELETE "Delete the currently selected polys and verts\nDelete"
+ ID_CREATE_POLY "Create a new poly\nCreate Poly"
+ ID_CREATE_VERT "Create a new vert\nCreate Vert"
+ ID_CREATE_CYLINDER "Create a cylinder primitive\nCreate Cylinder"
+ ID_CREATE_SPHERE "Create a sphere primitive\nCreate Sphere"
+ ID_FILE_IMPORT "Import a surface from a MAG file\nFile Import"
+ ID_FILE_EXPORT "Export the selected surface into a MAG file\nFile Export"
+ ID_MODIFY_POLY "Modify selected polys\nModify Polygon"
+ ID_MODIFY_VERTS "Modify selected verts\nModify Verts"
+ ID_VERTS_REDUCE "Combine nearby verts\nReduce Verts"
+ ID_VERTS_SNAP "Snap selected verts to grid points\nSnap Verts"
+ ID_MODIFY_SCALE_VERTS "Scale the current selection by moving the mouse\nScale Verts"
+ ID_MODIFY_ROTATE "Rotate the current selection about its centroid\nRotate Selection"
+ ID_CREATE_CONE "Create a conic primitive\nCreate Cone"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_MODIFY_SCALE_X "Scale the current selection along the X axis\nScale X"
+ ID_MODIFY_SCALE_Z "Scale the current selection along the Z axis\nScale Z"
+ ID_MODIFY_SCALE_Y "Scale the current selection along the Y axis\nScale Y"
+ ID_MODIFY_SPLIT1 "Split all selected polys\nSplit 1"
+ ID_MODIFY_SPLIT2 "Split all selected polys\nSplit 2"
+ ID_EDIT_MIRROR "Mirror selected polys from left to right\nMirror Selection"
+ ID_EDIT_SEAL "Create a polygon connecting the selected vertices\nSeal"
+ ID_EDIT_CLONE "Clone the selection\tClone"
+ ID_GRID_SNAP "Toggle Grid Snap\tGrid Snap"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_EDIT_SELECT_NONE "Drop the entire selection\nSelect None"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_VIEW_BACK_COLOR "Select a background color for the current view\nBack Color"
+ ID_EDIT_SELECT_INVERSE "Drop selected polys and select unselected polys\nSelect Inverse"
+ ID_MODIFY_UV_MAP "Edit UV coords for selected polys\nUV Mapping"
+ ID_VIEW_SHADOWS "Enable or disable volume shadow rendering"
+ ID_VIEW_BUMPMAPS "Enable or disable bumpmapping"
+ ID_VIEW_VERTEXSHADER "Enable or disable vertex shaders"
+ ID_VIEW_PIXELSHADER "Enable or disable pixel shader"
+ ID_SURFACE_OPTIMIZE "Optimize the mesh by combining similar vertices.\nOptimize Mesh"
+END
+
+STRINGTABLE DISCARDABLE
+BEGIN
+ ID_SURFACE_EXPLODE "Explode the mesh by creating distinct vertices for each poly.\nExplode Mesh"
+END
+
+#endif // English (U.S.) resources
+/////////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef APSTUDIO_INVOKED
+/////////////////////////////////////////////////////////////////////////////
+//
+// Generated from the TEXTINCLUDE 3 resource.
+//
+#define _AFX_NO_SPLITTER_RESOURCES
+#define _AFX_NO_OLE_RESOURCES
+#define _AFX_NO_TRACKER_RESOURCES
+#define _AFX_NO_PROPERTY_RESOURCES
+
+#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
+#ifdef _WIN32
+LANGUAGE 9, 1
+#pragma code_page(1252)
+#endif //_WIN32
+#include "res\Magic.rc2" // non-Microsoft Visual C++ edited resources
+#include "afxres.rc" // Standard components
+#include "afxprint.rc" // printing/print preview resources
+#endif
+
+/////////////////////////////////////////////////////////////////////////////
+#endif // not APSTUDIO_INVOKED
+
diff --git a/Magic2/Magic.vcxproj b/Magic2/Magic.vcxproj new file mode 100644 index 0000000..cda41e0 --- /dev/null +++ b/Magic2/Magic.vcxproj @@ -0,0 +1,869 @@ +<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug VS2012|Win32">
+ <Configuration>Debug VS2012</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug VS2012|x64">
+ <Configuration>Debug VS2012</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug x64|Win32">
+ <Configuration>Debug x64</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug x64|x64">
+ <Configuration>Debug x64</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release VS2012|Win32">
+ <Configuration>Release VS2012</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release VS2012|x64">
+ <Configuration>Release VS2012</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release x64|Win32">
+ <Configuration>Release x64</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release x64|x64">
+ <Configuration>Release x64</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <SccProjectName />
+ <SccLocalPath />
+ <Keyword>MFCProj</Keyword>
+ <ProjectGuid>{E58F13BF-6D5C-D139-8404-2E94F34E11D0}</ProjectGuid>
+ <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>Dynamic</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release VS2012|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>Dynamic</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release x64|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>Dynamic</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>Dynamic</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release VS2012|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>Dynamic</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release x64|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>Dynamic</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
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\ No newline at end of file diff --git a/Magic2/MagicDoc.cpp b/Magic2/MagicDoc.cpp new file mode 100644 index 0000000..f0c7929 --- /dev/null +++ b/Magic2/MagicDoc.cpp @@ -0,0 +1,639 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: MagicDoc.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Implementation of the MagicDoc class +*/ + +#include "stdafx.h" +#include "Magic.h" + +#include "MagicDoc.h" +#include "ModelFileMAG.h" +#include "ModelFileOBJ.h" +#include "ModelFile3DS.h" +#include "Selection.h" +#include "Selector.h" +#include "Editor.h" +#include "Command.h" + +#include "Bitmap.h" +#include "Color.h" +#include "D3DXImage.h" +#include "Geometry.h" +#include "Pcx.h" +#include "Polygon.h" +#include "Solid.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +// +--------------------------------------------------------------------+ + +IMPLEMENT_DYNCREATE(MagicDoc, CDocument) + +BEGIN_MESSAGE_MAP(MagicDoc, CDocument) + //{{AFX_MSG_MAP(MagicDoc) + ON_COMMAND(ID_SURFACE_OPTIMIZE, OnSurfaceOptimize) + ON_COMMAND(ID_SURFACE_EXPLODE, OnSurfaceExplode) + ON_UPDATE_COMMAND_UI(ID_SURFACE_OPTIMIZE, OnUpdateSurfaceOptimize) + ON_UPDATE_COMMAND_UI(ID_SURFACE_EXPLODE, OnUpdateSurfaceExplode) + //}}AFX_MSG_MAP +END_MESSAGE_MAP() + +// +--------------------------------------------------------------------+ + +MagicDoc::MagicDoc() + : solid(0), selection(0) +{ + solid = new Solid; + selection = new Selection; + selector = new Selector(selection); + editor = new Editor(this); +} + +MagicDoc::~MagicDoc() +{ + if (editor) delete editor; + if (selector) delete selector; + if (selection) delete selection; + if (solid) delete solid; +} + +// +--------------------------------------------------------------------+ + +void +MagicDoc::InitCommandStack() +{ + nundo = 0; + commands.destroy(); +} + +void +MagicDoc::Exec(Command* command) +{ + int nredo = commands.size() - nundo; + + while (nredo) { + delete commands.removeIndex(commands.size()-1); + nredo--; + } + + if (nundo < 100) { + nundo++; + } + else { + delete commands.removeIndex(0); + } + + command->Do(); + commands.append(command); +} + +int +MagicDoc::NumUndo() const +{ + return nundo; +} + +int +MagicDoc::NumRedo() const +{ + return commands.size() - nundo; +} + +const char* +MagicDoc::GetUndoName() const +{ + if (nundo > 0 && nundo <= commands.size()) + return commands[nundo-1]->Name(); + else + return ""; +} + +const char* +MagicDoc::GetRedoName() const +{ + if (nundo >= 0 && nundo < commands.size()) + return commands[nundo]->Name(); + else + return ""; +} + +void +MagicDoc::Undo() +{ + if (nundo > 0 && nundo <= commands.size()) + commands[--nundo]->Undo(); +} + +void +MagicDoc::Redo() +{ + if (nundo >= 0 && nundo < commands.size()) + commands[nundo++]->Do(); +} + +// +--------------------------------------------------------------------+ + +BOOL MagicDoc::OnNewDocument() +{ + if (!CDocument::OnNewDocument()) + return FALSE; + + InitCommandStack(); + + if (solid) delete solid; + solid = new Solid; + + if (selection) + selection->Clear(); + + return TRUE; +} + +// +--------------------------------------------------------------------+ + +void MagicDoc::Serialize(CArchive& ar) +{ +} + +// +--------------------------------------------------------------------+ + +#ifdef _DEBUG +void MagicDoc::AssertValid() const +{ + CDocument::AssertValid(); +} + +void MagicDoc::Dump(CDumpContext& dc) const +{ + CDocument::Dump(dc); +} +#endif //_DEBUG + +// +--------------------------------------------------------------------+ + +BOOL MagicDoc::OnSaveDocument(LPCTSTR path_name) +{ + SetModifiedFlag(FALSE); + + ModelFileMAG mod_file(path_name); + mod_file.Save(solid->GetModel()); + + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + return TRUE; +} + +BOOL MagicDoc::OnOpenDocument(LPCTSTR path_name) +{ + FILE* fp = fopen(path_name, "rb"); + if (!fp) { + ::MessageBox(0, "Open Failed: could not open file", "ERROR", MB_OK); + return FALSE; + } + + int version = 1; + char file_id[5]; + fread(file_id, 4, 1, fp); + file_id[4] = '\0'; + fclose(fp); + + if (strncmp(file_id, "MAG", 3)) { + ::MessageBox(0, "Open Failed: Invalid file type", "ERROR", MB_OK); + return FALSE; + } + + switch (file_id[3]) { + case '6': version = 6; break; + case '5': version = 5; break; + default: version = 0; break; + } + + if (version < 5 || version > 6) { + ::MessageBox(0, "Open Failed: Unsupported version", "ERROR", MB_OK); + return FALSE; + } + + DeleteContents(); + + ModelFileMAG mod_file(path_name); + solid->Load(&mod_file); + solid->CreateShadows(); + + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + return TRUE; +} + +bool +MagicDoc::ImportFile(LPCTSTR path_name) +{ + if (strstr(path_name, ".obj") || strstr(path_name, ".OBJ")) { + ModelFileOBJ obj_file(path_name); + + if (solid->GetModel()) { + Solid* s = new Solid; + + if (s->Load(&obj_file)) { + // todo: insert command here + Model* orig = solid->GetModel(); + Model* imported = s->GetModel(); + + orig->GetMaterials().append(imported->GetMaterials()); + orig->GetSurfaces().append(imported->GetSurfaces()); + orig->OptimizeMaterials(); + + imported->GetMaterials().clear(); + imported->GetSurfaces().clear(); + + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + delete s; + return true; + } + + delete s; + } + else { + if (solid->Load(&obj_file)) { + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + return true; + } + } + + return false; + } + + if (strstr(path_name, ".3ds") || strstr(path_name, ".3DS")) { + ModelFile3DS model_file(path_name); + + if (solid->GetModel()) { + Solid* s = new Solid; + + if (s->Load(&model_file)) { + // todo: insert command here + Model* orig = solid->GetModel(); + Model* imported = s->GetModel(); + + orig->GetMaterials().append(imported->GetMaterials()); + orig->GetSurfaces().append(imported->GetSurfaces()); + orig->OptimizeMaterials(); + + imported->GetMaterials().clear(); + imported->GetSurfaces().clear(); + + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + delete s; + return true; + } + + delete s; + } + else { + if (solid->Load(&model_file)) { + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + return true; + } + } + + return false; + } + + FILE* fp = fopen(path_name, "rb"); + if (!fp) { + ::MessageBox(0, "Import Failed: could not open file", "ERROR", MB_OK); + return false; + } + + int version = 1; + char file_id[5]; + fread(file_id, 4, 1, fp); + file_id[4] = '\0'; + fclose(fp); + + if (strncmp(file_id, "MAG", 3)) { + ::MessageBox(0, "Open Failed: Invalid file type", "ERROR", MB_OK); + return false; + } + + switch (file_id[3]) { + case '6': version = 6; break; + case '5': version = 5; break; + default: version = 0; break; + } + + if (version < 5 || version > 6) { + ::MessageBox(0, "Open Failed: Unsupported version", "ERROR", MB_OK); + return false; + } + + ModelFileMAG mag_file(path_name); + + if (solid->GetModel()) { + Solid* s = new Solid; + if (s->Load(&mag_file)) { + // todo: insert command here + Model* orig = solid->GetModel(); + Model* imported = s->GetModel(); + + orig->GetMaterials().append(imported->GetMaterials()); + orig->GetSurfaces().append(imported->GetSurfaces()); + orig->OptimizeMaterials(); + + imported->GetMaterials().clear(); + imported->GetSurfaces().clear(); + + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + delete s; + return true; + } + + delete s; + } + else { + InitCommandStack(); + + if (solid->Load(&mag_file)) { + SetModifiedFlag(FALSE); + UpdateAllViews(NULL); + return true; + } + } + + return false; +} + +bool +MagicDoc::ExportFile(LPCTSTR path_name) +{ + if (!solid->GetModel()) + return false; + + if (strstr(path_name, ".obj") || strstr(path_name, ".OBJ")) { + ModelFileOBJ obj_file(path_name); + obj_file.Save(solid->GetModel()); + return true; + } + + if (strstr(path_name, ".3ds") || strstr(path_name, ".3DS")) { + return false; + } + + if (strstr(path_name, ".mag") || strstr(path_name, ".MAG")) { + ModelFileMAG mod_file(path_name); + mod_file.Save(solid->GetModel()); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +int LoadBuffer(const char* filename, BYTE*& buf, bool null_terminate) +{ + buf = 0; + + FILE* f = ::fopen(filename, "rb"); + + if (f) { + ::fseek(f, 0, SEEK_END); + int len = ftell(f); + ::fseek(f, 0, SEEK_SET); + + if (null_terminate) { + buf = new BYTE[len+1]; + if (buf) + buf[len] = 0; + } + + else { + buf = new BYTE[len]; + } + + if (buf) + ::fread(buf, len, 1, f); + + ::fclose(f); + + return len; + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +void MagicDoc::DeleteContents() +{ + CDocument::DeleteContents(); + InitCommandStack(); + + if (solid) { + delete solid; + solid = new Solid; + } + + if (selection) + selection->Clear(); +} + +// +--------------------------------------------------------------------+ + +int LoadTexture(const char* fname, Bitmap*& bitmap, int type) +{ + int result = 0; + + if (!fname || !*fname) + return result; + + bitmap = Bitmap::CheckCache(fname); + + if (!bitmap) { + bool pcx_file = strstr(fname, ".pcx") || strstr(fname, ".PCX"); + + // handle PCX formats: + if (pcx_file) { + PcxImage pcx; + + if (pcx.Load((char*) fname) == PCX_OK) { + bitmap = new Bitmap; + + // 32-bit image + if (pcx.himap) { + bitmap->CopyHighColorImage(pcx.width, pcx.height, pcx.himap); + } + + // 8-bit image, check for 32-bit image as well + else if (pcx.bitmap) { + bitmap->CopyImage(pcx.width, pcx.height, pcx.bitmap); + + char tmp[256]; + int len = strlen(fname); + bool found = false; + + ZeroMemory(tmp, sizeof(tmp)); + + for (int i = 0; i < len && !found; i++) { + if (strstr(fname + i, ".pcx") == (fname+i)) { + found = true; + } + else { + tmp[i] = fname[i]; + } + } + + if (found) { + strcat_s(tmp, "+.pcx"); + if (pcx.Load(tmp) == PCX_OK && pcx.himap != 0) { + bitmap->CopyHighColorImage(pcx.width, pcx.height, pcx.himap); + } + } + } + } + } + + // for all other formats, use D3DX: + else { + D3DXImage d3dx; + if (d3dx.Load((char*) fname)) { + bitmap = new Bitmap; + bitmap->CopyHighColorImage(d3dx.width, d3dx.height, d3dx.image); + } + } + + if (bitmap) { + LoadAlpha(fname, *bitmap, type); + + bitmap->SetFilename(fname); + bitmap->SetType(type); + bitmap->MakeTexture(); + + Bitmap::AddToCache(bitmap); + } + } + + return result; +} + +int LoadAlpha(const char* name, Bitmap& bitmap, int type) +{ + PcxImage pcx; + D3DXImage d3dx; + bool pcx_file = strstr(name, ".pcx") || strstr(name, ".PCX"); + bool bmp_file = strstr(name, ".bmp") || strstr(name, ".BMP"); + bool jpg_file = strstr(name, ".jpg") || strstr(name, ".JPG"); + bool png_file = strstr(name, ".png") || strstr(name, ".PNG"); + bool tga_file = strstr(name, ".tga") || strstr(name, ".TGA"); + + // check for an associated alpha-only (grayscale) bitmap: + char filename[256]; + strcpy_s(filename, name); + + char* dot = strrchr(filename, '.'); + if (dot && pcx_file) + strcpy(dot, "@.pcx"); + else if (dot && bmp_file) + strcpy(dot, "@.bmp"); + else if (dot && jpg_file) + strcpy(dot, "@.jpg"); + else if (dot && png_file) + strcpy(dot, "@.png"); + else if (dot && tga_file) + strcpy(dot, "@.tga"); + else + return 0; + + // first try to load from current directory: + bool loaded = false; + + if (pcx_file) + loaded = pcx.Load(filename) == PCX_OK; + + else + loaded = d3dx.Load(filename); + + // now copy the alpha values into the bitmap: + if (loaded) { + if (pcx_file && pcx.bitmap) { + bitmap.CopyAlphaImage(pcx.width, pcx.height, pcx.bitmap); + } + else if (pcx_file && pcx.himap) { + bitmap.CopyAlphaRedChannel(pcx.width, pcx.height, pcx.himap); + } + else if (d3dx.image) { + bitmap.CopyAlphaRedChannel(d3dx.width, d3dx.height, d3dx.image); + } + } + + return 0; +} + + +void MagicDoc::OnSurfaceOptimize() +{ + if (solid && solid->GetModel()) { + solid->GetModel()->OptimizeMesh(); + solid->InvalidateSurfaceData(); + solid->InvalidateSegmentData(); + } +} + +void MagicDoc::OnUpdateSurfaceOptimize(CCmdUI* pCmdUI) +{ + pCmdUI->Enable(solid && solid->GetModel()); +} + +void MagicDoc::OnSurfaceExplode() +{ + if (solid && solid->GetModel()) { + solid->GetModel()->ExplodeMesh(); + solid->InvalidateSurfaceData(); + solid->InvalidateSegmentData(); + } +} + +void MagicDoc::OnUpdateSurfaceExplode(CCmdUI* pCmdUI) +{ + pCmdUI->Enable(solid && solid->GetModel()); +} diff --git a/Magic2/MagicDoc.h b/Magic2/MagicDoc.h new file mode 100644 index 0000000..a40c879 --- /dev/null +++ b/Magic2/MagicDoc.h @@ -0,0 +1,144 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: MagicDoc.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Interface of the MagicDoc class +*/ + + +#if !defined(AFX_MAGICDOC_H__8B8D63A3_30F9_4023_BFA8_DB79891487C2__INCLUDED_) +#define AFX_MAGICDOC_H__8B8D63A3_30F9_4023_BFA8_DB79891487C2__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif // _MSC_VER > 1000 + +// +--------------------------------------------------------------------+ + +#include "List.h" + +// +--------------------------------------------------------------------+ + +class Bitmap; +class Command; +class Editor; +class Solid; +class Model; +class Surface; +class Segment; +class Selection; +class Selector; + +// +--------------------------------------------------------------------+ + +class MagicDoc : public CDocument +{ +protected: // create from serialization only + MagicDoc(); + DECLARE_DYNCREATE(MagicDoc) + +// Attributes +public: + +// Operations +public: + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(MagicDoc) + public: + virtual BOOL OnNewDocument(); + virtual void Serialize(CArchive& ar); + virtual BOOL OnSaveDocument(LPCTSTR lpszPathName); + virtual BOOL OnOpenDocument(LPCTSTR lpszPathName); + virtual void DeleteContents(); + //}}AFX_VIRTUAL + + void InitCommandStack(); + void Exec(Command* command); + void Undo(); + void Redo(); + int NumUndo() const; + int NumRedo() const; + const char* GetUndoName() const; + const char* GetRedoName() const; + +// Implementation +public: + virtual ~MagicDoc(); +#ifdef _DEBUG + virtual void AssertValid() const; + virtual void Dump(CDumpContext& dc) const; +#endif + + Solid* GetSolid() { return solid; } + Selection* GetSelection() { return selection; } + Selector* GetSelector() { return selector; } + Editor* GetEditor() { return editor; } + + bool ImportFile(LPCTSTR path_name); + bool ExportFile(LPCTSTR path_name); + +protected: + Solid* solid; + Selection* selection; + Selector* selector; + Editor* editor; + + List<Command> commands; + int nundo; + +// Generated message map functions +protected: + //{{AFX_MSG(MagicDoc) + afx_msg void OnSurfaceOptimize(); + afx_msg void OnSurfaceExplode(); + afx_msg void OnUpdateSurfaceOptimize(CCmdUI* pCmdUI); + afx_msg void OnUpdateSurfaceExplode(CCmdUI* pCmdUI); + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +// +--------------------------------------------------------------------+ + +int LoadBuffer(const char* filename, BYTE*& buf, bool null_terminate=false); +int LoadTexture(const char* name, Bitmap*& bmp, int type=0); +int LoadAlpha(const char* name, Bitmap& bitmap, int type=0); + +// +--------------------------------------------------------------------+ + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif // !defined(AFX_MAGICDOC_H__8B8D63A3_30F9_4023_BFA8_DB79891487C2__INCLUDED_) diff --git a/Magic2/MagicView.cpp b/Magic2/MagicView.cpp new file mode 100644 index 0000000..e29e5d3 --- /dev/null +++ b/Magic2/MagicView.cpp @@ -0,0 +1,1461 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: MagicView.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Implementation of the MagicView class +*/ + +#include "stdafx.h" +#include "Magic.h" + +#include "MagicDoc.h" +#include "MagicView.h" +#include "MainFrm.h" +#include "MaterialDialog.h" +#include "SurfacePropertiesDialog.h" +#include "TextureMapDialog.h" +#include "Editor.h" +#include "Grid.h" +#include "GridProps.h" +#include "Selection.h" +#include "Selector.h" +#include "UVMapView.h" + +#include "ActiveWindow.h" +#include "Color.h" +#include "Layout.h" +#include "Light.h" +#include "Scene.h" +#include "Screen.h" +#include "Shadow.h" +#include "Solid.h" +#include "Video.h" +#include "VideoDX9.h" +#include "VideoSettings.h" + +#include "ModelView.h" + +DWORD GetRealTime(); + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +extern PALETTEENTRY standard_palette[256]; +extern BYTE inverse_palette[32768]; + +// +--------------------------------------------------------------------+ + +IMPLEMENT_DYNCREATE(MagicView, CView) + +BEGIN_MESSAGE_MAP(MagicView, CView) + //{{AFX_MSG_MAP(MagicView) + ON_WM_SIZE() + ON_COMMAND(ID_VIEW_RENDER, OnRender) + ON_WM_PAINT() + ON_COMMAND(ID_VIEW_ALL, OnViewAll) + ON_UPDATE_COMMAND_UI(ID_VIEW_ALL, OnUpdateViewAll) + ON_COMMAND(ID_VIEW_FRONT, OnViewFront) + ON_UPDATE_COMMAND_UI(ID_VIEW_FRONT, OnUpdateViewFront) + ON_COMMAND(ID_VIEW_PERSPECTIVE, OnViewPerspective) + ON_UPDATE_COMMAND_UI(ID_VIEW_PERSPECTIVE, OnUpdateViewPerspective) + ON_COMMAND(ID_VIEW_SIDE, OnViewSide) + ON_UPDATE_COMMAND_UI(ID_VIEW_SIDE, OnUpdateViewSide) + ON_COMMAND(ID_VIEW_TOP, OnViewTop) + ON_UPDATE_COMMAND_UI(ID_VIEW_TOP, OnUpdateViewTop) + ON_COMMAND(ID_MODIFY_TEXTURE_MAP, OnTextureMap) + ON_COMMAND(ID_MODIFY_MATERIAL, OnModifyMaterial) + ON_WM_LBUTTONDOWN() + ON_WM_LBUTTONUP() + ON_WM_LBUTTONDBLCLK() + ON_WM_RBUTTONDOWN() + ON_WM_RBUTTONUP() + ON_WM_MOUSEMOVE() + ON_WM_MOUSEWHEEL() + ON_COMMAND(ID_VIEW_ZOOM_NORMAL, OnViewZoomNormal) + ON_COMMAND(ID_VIEW_ZOOM_IN, OnViewZoomIn) + ON_COMMAND(ID_VIEW_ZOOM_OUT, OnViewZoomOut) + ON_COMMAND(ID_VIEW_MODE_WIREFRAME, OnViewModeWireframe) + ON_COMMAND(ID_VIEW_MODE_SOLID, OnViewModeSolid) + ON_COMMAND(ID_VIEW_MODE_TEXTURED, OnViewModeTextured) + ON_WM_RBUTTONDBLCLK() + ON_COMMAND(ID_PROP_GRID, OnGridProperties) + ON_COMMAND(ID_GRID_SHOW, OnGridShow) + ON_COMMAND(ID_GRID_SNAP, OnGridSnap) + ON_UPDATE_COMMAND_UI(ID_GRID_SNAP, OnUpdateGridSnap) + ON_COMMAND(ID_VIEW_BACK_COLOR, OnViewBackColor) + ON_COMMAND(ID_FILE_IMPORT, OnFileImport) + ON_COMMAND(ID_FILE_EXPORT, OnFileExport) + ON_COMMAND(ID_EDIT_SELECT_ALL, OnSelectAll) + ON_COMMAND(ID_EDIT_SELECT_NONE, OnSelectNone) + ON_UPDATE_COMMAND_UI(ID_MODIFY_TEXTURE_MAP, OnUpdateTextureMap) + ON_UPDATE_COMMAND_UI(ID_MODIFY_MATERIAL, OnUpdateModifyMaterial) + ON_COMMAND(ID_EDIT_SELECT_INVERSE, OnSelectInverse) + ON_COMMAND(ID_MODIFY_UV_MAP, OnModifyUVMap) + ON_UPDATE_COMMAND_UI(ID_MODIFY_UV_MAP, OnUpdateModifyUVMap) + ON_COMMAND(ID_VIEW_SHADOWS, OnViewShadows) + ON_UPDATE_COMMAND_UI(ID_VIEW_SHADOWS, OnUpdateViewShadows) + ON_COMMAND(ID_VIEW_ANIMATELIGHT, OnViewAnimatelight) + ON_UPDATE_COMMAND_UI(ID_VIEW_ANIMATELIGHT, OnUpdateViewAnimatelight) + ON_COMMAND(ID_VIEW_BUMPMAPS, OnViewBumpmaps) + ON_UPDATE_COMMAND_UI(ID_VIEW_BUMPMAPS, OnUpdateViewBumpmaps) + ON_COMMAND(ID_VIEW_VERTEXSHADER, OnViewVertexshader) + ON_UPDATE_COMMAND_UI(ID_VIEW_VERTEXSHADER, OnUpdateViewVertexshader) + ON_COMMAND(ID_VIEW_PIXELSHADER, OnViewPixelshader) + ON_UPDATE_COMMAND_UI(ID_VIEW_PIXELSHADER, OnUpdateViewPixelshader) + ON_COMMAND(ID_VIEW_VISIBLESHADOWS, OnViewVisibleshadows) + ON_UPDATE_COMMAND_UI(ID_VIEW_VISIBLESHADOWS, OnUpdateViewVisibleshadows) + ON_COMMAND(ID_EDIT_UNDO, OnEditUndo) + ON_UPDATE_COMMAND_UI(ID_EDIT_UNDO, OnUpdateEditUndo) + ON_COMMAND(ID_EDIT_REDO, OnEditRedo) + ON_UPDATE_COMMAND_UI(ID_EDIT_REDO, OnUpdateEditRedo) + ON_COMMAND(ID_PROP_SURFACE, OnSurfaceProperties) + ON_UPDATE_COMMAND_UI(ID_PROP_SURFACE, OnUpdateSurfaceProperties) + //}}AFX_MSG_MAP + // Standard printing commands + ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint) + ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint) + ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview) +END_MESSAGE_MAP() + +// +--------------------------------------------------------------------+ + +static MagicView* magic_view = 0; + +MagicView::MagicView() + : video(0), video_settings(0), screen(0), scene(0), + drag_left(false), drag_right(false), grid(0), + main_light(0), back_light(0), view_shadows(true), view_bumpmaps(true), + animate_light(false) +{ + window_style = 0; + is_minimized = false; + is_maximized = false; + is_sizing = false; + view_mode = VIEW_ALL; + + main_win = 0; + view_win[0] = 0; + view_win[1] = 0; + view_win[2] = 0; + view_win[3] = 0; + model_view[0] = 0; + model_view[1] = 0; + model_view[2] = 0; + model_view[3] = 0; + uvmap_win = 0; + + grid = new Grid; + magic_view = this; + + Solid::EnableCollision(false); +} + +MagicView::~MagicView() +{ + if (grid) { + delete grid; + } + + if (scene) { + scene->Graphics().clear(); + delete scene; + } + + if (screen) delete screen; + if (video) delete video; + if (video_settings) delete video_settings; + + if (magic_view == this) + magic_view = 0; +} + +MagicView* MagicView::GetInstance() +{ + return magic_view; +} + +BOOL MagicView::PreCreateWindow(CREATESTRUCT& cs) +{ + return CView::PreCreateWindow(cs); +} + +// +--------------------------------------------------------------------+ +// +// MagicView diagnostics + +#ifdef _DEBUG +void MagicView::AssertValid() const +{ + CView::AssertValid(); +} + +void MagicView::Dump(CDumpContext& dc) const +{ + CView::Dump(dc); +} + +MagicDoc* MagicView::GetDocument() // non-debug version is inline +{ + ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(MagicDoc))); + return (MagicDoc*)m_pDocument; +} +#endif //_DEBUG + + +// +--------------------------------------------------------------------+ + +void MagicView::OnInitialUpdate() +{ + CView::OnInitialUpdate(); + Color::SetPalette(standard_palette, 256, inverse_palette); + + if (!video_settings) + video_settings = new VideoSettings; + + GetClientRect(&client_rect); + + // Use client area to set video window size + int w = client_rect.right - client_rect.left; + int h = client_rect.bottom - client_rect.top; + + video_settings->is_windowed = true; + video_settings->window_width = w; + video_settings->window_height = h; + + if (!video) { + video = new VideoDX9(GetSafeHwnd(), video_settings); + *video_settings = *video->GetVideoSettings(); + + if (video) { + Color::UseVideo(video); + video->UseXFont("System", 12, false, false); + + screen = new Screen(video); + if (!screen) { + ::Print("ERROR: Could not create Screen object.\n"); + return; + } + + ::Print(" Created screen object (%d x %d).\n", w, h); + + if (!screen->SetBackgroundColor(Color::Black)) + ::Print(" WARNING: could not set video background color to Black\n"); + + screen->ClearAllFrames(true); + + ::Print(" Established requested video parameters.\n"); + ::Print(" ---------------------------------------\n\n"); + + if (!scene) { + scene = new Scene; + + scene->SetAmbient(Color(60,60,60)); + + Point light_pos(3e6, 5e6, 4e6); + + main_light = new Light(1.0f); //1.25f); + main_light->MoveTo(light_pos); + main_light->SetType(Light::LIGHT_DIRECTIONAL); + main_light->SetColor(Color::White); + main_light->SetShadow(true); + + scene->AddLight(main_light); + + back_light = new Light(0.5f); + back_light->MoveTo(light_pos * -1); + back_light->SetType(Light::LIGHT_DIRECTIONAL); + back_light->SetColor(Color::White); + + scene->AddLight(back_light); + + Selection* seln = GetDocument()->GetSelection(); + Selector* selector = GetDocument()->GetSelector(); + + if (seln && selector) { + scene->Graphics().clear(); + scene->AddGraphic(seln); + scene->AddGraphic(selector); + + selector->UseModel(0); + } + } + + int mins[2] = { 0, 0 }; + float weights[2] = { 1, 1 }; + + main_win = new ActiveWindow(screen, 0, 0, w, h, 100, 0); + main_win->UseLayout(2, 2, mins, mins, weights, weights); + main_win->SetBackColor(Color::Gray); + + screen->AddWindow(main_win); + + DWORD view_types[] = { + ModelView::VIEW_PLAN, + ModelView::VIEW_PROJECT, + ModelView::VIEW_SIDE, + ModelView::VIEW_FRONT + }; + + for (int row = 0; row < 2; row++) { + for (int col = 0; col < 2; col++) { + int index = 2*row + col; + + ActiveWindow* win = new ActiveWindow(screen, + col*w/2, + row*h/2, + w/2, + h/2, + 101+index, + WIN_BLACK_FRAME, + main_win); + + win->SetCells(col, row, 1, 1); + win->SetCellInsets(Insets(1,1,1,1)); + win->SetBackColor(Color(160,160,160)); + + ModelView* mv = new ModelView(win, scene, view_types[index]); + + if (view_types[index] == ModelView::VIEW_PROJECT) + mv->SetFillMode(ModelView::FILL_TEXTURE); + + mv->UseGrid(grid); + win->AddView(mv); + + view_win[index] = win; + model_view[index] = mv; + } + } + + view_win[0]->SetStyle(WIN_WHITE_FRAME); + + uvmap_win = new ActiveWindow(screen, 0, 0, w, h, 110, WIN_BLACK_FRAME, main_win); + uvmap_view = new UVMapView(uvmap_win); + uvmap_win->AddView(uvmap_view); + + main_win->DoLayout(); + } + + else { + ::Print(" Could not establish requested video parameters.\n"); + ::Print(" -----------------------------------------------\n\n"); + } + } +} + +// +--------------------------------------------------------------------+ + +void +MagicView::SetupModelViews() +{ + switch (view_mode) { + case VIEW_ALL: { + for (int row = 0; row < 2; row++) { + for (int col = 0; col < 2; col++) { + int index = 2*row + col; + + ActiveWindow* win = view_win[index]; + + win->Show(); + win->SetCells(col, row, 1, 1); + win->SetCellInsets(Insets(1,1,1,1)); + } + } + + uvmap_win->Hide(); + uvmap_win->SetCells(0,0,0,0); + } + break; + + case VIEW_TOP: + case VIEW_SIDE: + case VIEW_FRONT: + case VIEW_PERSPECTIVE: { + view_focus = view_mode; + + for (int i = 0; i < 4; i++) { + ActiveWindow* win = view_win[i]; + + if (i == view_mode) { + win->Show(); + win->SetCells(0,0,2,2); + win->SetStyle(WIN_WHITE_FRAME); + } + + else { + win->Hide(); + win->SetCells(0,0,0,0); + win->SetStyle(WIN_BLACK_FRAME); + } + } + + uvmap_win->Hide(); + uvmap_win->SetCells(0,0,0,0); + } + break; + + case VIEW_UV_MAP: { + view_focus = view_mode; + + for (int i = 0; i < 4; i++) { + ActiveWindow* win = view_win[i]; + win->Hide(); + win->SetCells(0,0,0,0); + win->SetStyle(WIN_BLACK_FRAME); + } + + uvmap_win->Show(); + uvmap_win->SetCells(0,0,2,2); + } + break; + + default: + break; + } + + main_win->DoLayout(); +} + +void +MagicView::SetFocusModelView(int f) +{ + if (view_mode == VIEW_ALL) { + view_focus = f; + + for (int row = 0; row < 2; row++) { + for (int col = 0; col < 2; col++) { + int index = 2*row + col; + + ActiveWindow* win = view_win[index]; + + win->Show(); + win->SetCells(col, row, 1, 1); + win->SetCellInsets(Insets(1,1,1,1)); + + if (index == view_focus) { + win->SetStyle(WIN_WHITE_FRAME); + } + else { + win->SetStyle(WIN_BLACK_FRAME); + } + } + } + } + else if (IsUVEdit()) { + view_focus = view_mode; + } + else { + view_mode = f; + view_focus = f; + + for (int i = 0; i < 4; i++) { + ActiveWindow* win = view_win[i]; + + if (i == view_mode) { + win->Show(); + win->SetCells(0,0,2,2); + win->SetStyle(WIN_WHITE_FRAME); + } + + else { + win->Hide(); + win->SetCells(0,0,0,0); + win->SetStyle(WIN_BLACK_FRAME); + } + } + } + + main_win->DoLayout(); +} + +int +MagicView::GetWinIndexByPoint(int x, int y) +{ + if (view_mode == VIEW_ALL) { + for (int row = 0; row < 2; row++) { + for (int col = 0; col < 2; col++) { + int index = 2*row + col; + + ActiveWindow* win = view_win[index]; + if (win->GetRect().Contains(x, y)) + return index; + } + } + } + + return view_mode; +} + +ModelView* +MagicView::GetModelViewByIndex(int index) +{ + if (index >= 0 && index < 4) { + return model_view[index]; + } + + return model_view[0]; +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnPaint() +{ + ValidateRect(0); + OnRender(); +} + +void MagicView::OnDraw(CDC* dc) +{ +} + +// +--------------------------------------------------------------------+ + +void MagicView::ResizeVideo() +{ + if (!video || !video_settings) return; + + HRESULT hr = S_OK; + RECT client_old; + + client_old = client_rect; + + // Update window properties + GetClientRect(&client_rect); + + if (client_old.right - client_old.left != + client_rect.right - client_rect.left || + client_old.bottom - client_old.top != + client_rect.bottom - client_rect.top) { + + // A new window size will require a new backbuffer + // size, so the 3D structures must be changed accordingly. + + video_settings->is_windowed = true; + video_settings->window_width = client_rect.right - client_rect.left; + video_settings->window_height = client_rect.bottom - client_rect.top; + + ::Print("ResizeVideo() %d x %d\n", video_settings->window_width, video_settings->window_height); + + if (video) { + video->Reset(video_settings); + } + } + + // save a copy of the device-specific video settings: + if (video->GetVideoSettings()) { + *video_settings = *video->GetVideoSettings(); + } + + if (screen) + screen->Resize(video_settings->window_width, + video_settings->window_height); + + video->InvalidateCache(); + video->SetShadowEnabled(view_shadows); + video->SetBumpMapEnabled(view_bumpmaps); +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnUpdate(CView* pSender, LPARAM lHint, CObject* pHint) +{ + CView::OnUpdate(pSender, lHint, pHint); + + Solid* solid = GetDocument()->GetSolid(); + Selection* seln = GetDocument()->GetSelection(); + Selector* selector = GetDocument()->GetSelector(); + + if (solid && scene) { + scene->Graphics().clear(); + scene->AddGraphic(solid); + scene->AddGraphic(seln); + scene->AddGraphic(selector); + } + + if (selector) + selector->UseModel(solid->GetModel()); +} + +CPoint +MagicView::LPtoWP(const CPoint& p) +{ + CPoint result; + ModelView* view = GetModelViewByIndex(view_focus); + CPoint origin = view->ProjectPoint(Vec3(0,0,0)); + double scale = view->GetFieldOfView() / 2; + + result.x = (LONG) (( p.x - origin.x) / scale); + result.y = (LONG) ((-p.y + origin.y) / scale); + + return result; +} + +// +--------------------------------------------------------------------+ +// +// MagicView message handlers + +void MagicView::OnEnterSizeMove() +{ + is_sizing = true; +} + +void MagicView::OnExitSizeMove() +{ + is_sizing = false; + ResizeVideo(); +} + +void MagicView::OnSize(UINT nType, int cx, int cy) +{ + CView::OnSize(nType, cx, cy); + + window_style = GetWindowLong(m_hWnd, GWL_STYLE); + + if (nType == SIZE_MINIMIZED) { + is_minimized = true; + is_maximized = false; + } + + else if (nType == SIZE_MAXIMIZED) { + is_minimized = false; + is_maximized = true; + ResizeVideo(); + } + + else if (nType == SIZE_RESTORED) { + if (is_maximized) { + is_maximized = false; + ResizeVideo(); + } + + else if (is_minimized) { + is_minimized = false; + ResizeVideo(); + } + else if (!is_sizing) { + // if this is not a resize due to dragging... + ResizeVideo(); + } + else { + // If we're neither maximized nor minimized, the window size + // is changing by the user dragging the window edges. In this + // case, we don't reset the device yet -- we wait until the + // user stops dragging, and a WM_EXITSIZEMOVE message comes. + } + } +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnRender() +{ + if (!screen || !video) + return; + + double s = sin(timeGetTime() * 0.001); + double c = cos(timeGetTime() * 0.001); + + // IF LIGHTS ANIMATED: + if (animate_light) { + Point light_pos(3e6*s, 5e6*c, 4e6*s); + + if (main_light) { + main_light->SetType(Light::LIGHT_POINT); + main_light->MoveTo(light_pos); + main_light->SetType(Light::LIGHT_DIRECTIONAL); + } + + if (back_light) { + back_light->SetType(Light::LIGHT_POINT); + back_light->MoveTo(light_pos * -1); + back_light->SetType(Light::LIGHT_DIRECTIONAL); + } + } + + if (screen->Refresh()) { + video->Present(); + } + else { + ::Print("ERROR: Screen refresh failed.\n"); + } +} + +void MagicView::CloseUVEditor() +{ + if (IsUVEdit()) { + MagicDoc* doc = GetDocument(); + Editor* editor = doc->GetEditor(); + Solid* solid = doc->GetSolid(); + + if (editor && solid) { + editor->UseModel(solid->GetModel()); + editor->Resegment(); + } + } +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnViewAll() +{ + CloseUVEditor(); + view_mode = VIEW_ALL; + SetupModelViews(); +} + +void MagicView::OnUpdateViewAll(CCmdUI* pCmdUI) +{ + if (pCmdUI) + pCmdUI->SetCheck(view_mode == VIEW_ALL); +} + +void MagicView::OnViewFront() +{ + CloseUVEditor(); + view_mode = VIEW_FRONT; + SetupModelViews(); +} + +void MagicView::OnUpdateViewFront(CCmdUI* pCmdUI) +{ + if (pCmdUI) + pCmdUI->SetCheck(view_mode == VIEW_FRONT); +} + +void MagicView::OnViewPerspective() +{ + CloseUVEditor(); + view_mode = VIEW_PERSPECTIVE; + SetupModelViews(); +} + +void MagicView::OnUpdateViewPerspective(CCmdUI* pCmdUI) +{ + if (pCmdUI) + pCmdUI->SetCheck(view_mode == VIEW_PERSPECTIVE); +} + +void MagicView::OnViewSide() +{ + CloseUVEditor(); + view_mode = VIEW_SIDE; + SetupModelViews(); +} + +void MagicView::OnUpdateViewSide(CCmdUI* pCmdUI) +{ + if (pCmdUI) + pCmdUI->SetCheck(view_mode == VIEW_SIDE); +} + +void MagicView::OnViewTop() +{ + CloseUVEditor(); + view_mode = VIEW_TOP; + SetupModelViews(); +} + +void MagicView::OnUpdateViewTop(CCmdUI* pCmdUI) +{ + if (pCmdUI) + pCmdUI->SetCheck(view_mode == VIEW_TOP); +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnFileImport() +{ + DWORD err = 0; + char filename[256]; + filename[0] = '\0'; + CFileDialog ofd(TRUE, "mag"); + + ofd.m_ofn.lpstrFilter = "All 3D Files\0*.mag; *.obj; *.3ds\0Magic Files (*.mag)\0*.mag\0Wavefront/OBJ Files (*.obj)\0*.obj\0003DS MAX Files (*.3ds)\0*.3ds\0\0"; + ofd.m_ofn.lpstrFile = filename; + ofd.m_ofn.nMaxFile = sizeof(filename); + + if (ofd.DoModal() != IDOK) + return; + + char mag_name[256]; + sprintf_s(mag_name, "%s", ofd.GetFileName().GetBuffer(0)); + + MagicDoc* pDoc = GetDocument(); + ASSERT_VALID(pDoc); + + if (pDoc->ImportFile(mag_name)) { + Invalidate(); + pDoc->SetModifiedFlag(TRUE); + pDoc->UpdateAllViews(this); + } +} + +void MagicView::OnFileExport() +{ + DWORD err = 0; + char filename[256]; + filename[0] = '\0'; + CFileDialog ofd(FALSE, "mag"); + + ofd.m_ofn.lpstrFilter = "All 3D Files\0*.mag; *.obj; *.3ds\0Magic Files (*.mag)\0*.mag\0Wavefront/OBJ Files (*.obj)\0*.obj\0003DS MAX Files (*.3ds)\0*.3ds\0\0"; + ofd.m_ofn.lpstrFile = filename; + ofd.m_ofn.nMaxFile = sizeof(filename); + + if (ofd.DoModal() != IDOK) + return; + + char mag_name[256]; + sprintf_s(mag_name, "%s", ofd.GetFileName().GetBuffer(0)); + + MagicDoc* pDoc = GetDocument(); + ASSERT_VALID(pDoc); + + if (pDoc->ExportFile(mag_name)) { + pDoc->SetModifiedFlag(FALSE); + pDoc->UpdateAllViews(this); + } +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnSurfaceProperties() +{ + SurfacePropertiesDialog dlg(this); + dlg.DoModal(); +} + +void MagicView::OnUpdateSurfaceProperties(CCmdUI* pCmdUI) +{ + Solid* solid = GetDocument()->GetSolid(); + pCmdUI->Enable(solid && solid->GetModel()); +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnTextureMap() +{ + TextureMapDialog dlg(this); + if (dlg.DoModal() == IDOK) { + MagicDoc* doc = GetDocument(); + Solid* solid = doc->GetSolid(); + Selection* seln = doc->GetSelection(); + Selector* selector = doc->GetSelector(); + Editor* editor = doc->GetEditor(); + Material* mtl = 0; + + if (dlg.mMaterialIndex >= 0) { + mtl = solid->GetModel()->GetMaterials()[dlg.mMaterialIndex]; + } + + editor->UseModel(solid->GetModel()); + editor->ApplyMaterial(mtl, seln->GetPolys(), + dlg.mMapType, 2-dlg.mAxis, (float) dlg.mScaleU, (float) dlg.mScaleV, + dlg.mFlip, dlg.mMirror, dlg.mRotate); + + selector->Reselect(); + + Invalidate(); + doc->SetModifiedFlag(TRUE); + doc->UpdateAllViews(this); + } +} + +void MagicView::OnUpdateTextureMap(CCmdUI* pCmdUI) +{ + Solid* solid = GetDocument()->GetSolid(); + Selection* seln = GetDocument()->GetSelection(); + + pCmdUI->Enable(solid && solid->GetModel() && seln && seln->GetPolys().size() > 0); +} + +void MagicView::OnModifyMaterial() +{ + MaterialDialog dlg(this); + dlg.DoModal(); + + Invalidate(); + GetDocument()->SetModifiedFlag(TRUE); + GetDocument()->UpdateAllViews(this); +} + +void MagicView::OnUpdateModifyMaterial(CCmdUI* pCmdUI) +{ + Solid* solid = GetDocument()->GetSolid(); + pCmdUI->Enable(solid && solid->GetModel()); +} + +void MagicView::OnModifyUVMap() +{ + Selection* seln = GetDocument()->GetSelection(); + + view_mode = VIEW_UV_MAP; + SetupModelViews(); + + if (seln && uvmap_view) { + Poly* p = seln->GetPolys().first(); + + if (p) { + uvmap_view->UseMaterial(p->material); + uvmap_view->UsePolys(seln->GetPolys()); + } + } +} + +void MagicView::OnUpdateModifyUVMap(CCmdUI* pCmdUI) +{ + OnUpdateTextureMap(pCmdUI); +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnGridProperties() +{ + GridProps dlg(grid, this); + dlg.DoModal(); +} + +void MagicView::OnGridShow() +{ + if (grid) + grid->SetShow(!grid->IsShow()); +} + +void MagicView::OnGridSnap() +{ + if (grid) + grid->SetSnap(!grid->IsSnap()); +} + +void MagicView::OnUpdateGridSnap(CCmdUI* pCmdUI) +{ + if (grid) + pCmdUI->SetCheck(grid->IsSnap()); +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnLButtonDown(UINT nFlags, CPoint point) +{ + CView::OnLButtonDown(nFlags, point); + SetCapture(); + + // set focus to the view that was clicked: + int index = GetWinIndexByPoint(point.x, point.y); + SetFocusModelView(index); + + drag_start = point; + drag_left = true; + drag_right = false; + + ModelView* mv = GetModelViewByIndex(index); + MagicDoc* pDoc = GetDocument(); + Model* model = pDoc->GetSolid()->GetModel(); + Selector* selector = pDoc->GetSelector(); + + if (IsUVEdit()) { + int select_mode = UVMapView::SELECT_APPEND; + + if (nFlags & MK_CONTROL) + select_mode = UVMapView::SELECT_REMOVE; + + if (!uvmap_view->WillSelect(point)) { + uvmap_view->Begin(select_mode); + uvmap_view->AddMark(point); + } + } + + else if (mv && selector) { + int select_mode = Selector::SELECT_APPEND; + + if (nFlags & MK_CONTROL) + select_mode = Selector::SELECT_REMOVE; + + selector->Begin(model, mv->GetViewMode(), select_mode); + selector->AddMark(point); + } +} + +void MagicView::OnLButtonUp(UINT nFlags, CPoint point) +{ + CView::OnLButtonUp(nFlags, point); + ReleaseCapture(); + + drag_left = false; + + MagicDoc* pDoc = GetDocument(); + Selector* selector = pDoc->GetSelector(); + + if (IsUVEdit()) + uvmap_view->End(); + + else if (selector && selector->IsActive()) + selector->End(); +} + +void MagicView::OnLButtonDblClk(UINT nFlags, CPoint point) +{ + CView::OnLButtonDblClk(nFlags, point); + + drag_left = false; + + MagicDoc* pDoc = GetDocument(); + Selector* selector = pDoc->GetSelector(); + + if (IsUVEdit()) + uvmap_view->Clear(); + + else if (selector) + selector->Clear(); +} + +void MagicView::OnRButtonDown(UINT nFlags, CPoint point) +{ + CView::OnRButtonDown(nFlags, point); + SetCapture(); + + // set focus to the view that was clicked: + int index = GetWinIndexByPoint(point.x, point.y); + SetFocusModelView(index); + + drag_start = point; + drag_left = false; + drag_right = true; +} + +void MagicView::OnRButtonUp(UINT nFlags, CPoint point) +{ + CView::OnRButtonUp(nFlags, point); + ReleaseCapture(); + + drag_right = false; +} + +void MagicView::OnRButtonDblClk(UINT nFlags, CPoint point) +{ + CView::OnRButtonDblClk(nFlags, point); + ReleaseCapture(); + + drag_right = false; + + if (view_mode == VIEW_ALL) { + view_mode = view_focus; + } + else if (IsUVEdit()) { + CloseUVEditor(); + view_mode = VIEW_ALL; + SetupModelViews(); + } + else { + view_mode = VIEW_ALL; + } + + SetFocusModelView(view_focus); +} + +void MagicView::OnMouseMove(UINT nFlags, CPoint point) +{ + if (drag_right) { + CPoint offset = point - drag_start; + + if (view_focus == VIEW_PERSPECTIVE) { + ModelView* view = GetModelViewByIndex(view_focus); + view->SpinBy(offset.x * 0.5 * DEGREES, + offset.y * 0.5 * DEGREES); + } + + else if (IsUVEdit()) { + uvmap_view->MoveBy(offset.x, offset.y); + } + + else { + ModelView* view = GetModelViewByIndex(view_focus); + view->MoveBy(offset.x, offset.y); + } + + drag_start = point; + Invalidate(); + } + + else if (drag_left) { + CPoint offset = point - drag_start; + MagicDoc* pDoc = GetDocument(); + Selector* selector = pDoc->GetSelector(); + + if (IsUVEdit()) { + if (uvmap_view->IsActive()) { + uvmap_view->AddMark(point); + } + else { + uvmap_view->DragBy(offset.x, offset.y); + drag_start = point; + } + } + + else if (selector && selector->IsActive()) { + selector->AddMark(point); + } + } + + // xy status message: + if (view_focus != VIEW_PERSPECTIVE) { + char xy[80]; + CPoint mouse = LPtoWP(point); + Selection* seln = GetDocument()->GetSelection(); + + int nv = seln ? seln->GetVerts().size() : 0; + int np = seln ? seln->GetPolys().size() : 0; + + if (np || nv) + sprintf_s(xy, "(%05d,%05d) Verts:%d Polys:%d", mouse.x, mouse.y, nv, np); + else + sprintf_s(xy, "(%05d,%05d)", mouse.x, mouse.y); + MainFrame::StatusXY(xy); + } + + CView::OnMouseMove(nFlags, point); +} + +BOOL MagicView::OnMouseWheel(UINT nFlags, short zDelta, CPoint pt) +{ + if (view_focus == VIEW_PERSPECTIVE) { + ModelView* view = GetModelViewByIndex(view_focus); + + if (view) { + Camera* cam = view->GetCamera(); + Point pos = cam->Pos(); + double len = pos.length(); + + if (zDelta < 0) { + if (len < 10000) + pos *= 1.15; + } + else { + if (len > 0.10) + pos *= 0.85; + } + + cam->MoveTo(pos); + } + } + + else if (IsUVEdit()) { + if (zDelta < 0) { + uvmap_view->ZoomOut(); + } + else { + uvmap_view->ZoomIn(); + } + } + + else { + if (zDelta > 0) + OnViewZoomIn(); + else + OnViewZoomOut(); + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnViewZoomNormal() +{ + for (int i = 0; i < 4; i++) { + ModelView* view = GetModelViewByIndex(i); + + if (view) { + view->ZoomNormal(); + } + } +} + +void MagicView::OnViewZoomIn() +{ + for (int i = 0; i < 4; i++) { + ModelView* view = GetModelViewByIndex(i); + + if (view && view->GetViewMode() != ModelView::VIEW_PROJECT) { + double fov = view->GetFieldOfView() * 1.15; + view->SetFieldOfView(fov); + } + } +} + +void MagicView::OnViewZoomOut() +{ + for (int i = 0; i < 4; i++) { + ModelView* view = GetModelViewByIndex(i); + + if (view && view->GetViewMode() != ModelView::VIEW_PROJECT) { + double fov = view->GetFieldOfView() * 0.85; + view->SetFieldOfView(fov); + } + } +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnViewModeWireframe() +{ + ModelView* view = GetModelViewByIndex(view_focus); + + if (view) { + view->SetFillMode(ModelView::FILL_WIRE); + } +} + +void MagicView::OnViewModeSolid() +{ + ModelView* view = GetModelViewByIndex(view_focus); + + if (view) { + view->SetFillMode(ModelView::FILL_SOLID); + } +} + +void MagicView::OnViewModeTextured() +{ + ModelView* view = GetModelViewByIndex(view_focus); + + if (view) { + view->SetFillMode(ModelView::FILL_TEXTURE); + } +} + +void MagicView::OnViewBackColor() +{ + ModelView* view = GetModelViewByIndex(view_focus); + + if (view) { + ActiveWindow* win = (ActiveWindow*) view->GetWindow(); + Color c = win->GetBackColor(); + COLORREF crgb = RGB(c.Red(), c.Green(), c.Blue()); + CColorDialog chooser(crgb); + + if (chooser.DoModal() == IDOK) { + crgb = chooser.GetColor(); + win->SetBackColor( Color(GetRValue(crgb), GetGValue(crgb), GetBValue(crgb)) ); + } + } +} + +// +--------------------------------------------------------------------+ + +void MagicView::OnSelectAll() +{ + Solid* solid = GetDocument()->GetSolid(); + Selector* selector = GetDocument()->GetSelector(); + + if (IsUVEdit()) { + uvmap_view->SelectAll(); + } + + else if (solid && selector) { + selector->UseModel(solid->GetModel()); + selector->SelectAll(Selector::SELECT_APPEND); + } +} + +void MagicView::OnSelectNone() +{ + Solid* solid = GetDocument()->GetSolid(); + Selector* selector = GetDocument()->GetSelector(); + + if (IsUVEdit()) { + uvmap_view->SelectNone(); + } + + else if (solid && selector) { + selector->UseModel(solid->GetModel()); + selector->SelectAll(Selector::SELECT_REMOVE); + } +} + +void MagicView::OnSelectInverse() +{ + Solid* solid = GetDocument()->GetSolid(); + Selector* selector = GetDocument()->GetSelector(); + + if (IsUVEdit()) { + uvmap_view->SelectInverse(); + } + + else if (solid && selector) { + selector->UseModel(solid->GetModel()); + selector->SelectInverse(); + } +} + +void MagicView::OnViewShadows() +{ + view_shadows = !view_shadows; + + if (video) + video->SetShadowEnabled(view_shadows); +} + +void MagicView::OnUpdateViewShadows(CCmdUI* pCmdUI) +{ + pCmdUI->SetCheck(view_shadows); +} + +void MagicView::OnViewAnimatelight() +{ + animate_light = !animate_light; +} + +void MagicView::OnUpdateViewAnimatelight(CCmdUI* pCmdUI) +{ + pCmdUI->SetCheck(animate_light); +} + +void MagicView::OnViewBumpmaps() +{ + view_bumpmaps = !view_bumpmaps; + + if (video) + video->SetBumpMapEnabled(view_bumpmaps); +} + +void MagicView::OnUpdateViewBumpmaps(CCmdUI* pCmdUI) +{ + pCmdUI->SetCheck(view_bumpmaps); +} + +void MagicView::OnViewVertexshader() +{ + if (video) { + VideoSettings* vs = (VideoSettings*) video->GetVideoSettings(); + vs->enable_vs = !vs->enable_vs; + } +} + +void MagicView::OnUpdateViewVertexshader(CCmdUI* pCmdUI) +{ + if (video) + pCmdUI->SetCheck(video->GetVideoSettings()->enable_vs); +} + +void MagicView::OnViewPixelshader() +{ + if (video) { + VideoSettings* vs = (VideoSettings*) video->GetVideoSettings(); + vs->enable_ps = !vs->enable_ps; + } +} + +void MagicView::OnUpdateViewPixelshader(CCmdUI* pCmdUI) +{ + if (video) + pCmdUI->SetCheck(video->GetVideoSettings()->enable_ps); +} + +void MagicView::OnViewVisibleshadows() +{ + Shadow::SetVisibleShadowVolumes(!Shadow::GetVisibleShadowVolumes()); +} + +void MagicView::OnUpdateViewVisibleshadows(CCmdUI* pCmdUI) +{ + pCmdUI->SetCheck(Shadow::GetVisibleShadowVolumes()); +} + +void MagicView::OnEditUndo() +{ + MagicDoc* pDoc = GetDocument(); + ASSERT_VALID(pDoc); + pDoc->Undo(); + + Solid* solid = GetDocument()->GetSolid(); + Selector* selector = GetDocument()->GetSelector(); + + if (selector) { + selector->UseModel(solid->GetModel()); + selector->Reselect(); + } + + Invalidate(); + pDoc->SetModifiedFlag(TRUE); + pDoc->UpdateAllViews(this); +} + +void MagicView::OnUpdateEditUndo(CCmdUI* pCmdUI) +{ + MagicDoc* pDoc = GetDocument(); + + if (pDoc->NumUndo() > 0) { + pCmdUI->Enable(TRUE); + pCmdUI->SetText(CString("Undo ") + pDoc->GetUndoName() + CString("\tCtrl+Z")); + } + else { + pCmdUI->Enable(FALSE); + pCmdUI->SetText("Can't Undo\tCtrl+Z"); + } +} + +void MagicView::OnEditRedo() +{ + MagicDoc* pDoc = GetDocument(); + ASSERT_VALID(pDoc); + pDoc->Redo(); + + Solid* solid = GetDocument()->GetSolid(); + Selector* selector = GetDocument()->GetSelector(); + + if (selector) { + selector->UseModel(solid->GetModel()); + selector->Reselect(); + } + + Invalidate(); + pDoc->SetModifiedFlag(TRUE); + pDoc->UpdateAllViews(this); +} + +void MagicView::OnUpdateEditRedo(CCmdUI* pCmdUI) +{ + MagicDoc* pDoc = GetDocument(); + + if (pDoc->NumRedo() > 0) { + pCmdUI->Enable(TRUE); + pCmdUI->SetText(CString("Redo ") + pDoc->GetRedoName() + CString("\tCtrl+Y")); + } + else { + pCmdUI->Enable(FALSE); + pCmdUI->SetText("Can't Redo"); + } +} diff --git a/Magic2/MagicView.h b/Magic2/MagicView.h new file mode 100644 index 0000000..287982c --- /dev/null +++ b/Magic2/MagicView.h @@ -0,0 +1,225 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: MagicView.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Interface of the MagicView class +*/ + + +#if !defined(AFX_MAGICVIEW_H__387B567A_8235_41B8_A993_E41567E680D7__INCLUDED_) +#define AFX_MAGICVIEW_H__387B567A_8235_41B8_A993_E41567E680D7__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif // _MSC_VER > 1000 + +// +--------------------------------------------------------------------+ + +class MagicDoc; +class ActiveWindow; +class Grid; +class Light; +class Scene; +class Screen; +class Video; +class VideoSettings; +class ModelView; +class UVMapView; + +// +--------------------------------------------------------------------+ + +class MagicView : public CView +{ +protected: // create from serialization only + MagicView(); + DECLARE_DYNCREATE(MagicView) + +// Attributes +public: + MagicDoc* GetDocument(); + + static MagicView* GetInstance(); + +// Operations +public: + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(MagicView) + public: + virtual BOOL PreCreateWindow(CREATESTRUCT& cs); + virtual void OnInitialUpdate(); + protected: + virtual void OnDraw(CDC* pDC); + virtual void OnUpdate(CView* pSender, LPARAM lHint, CObject* pHint); + //}}AFX_VIRTUAL + +// Implementation +public: + virtual ~MagicView(); +#ifdef _DEBUG + virtual void AssertValid() const; + virtual void Dump(CDumpContext& dc) const; +#endif + + virtual void OnEnterSizeMove(); + virtual void OnExitSizeMove(); + virtual void ResizeVideo(); + virtual CPoint LPtoWP(const CPoint& p); + +protected: + Video* video; + VideoSettings* video_settings; + Screen* screen; + RECT client_rect; + DWORD window_style; + bool is_minimized; + bool is_maximized; + bool is_sizing; + + Grid* grid; + Scene* scene; + Light* main_light; + Light* back_light; + ActiveWindow* main_win; + ActiveWindow* view_win[4]; + ModelView* model_view[4]; + ActiveWindow* uvmap_win; + UVMapView* uvmap_view; + int view_mode; + int view_focus; + bool drag_left; + bool drag_right; + CPoint drag_start; + + bool view_bumpmaps; + bool view_shadows; + bool animate_light; + + enum VIEW_MODE { + VIEW_TOP = 0, + VIEW_PERSPECTIVE = 1, + VIEW_SIDE = 2, + VIEW_FRONT = 3, + VIEW_ALL = 4, + VIEW_UV_MAP = 5 + }; + + virtual void SetupModelViews(); + virtual void SetFocusModelView(int f); + virtual int GetWinIndexByPoint(int x, int y); + ModelView* GetModelViewByIndex(int index); + + bool IsUVEdit() const { return (view_mode == VIEW_UV_MAP) && (uvmap_view != 0); } + void CloseUVEditor(); + +// Generated message map functions +protected: + //{{AFX_MSG(MagicView) + afx_msg void OnSize(UINT nType, int cx, int cy); + afx_msg void OnRender(); + afx_msg void OnPaint(); + afx_msg void OnViewAll(); + afx_msg void OnUpdateViewAll(CCmdUI* pCmdUI); + afx_msg void OnViewFront(); + afx_msg void OnUpdateViewFront(CCmdUI* pCmdUI); + afx_msg void OnViewPerspective(); + afx_msg void OnUpdateViewPerspective(CCmdUI* pCmdUI); + afx_msg void OnViewSide(); + afx_msg void OnUpdateViewSide(CCmdUI* pCmdUI); + afx_msg void OnViewTop(); + afx_msg void OnUpdateViewTop(CCmdUI* pCmdUI); + afx_msg void OnTextureMap(); + afx_msg void OnModifyMaterial(); + afx_msg void OnLButtonDown(UINT nFlags, CPoint point); + afx_msg void OnLButtonUp(UINT nFlags, CPoint point); + afx_msg void OnLButtonDblClk(UINT nFlags, CPoint point); + afx_msg void OnRButtonDown(UINT nFlags, CPoint point); + afx_msg void OnRButtonUp(UINT nFlags, CPoint point); + afx_msg void OnMouseMove(UINT nFlags, CPoint point); + afx_msg BOOL OnMouseWheel(UINT nFlags, short zDelta, CPoint pt); + afx_msg void OnViewZoomNormal(); + afx_msg void OnViewZoomIn(); + afx_msg void OnViewZoomOut(); + afx_msg void OnViewModeWireframe(); + afx_msg void OnViewModeSolid(); + afx_msg void OnViewModeTextured(); + afx_msg void OnRButtonDblClk(UINT nFlags, CPoint point); + afx_msg void OnGridProperties(); + afx_msg void OnGridShow(); + afx_msg void OnGridSnap(); + afx_msg void OnUpdateGridSnap(CCmdUI* pCmdUI); + afx_msg void OnViewBackColor(); + afx_msg void OnFileImport(); + afx_msg void OnFileExport(); + afx_msg void OnSelectAll(); + afx_msg void OnSelectNone(); + afx_msg void OnUpdateTextureMap(CCmdUI* pCmdUI); + afx_msg void OnUpdateModifyMaterial(CCmdUI* pCmdUI); + afx_msg void OnSelectInverse(); + afx_msg void OnModifyUVMap(); + afx_msg void OnUpdateModifyUVMap(CCmdUI* pCmdUI); + afx_msg void OnViewShadows(); + afx_msg void OnUpdateViewShadows(CCmdUI* pCmdUI); + afx_msg void OnViewAnimatelight(); + afx_msg void OnUpdateViewAnimatelight(CCmdUI* pCmdUI); + afx_msg void OnViewBumpmaps(); + afx_msg void OnUpdateViewBumpmaps(CCmdUI* pCmdUI); + afx_msg void OnViewVertexshader(); + afx_msg void OnUpdateViewVertexshader(CCmdUI* pCmdUI); + afx_msg void OnViewPixelshader(); + afx_msg void OnUpdateViewPixelshader(CCmdUI* pCmdUI); + afx_msg void OnViewVisibleshadows(); + afx_msg void OnUpdateViewVisibleshadows(CCmdUI* pCmdUI); + afx_msg void OnEditUndo(); + afx_msg void OnUpdateEditUndo(CCmdUI* pCmdUI); + afx_msg void OnEditRedo(); + afx_msg void OnUpdateEditRedo(CCmdUI* pCmdUI); + afx_msg void OnSurfaceProperties(); + afx_msg void OnUpdateSurfaceProperties(CCmdUI* pCmdUI); + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +#ifndef _DEBUG // debug version in MagicView.cpp +inline MagicDoc* MagicView::GetDocument() + { return (MagicDoc*)m_pDocument; } +#endif + +// +--------------------------------------------------------------------+ + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif // !defined(AFX_MAGICVIEW_H__387B567A_8235_41B8_A993_E41567E680D7__INCLUDED_) diff --git a/Magic2/MainFrm.cpp b/Magic2/MainFrm.cpp new file mode 100644 index 0000000..3d2d256 --- /dev/null +++ b/Magic2/MainFrm.cpp @@ -0,0 +1,178 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + */ + +#include "stdafx.h" +#include "Magic.h" + +#include "MainFrm.h" +#include "MagicView.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +///////////////////////////////////////////////////////////////////////////// +// MainFrame + +#include "Bitmap.h" + +IMPLEMENT_DYNCREATE(MainFrame, CFrameWnd) + +BEGIN_MESSAGE_MAP(MainFrame, CFrameWnd) + //{{AFX_MSG_MAP(MainFrame) + ON_WM_CREATE() + ON_WM_ACTIVATEAPP() + ON_COMMAND(ID_VIEW_RENDER, OnRender) + //}}AFX_MSG_MAP +END_MESSAGE_MAP() + +static UINT indicators[] = +{ + ID_SEPARATOR, // status line indicator + ID_SEPARATOR, // xy indicator + ID_INDICATOR_CAPS, + ID_INDICATOR_NUM, + ID_INDICATOR_SCRL, +}; + +///////////////////////////////////////////////////////////////////////////// +// MainFrame construction/destruction + +MainFrame* MainFrame::statframe; + + +MainFrame::MainFrame() +{ + statframe = this; + +} + +MainFrame::~MainFrame() +{ + Bitmap::ClearCache(); +} + +BOOL MainFrame::OnWndMsg(UINT message, WPARAM wParam, LPARAM lParam, LRESULT* pResult) +{ + if (message == WM_ENTERSIZEMOVE) { + MagicView* magic_view = MagicView::GetInstance(); + if (magic_view) + magic_view->OnEnterSizeMove(); + } + + else if (message == WM_EXITSIZEMOVE) { + MagicView* magic_view = MagicView::GetInstance(); + if (magic_view) + magic_view->OnExitSizeMove(); + } + + return CFrameWnd::OnWndMsg(message, wParam, lParam, pResult); +} + +int MainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct) +{ + if (CFrameWnd::OnCreate(lpCreateStruct) == -1) + return -1; + + if (!m_wndToolBar.Create(this) || + !m_wndToolBar.LoadToolBar(IDR_MAINFRAME)) + { + TRACE0("Failed to create toolbar\n"); + return -1; // fail to create + } + + if (!m_wndStatusBar.Create(this) || + !m_wndStatusBar.SetIndicators(indicators, + sizeof(indicators)/sizeof(UINT))) + { + TRACE0("Failed to create status bar\n"); + return -1; // fail to create + } + + // TODO: Remove this if you don't want tool tips or a resizeable toolbar + m_wndToolBar.SetBarStyle(m_wndToolBar.GetBarStyle() | + CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC); + + // TODO: Delete these three lines if you don't want the toolbar to + // be dockable + m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY); + EnableDocking(CBRS_ALIGN_ANY); + DockControlBar(&m_wndToolBar); + + return 0; +} + +BOOL MainFrame::PreCreateWindow(CREATESTRUCT& cs) +{ + if( !CFrameWnd::PreCreateWindow(cs) ) + return FALSE; + // TODO: Modify the Window class or styles here by modifying + // the CREATESTRUCT cs + + return TRUE; +} + +void MainFrame::StatusXY(const char* xy) +{ + statframe->m_wndStatusBar.SetPaneText(1, xy, TRUE); +} + +///////////////////////////////////////////////////////////////////////////// +// MainFrame diagnostics + +#ifdef _DEBUG +void MainFrame::AssertValid() const +{ + CFrameWnd::AssertValid(); +} + +void MainFrame::Dump(CDumpContext& dc) const +{ + CFrameWnd::Dump(dc); +} + +#endif //_DEBUG + +///////////////////////////////////////////////////////////////////////////// +// MainFrame message handlers + + +void MainFrame::OnActivateApp(BOOL bActive, DWORD dwThreadID) +{ + ((Magic*)AfxGetApp())->SetAppActivated(bActive ? true : false); +} + +void MainFrame::OnRender() +{ + MagicView* magic_view = MagicView::GetInstance(); + if (magic_view) + magic_view->SendMessage(WM_COMMAND, ID_VIEW_RENDER); +} diff --git a/Magic2/MainFrm.h b/Magic2/MainFrm.h new file mode 100644 index 0000000..39e43bd --- /dev/null +++ b/Magic2/MainFrm.h @@ -0,0 +1,87 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + */ + +#if !defined(AFX_MAINFRM_H__F5D788D5_8FA2_4A6B_94F0_7938C797BE5D__INCLUDED_) +#define AFX_MAINFRM_H__F5D788D5_8FA2_4A6B_94F0_7938C797BE5D__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif // _MSC_VER > 1000 + +class MainFrame : public CFrameWnd +{ + +protected: // create from serialization only + MainFrame(); + DECLARE_DYNCREATE(MainFrame) + +// Attributes +public: + static MainFrame* statframe; + +// Operations +public: + static void StatusXY(const char* xy); + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(MainFrame) + virtual BOOL PreCreateWindow(CREATESTRUCT& cs); + //}}AFX_VIRTUAL + +// Implementation +public: + virtual ~MainFrame(); +#ifdef _DEBUG + virtual void AssertValid() const; + virtual void Dump(CDumpContext& dc) const; +#endif + +protected: // control bar embedded members + CStatusBar m_wndStatusBar; + CToolBar m_wndToolBar; + + virtual BOOL OnWndMsg(UINT message, WPARAM wParam, LPARAM lParam, LRESULT* pResult); + +// Generated message map functions +protected: + //{{AFX_MSG(MainFrame) + afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct); + afx_msg void OnActivateApp(BOOL bActive, DWORD dwThreadID); + afx_msg void OnRender(); + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +///////////////////////////////////////////////////////////////////////////// + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif // !defined(AFX_MAINFRM_H__F5D788D5_8FA2_4A6B_94F0_7938C797BE5D__INCLUDED_) diff --git a/Magic2/MaterialDialog.cpp b/Magic2/MaterialDialog.cpp new file mode 100644 index 0000000..15d13a8 --- /dev/null +++ b/Magic2/MaterialDialog.cpp @@ -0,0 +1,717 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: MaterialDialog.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Material Editor Dialog interface file +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "MagicView.h" +#include "MaterialDialog.h" +#include "Selection.h" +#include "Selector.h" +#include "Thumbnail.h" + +#include "Bitmap.h" +#include "Polygon.h" +#include "Solid.h" +#include "Video.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +inline int BlendModeToSelection(int mode) +{ + switch (mode) { + case Material::MTL_SOLID: return 0; + case Material::MTL_TRANSLUCENT: return 1; + case Material::MTL_ADDITIVE: return 2; + } + + return 0; +} + +inline int SelectionToBlendMode(int sel) +{ + switch (sel) { + case 0: return Material::MTL_SOLID; + case 1: return Material::MTL_TRANSLUCENT; + case 2: return Material::MTL_ADDITIVE; + } + + return Material::MTL_SOLID; +} + +// +--------------------------------------------------------------------+ +// MaterialDialog dialog +// +--------------------------------------------------------------------+ + +static Material emergency_material; + +MaterialDialog::MaterialDialog(MagicView* pParent /*=NULL*/) + : CDialog(MaterialDialog::IDD, pParent), solid(0), material(0), doc(0) +{ + //{{AFX_DATA_INIT(MaterialDialog) + mAmbientValue = 0.0; + mBrillianceValue = 0.0; + mBumpValue = 0.0; + mDiffuseValue = 0.0; + mEmissiveValue = 0.0; + mMaterialName = _T(""); + mPowerValue = 0.0; + mSpecularValue = 0.0; + mSpecularTexture = _T(""); + mDiffuseTexture = _T(""); + mBumpTexture = _T(""); + mEmissiveTexture = _T(""); + mMaterialShader = _T(""); + //}}AFX_DATA_INIT + + doc = pParent->GetDocument(); + + if (doc && doc->GetSolid()) { + solid = doc->GetSolid(); + + Selection* seln = doc->GetSelection(); + + if (seln->GetPolys().size() > 0) { + material = seln->GetPolys().first()->material; + } + } +} + +MaterialDialog::~MaterialDialog() +{ +} + + +void MaterialDialog::DoDataExchange(CDataExchange* pDX) +{ + CDialog::DoDataExchange(pDX); + //{{AFX_DATA_MAP(MaterialDialog) + DDX_Control(pDX, IDC_SHADOW, mShadowList); + DDX_Control(pDX, IDC_BLEND_MODE, mBlendModeList); + DDX_Control(pDX, IDC_MATERIAL_LIST, mMaterialList); + DDX_Control(pDX, IDC_MATERIAL_PREVIEW, mMaterialThumb); + DDX_Control(pDX, IDC_SPECULAR_COLOR, mSpecularColor); + DDX_Control(pDX, IDC_EMISSIVE_COLOR, mEmissiveColor); + DDX_Control(pDX, IDC_DIFFUSE_COLOR, mDiffuseColor); + DDX_Control(pDX, IDC_AMBIENT_COLOR, mAmbientColor); + DDX_Text(pDX, IDC_AMBIENT_VALUE, mAmbientValue); + DDX_Text(pDX, IDC_BRILLIANCE_VALUE, mBrillianceValue); + DDX_Text(pDX, IDC_BUMP_VALUE, mBumpValue); + DDX_Text(pDX, IDC_DIFFUSE_VALUE, mDiffuseValue); + DDX_Text(pDX, IDC_EMISSIVE_VALUE, mEmissiveValue); + DDX_Text(pDX, IDC_MATERIAL_NAME, mMaterialName); + DDX_Text(pDX, IDC_POWER_VALUE, mPowerValue); + DDX_Text(pDX, IDC_SPECULAR_VALUE, mSpecularValue); + DDX_Text(pDX, IDC_SPECULAR_TEXTURE, mSpecularTexture); + DDX_Text(pDX, IDC_DIFFUSE_TEXTURE, mDiffuseTexture); + DDX_Text(pDX, IDC_BUMP_TEXTURE, mBumpTexture); + DDX_Text(pDX, IDC_EMISSIVE_TEXTURE, mEmissiveTexture); + DDX_Text(pDX, IDC_MATERIAL_SHADER, mMaterialShader); + //}}AFX_DATA_MAP + + if (!pDX->m_bSaveAndValidate) { + if (solid && solid->GetModel()) { + mMaterialList.ResetContent(); + + Model* model = solid->GetModel(); + for (int i = 0; i < model->NumMaterials(); i++) { + Material* m = model->GetMaterials()[i]; + mMaterialList.AddString(m->name); + + if (m == material) + mMaterialList.SetCurSel(i); + } + } + + if (mBlendModeList.GetSafeHwnd()) + mBlendModeList.SetCurSel(BlendModeToSelection(material->blend)); + + if (mShadowList.GetSafeHwnd()) + mShadowList.SetCurSel(material->shadow); + } +} + + +BEGIN_MESSAGE_MAP(MaterialDialog, CDialog) + //{{AFX_MSG_MAP(MaterialDialog) + ON_WM_PAINT() + ON_BN_CLICKED(IDC_AMBIENT_COLOR, OnAmbientColor) + ON_BN_CLICKED(IDC_DIFFUSE_COLOR, OnDiffuseColor) + ON_BN_CLICKED(IDC_EMISSIVE_COLOR, OnEmissiveColor) + ON_BN_CLICKED(IDC_SPECULAR_COLOR, OnSpecularColor) + ON_WM_DRAWITEM() + ON_EN_CHANGE(IDC_AMBIENT_VALUE, OnChangeMaterialValue) + ON_BN_CLICKED(IDC_FILE_DIFFUSE, OnFileDiffuse) + ON_BN_CLICKED(IDC_FILE_SPECULAR, OnFileSpecular) + ON_BN_CLICKED(IDC_FILE_EMISSIVE, OnFileEmissive) + ON_BN_CLICKED(IDC_FILE_BUMP, OnFileBump) + ON_EN_CHANGE(IDC_DIFFUSE_TEXTURE, OnChangeDiffuseTexture) + ON_EN_CHANGE(IDC_SPECULAR_TEXTURE, OnChangeSpecularTexture) + ON_EN_CHANGE(IDC_EMISSIVE_TEXTURE, OnChangeEmissiveTexture) + ON_EN_CHANGE(IDC_BUMP_TEXTURE, OnChangeBumpTexture) + ON_EN_CHANGE(IDC_MATERIAL_NAME, OnChangeMaterialName) + ON_LBN_SELCHANGE(IDC_MATERIAL_LIST, OnSelectMaterial) + ON_BN_CLICKED(IDC_SELECT_POLYS, OnSelectPolys) + ON_BN_CLICKED(IDC_NEW_MATERIAL, OnNewMaterial) + ON_BN_CLICKED(IDC_DEL_MATERIAL, OnDelMaterial) + ON_CBN_SELCHANGE(IDC_BLEND_MODE, OnSelectBlendMode) + ON_CBN_SELCHANGE(IDC_SHADOW, OnSelectShadow) + ON_EN_CHANGE(IDC_BRILLIANCE_VALUE, OnChangeMaterialValue) + ON_EN_CHANGE(IDC_BUMP_VALUE, OnChangeMaterialValue) + ON_EN_CHANGE(IDC_DIFFUSE_VALUE, OnChangeMaterialValue) + ON_EN_CHANGE(IDC_EMISSIVE_VALUE, OnChangeMaterialValue) + ON_EN_CHANGE(IDC_POWER_VALUE, OnChangeMaterialValue) + ON_EN_CHANGE(IDC_SPECULAR_VALUE, OnChangeMaterialValue) + ON_EN_CHANGE(IDC_MATERIAL_SHADER, OnChangeMaterialShader) + //}}AFX_MSG_MAP +END_MESSAGE_MAP() + +// +--------------------------------------------------------------------+ + +void MaterialDialog::UpdateMaterial() +{ + if (material) { + UpdateData(); + + strcpy_s(material->name, mMaterialName); + strcpy_s(material->shader, mMaterialShader); + + material->ambient_value = mAmbientValue; + material->diffuse_value = mDiffuseValue; + material->specular_value = mSpecularValue; + material->emissive_value = mEmissiveValue; + material->power = mPowerValue; + material->brilliance = mBrillianceValue; + material->bump = mBumpValue; + material->blend = SelectionToBlendMode(mBlendModeList.GetCurSel()); + material->shadow = mShadowList.GetCurSel() ? true : false; + + material->Ka = ColorValue(material->ambient_color) * material->ambient_value; + material->Kd = ColorValue(material->diffuse_color) * material->diffuse_value; + material->Ks = ColorValue(material->specular_color) * material->specular_value; + material->Ke = ColorValue(material->emissive_color) * material->emissive_value; + + material->CreateThumbnail(); + + InvalidateRect(NULL, FALSE); + } +} + +// +--------------------------------------------------------------------+ +// MaterialDialog message handlers +// +--------------------------------------------------------------------+ + +BOOL MaterialDialog::OnInitDialog() +{ + if (solid && solid->GetModel() && !material) { + Model* model = solid->GetModel(); + + if (model->NumMaterials() > 0) + material = model->GetMaterials().first(); + } + + if (!material) + material = &emergency_material; + + mMaterialName = material->name; + mMaterialShader = material->shader; + mAmbientValue = material->ambient_value; + mDiffuseValue = material->diffuse_value; + mSpecularValue = material->specular_value; + mEmissiveValue = material->emissive_value; + mPowerValue = material->power; + mBrillianceValue = material->brilliance; + mBumpValue = material->bump; + + mDiffuseTexture = material->tex_diffuse ? + material->tex_diffuse->GetFilename() : ""; + + mSpecularTexture = material->tex_specular ? + material->tex_specular->GetFilename() : ""; + + mEmissiveTexture = material->tex_emissive ? + material->tex_emissive->GetFilename() : ""; + + mBumpTexture = material->tex_bumpmap ? + material->tex_bumpmap->GetFilename() : ""; + + CDialog::OnInitDialog(); + + UpdateMaterial(); + + return TRUE; // return TRUE unless you set the focus to a control + // EXCEPTION: OCX Property Pages should return FALSE +} + +void MaterialDialog::OnPaint() +{ + CPaintDC dc(this); // device context for painting + + if (material && material->thumbnail) { + ThumbPreview(mMaterialThumb.GetSafeHwnd(), material->thumbnail); + } +} + +void MaterialDialog::OnAmbientColor() +{ + if (material) { + Color c = material->ambient_color; + COLORREF crgb = RGB(c.Red(), c.Green(), c.Blue()); + CColorDialog chooser(crgb); + + if (chooser.DoModal() == IDOK) { + crgb = chooser.GetColor(); + material->ambient_color = Color(GetRValue(crgb), GetGValue(crgb), GetBValue(crgb)); + UpdateMaterial(); + } + } +} + +void MaterialDialog::OnDiffuseColor() +{ + if (material) { + Color c = material->diffuse_color; + COLORREF crgb = RGB(c.Red(), c.Green(), c.Blue()); + CColorDialog chooser(crgb); + + if (chooser.DoModal() == IDOK) { + crgb = chooser.GetColor(); + material->diffuse_color = Color(GetRValue(crgb), GetGValue(crgb), GetBValue(crgb)); + UpdateMaterial(); + } + } +} + +void MaterialDialog::OnSpecularColor() +{ + if (material) { + Color c = material->specular_color; + COLORREF crgb = RGB(c.Red(), c.Green(), c.Blue()); + CColorDialog chooser(crgb); + + if (chooser.DoModal() == IDOK) { + crgb = chooser.GetColor(); + material->specular_color = Color(GetRValue(crgb), GetGValue(crgb), GetBValue(crgb)); + UpdateMaterial(); + } + } +} + +void MaterialDialog::OnEmissiveColor() +{ + if (material) { + Color c = material->emissive_color; + COLORREF crgb = RGB(c.Red(), c.Green(), c.Blue()); + CColorDialog chooser(crgb); + + if (chooser.DoModal() == IDOK) { + crgb = chooser.GetColor(); + material->emissive_color = Color(GetRValue(crgb), GetGValue(crgb), GetBValue(crgb)); + UpdateMaterial(); + } + } +} + +void MaterialDialog::OnDrawItem(int nIDCtl, LPDRAWITEMSTRUCT lpDrawItemStruct) +{ + CWnd* wnd = GetDlgItem(nIDCtl); + Color c = Color::LightGray; + + if (material) { + if (wnd->GetSafeHwnd() == mAmbientColor.GetSafeHwnd()) + c = material->ambient_color; + + else if (wnd->GetSafeHwnd() == mDiffuseColor.GetSafeHwnd()) + c = material->diffuse_color; + + else if (wnd->GetSafeHwnd() == mSpecularColor.GetSafeHwnd()) + c = material->specular_color; + + else if (wnd->GetSafeHwnd() == mEmissiveColor.GetSafeHwnd()) + c = material->emissive_color; + } + + CBrush brush(RGB(c.Red(), c.Green(), c.Blue())); + + ::FillRect(lpDrawItemStruct->hDC, + &lpDrawItemStruct->rcItem, + brush); + + CDialog::OnDrawItem(nIDCtl, lpDrawItemStruct); +} + +// +--------------------------------------------------------------------+ + +void MaterialDialog::OnChangeMaterialValue() +{ + UpdateMaterial(); +} + +// +--------------------------------------------------------------------+ + +void MaterialDialog::OnFileTexture(int type) +{ + if (!material) + return; + + char filename[512]; + filename[0] = '\0'; + CFileDialog ofd(TRUE, "pcx"); + + ofd.m_ofn.lpstrFilter = "All Image Files\0*.bmp; *.dds; *.jpg; *.pcx; *.png; *.tga\0Bitmap Files (*.bmp)\0*.bmp\0JPEG Files (*.jpg)\0*.pcx\0PCX Files (*.pcx)\0*.pcx\0PNG Files (*.png)\0*.png\0Truevision Targa Files (*.tga)\0*.png\0All Files\0*.*\0\0"; + ofd.m_ofn.lpstrFile = filename; + ofd.m_ofn.nMaxFile = sizeof(filename); + + if (ofd.DoModal() != IDOK) + return; + + char tex_name[512]; + sprintf_s(tex_name, "%s", ofd.GetFileName().GetBuffer(0)); + + ChangeFileTexture(tex_name, type); +} + +void MaterialDialog::ChangeFileTexture(char* fname, int type) +{ + Bitmap* bmp = 0; + + LoadTexture(fname, bmp); + + if (bmp) { + switch (type) { + case 0: + material->tex_diffuse = bmp; + mDiffuseTexture = fname; + break; + + case 1: + material->tex_specular = bmp; + mSpecularTexture = fname; + break; + + case 2: + material->tex_emissive = bmp; + mEmissiveTexture = fname; + break; + + case 3: + material->tex_bumpmap = bmp; + mBumpTexture = fname; + break; + } + + UpdateData(FALSE); + UpdateMaterial(); + } +} + +void MaterialDialog::OnFileDiffuse() +{ + OnFileTexture(0); +} + +void MaterialDialog::OnFileSpecular() +{ + OnFileTexture(1); +} + +void MaterialDialog::OnFileEmissive() +{ + OnFileTexture(2); +} + +void MaterialDialog::OnFileBump() +{ + OnFileTexture(3); +} + +void MaterialDialog::OnChangeDiffuseTexture() +{ + if (material) { + UpdateData(); + + if (mDiffuseTexture.GetLength() < 1) { + material->tex_diffuse = 0; + UpdateMaterial(); + return; + } + + char* filename = mDiffuseTexture.LockBuffer(); + ChangeFileTexture(filename, 0); + mDiffuseTexture.UnlockBuffer(); + } +} + +void MaterialDialog::OnChangeSpecularTexture() +{ + if (material) { + UpdateData(); + + if (mSpecularTexture.GetLength() < 1) { + material->tex_specular = 0; + UpdateMaterial(); + return; + } + + char* filename = mSpecularTexture.LockBuffer(); + ChangeFileTexture(filename, 1); + mSpecularTexture.UnlockBuffer(); + } +} + +void MaterialDialog::OnChangeEmissiveTexture() +{ + if (material) { + UpdateData(); + + if (mEmissiveTexture.GetLength() < 1) { + material->tex_emissive = 0; + UpdateMaterial(); + return; + } + + char* filename = mEmissiveTexture.LockBuffer(); + ChangeFileTexture(filename, 2); + mEmissiveTexture.UnlockBuffer(); + } +} + +void MaterialDialog::OnChangeBumpTexture() +{ + if (material) { + UpdateData(); + + if (mBumpTexture.GetLength() < 1) { + material->tex_bumpmap = 0; + UpdateMaterial(); + return; + } + + char* filename = mBumpTexture.LockBuffer(); + ChangeFileTexture(filename, 3); + mBumpTexture.UnlockBuffer(); + } +} + +// +--------------------------------------------------------------------+ + +void MaterialDialog::OnChangeMaterialName() +{ + if (material) { + UpdateData(); + strcpy_s(material->name, mMaterialName); + } +} + +void MaterialDialog::OnChangeMaterialShader() +{ + if (material) { + UpdateData(); + strcpy_s(material->shader, mMaterialShader); + } +} + +void MaterialDialog::OnSelectMaterial() +{ + int selected = mMaterialList.GetCurSel(); + Material* mtl = 0; + + if (solid && solid->GetModel()) { + Model* model = solid->GetModel(); + + if (model->NumMaterials() > 0 && selected < model->NumMaterials()) + mtl = model->GetMaterials()[selected]; + } + + if (!mtl) + mtl = &emergency_material; + + if (material != mtl) { + material = mtl; + + mMaterialName = material->name; + mMaterialShader = material->shader; + mAmbientValue = material->ambient_value; + mDiffuseValue = material->diffuse_value; + mSpecularValue = material->specular_value; + mEmissiveValue = material->emissive_value; + mPowerValue = material->power; + mBrillianceValue = material->brilliance; + mBumpValue = material->bump; + + mDiffuseTexture = material->tex_diffuse ? + material->tex_diffuse->GetFilename() : ""; + + mSpecularTexture = material->tex_specular ? + material->tex_specular->GetFilename() : ""; + + mEmissiveTexture = material->tex_emissive ? + material->tex_emissive->GetFilename() : ""; + + mBumpTexture = material->tex_bumpmap ? + material->tex_bumpmap->GetFilename() : ""; + + if (mBlendModeList.GetSafeHwnd()) + mBlendModeList.SetCurSel(BlendModeToSelection(material->blend)); + + if (mShadowList.GetSafeHwnd()) + mShadowList.SetCurSel(material->shadow); + + UpdateData(FALSE); + UpdateMaterial(); + } +} + +// +--------------------------------------------------------------------+ + +void MaterialDialog::OnNewMaterial() +{ + if (solid && material && material != &emergency_material) { + Model* model = solid->GetModel(); + Material* mtl = new Material; + + if (model && mtl) { + mtl->Ka = Color::DarkGray; + mtl->Kd = Color::LightGray; + mtl->Ks = ColorValue(0.1f,0.1f,0.1f); + mtl->power = 10.0f; + + mtl->ambient_value = 0.2f; + mtl->ambient_color = Color::DarkGray; + mtl->diffuse_value = 0.8f; + mtl->diffuse_color = Color::LightGray; + mtl->specular_value = 0.5f; + mtl->specular_color = Color::White; + strcpy_s(mtl->name, "(new)"); + + model->GetMaterials().append(mtl); + + material = 0; + mMaterialList.AddString(mtl->name); + mMaterialList.SetCurSel(model->NumMaterials()-1); + + mBlendModeList.SetCurSel(0); + mShadowList.SetCurSel(1); + + OnSelectMaterial(); + } + } +} + +void MaterialDialog::OnDelMaterial() +{ + if (solid && material && material != &emergency_material) { + Model* model = solid->GetModel(); + + // do not delete the last material: + if (model->NumMaterials() > 1 && model->GetMaterials().contains(material)) { + Material* mtl = model->GetMaterials().first(); + + if (mtl == material) + mtl = model->GetMaterials()[1]; + + // reassign the material for any polys and segments + // that are using the one we are about to delete: + ListIter<Surface> iter = model->GetSurfaces(); + + while (++iter) { + Surface* s = iter.value(); + + for (int i = 0; i < s->NumPolys(); i++) { + Poly* p = s->GetPolys() + i; + + if (p->material == material) { + p->material = mtl; + } + } + + ListIter<Segment> seg_iter = s->GetSegments(); + while (++seg_iter) { + Segment* segment = seg_iter.value(); + if (segment->material == material) + segment->material = mtl; + } + } + + // now delete the material: + model->GetMaterials().remove(material); + delete material; + + material = 0; + mMaterialList.SetCurSel(0); + OnSelectMaterial(); + } + } +} + +void MaterialDialog::OnSelectPolys() +{ + if (solid && doc && doc->GetSelector()) { + Selector* selector = doc->GetSelector(); + + if (!material || material == &emergency_material) + selector->SelectMaterial(0); + else + selector->SelectMaterial(material); + } +} + +void MaterialDialog::OnSelectBlendMode() +{ + if (material) + material->blend = SelectionToBlendMode(mBlendModeList.GetCurSel()); +} + +void MaterialDialog::OnSelectShadow() +{ + if (material) + material->shadow = mShadowList.GetCurSel() ? true : false; +} + +void MaterialDialog::OnOK() +{ + Video* video = Video::GetInstance(); + if (video) + video->InvalidateCache(); + + CDialog::OnOK(); +} diff --git a/Magic2/MaterialDialog.h b/Magic2/MaterialDialog.h new file mode 100644 index 0000000..24f33b4 --- /dev/null +++ b/Magic2/MaterialDialog.h @@ -0,0 +1,141 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: MaterialDialog.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Material Editor Dialog interface file +*/ + +#if !defined(AFX_MATERIALDIALOG_H__DD978D83_EB03_479B_92A4_D1FCC333BECA__INCLUDED_) +#define AFX_MATERIALDIALOG_H__DD978D83_EB03_479B_92A4_D1FCC333BECA__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif + +// +--------------------------------------------------------------------+ + +class MagicDoc; +class MagicView; +struct Material; + +// +--------------------------------------------------------------------+ +// MaterialDialog dialog +// +--------------------------------------------------------------------+ + +class MaterialDialog : public CDialog +{ +// Construction +public: + MaterialDialog(MagicView* pParent = NULL); + virtual ~MaterialDialog(); + +// Dialog Data + //{{AFX_DATA(MaterialDialog) + enum { IDD = IDD_MODIFY_MATERIAL }; + CComboBox mShadowList; + CComboBox mBlendModeList; + CListBox mMaterialList; + CStatic mMaterialThumb; + CStatic mSpecularColor; + CStatic mEmissiveColor; + CStatic mDiffuseColor; + CStatic mAmbientColor; + float mAmbientValue; + float mBrillianceValue; + float mBumpValue; + float mDiffuseValue; + float mEmissiveValue; + CString mMaterialName; + float mPowerValue; + float mSpecularValue; + CString mSpecularTexture; + CString mDiffuseTexture; + CString mBumpTexture; + CString mEmissiveTexture; + CString mMaterialShader; + //}}AFX_DATA + + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(MaterialDialog) + protected: + virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support + //}}AFX_VIRTUAL + +// Implementation +protected: + void UpdateMaterial(); + void OnFileTexture(int type); + void ChangeFileTexture(char* fname, int type); + + MagicDoc* doc; + Solid* solid; + Material* material; + + // Generated message map functions + //{{AFX_MSG(MaterialDialog) + virtual BOOL OnInitDialog(); + afx_msg void OnPaint(); + afx_msg void OnAmbientColor(); + afx_msg void OnDiffuseColor(); + afx_msg void OnEmissiveColor(); + afx_msg void OnSpecularColor(); + afx_msg void OnDrawItem(int nIDCtl, LPDRAWITEMSTRUCT lpDrawItemStruct); + afx_msg void OnChangeMaterialValue(); + afx_msg void OnFileDiffuse(); + afx_msg void OnFileSpecular(); + afx_msg void OnFileEmissive(); + afx_msg void OnFileBump(); + afx_msg void OnChangeDiffuseTexture(); + afx_msg void OnChangeSpecularTexture(); + afx_msg void OnChangeEmissiveTexture(); + afx_msg void OnChangeBumpTexture(); + afx_msg void OnChangeMaterialName(); + afx_msg void OnSelectMaterial(); + afx_msg void OnSelectPolys(); + afx_msg void OnNewMaterial(); + afx_msg void OnDelMaterial(); + afx_msg void OnSelectBlendMode(); + afx_msg void OnSelectShadow(); + virtual void OnOK(); + afx_msg void OnChangeMaterialShader(); + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif diff --git a/Magic2/ModelFile3DS.cpp b/Magic2/ModelFile3DS.cpp new file mode 100644 index 0000000..7094f00 --- /dev/null +++ b/Magic2/ModelFile3DS.cpp @@ -0,0 +1,307 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelFile3DS.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for 3DStudio MAX 3DS format models +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "ModelFile3DS.h" + +#include "Bitmap.h" +#include "Polygon.h" +#include "Text.h" +#include "List.h" +#include "l3ds.h" + +// +--------------------------------------------------------------------+ + +ModelFile3DS::ModelFile3DS(const char* fname) + : ModelFile(fname) +{ +} + +ModelFile3DS::~ModelFile3DS() +{ +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return 1; + + return -1; +} + +bool +ModelFile3DS::Load(Model* model, double scale) +{ + if (model && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(model, scale); + + L3DS loader; + + if (!loader.LoadFile(filename)) { + ::MessageBox(0, "3DS Import Failed: Magic could not open the file for reading", "ERROR", MB_OK); + return false; + } + + int ntex = 0; + int nsurfs = 0; + int nverts = 0; + int npolys = 0; + int nmatls = 0; + int nmeshs = loader.GetMeshCount(); + + int* mesh_verts = new int[nmeshs]; + + for (int m = 0; m < nmeshs; m++) { + LMesh& mesh = loader.GetMesh(m); + + mesh_verts[m] = nverts; + + // count verts and polys: + nverts += mesh.GetVertexCount(); + npolys += mesh.GetTriangleCount(); + } + + if (nverts > Model::MAX_VERTS || npolys > Model::MAX_POLYS) { + ::MessageBox(0, "3DS Import Failed: model was too large (max 16000 polys)", "ERROR", MB_OK); + delete [] mesh_verts; + return FALSE; + } + + // get materials: + nmatls = loader.GetMaterialCount(); + + for (int i = 0; i < nmatls; i++) { + LMaterial& matl = loader.GetMaterial(i); + LMap& tex_diff = matl.GetTextureMap1(); + LMap& tex_spec = matl.GetSpecularMap(); + LMap& tex_bump = matl.GetBumpMap(); + LMap& tex_glow = matl.GetTextureMap2(); + + Material* material = new Material; + + strncpy(material->name, matl.GetName().c_str(), Material::NAMELEN); + + material->Ka.Set( matl.GetAmbientColor().r, + matl.GetAmbientColor().g, + matl.GetAmbientColor().b ); + + material->ambient_value = 1.0f; + material->ambient_color = material->Ka.ToColor(); + + material->Kd.Set( matl.GetDiffuseColor().r, + matl.GetDiffuseColor().g, + matl.GetDiffuseColor().b ); + + material->diffuse_value = 1.0f; + material->diffuse_color = material->Kd.ToColor(); + + material->Ks.Set( matl.GetSpecularColor().r, + matl.GetSpecularColor().g, + matl.GetSpecularColor().b ); + + material->specular_value = 1.0f; + material->specular_color = material->Ks.ToColor(); + + material->power = matl.GetShininess() * 100; + + if (tex_diff.mapName[0]) + LoadTexture(tex_diff.mapName, material->tex_diffuse); + + if (tex_spec.mapName[0]) + LoadTexture(tex_spec.mapName, material->tex_specular); + + if (tex_bump.mapName[0]) + LoadTexture(tex_bump.mapName, material->tex_bumpmap); + + if (tex_glow.mapName[0]) + LoadTexture(tex_glow.mapName, material->tex_emissive); + + model->GetMaterials().append(material); + } + + Surface* surface = new Surface; + model->GetSurfaces().append(surface); + + surface->CreateVerts(nverts); + surface->CreatePolys(npolys); + + VertexSet* vset = surface->GetVertexSet(); + Poly* polys = surface->GetPolys(); + float radius = 0; + int v = 0; + + for (int m = 0; m < nmeshs && v < nverts; m++) { + LMesh& mesh = loader.GetMesh(m); + + // read vertex set: + for (int i = 0; i < mesh.GetVertexCount() && v < nverts; i++) { + vset->loc[v].x = mesh.GetVertex(i).x; + vset->loc[v].y = mesh.GetVertex(i).z; + vset->loc[v].z = mesh.GetVertex(i).y; + + vset->nrm[v].x = mesh.GetNormal(i).x; + vset->nrm[v].y = mesh.GetNormal(i).z; + vset->nrm[v].z = mesh.GetNormal(i).y; + + vset->tu[v] = mesh.GetUV(i).x; + vset->tv[v] = mesh.GetUV(i).y; + + float d = vset->loc[v].length(); + if (d > radius) + radius = d; + + v++; + } + } + + if (radius < 16) { + model->ScaleBy(256.0f / radius); + radius = 256.0f; + } + + int n = 0; + + for (int m = 0; m < nmeshs && n < npolys; m++) { + LMesh& mesh = loader.GetMesh(m); + + // read polys: + int mesh_tris = mesh.GetTriangleCount(); + for (int i = 0; i < mesh_tris && n < npolys; i++) { + Poly* p = surface->GetPolys() + n++; + const LTriangle& tri = mesh.GetTriangle(i); + LTriangle2 tri2 = mesh.GetTriangle2(i); + + p->nverts = 3; + + p->verts[0] = tri.a + mesh_verts[m]; + p->verts[1] = tri.b + mesh_verts[m]; + p->verts[2] = tri.c + mesh_verts[m]; + + if (p->verts[0] > nverts || p->verts[1] > nverts || p->verts[2] > nverts) { + p->verts[0] = 0; + p->verts[1] = 1; + p->verts[2] = 2; + } + + if (tri2.vertexNormals[0] == tri2.vertexNormals[1] && + tri2.vertexNormals[0] == tri2.vertexNormals[2]) + p->flatness = 1.0f; + else + p->flatness = 0.0f; + + p->vertex_set = vset; + p->material = model->GetMaterials()[ tri2.materialId ]; + p->sortval = tri2.materialId; + + p->plane = Plane(vset->loc[ p->verts[0] ], + vset->loc[ p->verts[2] ], + vset->loc[ p->verts[1] ]); + + surface->AddIndices(p->nverts); + } + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = radius; + + model->Normalize(); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFile3DS::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + + FILE* f = fopen(filename, "w"); + if (!f) { + ::MessageBox(0, "3DS Export Failed: Magic could not open the file for writing", "ERROR", MB_OK); + return false; + } + + fclose(f); + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ diff --git a/Magic2/ModelFile3DS.h b/Magic2/ModelFile3DS.h new file mode 100644 index 0000000..19a255a --- /dev/null +++ b/Magic2/ModelFile3DS.h @@ -0,0 +1,61 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelFile3DS.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for 3DStudio MAX 3DS format models +*/ + +#ifndef ModelFile3DS_h +#define ModelFile3DS_h + +#include "Solid.h" + +// +--------------------------------------------------------------------+ + +class ModelFile3DS : public ModelFile +{ +public: + ModelFile3DS(const char* fname); + virtual ~ModelFile3DS(); + + virtual bool Load(Model* m, double scale=1.0); + virtual bool Save(Model* m); + +protected: +}; + +// +--------------------------------------------------------------------+ + +#endif ModelFile3DS_h + diff --git a/Magic2/ModelFileMAG.cpp b/Magic2/ModelFileMAG.cpp new file mode 100644 index 0000000..51c6a46 --- /dev/null +++ b/Magic2/ModelFileMAG.cpp @@ -0,0 +1,849 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelFileMAG.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for MAG format models +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "ModelFileMAG.h" + +#include "Bitmap.h" +#include "Polygon.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +struct MaterialMag6 { + char name[Material::NAMELEN]; + char shader[Material::NAMELEN]; + float power; // highlight sharpness (big=shiny) + float brilliance; // diffuse power function + float bump; // bump level (0=none) + DWORD blend; // alpha blend type + bool shadow; // material casts shadow + bool luminous; // verts have their own lighting + + Color ambient_color; + Color diffuse_color; + Color specular_color; + Color emissive_color; + + float ambient_value; + float diffuse_value; + float specular_value; + float emissive_value; + + BYTE tex_diffuse; + BYTE tex_specular; + BYTE tex_bumpmap; + BYTE tex_emissive; +}; + +// +--------------------------------------------------------------------+ + +ModelFileMAG::ModelFileMAG(const char* fname) + : ModelFile(fname) +{ +} + +ModelFileMAG::~ModelFileMAG() +{ +} + +// +--------------------------------------------------------------------+ + +bool +ModelFileMAG::Load(Model* m, double scale) +{ + if (m && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(m, scale); + + bool result = false; + FILE* fp = fopen(filename, "rb"); + + // check MAG file: + if (!fp) { + ::MessageBox(0, "File Open Failed:\nMagic could not open the requested file.", "ERROR", MB_OK); + return result; + } + + ZeroMemory(pname, 64); + strncpy(pname, filename, 63); + + char file_id[5]; + fread(file_id, 4, 1, fp); + file_id[4] = '\0'; + int version = 1; + + if (!strcmp(file_id, "MAG6")) { + version = 6; + } + else if (!strcmp(file_id, "MAG5")) { + version = 5; + } + else if (!strcmp(file_id, "MAG4")) { + version = 4; + } + else { + ::MessageBox(0, "File Open Failed:\nThe requested file uses an invalid format.", "ERROR", MB_OK); + fclose(fp); + return result; + } + + // get ready to load, delete existing model: + m->GetSurfaces().destroy(); + m->GetMaterials().destroy(); + *pnverts = 0; + *pnpolys = 0; + + // now load the model: + switch (version) { + case 4: + case 5: + result = LoadMag5(fp, m, scale); + break; + + case 6: + result = LoadMag6(fp, m, scale); + break; + + default: + break; + } + + fclose(fp); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFileMAG::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + + FILE* fp = fopen(filename, "wb"); + if (!fp) { + ::MessageBox(0, "Save Failed:\nMagic could not open the file for writing.", "ERROR", MB_OK); + return FALSE; + } + + fwrite("MAG6", 4, 1, fp); + + int i = 0; + int ntex = 0; + int nmtls = 0; + int nsurfs = m->NumSurfaces(); + List<Bitmap> textures; + + ListIter<Material> m_iter = m->GetMaterials(); + while (++m_iter) { + Material* mtl = m_iter.value(); + Bitmap* bmp = mtl->tex_diffuse; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + bmp = mtl->tex_specular; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + bmp = mtl->tex_emissive; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + bmp = mtl->tex_bumpmap; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + nmtls++; + } + + ListIter<Bitmap> t_iter = textures; + while (++t_iter) { + Bitmap* bmp = t_iter.value(); + ntex += strlen(bmp->GetFilename()) + 1; + } + + nsurfs = m->GetSurfaces().size(); + + fwrite(&ntex, 4, 1, fp); + fwrite(&nmtls, 4, 1, fp); + fwrite(&nsurfs, 4, 1, fp); + + if (ntex) { + t_iter.reset(); + while (++t_iter) { + Bitmap* bmp = t_iter.value(); + + fwrite(bmp->GetFilename(), + strlen(bmp->GetFilename()) + 1, + 1, + fp); + } + } + + if (nmtls) { + m_iter.reset(); + while (++m_iter) { + Material* mtl = m_iter.value(); + MaterialMag6 m6; + + ZeroMemory(&m6, sizeof(m6)); + + CopyMemory(m6.name, mtl->name, Material::NAMELEN); + CopyMemory(m6.shader, mtl->shader, Material::NAMELEN); + + m6.ambient_value = mtl->ambient_value; + m6.ambient_color = mtl->ambient_color; + m6.diffuse_value = mtl->diffuse_value; + m6.diffuse_color = mtl->diffuse_color; + m6.specular_value = mtl->specular_value; + m6.specular_color = mtl->specular_color; + m6.emissive_value = mtl->emissive_value; + m6.emissive_color = mtl->emissive_color; + + m6.power = mtl->power; + m6.brilliance = mtl->brilliance; + m6.bump = mtl->bump; + m6.blend = mtl->blend; + m6.shadow = mtl->shadow; + m6.luminous = mtl->luminous; + + if (mtl->tex_diffuse) + m6.tex_diffuse = textures.index(mtl->tex_diffuse) + 1; + + if (mtl->tex_specular) + m6.tex_specular = textures.index(mtl->tex_specular) + 1; + + if (mtl->tex_emissive) + m6.tex_emissive = textures.index(mtl->tex_emissive) + 1; + + if (mtl->tex_bumpmap) + m6.tex_bumpmap = textures.index(mtl->tex_bumpmap) + 1; + + fwrite(&m6, sizeof(m6), 1, fp); + } + } + + ListIter<Surface> s_iter = m->GetSurfaces(); + while (++s_iter) { + Surface* s = s_iter.value(); + + int nverts = s->NumVerts(); + int npolys = s->NumPolys(); + BYTE namelen = strlen(s->Name()) + 1; + + fwrite(&nverts, 4, 1, fp); + fwrite(&npolys, 4, 1, fp); + fwrite(&namelen, 1, 1, fp); + fwrite(s->Name(), 1, namelen, fp); + + VertexSet* vset = s->GetVertexSet(); + Poly* polys = s->GetPolys(); + + // write vertex set: + for (int v = 0; v < nverts; v++) { + fwrite(&vset->loc[v], sizeof(float), 3, fp); + fwrite(&vset->nrm[v], sizeof(float), 3, fp); + fwrite(&vset->tu[v], sizeof(float), 1, fp); + fwrite(&vset->tv[v], sizeof(float), 1, fp); + } + + // write polys: + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + BYTE poly_nverts = (BYTE) poly.nverts; + BYTE material_index = 0; + WORD poly_verts[8]; + + m_iter.reset(); + while (++m_iter && !material_index) { + if (poly.material == m_iter.value()) + material_index = m_iter.index() + 1; + } + + for (int i = 0; i < poly_nverts; i++) { + poly_verts[i] = poly.verts[i]; + } + + fwrite(&poly_nverts, sizeof(BYTE), 1, fp); + fwrite(&material_index, sizeof(BYTE), 1, fp); + fwrite(&poly_verts[0], sizeof(WORD), poly_nverts, fp); + } + } + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +struct HomogenousPlane +{ + double distance; + double normal_x; + double normal_y; + double normal_z; + double normal_w; +}; + +static void LoadPlane(Plane& p, FILE* fp) +{ + HomogenousPlane tmp; + fread(&tmp, sizeof(HomogenousPlane), 1, fp); +} + +static void LoadFlags(LPDWORD flags, FILE* fp) +{ + DWORD magic_flags; + fread(&magic_flags, sizeof(DWORD), 1, fp); + + /** MAGIC FLAGS + enum { FLAT_SHADED = 1, + LUMINOUS = 2, + TRANSLUCENT = 4, \\ must swap + CHROMAKEY = 8, // these two + FOREGROUND = 16, -- not used + WIREFRAME = 32, -- not used + SPECULAR1 = 64, + SPECULAR2 = 128 }; + ***/ + + const DWORD magic_mask = 0x0fc3; + + *flags = magic_flags & magic_mask; +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return -1; + + return 1; +} + +bool +ModelFileMAG::LoadMag5(FILE* fp, Model* m, double scale) +{ + bool result = false; + int ntex = 0; + int nsurfs = 0; + double radius = 0; + + fread(&ntex, sizeof(ntex), 1, fp); + fread(&nsurfs, sizeof(nsurfs), 1, fp); + + // create a default gray material: + Material* mtl = new Material; + + if (mtl) { + mtl->Ka = Color::DarkGray; + mtl->Kd = Color::LightGray; + mtl->Ks = ColorValue(0.1f,0.1f,0.1f); + mtl->power = 10.0f; + + mtl->ambient_value = 0.2f; + mtl->ambient_color = Color::DarkGray; + mtl->diffuse_value = 0.8f; + mtl->diffuse_color = Color::LightGray; + mtl->specular_value = 0.5f; + mtl->specular_color = Color::White; + strcpy_s(mtl->name, "(default)"); + + m->GetMaterials().append(mtl); + } + + // read texture list: + for (int i = 0; i < ntex; i++) { + Material* mtl = new Material; + char tname[32]; + + if (mtl) { + mtl->Ka = ColorValue(0.5f,0.5f,0.5f); + mtl->Kd = ColorValue(1.0f,1.0f,1.0f); + mtl->Ks = ColorValue(0.2f,0.2f,0.2f); + mtl->power = 20.0f; + + mtl->ambient_value = 1.0f; + mtl->ambient_color = Color::Gray; + mtl->diffuse_value = 1.0f; + mtl->diffuse_color = Color::White; + mtl->specular_value = 0.2f; + mtl->specular_color = Color::White; + + fread(tname, 32, 1, fp); + LoadTexture(tname, mtl->tex_diffuse, Bitmap::BMP_SOLID); + strcpy_s(mtl->name, tname); + + char* dot = strrchr(mtl->name, '.'); + if (dot) + *dot = 0; + + char* plus = strrchr(mtl->name, '+'); + if (plus) + *plus = 0; + + m->GetMaterials().append(mtl); + } + } + + int nverts = 0; + int npolys = 0; + + fread(&nverts, 4, 1, fp); + fread(&npolys, 4, 1, fp); + + // plan on creating four verts per poly: + int mag_nverts = nverts; + int next_vert = nverts; + + nverts = npolys * 4; + Surface* s = new Surface; + VertexSet* vset = 0; + Poly* polys = 0; + + if (s) { + s->SetName("default"); + s->CreateVerts(nverts); + s->CreatePolys(npolys); + + vset = s->GetVertexSet(); + polys = s->GetPolys(); + + ZeroMemory(vset->loc, nverts * sizeof(Vec3)); + ZeroMemory(vset->diffuse, nverts * sizeof(DWORD)); + ZeroMemory(vset->specular, nverts * sizeof(DWORD)); + ZeroMemory(vset->tu, nverts * sizeof(float)); + ZeroMemory(vset->tv, nverts * sizeof(float)); + ZeroMemory(vset->rw, nverts * sizeof(float)); + + // read vertex set: + int v; + for (v = 0; v < mag_nverts; v++) { + Vec3 vert, norm; + DWORD vstate; + + fread(&vert, sizeof(Vec3), 1, fp); + fread(&norm, sizeof(Vec3), 1, fp); + fread(&vstate, sizeof(DWORD), 1, fp); + + vert.SwapYZ(); + vert *= (float) scale; + + norm.SwapYZ(); + + vset->loc[v] = vert; + vset->nrm[v] = norm; + + double d = vert.length(); + if (d > radius) + radius = (float) d; + } + + while (v < nverts) + vset->nrm[v++] = Vec3(1,0,0); + + // read polys: + Vec3 dummy_center; + DWORD dummy_flags; + DWORD dummy_color; + int texture_num; + int poly_nverts; + int vert_index_buffer[32]; + float texture_index_buffer[32]; + + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + poly.vertex_set = vset; + + fread(&dummy_flags, sizeof(DWORD), 1, fp); + fread(&dummy_center, sizeof(Vec3), 1, fp); + LoadPlane(poly.plane, fp); + fread(&dummy_color, sizeof(DWORD), 1, fp); + fread(&texture_num, sizeof(int), 1, fp); + + if (texture_num >= 0 && texture_num < ntex) { + texture_num++; + + poly.material = m->GetMaterials()[texture_num]; + poly.sortval = texture_num; + + if (dummy_flags & 2) { // luminous + Material* mtl = m->GetMaterials()[texture_num]; + + mtl->ambient_value = 0.0f; + mtl->ambient_color = Color::Black; + mtl->diffuse_value = 0.0f; + mtl->diffuse_color = Color::Black; + mtl->specular_value = 0.0f; + mtl->specular_color = Color::Black; + mtl->emissive_value = 1.0f; + mtl->emissive_color = Color::White; + + mtl->Ka = ColorValue(0,0,0,0); + mtl->Kd = ColorValue(0,0,0,0); + mtl->Ks = ColorValue(0,0,0,0); + mtl->Ke = ColorValue(1,1,1,1); + + mtl->tex_emissive = mtl->tex_diffuse; + } + } + else { + poly.material = m->GetMaterials().first(); // default material + poly.sortval = 1000; + } + + // hack: store flat shaded flag in unused visible byte + poly.visible = (BYTE) (dummy_flags & 1); + + fread(&poly_nverts, sizeof(int), 1, fp); + fread(vert_index_buffer, sizeof(int), poly_nverts, fp); + + if (poly_nverts == 3) + s->AddIndices(3); + + else if (poly_nverts == 4) + s->AddIndices(6); + + poly.nverts = poly_nverts; + for (int vi = 0; vi < poly_nverts; vi++) { + int v = vert_index_buffer[vi]; + + if (vset->rw[v] > 0) { + vset->CopyVertex(next_vert, v); + v = next_vert++; + } + + vset->rw[v] = 1; + poly.verts[vi] = v; + } + + fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tu's + for (int vi = 0; vi < poly_nverts; vi++) { + int v = poly.verts[vi]; + vset->tu[v] = texture_index_buffer[vi]; + } + + fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tv's + for (int vi = 0; vi < poly_nverts; vi++) { + int v = poly.verts[vi]; + vset->tv[v] = texture_index_buffer[vi]; + } + + DWORD unused[32]; + fread(unused, 16, 1, fp); + } + + // pass 2 (adjust vertex normals for flat polys): + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + + poly.plane = Plane(vset->loc[poly.verts[0]], + vset->loc[poly.verts[2]], + vset->loc[poly.verts[1]]); + + // hack: retrieve flat shaded flag from unused visible byte + if (poly.visible) { + int poly_nverts = poly.nverts; + + for (int vi = 0; vi < poly_nverts; vi++) { + int v = poly.verts[vi]; + vset->nrm[v] = poly.plane.normal; + } + } + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + s->GetSegments().append(segment); + } + } + + s->BuildHull(); + m->GetSurfaces().append(s); + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = (float) radius; + + result = nverts && npolys; + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFileMAG::LoadMag6(FILE* fp, Model* m, double scale) +{ + bool result = false; + int i = 0; + int ntex = 0; + int nmtls = 0; + int nsurfs = 0; + double radius = 0; + List<Bitmap> textures; + + fread(&ntex, sizeof(ntex), 1, fp); // size of texture block + fread(&nmtls, sizeof(nmtls), 1, fp); // number of materials + fread(&nsurfs, sizeof(nsurfs), 1, fp); // number of surfaces + + // read texture list: + if (ntex) { + char* buffer = new char[ntex]; + char* p = buffer; + Bitmap* bmp = 0; + + fread(buffer, ntex, 1, fp); + + while (p < buffer + ntex) { + LoadTexture(p, bmp, Bitmap::BMP_SOLID); + textures.append(bmp); + + p += strlen(p) + 1; + } + + delete [] buffer; + } + + for (i = 0; i < nmtls; i++) { + MaterialMag6 m6; + Material* mtl = new Material; + + fread(&m6, sizeof(m6), 1, fp); + + if (mtl) { + CopyMemory(mtl->name, m6.name, Material::NAMELEN); + CopyMemory(mtl->shader, m6.shader, Material::NAMELEN); + + mtl->ambient_value = m6.ambient_value; + mtl->ambient_color = m6.ambient_color; + mtl->diffuse_value = m6.diffuse_value; + mtl->diffuse_color = m6.diffuse_color; + mtl->specular_value = m6.specular_value; + mtl->specular_color = m6.specular_color; + mtl->emissive_value = m6.emissive_value; + mtl->emissive_color = m6.emissive_color; + + mtl->Ka = ColorValue(mtl->ambient_color) * mtl->ambient_value; + mtl->Kd = ColorValue(mtl->diffuse_color) * mtl->diffuse_value; + mtl->Ks = ColorValue(mtl->specular_color) * mtl->specular_value; + mtl->Ke = ColorValue(mtl->emissive_color) * mtl->emissive_value; + + mtl->power = m6.power; + mtl->brilliance = m6.brilliance; + mtl->bump = m6.bump; + mtl->blend = m6.blend; + mtl->shadow = m6.shadow; + mtl->luminous = m6.luminous; + + if (m6.tex_diffuse && m6.tex_diffuse <= textures.size()) + mtl->tex_diffuse = textures[m6.tex_diffuse - 1]; + + if (m6.tex_specular && m6.tex_specular <= textures.size()) + mtl->tex_specular = textures[m6.tex_specular - 1]; + + if (m6.tex_emissive && m6.tex_emissive <= textures.size()) + mtl->tex_emissive = textures[m6.tex_emissive - 1]; + + if (m6.tex_bumpmap && m6.tex_bumpmap <= textures.size()) + mtl->tex_bumpmap = textures[m6.tex_bumpmap - 1]; + + m->GetMaterials().append(mtl); + } + } + + for (i = 0; i < nsurfs; i++) { + int nverts = 0; + int npolys = 0; + BYTE namelen = 0; + char name[128]; + + fread(&nverts, 4, 1, fp); + fread(&npolys, 4, 1, fp); + fread(&namelen, 1, 1, fp); + fread(name, 1, namelen, fp); + + Surface* surface = new Surface; + surface->SetName(name); + surface->CreateVerts(nverts); + surface->CreatePolys(npolys); + + VertexSet* vset = surface->GetVertexSet(); + Poly* polys = surface->GetPolys(); + + ZeroMemory(polys, sizeof(Poly) * npolys); + + // read vertex set: + for (int v = 0; v < nverts; v++) { + fread(&vset->loc[v], sizeof(float), 3, fp); + fread(&vset->nrm[v], sizeof(float), 3, fp); + fread(&vset->tu[v], sizeof(float), 1, fp); + fread(&vset->tv[v], sizeof(float), 1, fp); + + double d = vset->loc[v].length(); + if (d > radius) + radius = d; + } + + // read polys: + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + BYTE poly_nverts = 0; + BYTE material_index = 0; + WORD poly_verts[8]; + + fread(&poly_nverts, sizeof(BYTE), 1, fp); + fread(&material_index, sizeof(BYTE), 1, fp); + fread(&poly_verts[0], sizeof(WORD), poly_nverts, fp); + + if (poly_nverts >= 3) { + poly.nverts = poly_nverts; + + for (int i = 0; i < poly_nverts; i++) { + poly.verts[i] = poly_verts[i]; + } + } + else { + poly.sortval = 666; + } + + if (material_index > 0) { + poly.material = m->GetMaterials()[material_index-1]; + poly.sortval = material_index; + } + else if (m->NumMaterials()) { + poly.material = m->GetMaterials().first(); + poly.sortval = 1; + } + else { + poly.sortval = 1000; + } + + if (poly.nverts == 3) + surface->AddIndices(3); + + else if (poly.nverts == 4) + surface->AddIndices(6); + + poly.vertex_set = vset; + poly.plane = Plane(vset->loc[poly.verts[0]], + vset->loc[poly.verts[2]], + vset->loc[poly.verts[1]]); + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + + surface->ComputeTangents(); + surface->BuildHull(); + m->GetSurfaces().append(surface); + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = (float) radius; + + result = nverts && npolys; + } + + return result; +} + diff --git a/Magic2/ModelFileMAG.h b/Magic2/ModelFileMAG.h new file mode 100644 index 0000000..e693e71 --- /dev/null +++ b/Magic2/ModelFileMAG.h @@ -0,0 +1,63 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelFileMAG.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for MAG format models +*/ + +#ifndef ModelFileMAG_h +#define ModelFileMAG_h + +#include "Solid.h" + +// +--------------------------------------------------------------------+ + +class ModelFileMAG : public ModelFile +{ +public: + ModelFileMAG(const char* fname); + virtual ~ModelFileMAG(); + + virtual bool Load(Model* m, double scale=1.0); + virtual bool Save(Model* m); + +protected: + virtual bool LoadMag5(FILE* fp, Model* m, double scale); + virtual bool LoadMag6(FILE* fp, Model* m, double scale); +}; + +// +--------------------------------------------------------------------+ + +#endif ModelFileMAG_h + diff --git a/Magic2/ModelFileOBJ.cpp b/Magic2/ModelFileOBJ.cpp new file mode 100644 index 0000000..f27a2bd --- /dev/null +++ b/Magic2/ModelFileOBJ.cpp @@ -0,0 +1,814 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelFileOBJ.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for Wavefront/OBJ format models +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "ModelFileOBJ.h" + +#include "Bitmap.h" +#include "Polygon.h" +#include "List.h" +#include "Text.h" + +// +--------------------------------------------------------------------+ + +ModelFileOBJ::ModelFileOBJ(const char* fname) + : ModelFile(fname) +{ +} + +ModelFileOBJ::~ModelFileOBJ() +{ +} + +// +--------------------------------------------------------------------+ + +const int MAX_OBJ_FACE_VERTS = 32; + +struct ObjFace { + int v[MAX_OBJ_FACE_VERTS]; + int n[MAX_OBJ_FACE_VERTS]; + int t[MAX_OBJ_FACE_VERTS]; + + int nverts; + + ObjFace() { + nverts = 0; + + for (int i = 0; i < MAX_OBJ_FACE_VERTS; i++) + v[i] = n[i] = t[i] = 0; + } + + ObjFace(const ObjFace& f) { + nverts = f.nverts; + + for (int i = 0; i < MAX_OBJ_FACE_VERTS; i++) { + v[i] = f.v[i]; + n[i] = f.n[i]; + t[i] = f.t[i]; + } + } + + void ReverseOrder() { + int i, tmp[MAX_OBJ_FACE_VERTS]; + + for (i = 0; i < nverts; i++) tmp[i] = v[i]; + for (i = 0; i < nverts; i++) v[i] = tmp[nverts-1-i]; + + for (i = 0; i < nverts; i++) tmp[i] = n[i]; + for (i = 0; i < nverts; i++) n[i] = tmp[nverts-1-i]; + + for (i = 0; i < nverts; i++) tmp[i] = t[i]; + for (i = 0; i < nverts; i++) t[i] = tmp[nverts-1-i]; + } +}; + +static void ParsePoly(const char* line, ObjFace* face) +{ + int v[MAX_OBJ_FACE_VERTS]; + int n[MAX_OBJ_FACE_VERTS]; + int t[MAX_OBJ_FACE_VERTS]; + + for (int i = 0; i < MAX_OBJ_FACE_VERTS; i++) { + v[i] = n[i] = t[i] = 0; + } + + const char* p = line + 1; + + while (isspace(*p)) + p++; + + int i = 0; + while (*p && i < MAX_OBJ_FACE_VERTS) { + int factor = 1; + + if (*p == '-') { + factor = -1; + p++; + } + + while (isdigit(*p)) { + v[i] = v[i]*10 + *p - '0'; + p++; + } + v[i] *= factor; + + if (*p == '/') { p++; // slash one + + factor = 1; + + if (*p == '-') { + factor = -1; + p++; + } + + while (isdigit(*p)) { + t[i] = t[i]*10 + *p - '0'; + p++; + } + t[i] *= factor; + + if (*p == '/') { p++; // slash two + + factor = 1; + + if (*p == '-') { + factor = -1; + p++; + } + + while (isdigit(*p)) { + n[i] = n[i]*10 + *p - '0'; + p++; + } + n[i] *= factor; + }} + + while (isspace(*p)) p++; + i++; + } + + face->nverts = i; + + for (i = 0; i < MAX_OBJ_FACE_VERTS; i++) { + face->v[i] = v[i]; + face->n[i] = n[i]; + face->t[i] = t[i]; + } +} + +static int LoadMatls(const char* lpszPathName, Model* m) +{ + int nmatls = 0; + + FILE* fp = fopen(lpszPathName, "r"); + if (!fp) { + ::MessageBox(0, "Open Failed: could not open file", "ERROR", MB_OK); + return 0; + } + + Material* mtl = 0; + + while (!feof(fp)) { + char raw_line[512]; + char line[512]; + fgets(raw_line, 512, fp); + + strcpy(line, Text(raw_line).trim().data()); + + if (strstr(line, "newmtl")) { + mtl = new Material; + strncpy(mtl->name, line+7, Material::NAMELEN - 1); + + m->GetMaterials().append(mtl); + } + + else if (line[0] == 'K' && line[1] == 'a') { + float r,g,b; + sscanf(line, "Ka %f %f %f", &r, &g, &b); + mtl->Ka = ColorValue(r,g,b); + + mtl->ambient_value = 1.0f; + mtl->ambient_color = mtl->Ka.ToColor(); + } + + else if (line[0] == 'K' && line[1] == 'd') { + float r,g,b; + sscanf(line, "Kd %f %f %f", &r, &g, &b); + mtl->Kd = ColorValue(r,g,b); + + mtl->diffuse_value = 1.0f; + mtl->diffuse_color = mtl->Kd.ToColor(); + } + + else if (line[0] == 'K' && line[1] == 's') { + float r,g,b; + sscanf(line, "Ks %f %f %f", &r, &g, &b); + mtl->Ks = ColorValue(r,g,b); + + mtl->specular_value = 1.0f; + mtl->specular_color = mtl->Ks.ToColor(); + } + + else if (line[0] == 'N' && line[1] == 's') { + float ns; + sscanf(line, "Ns %f", &ns); + mtl->power = ns; + } + + else if (strstr(line, "map_Kd")) { + const char* src = strstr(line, "map_Kd") + 7; + while (!isalnum(*src)) src++; + + LoadTexture(src, mtl->tex_diffuse, Bitmap::BMP_SOLID); + } + } + + fclose(fp); + return nmatls; +} + +static Material* FindMatl(const char* mtl_name, Model* model) +{ + ListIter<Material> iter = model->GetMaterials(); + while (++iter) { + Material* m = iter.value(); + if (!strcmp(m->name, mtl_name)) + return m; + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return 1; + + return -1; +} + +bool +ModelFileOBJ::Load(Model* m, double scale) +{ + if (m && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(m, scale); + + FILE* fp = fopen(filename, "rb"); + + if (fp == NULL) { + ::MessageBox(0, "Wavefront/OBJ Import Failed: Unable to open file", "ERROR", MB_OK); + return false; + } + + // ok, now start reading the data: + int ntex = 0; + int nverts = 0; + int npv = 0; + int npolys = 0; + int vi = 0; + int vn = 0; + int vt = 0; + + char root_path[256]; + ZeroMemory(root_path, 256); + + if (strrchr(filename, '\\')) { + strcpy(root_path, filename); + char* p = strrchr(root_path, '\\'); + if (p) + *(p+1) = 0; + } + + else if (strrchr(filename, '/')) { + strcpy(root_path, filename); + char* p = strrchr(root_path, '/'); + if (p) + *(p+1) = 0; + } + + // count verts and polys: + while (!feof(fp)) { + char line[256]; + fgets(line, 255, fp); + + if (line[0] == 'v') { + switch (line[1]) { + case ' ': vi++; break; + case 'n': vn++; break; + case 't': vt++; break; + } + } + + else if (line[0] == 'f' && line[1] == ' ') { + npolys++; + + ObjFace f; + ParsePoly(line, &f); + f.ReverseOrder(); + + npv += f.nverts; + } + + else if (strstr(line, "mtllib")) { + const char* libname = strstr(line, "mtllib"); + libname += 7; + while (isspace(*libname)) + libname++; + + char libpath[256]; + strcpy(libpath, root_path); + strcat(libpath, libname); + int n = strlen(libpath); + if (n > 0) { + char* p = &libpath[n-1]; + while (isspace(*p)) *p-- = 0; + } + + int nmatls = LoadMatls(libpath, model); + } + } + + nverts = npv; + if (vi > nverts) nverts = vi; + if (vn > nverts) nverts = vn; + if (vt > nverts) nverts = vt; + + if (nverts > Model::MAX_VERTS || npolys > Model::MAX_POLYS) { + ::MessageBox(0, "Wavefront/OBJ Import Failed: that model is just too darn complicated!", "ERROR", MB_OK); + return false; + } + + vi = 0; + vn = 0; + vt = 0; + + fseek(fp, 0, SEEK_SET); + + Surface* surface = new Surface; + m->GetSurfaces().append(surface); + + surface->CreateVerts(nverts); + surface->CreatePolys(npolys); + + VertexSet* vset = surface->GetVertexSet(); + Poly* polys = surface->GetPolys(); + + // read vertex set: + Vec3* vloc = new Vec3[nverts]; + Vec3* vnrm = new Vec3[nverts]; + float* vtu = new float[nverts]; + float* vtv = new float[nverts]; + + float radius = 0; + + while (!feof(fp)) { + char line[256]; + fgets(line, 255, fp); + + if (line[0] == 'v') { + if (line[1] == ' ') { + const char* p = line + 2; + + while (isspace(*p)) p++; + sscanf(p, "%f", &vloc[vi].x); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vloc[vi].y); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vloc[vi].z); + + float d = vloc[vi].length(); + if (d > radius) + radius = d; + + vi++; + } + + else if (line[1] == 'n') { + const char* p = line + 2; + + while (isspace(*p)) p++; + sscanf(p, "%f", &vnrm[vn].x); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vnrm[vn].y); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vnrm[vn].z); + + vn++; + } + + else if (line[1] == 't') { + const char* p = line + 2; + + while (isspace(*p)) p++; + sscanf(p, "%f", &vtu[vt]); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vtv[vt]); + + vtv[vt] = 1.0f - vtv[vt]; + + vt++; + } + } + } + + fseek(fp, 0, SEEK_SET); + + // read polys: + int poly = 0; + char line[256]; + ObjFace face; + Material* material = 0; + int mtl_index = 0; + + if (m->NumMaterials()) + material = m->GetMaterials().first(); + + int current_v = 1; + int current_vn = 1; + int current_vt = 1; + int v = 0; // vset index pointer + + while (!feof(fp)) { + char raw_line[256]; + fgets(raw_line, 256, fp); + + strcpy(line, Text(raw_line).trim().data()); + + if (strstr(line, "usemtl")) { + material = FindMatl(line + 7, model); + ListIter<Material> iter = model->GetMaterials(); + while (++iter) + if (material == iter.value()) + mtl_index = iter.index(); + } + + else if (line[0] == 'v') { + if (line[1] == ' ') current_v++; + else if (line[1] == 'n') current_vn++; + else if (line[1] == 't') current_vt++; + } + + else if (line[0] == 'f') { + ParsePoly(line, &face); + face.ReverseOrder(); + + for (int n = 0; n < face.nverts; n++) { + if (face.v[n] < 0) + face.v[n] += current_v; + + if (face.n[n] < 0) + face.n[n] += current_vn; + + if (face.t[n] < 0) + face.t[n] += current_vt; + } + + if (face.nverts > 4) { + npolys += face.nverts - 3; + + for (int tri = 2; tri < face.nverts; tri++) { + Poly* p = polys + poly; + poly++; + + p->nverts = 3; + + vset->loc[v+0] = vloc[face.v[ tri ] -1]; + vset->loc[v+1] = vloc[face.v[ tri-1 ] -1]; + vset->loc[v+2] = vloc[face.v[ 0] -1]; + + if (face.n[0] > 0) { + vset->nrm[v+0] = vnrm[face.n[ tri ] -1]; + vset->nrm[v+1] = vnrm[face.n[ tri-1 ] -1]; + vset->nrm[v+2] = vnrm[face.n[ 0] -1]; + } + else { + vset->nrm[v+0] = vloc[v+0]; vset->nrm[v+0].Normalize(); + vset->nrm[v+1] = vloc[v+1]; vset->nrm[v+1].Normalize(); + vset->nrm[v+2] = vloc[v+2]; vset->nrm[v+2].Normalize(); + } + + if (face.t[0] > 0) { + vset->tu[v+0] = vtu[face.t[ tri ] -1]; + vset->tv[v+0] = vtv[face.t[ tri ] -1]; + vset->tu[v+1] = vtu[face.t[ tri-1 ] -1]; + vset->tv[v+1] = vtv[face.t[ tri-1 ] -1]; + vset->tu[v+2] = vtu[face.t[ 0 ] -1]; + vset->tv[v+2] = vtv[face.t[ 0 ] -1]; + } + + p->verts[0] = v+0; + p->verts[1] = v+1; + p->verts[2] = v+2; + + p->material = material; + p->sortval = mtl_index; + p->vertex_set = vset; + + p->plane = Plane(vset->loc[p->verts[0]], + vset->loc[p->verts[2]], + vset->loc[p->verts[1]]); + + v += p->nverts; + } + } + + else if (face.nverts == 3 || face.nverts == 4) { + Poly* p = polys + poly; + poly++; + + p->nverts = face.nverts; + + bool flat = true; + int first = v; + + for (int i = 0; i < p->nverts; i++) { + int face_index = i; + + vset->loc[v] = vloc[face.v[face_index]-1]; + + if (face.n[face_index] > 0) + vset->nrm[v] = vnrm[face.n[face_index]-1]; + else + vset->nrm[v] = vset->loc[v]; + + vset->nrm[v].Normalize(); + + if (vset->nrm[v] != vset->nrm[first]) + flat = false; + + if (face.t[face_index] > 0) { + vset->tu[v] = vtu [face.t[face_index]-1]; + vset->tv[v] = vtv [face.t[face_index]-1]; + } + + p->verts[i] = v++; + } + + p->material = material; + p->sortval = mtl_index; + p->flatness = flat ? 1.0f : 0.0f; + + if (p->nverts == 3) + surface->AddIndices(3); + + else if (p->nverts == 4) + surface->AddIndices(6); + + p->vertex_set = vset; + p->plane = Plane(vset->loc[p->verts[0]], + vset->loc[p->verts[2]], + vset->loc[p->verts[1]]); + } + + if (poly >= npolys) + break; + } + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + + delete [] vloc; + delete [] vnrm; + delete [] vtu; + delete [] vtv; + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = radius; + + fclose(fp); + + m->Normalize(); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +static bool +SaveWaveFrontMatLib(const char* path, const char* root, Model* model) +{ + char filename[256]; + sprintf(filename, "%s%s.mtl", path, root); + + FILE* f = fopen(filename, "w"); + if (f) { + fprintf(f, "#\n# %s Material Library exported by Magic 2.0\n#\n\n", root); + + ListIter<Material> iter = model->GetMaterials(); + while (++iter) { + Material* mtl = iter.value(); + + fprintf(f, "newmtl %s\n", mtl->name); + fprintf(f, "Ka %.5f %.5f %.5f\n", mtl->Ka.Red(), mtl->Ka.Green(), mtl->Ka.Blue()); + fprintf(f, "Kd %.5f %.5f %.5f\n", mtl->Kd.Red(), mtl->Kd.Green(), mtl->Kd.Blue()); + fprintf(f, "Ks %.5f %.5f %.5f\n", mtl->Ks.Red(), mtl->Ks.Green(), mtl->Ks.Blue()); + fprintf(f, "Ns %.5f\n", mtl->power); + fprintf(f, "illum 2\n"); + if (mtl->tex_diffuse) + fprintf(f, "map_Kd %s\n", mtl->tex_diffuse->GetFilename()); + fprintf(f, "\n"); + } + + fclose(f); + return true; + } + + return false; +} + +bool +ModelFileOBJ::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + char pathname[256]; + char rootname[256]; + + ZeroMemory(pathname, sizeof(pathname)); + ZeroMemory(rootname, sizeof(rootname)); + + const char* ext = strstr(filename, ".obj"); + if (!ext) + ext = strstr(filename, ".OBJ"); + + const char* sep = strrchr(filename, '/'); + if (!sep) + sep = strrchr(filename, '\\'); + + const char* src = filename; + char* dst = pathname; + + if (sep) { + while (src != sep) + *dst++ = *src++; + *dst++ = *src++; + } + + if (ext) { + dst = rootname; + while (src != ext) + *dst++ = *src++; + } + else { + strcpy(rootname, src); + } + + strcpy(filename, pathname); + strcat(filename, rootname); + strcat(filename, ".obj"); + + FILE* f = fopen(filename, "w"); + if (!f) { + ::MessageBox(0, "Export Failed: Magic could not open the file for writing", "ERROR", MB_OK); + return false; + } + + fprintf(f, "# Wavefront OBJ exported by Magic 2.0\n\n"); + fprintf(f, "mtllib %s.mtl\n", rootname); + + ListIter<Surface> s_iter = m->GetSurfaces(); + + // vertex locations + fprintf(f, "\n# VERTEX LOCATIONS: %d\n", m->NumVerts()); + while (++s_iter) { + Surface* s = s_iter.value(); + VertexSet* vset = s->GetVertexSet(); + + for (int n = 0; n < vset->nverts; n++) { + fprintf(f, "v %12.5f %12.5f %12.5f\n", + vset->loc[n].x, + vset->loc[n].y, + vset->loc[n].z); + } + } + + s_iter.reset(); + + // vertex normals + fprintf(f, "\n# VERTEX NORMALS: %d\n", m->NumVerts()); + while (++s_iter) { + Surface* s = s_iter.value(); + VertexSet* vset = s->GetVertexSet(); + + for (int n = 0; n < vset->nverts; n++) { + fprintf(f, "vn %8.3f %8.3f %8.3f\n", + vset->nrm[n].x, + vset->nrm[n].y, + vset->nrm[n].z); + } + } + + s_iter.reset(); + + // texture coordinates + fprintf(f, "\n# TEXTURE COORDINATES: %d\n", m->NumVerts()); + while (++s_iter) { + Surface* s = s_iter.value(); + VertexSet* vset = s->GetVertexSet(); + + for (int n = 0; n < vset->nverts; n++) { + fprintf(f, "vt %8.3f %8.3f\n", + vset->tu[n], 1 - vset->tv[n]); + } + } + + s_iter.reset(); + + // faces + Material* current_material = 0; + + fprintf(f, "\n# FACES: %d\n", m->NumPolys()); + while (++s_iter) { + Surface* s = s_iter.value(); + + for (int n = 0; n < s->NumPolys(); n++) { + const Poly* p = s->GetPolys() + n; + int nv = p->nverts; + Material* mtl = p->material; + + if (current_material != mtl) { + fprintf(f, "\n\nusemtl %s\n", mtl->name); + current_material = mtl; + } + + fprintf(f, "\nf "); + for (int v = nv-1; v >= 0; v--) { + fprintf(f, "%d/%d/%d ", + p->verts[v] + 1, + p->verts[v] + 1, + p->verts[v] + 1); + } + } + } + + fprintf(f, "\n\n\n# END OF FILE.\n"); + fclose(f); + + return SaveWaveFrontMatLib(pathname, rootname, m); + } + + return false; +} + +// +--------------------------------------------------------------------+ diff --git a/Magic2/ModelFileOBJ.h b/Magic2/ModelFileOBJ.h new file mode 100644 index 0000000..3c13a45 --- /dev/null +++ b/Magic2/ModelFileOBJ.h @@ -0,0 +1,61 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelFileOBJ.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for Wavefront/OBJ format models +*/ + +#ifndef ModelFileOBJ_h +#define ModelFileOBJ_h + +#include "Solid.h" + +// +--------------------------------------------------------------------+ + +class ModelFileOBJ : public ModelFile +{ +public: + ModelFileOBJ(const char* fname); + virtual ~ModelFileOBJ(); + + virtual bool Load(Model* m, double scale=1.0); + virtual bool Save(Model* m); + +protected: +}; + +// +--------------------------------------------------------------------+ + +#endif ModelFileOBJ_h + diff --git a/Magic2/ModelView.cpp b/Magic2/ModelView.cpp new file mode 100644 index 0000000..68ab304 --- /dev/null +++ b/Magic2/ModelView.cpp @@ -0,0 +1,441 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelView.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Implementation of the ModelView class +*/ + +#include "stdafx.h" +#include "Magic.h" + +#include "MagicDoc.h" +#include "ModelView.h" +#include "Grid.h" +#include "Selector.h" +#include "Selection.h" + +#include "ActiveWindow.h" +#include "Color.h" +#include "Light.h" +#include "Scene.h" +#include "Screen.h" +#include "Shadow.h" +#include "Solid.h" +#include "Video.h" + +DWORD GetRealTime(); + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +static ModelView* views[8] = { 0, 0, 0, 0, 0, 0, 0, 0 }; + +// +--------------------------------------------------------------------+ + +ModelView::ModelView(Window* c, Scene* s, DWORD m) + : CameraView(c, 0, s), view_mode(100), fill_mode(FILL_WIRE), + grid(0), az(-PI/4), el(PI/4) +{ + UseCamera(&cam); + SetViewMode(m); +} + +ModelView::~ModelView() +{ + if (views[view_mode] == this) + views[view_mode] = 0; +} + +// +--------------------------------------------------------------------+ + +void +ModelView::SetViewMode(DWORD m) +{ + if (view_mode != m) { + view_mode = m; + + double x = 1e3 * sin(az) * cos(el); + double y = 1e3 * cos(az) * cos(el); + double z = 1e3 * sin(el); + + switch (view_mode) { + case VIEW_PLAN: + cam.LookAt(Point(0,0,0), + Point(0,1e3,0), + Point(0,0,1)); + SetProjectionType(Video::PROJECTION_ORTHOGONAL); + SetFieldOfView(1.75); + break; + + case VIEW_FRONT: + cam.LookAt(Point(0,0,0), + Point(0,0,1e3), + Point(0,1,0)); + SetProjectionType(Video::PROJECTION_ORTHOGONAL); + SetFieldOfView(1.75); + break; + + case VIEW_SIDE: + cam.LookAt(Point(0,0,0), + Point(1e3,0,0), + Point(0,1,0)); + SetProjectionType(Video::PROJECTION_ORTHOGONAL); + SetFieldOfView(1.75); + break; + + case VIEW_PROJECT: + cam.LookAt(Point(0,0,0), + Point(x,z,y), + Point(0,1,0)); + SetProjectionType(Video::PROJECTION_PERSPECTIVE); + SetFieldOfView(1.75); + break; + } + + views[view_mode] = this; + } +} + +ModelView* +ModelView::FindView(DWORD mode) +{ + if (mode >= 0 && mode < 8) + return views[mode]; + + return 0; +} + +// +--------------------------------------------------------------------+ + +void +ModelView::MoveTo(Point pos) +{ + switch (view_mode) { + case VIEW_PLAN: + cam.LookAt( pos - Point(0,1e3,0), + pos, + Point(0,0,1)); + break; + + case VIEW_FRONT: + cam.LookAt( pos - Point(0,0,1e3), + pos, + Point(0,1,0)); + break; + + case VIEW_SIDE: + cam.LookAt( pos - Point(1e3,0,0), + pos, + Point(0,1,0)); + break; + } +} + +void +ModelView::MoveBy(double dx, double dy) +{ + Point pos = cam.Pos(); + + dx *= 2.00/GetFieldOfView(); + dy *= 2.00/GetFieldOfView(); + + switch (view_mode) { + case VIEW_PLAN: + pos.x -= dx; + pos.z += dy; + + cam.LookAt( pos - Point(0,1e3,0), + pos, + Point(0,0,1)); + break; + + case VIEW_FRONT: + pos.x += dx; + pos.y += dy; + + cam.LookAt( pos - Point(0,0,1e3), + pos, + Point(0,1,0)); + break; + + case VIEW_SIDE: + pos.z -= dx; + pos.y += dy; + + cam.LookAt( pos - Point(1e3,0,0), + pos, + Point(0,1,0)); + break; + } +} + +void +ModelView::SpinBy(double phi, double theta) +{ + const double limit = (0.43 * PI); + + Point pos = cam.Pos(); + double len = pos.length(); + + az += phi; + el += theta; + + if (az > PI) + az = -2*PI + az; + + else if (az < -PI) + az = 2*PI + az; + + if (el > limit) + el = limit; + else if (el < -limit) + el = -limit; + + double x = len * sin(az) * cos(el); + double y = len * cos(az) * cos(el); + double z = len * sin(el); + + cam.LookAt(Point(0,0,0), Point(x,z,y), Point(0,1,0)); +} + +void +ModelView::UseGrid(Grid* g) +{ + grid = g; +} + +void +ModelView::ZoomNormal() +{ + DWORD v = view_mode; // remember current view mode + view_mode = 100; // force set view mode to setup the view + az = -PI/4; // if this happens to be a perspective view, + el = PI/4; // reset the spin to the original 3/4ths view + + SetViewMode(v); // restore default view params for this mode +} + +// +--------------------------------------------------------------------+ + +void +ModelView::RenderScene() +{ + // activate all lights: + ListIter<Light> light_iter = scene->Lights(); + + while (++light_iter) { + Light* light = light_iter.value(); + light->SetActive(true); + } + + video->SetLights(scene->Lights()); + + RenderGrid(); + + + bool old_shadows = video->IsShadowEnabled(); + bool old_bumps = video->IsBumpMapEnabled(); + + if (fill_mode != FILL_TEXTURE) { + video->SetShadowEnabled(false); + video->SetBumpMapEnabled(false); + CameraView::RenderScene(); + } + + else { + CameraView::RenderScene(); + } + + const char* title = "ModelView"; + switch (view_mode) { + case VIEW_PLAN: title = "Top"; break; + case VIEW_FRONT: title = "Front"; break; + case VIEW_SIDE: title = "Right Side"; break; + case VIEW_PROJECT: title = "Perspective"; break; + } + + int len = strlen(title); + Rect r(6,4,200,20); + + r.x += window->GetRect().x; + r.y += window->GetRect().y; + + video->DrawText(title, len, r, DT_LEFT|DT_SINGLELINE, Color::Black); + + r.x--; + r.y--; + + video->DrawText(title, len, r, DT_LEFT|DT_SINGLELINE, Color::White); + video->SetShadowEnabled(old_shadows); + video->SetBumpMapEnabled(old_bumps); +} + +// +--------------------------------------------------------------------+ + +void +ModelView::Render(Graphic* g, DWORD flags) +{ + if (!g) + return; + + if (!strcmp(g->Name(), "Selector")) { + Selector* selector = (Selector*) g; + + if (selector->GetViewMode() != (int) view_mode) + return; + } + + else if (!strcmp(g->Name(), "Selection")) { + Selection* selection = (Selection*) g; + selection->UseView(this); + } + + if (fill_mode == FILL_WIRE) { + Material m; + video->UseMaterial(&m); + video->SetRenderState(Video::Z_ENABLE, FALSE); + + if (g->IsSolid()) { + m.Kd = ColorValue(0.0f, 0.0f, 0.0f, 0.5f); + m.Ke = ColorValue(0.8f, 0.8f, 0.9f, 1.0f); + m.blend = Video::BLEND_ALPHA; + m.luminous = true; + + video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); + g->Render(video, flags); + } + + m.Ka = Color::Black; + m.Kd = Color::Black; + m.Ks = Color::Black; + m.Ke = Color::Black; + m.blend = Video::BLEND_SOLID; + + video->SetRenderState(Video::FILL_MODE, Video::FILL_WIREFRAME); + + g->Render(video, flags); + video->UseMaterial(0); + } + + else if (fill_mode == FILL_SOLID) { + if (g->IsSolid() && flags != Graphic::RENDER_SOLID) + return; + + Material m; + video->UseMaterial(&m); + video->SetRenderState(Video::Z_ENABLE, TRUE); + + m.Kd = ColorValue(0.5f, 0.5f, 0.5f, 1.0f); + m.blend = Video::BLEND_SOLID; + + video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); + + if (g->IsSolid()) { + MarkVisibleLights(g, flags); + video->SetLights(scene->Lights()); + } + + g->Render(video, flags); + video->UseMaterial(0); + } + + else if (fill_mode == FILL_TEXTURE) { + video->SetRenderState(Video::Z_ENABLE, TRUE); + video->UseMaterial(0); + + if (g->IsSolid()) { + MarkVisibleLights(g, flags); + video->SetLights(scene->Lights()); + } + + g->Render(video, flags); + } +} + +void +ModelView::RenderGrid() +{ + if (!grid || !grid->IsShow()) + return; + + int plane = Grid::GRID_XZ; + + if (view_mode == VIEW_FRONT) + plane = Grid::GRID_XY; + + else if (view_mode == VIEW_SIDE) + plane = Grid::GRID_YZ; + + grid->ShowPlane(plane); + grid->MoveTo(camera_loc * -1); + grid->ShowReference(view_mode != VIEW_PROJECT); + grid->Render(video, Graphic::RENDER_SOLID); + + video->SetRenderState(Video::Z_ENABLE, TRUE); + video->SetRenderState(Video::LIGHTING_ENABLE, TRUE); + video->UseMaterial(0); +} + +// +--------------------------------------------------------------------+ + +CPoint +ModelView::ProjectPoint(Vec3& p) +{ + CPoint result; + + switch (view_mode) { + case VIEW_PLAN: + case VIEW_FRONT: + case VIEW_SIDE: + case VIEW_PROJECT: { + Vec3 pt = p; + projector.Transform(pt); + projector.Project(pt, false); + + result.x = (LONG) (pt.x + GetWindow()->X()); + result.y = (LONG) (pt.y + GetWindow()->Y()); + } + break; + + default: + result.x = 0; + result.y = 0; + break; + } + + return result; +} diff --git a/Magic2/ModelView.h b/Magic2/ModelView.h new file mode 100644 index 0000000..58c2924 --- /dev/null +++ b/Magic2/ModelView.h @@ -0,0 +1,88 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: ModelView.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Interface of the ModelView class +*/ + + +#ifndef ModelView_h +#define ModelView_h + +#include "CameraView.h" +#include "Grid.h" + +// +--------------------------------------------------------------------+ + +class ModelView : public CameraView +{ +public: + enum VIEW_MODE { VIEW_PLAN=1, VIEW_FRONT, VIEW_SIDE, VIEW_PROJECT }; + enum FILL_MODE { FILL_WIRE=1, FILL_SOLID, FILL_TEXTURE }; + + ModelView(Window* c, Scene* s, DWORD m); + virtual ~ModelView(); + + virtual void RenderScene(); + virtual void Render(Graphic* g, DWORD flags); + + DWORD GetViewMode() const { return view_mode; } + void SetViewMode(DWORD m); + DWORD GetFillMode() const { return fill_mode; } + void SetFillMode(DWORD m) { fill_mode = m; } + + void MoveTo(Point origin); + void MoveBy(double dx, double dy); + void SpinBy(double phi, double theta); + + void UseGrid(Grid* g); + void RenderGrid(); + void ZoomNormal(); + + CPoint ProjectPoint(Vec3& p); + + static ModelView* FindView(DWORD mode); + +protected: + Camera cam; + DWORD view_mode; + DWORD fill_mode; + double az; + double el; + Grid* grid; +}; + +// +--------------------------------------------------------------------+ + +#endif ModelView_h diff --git a/Magic2/Primitives.cpp b/Magic2/Primitives.cpp new file mode 100644 index 0000000..d1ae4e2 --- /dev/null +++ b/Magic2/Primitives.cpp @@ -0,0 +1,76 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe Application + FILE: Primitives.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Commands for adding basic geometric primitives to a mesh +*/ + + +#include "stdafx.h" +#include "Primitives.h" +#include "MagicDoc.h" +#include "ModelView.h" +#include "Selection.h" + +// +----------------------------------------------------------------------+ +// +----------------------------------------------------------------------+ +// +----------------------------------------------------------------------+ + +CreatePolyCommand::CreatePolyCommand(MagicDoc* d) + : Command(n, d) +{ +} + +CreatePolyCommand::~CreatePolyCommand() +{ +} + +// +----------------------------------------------------------------------+ + +void +CreatePolyCommand::Do() +{ + if (document) { + } +} + +// +----------------------------------------------------------------------+ + +void +EditCommand::Undo() +{ + if (document) { + } +} + diff --git a/Magic2/Primitives.h b/Magic2/Primitives.h new file mode 100644 index 0000000..56cf26c --- /dev/null +++ b/Magic2/Primitives.h @@ -0,0 +1,79 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Primitives.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Commands for adding basic geometric primitives to a mesh +*/ + +#ifndef Primitives_h +#define Primitives_h + +#include "MagicDoc.h" +#include "Command.h" +#include "Polygon.h" +#include "Solid.h" +#include "Video.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class Selection; +class ModelView; + +// +--------------------------------------------------------------------+ + +class CreatePolyCommand : public Command +{ +public: + CreatePolyCommand(MagicDoc* doc, + int nsides, + double lx, + double ly, + double lz); + virtual ~CreatePolyCommand(); + + virtual void Do(); + virtual void Undo(); + +private: + int nsides; + double lx; + double ly; + double lz; +}; + +// +--------------------------------------------------------------------+ + +#endif Primitives_h + diff --git a/Magic2/Res/Magic.ico b/Magic2/Res/Magic.ico Binary files differnew file mode 100644 index 0000000..8a145fe --- /dev/null +++ b/Magic2/Res/Magic.ico diff --git a/Magic2/Res/Magic.rc2 b/Magic2/Res/Magic.rc2 new file mode 100644 index 0000000..dede416 --- /dev/null +++ b/Magic2/Res/Magic.rc2 @@ -0,0 +1,13 @@ +//
+// MAGIC.RC2 - resources Microsoft Visual C++ does not edit directly
+//
+
+#ifdef APSTUDIO_INVOKED
+ #error this file is not editable by Microsoft Visual C++
+#endif //APSTUDIO_INVOKED
+
+
+/////////////////////////////////////////////////////////////////////////////
+// Add manually edited resources here...
+
+/////////////////////////////////////////////////////////////////////////////
diff --git a/Magic2/Res/MagicDoc.ico b/Magic2/Res/MagicDoc.ico Binary files differnew file mode 100644 index 0000000..c2c87cf --- /dev/null +++ b/Magic2/Res/MagicDoc.ico diff --git a/Magic2/Res/Orig Toolbar.bmp b/Magic2/Res/Orig Toolbar.bmp Binary files differnew file mode 100644 index 0000000..d501723 --- /dev/null +++ b/Magic2/Res/Orig Toolbar.bmp diff --git a/Magic2/Res/Toolbar.bmp b/Magic2/Res/Toolbar.bmp Binary files differnew file mode 100644 index 0000000..f9712e2 --- /dev/null +++ b/Magic2/Res/Toolbar.bmp diff --git a/Magic2/Selection.cpp b/Magic2/Selection.cpp new file mode 100644 index 0000000..570ab21 --- /dev/null +++ b/Magic2/Selection.cpp @@ -0,0 +1,216 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Selection.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Classes for rendering solid meshes of polygons +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "Selection.h" +#include "ModelView.h" +#include "Projector.h" + +#include "Solid.h" +#include "Scene.h" +#include "Bitmap.h" + +#include <stdio.h> + +// +--------------------------------------------------------------------+ + +Selection::Selection() + : model(0), model_view(0) +{ + strcpy_s(name, "Selection"); +} + +// +--------------------------------------------------------------------+ + +Selection::~Selection() +{ +} + +// +--------------------------------------------------------------------+ + +void +Selection::Render(Video* video, DWORD flags) +{ + if (video && flags == Graphic::RENDER_ALPHA) { + ListIter<Poly> iter = polys; + while (++iter) { + Poly* p = iter.value(); + Vec3 vloc[16]; + + if (p->nverts >= 3) { + for (int i = 0; i < p->nverts; i++) { + int n = (i==p->nverts-1) ? 0 : i+1; + + vloc[2*i+0] = loc + p->vertex_set->loc[ p->verts[i] ]; + vloc[2*i+1] = loc + p->vertex_set->loc[ p->verts[n] ]; + } + + video->SetRenderState(Video::Z_ENABLE, FALSE); + video->DrawLines(p->nverts, vloc, Color(255,255,128)); + } + } + + if (model) { + for (size_t i = 0; i < verts.size(); i++) { + DWORD value = verts[i]; + WORD index = (WORD) (value >> 16); + WORD vert = (WORD) (value & 0xffff); + + if (index < model->NumSurfaces()) { + Surface* s = model->GetSurfaces()[index]; + Vec3 v = loc + s->GetVertexSet()->loc[vert]; + + if (model_view) { + CPoint p = model_view->ProjectPoint(v); + float handle[16]; + int x1 = p.x-1; + int y1 = p.y-1; + int x2 = p.x+1; + int y2 = p.y+1; + + handle[ 0] = (float) x1; + handle[ 1] = (float) y1; + handle[ 2] = (float) x2; + handle[ 3] = (float) y1; + + handle[ 4] = (float) x2; + handle[ 5] = (float) y1; + handle[ 6] = (float) x2; + handle[ 7] = (float) y2; + + handle[ 8] = (float) x2; + handle[ 9] = (float) y2; + handle[10] = (float) x1; + handle[11] = (float) y2; + + handle[12] = (float) x1; + handle[13] = (float) y2; + handle[14] = (float) x1; + handle[15] = (float) y1; + + video->DrawScreenLines(4, handle, Color(255,255,128)); + } + + else { + Vec3 vloc[8]; + + vloc[0] = v + Vec3(-1.0f, -1.0f, 0.0f); + vloc[1] = v + Vec3( 1.0f, -1.0f, 0.0f); + vloc[2] = v + Vec3( 1.0f, -1.0f, 0.0f); + vloc[3] = v + Vec3( 1.0f, 1.0f, 0.0f); + vloc[4] = v + Vec3( 1.0f, 1.0f, 0.0f); + vloc[5] = v + Vec3(-1.0f, 1.0f, 0.0f); + vloc[6] = v + Vec3(-1.0f, 1.0f, 0.0f); + vloc[7] = v + Vec3(-1.0f, -1.0f, 0.0f); + + video->SetRenderState(Video::Z_ENABLE, FALSE); + video->DrawLines(4, vloc, Color(255,255,128)); + } + } + } + } + + video->UseMaterial(0); + } +} + +// +--------------------------------------------------------------------+ + +void +Selection::AddPoly(Poly* p) +{ + if (!polys.contains(p)) + polys.append(p); +} + +void +Selection::RemovePoly(Poly* p) +{ + polys.remove(p); +} + +bool +Selection::Contains(Poly* p) const +{ + return polys.contains(p); +} + +void +Selection::AddVert(WORD s, WORD v) +{ + DWORD value = (s << 16) | v; + + bool contains = false; + for (auto vi = verts.begin(); vi != verts.end(); ++vi) { + if (*vi == value) { + contains = true; + break; + } + } + + if (!contains) + verts.push_back(value); +} + +void +Selection::RemoveVert(WORD s, WORD v) +{ + DWORD value = (s << 16) | v; + + for (auto vi = verts.begin(); vi != verts.end(); ++vi) { + if (*vi == value) { + verts.erase(vi); + return; + } + } +} + +bool +Selection::Contains(WORD s, WORD v) const +{ + DWORD value = (s << 16) | v; + + for (auto vi = verts.begin(); vi != verts.end(); ++vi) { + if (*vi == value) { + return true; + } + } + + return false; +}
\ No newline at end of file diff --git a/Magic2/Selection.h b/Magic2/Selection.h new file mode 100644 index 0000000..e70a3b3 --- /dev/null +++ b/Magic2/Selection.h @@ -0,0 +1,98 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Selection.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Classes for rendering solid meshes of polygons +*/ + +#ifndef Selection_h +#define Selection_h + +#include <vector> +#include "Polygon.h" +#include "Graphic.h" +#include "Video.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class Selection; +class Solid; +class Model; +class ModelView; +class Surface; +class Segment; + +// +--------------------------------------------------------------------+ + +class Selection : public Graphic +{ +public: + static const char* TYPENAME() { return "Selection"; } + + Selection(); + virtual ~Selection(); + + // operations + virtual void Render(Video* video, DWORD flags); + virtual bool CheckVisibility(Projector& projector) { return true; } + + // accessors / mutators + void UseModel(Model* m) { model = m; } + void UseView(ModelView* v){ model_view = v; } + Model* GetModel() const { return model; } + List<Poly>& GetPolys() { return polys; } + std::vector<DWORD>& GetVerts() { return verts; } + + virtual void Clear() { polys.clear(); + verts.clear(); } + + void AddPoly(Poly* p); + void AddVert(WORD s, WORD v); + void RemovePoly(Poly* p); + void RemoveVert(WORD s, WORD v); + bool Contains(Poly* p) const; + bool Contains(WORD s, WORD v) const; + +protected: + Model* model; + ModelView* model_view; + List<Poly> polys; + std::vector<DWORD> verts; +}; + +// +--------------------------------------------------------------------+ + +#endif Selection_h + diff --git a/Magic2/Selector.cpp b/Magic2/Selector.cpp new file mode 100644 index 0000000..0b37f83 --- /dev/null +++ b/Magic2/Selector.cpp @@ -0,0 +1,414 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Selector.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Source file for implementation of Selector +*/ + + +#include "stdafx.h" +#include "Selector.h" +#include "MagicDoc.h" +#include "ModelView.h" +#include "Selection.h" + +#include "Solid.h" + +// +----------------------------------------------------------------------+ + +Selector::Selector(Selection* s) + : nmarks(0), view_mode(0), select_mode(SELECT_REPLACE), model(0) +{ + if (s) { + selection = s; + own_selection = false; + } + else { + selection = new Selection; + own_selection = true; + } + + strcpy_s(name, "Selector"); +} + +Selector::~Selector() +{ + if (selection && own_selection) + delete selection; +} + +// +----------------------------------------------------------------------+ + +const int BATCH_SIZE = 64; + +void +Selector::Render(Video* video, DWORD flags) +{ + if (nmarks < 2 || flags == Graphic::RENDER_SOLID) + return; + + float points[4*BATCH_SIZE + 4]; + + for (int batch = 0; batch < nmarks; batch += BATCH_SIZE) { + int end = batch + BATCH_SIZE; + if (end > nmarks-1) + end = nmarks-1; + int nlines = end-batch; + + for (int i = 0; i < nlines; i++) { + points[4*i+0] = (float) marks[batch + i].x; + points[4*i+1] = (float) marks[batch + i].y; + points[4*i+2] = (float) marks[batch + i + 1].x; + points[4*i+3] = (float) marks[batch + i + 1].y; + } + + video->DrawScreenLines(nlines, points, Color::Cyan); + } +} + +// +----------------------------------------------------------------------+ + +void +Selector::Clear() +{ + if (selection) + selection->Clear(); +} + +void +Selector::Begin(Model* m, int mode, int seln_mode) +{ + nmarks = 0; + model = m; + view_mode = mode; + select_mode = seln_mode; +} + +void +Selector::AddMark(CPoint& p) +{ + if (nmarks < MAX_MARK) + marks[nmarks++] = p; +} + +void +Selector::End() +{ + ModelView* view = ModelView::FindView(view_mode); + view_mode = 0; + + // get the model: + if (!model || !nmarks || !view) return; + + // if not adding to selection: + if (select_mode == SELECT_REPLACE) { + Clear(); + } + + // if only one mark: + if (nmarks < 2) { + CPoint pts[Poly::MAX_VERTS]; + + // find all selected polys: + ListIter<Surface> s_iter = model->GetSurfaces(); + while (++s_iter) { + Surface* s = s_iter.value(); + + if (s->IsHidden() || s->IsLocked() || s->IsSimplified()) + continue; + + for (int i = 0; i < s->NumPolys(); i++) { + Poly* poly = s->GetPolys() + i; + + if (poly->nverts < 3) + continue; + + for (int v = 0; v < poly->nverts; v++) + pts[v] = view->ProjectPoint(s->GetVertexSet()->loc[poly->verts[v]]); + + CRgn rgn; + rgn.CreatePolygonRgn(pts, poly->nverts, ALTERNATE); + + if (rgn.PtInRegion(marks[0])) { + if (select_mode == SELECT_REMOVE) { + selection->RemovePoly(poly); + } + else { + selection->AddPoly(poly); + } + + for (int v = 0; v < poly->nverts; v++) { + WORD vert = poly->verts[v]; + if (select_mode == SELECT_REMOVE) { + selection->RemoveVert((WORD) s_iter.index(), vert); + } + else { + selection->AddVert((WORD) s_iter.index(), vert); + } + } + } + } + } + } + + // otherwise, build a region: + else { + CRgn rgn; + rgn.CreatePolygonRgn(marks, nmarks, WINDING); + + // find all selected verts: + ListIter<Surface> s_iter = model->GetSurfaces(); + while (++s_iter) { + Surface* s = s_iter.value(); + VertexSet* vset = s->GetVertexSet(); + + if (s->IsHidden() || s->IsLocked() || s->IsSimplified()) + continue; + + for (WORD i = 0; i < vset->nverts; i++) { + CPoint p = view->ProjectPoint(s->GetVertexSet()->loc[i]); + if (rgn.PtInRegion(p)) { + if (select_mode == SELECT_REMOVE) { + selection->RemoveVert((WORD) s_iter.index(), i); + } + else { + selection->AddVert((WORD) s_iter.index(), i); + } + } + } + + // find all selected polys: + for (int i = 0; i < s->NumPolys(); i++) { + Poly* poly = s->GetPolys() + i; + + bool will_select = true; + for (int v = 0; v < poly->nverts && will_select; v++) + will_select = will_select && + selection->Contains((WORD) s_iter.index(), poly->verts[v]); + + if (will_select) + selection->AddPoly(poly); + else + selection->RemovePoly(poly); + } + } + } +} + +// +----------------------------------------------------------------------+ + +void +Selector::UseModel(Model* m) +{ + model = m; + + if (selection) + selection->UseModel(model); +} + +// +----------------------------------------------------------------------+ + +void +Selector::SelectAll(int select_mode) +{ + Clear(); + + if (model && select_mode != SELECT_REMOVE) { + ListIter<Surface> iter = model->GetSurfaces(); + + while (++iter) { + Surface* s = iter.value(); + + for (int i = 0; i < s->NumPolys(); i++) { + selection->GetPolys().append(s->GetPolys() + i); + } + + for (int i = 0; i < s->NumVerts(); i++) { + DWORD value = (iter.index() << 16) | i; + selection->GetVerts().push_back(value); + } + } + } +} + +// +----------------------------------------------------------------------+ + +void +Selector::SelectInverse() +{ + if (model && selection) { + ListIter<Surface> iter = model->GetSurfaces(); + + while (++iter) { + Surface* s = iter.value(); + WORD s_index = iter.index(); + + for (int i = 0; i < s->NumPolys(); i++) { + Poly* p = s->GetPolys() + i; + + if (selection->Contains(p)) + selection->RemovePoly(p); + else + selection->AddPoly(p); + } + + for (int i = 0; i < s->NumVerts(); i++) { + if (selection->Contains(s_index, i)) + selection->RemoveVert(s_index, i); + else + selection->AddVert(s_index, i); + } + } + } +} + +// +----------------------------------------------------------------------+ + +void +Selector::SelectSurface(Surface* s, int select_mode) +{ + if (!s || !model) + return; + + WORD index = (WORD) model->GetSurfaces().index(s); + + if (select_mode == SELECT_REMOVE) { + for (int i = 0; i < s->NumPolys(); i++) { + selection->RemovePoly(s->GetPolys() + i); + } + + for (int i = 0; i < s->NumVerts(); i++) { + selection->RemoveVert(index, i); + } + } + else { + for (WORD i = 0; i < s->NumPolys(); i++) { + selection->AddPoly(s->GetPolys() + i); + } + + for (int i = 0; i < s->NumVerts(); i++) { + selection->AddVert(index, i); + } + } +} + +void +Selector::SelectVert(Surface* s, int v, int select_mode) +{ + if (!s || !model) + return; + + WORD index = (WORD) model->GetSurfaces().index(s); + + if (select_mode == SELECT_REMOVE) { + selection->RemoveVert(index, (WORD) v); + } + else { + selection->AddVert(index, (WORD) v); + } +} + +void +Selector::SelectPoly(Poly* poly, int select_mode) +{ + if (!poly || !model) + return; + + if (select_mode == SELECT_REMOVE) { + selection->RemovePoly(poly); + } + else { + selection->AddPoly(poly); + } +} + +// +----------------------------------------------------------------------+ + +void +Selector::SelectMaterial(Material* m, int select_mode) +{ + if (select_mode == SELECT_REPLACE) + Clear(); + + if (model && select_mode != SELECT_REMOVE) { + ListIter<Surface> iter = model->GetSurfaces(); + + while (++iter) { + Surface* s = iter.value(); + WORD s_index = iter.index(); + + for (int i = 0; i < s->NumPolys(); i++) { + Poly* p = s->GetPolys() + i; + + if (p->material == m) { + selection->AddPoly(p); + + for (int v = 0; v < p->nverts; v++) { + selection->AddVert(s_index, p->verts[v]); + } + } + } + } + } +} + +// +----------------------------------------------------------------------+ + +void +Selector::Reselect() +{ + selection->GetPolys().clear(); + + if (model) { + ListIter<Surface> iter = model->GetSurfaces(); + + while (++iter) { + Surface* s = iter.value(); + WORD s_index = iter.index(); + + // find all selected polys: + for (int i = 0; i < s->NumPolys(); i++) { + Poly* poly = s->GetPolys() + i; + + bool will_select = true; + for (int v = 0; v < poly->nverts && will_select; v++) + will_select = will_select && + selection->Contains(s_index, poly->verts[v]); + + if (will_select) + selection->AddPoly(poly); + } + } + } +} diff --git a/Magic2/Selector.h b/Magic2/Selector.h new file mode 100644 index 0000000..524cccb --- /dev/null +++ b/Magic2/Selector.h @@ -0,0 +1,100 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Selector.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Class definition for Selector (free-form selection tool) +*/ + +#ifndef Selector_h +#define Selector_h + +#include "Polygon.h" +#include "Graphic.h" +#include "Video.h" + +class ModelView; +class Model; +class Selection; +class Surface; + +// +----------------------------------------------------------------------+ + +class Selector : public Graphic +{ +public: + Selector(Selection* s=0); + virtual ~Selector(); + + enum SELECT_MODE { SELECT_REMOVE=-1, SELECT_REPLACE=0, SELECT_APPEND=1 }; + + // Operations + virtual void Render(Video* video, DWORD flags); + virtual bool CheckVisibility(Projector& projector) { return true; } + + void Clear(); + void Begin(Model* m, int mode, int select_mode = SELECT_REPLACE); + void AddMark(CPoint& p); + void End(); + + bool IsActive() const { return view_mode ? true : false; } + int GetViewMode() const { return view_mode; } + Selection* GetSelection() const { return selection; } + + void UseModel(Model* m); + void SelectAll(int select_mode = SELECT_REPLACE); + void SelectInverse(); + void SelectSurface(Surface* s, int select_mode = SELECT_REPLACE); + void SelectVert(Surface* s, int v, int select_mode = SELECT_REPLACE); + void SelectPoly(Poly* p, int select_mode = SELECT_REPLACE); + void SelectMaterial(Material* m, int select_mode = SELECT_REPLACE); + + void Reselect(); + +protected: + enum { MAX_MARK = 4096 }; + + int view_mode; + int nmarks; + CPoint marks[MAX_MARK]; + int select_mode; + + bool own_selection; + Selection* selection; + Model* model; +}; + + +// +----------------------------------------------------------------------+ + +#endif Selector_h diff --git a/Magic2/StdAfx.cpp b/Magic2/StdAfx.cpp new file mode 100644 index 0000000..d244fd1 --- /dev/null +++ b/Magic2/StdAfx.cpp @@ -0,0 +1,8 @@ +// stdafx.cpp : source file that includes just the standard includes +// Magic.pch will be the pre-compiled header +// stdafx.obj will contain the pre-compiled type information + +#include "stdafx.h" + + + diff --git a/Magic2/StdAfx.h b/Magic2/StdAfx.h new file mode 100644 index 0000000..36a4cb6 --- /dev/null +++ b/Magic2/StdAfx.h @@ -0,0 +1,46 @@ +// stdafx.h : include file for standard system include files, +// or project specific include files that are used frequently, but +// are changed infrequently +// + +#if !defined(AFX_STDAFX_H__E37C2030_8F5E_4A38_92DD_72F0EAE0DA81__INCLUDED_) +#define AFX_STDAFX_H__E37C2030_8F5E_4A38_92DD_72F0EAE0DA81__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif // _MSC_VER > 1000 + +#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers +#define WIN32_LEAN_AND_MEAN + +#if _MSC_VER <= 1600 +#define _WIN32_WINNT 0x0502 // XP is the lowest supported OS +#else +#define _WIN32_WINNT 0x0600 // VS2012 does not support XP, 0x0600 is Vista +#endif + +#include <afxwin.h> // MFC core and standard components +#include <afxext.h> // MFC extensions +#include <afxdisp.h> // MFC Automation classes +#include <afxdtctl.h> // MFC support for Internet Explorer 4 Common Controls +#ifndef _AFX_NO_AFXCMN_SUPPORT +#include <afxcmn.h> // MFC support for Windows Common Controls +#endif // _AFX_NO_AFXCMN_SUPPORT + +// Enable extra D3D debugging in debug builds if using the debug DirectX runtime. +// This makes D3D objects work well in the debugger watch window, but slows down +// performance slightly. +#if defined(DEBUG) | defined(_DEBUG) +#define D3D_DEBUG_INFO +#endif + +// Direct3D includes +#include <d3d9.h> +#include <d3dx9.h> +#include <mmsystem.h> +#include <mmreg.h> + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif // !defined(AFX_STDAFX_H__E37C2030_8F5E_4A38_92DD_72F0EAE0DA81__INCLUDED_) diff --git a/Magic2/SurfacePropertiesDialog.cpp b/Magic2/SurfacePropertiesDialog.cpp new file mode 100644 index 0000000..a4a845c --- /dev/null +++ b/Magic2/SurfacePropertiesDialog.cpp @@ -0,0 +1,119 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + */ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "MagicView.h" +#include "Solid.h" +#include "SurfacePropertiesDialog.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +///////////////////////////////////////////////////////////////////////////// +// SurfacePropertiesDialog dialog + + +SurfacePropertiesDialog::SurfacePropertiesDialog(MagicView* pParent /*=NULL*/) + : CDialog(SurfacePropertiesDialog::IDD, pParent), doc(0) +{ + //{{AFX_DATA_INIT(SurfacePropertiesDialog) + mSurfaceName = _T(""); + mNumPolys = _T(""); + mNumVerts = _T(""); + mSurfaceHeight = _T(""); + mSurfaceLength = _T(""); + mSurfaceRadius = _T(""); + mSurfaceWidth = _T(""); + //}}AFX_DATA_INIT + + if (pParent) { + doc = pParent->GetDocument(); + + if (doc && doc->GetSolid()) { + Model* model = doc->GetSolid()->GetModel(); + Surface* surface = model->GetSurfaces().first(); + Point plus; + Point minus; + + surface->GetVertexSet()->CalcExtents(plus, minus); + + char buffer[256]; + strcpy_s(buffer, surface->Name()); + mSurfaceName = buffer; + + sprintf_s(buffer, "%d", surface->NumPolys()); + mNumPolys = buffer; + + sprintf_s(buffer, "%d", surface->NumVerts()); + mNumVerts = buffer; + + sprintf_s(buffer, "%.1f", surface->Radius()); + mSurfaceRadius = buffer; + + sprintf_s(buffer, "%.1f (%.1f - %.1f)", plus.z-minus.z, minus.z, plus.z); + mSurfaceLength = buffer; + + sprintf_s(buffer, "%.1f (%.1f - %.1f)", plus.x-minus.x, minus.x, plus.x); + mSurfaceWidth = buffer; + + sprintf_s(buffer, "%.1f (%.1f - %.1f)", plus.y-minus.y, minus.y, plus.y); + mSurfaceHeight = buffer; + } + } +} + + +void SurfacePropertiesDialog::DoDataExchange(CDataExchange* pDX) +{ + CDialog::DoDataExchange(pDX); + //{{AFX_DATA_MAP(SurfacePropertiesDialog) + DDX_CBString(pDX, IDC_SURFACE_NAME, mSurfaceName); + DDX_Text(pDX, IDC_SURFACE_NPOLYS, mNumPolys); + DDX_Text(pDX, IDC_SURFACE_NVERTS, mNumVerts); + DDX_Text(pDX, IDC_SURFACE_HEIGHT, mSurfaceHeight); + DDX_Text(pDX, IDC_SURFACE_LENGTH, mSurfaceLength); + DDX_Text(pDX, IDC_SURFACE_RADIUS, mSurfaceRadius); + DDX_Text(pDX, IDC_SURFACE_WIDTH, mSurfaceWidth); + //}}AFX_DATA_MAP +} + + +BEGIN_MESSAGE_MAP(SurfacePropertiesDialog, CDialog) + //{{AFX_MSG_MAP(SurfacePropertiesDialog) + // NOTE: the ClassWizard will add message map macros here + //}}AFX_MSG_MAP +END_MESSAGE_MAP() + +///////////////////////////////////////////////////////////////////////////// +// SurfacePropertiesDialog message handlers diff --git a/Magic2/SurfacePropertiesDialog.h b/Magic2/SurfacePropertiesDialog.h new file mode 100644 index 0000000..71a7703 --- /dev/null +++ b/Magic2/SurfacePropertiesDialog.h @@ -0,0 +1,97 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: SurfacePropertiesDialog.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Surface Properties Dialog interface file +*/ + +#if !defined(AFX_SURFACEPROPERTIESDIALOG_H__8121A894_106E_4A17_9CE1_ADDD88F6A0CD__INCLUDED_) +#define AFX_SURFACEPROPERTIESDIALOG_H__8121A894_106E_4A17_9CE1_ADDD88F6A0CD__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif // _MSC_VER > 1000 + +// +--------------------------------------------------------------------+ + +class Bitmap; +class MagicDoc; +class MagicView; +class Model; + +// +--------------------------------------------------------------------+ +// SurfacePropertiesDialog dialog +// +--------------------------------------------------------------------+ + +class SurfacePropertiesDialog : public CDialog +{ +// Construction +public: + SurfacePropertiesDialog(MagicView* pParent = NULL); // standard constructor + +// Dialog Data + //{{AFX_DATA(SurfacePropertiesDialog) + enum { IDD = IDD_SURFACE_PROPS }; + CString mSurfaceName; + CString mNumPolys; + CString mNumVerts; + CString mSurfaceHeight; + CString mSurfaceLength; + CString mSurfaceRadius; + CString mSurfaceWidth; + //}}AFX_DATA + + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(SurfacePropertiesDialog) + protected: + virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support + //}}AFX_VIRTUAL + +// Implementation +protected: + MagicDoc* doc; + + // Generated message map functions + //{{AFX_MSG(SurfacePropertiesDialog) + // NOTE: the ClassWizard will add member functions here + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif diff --git a/Magic2/TexCubeDX9.cpp b/Magic2/TexCubeDX9.cpp new file mode 100644 index 0000000..49bb607 --- /dev/null +++ b/Magic2/TexCubeDX9.cpp @@ -0,0 +1,144 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: TexDX9.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Direct3D Texture Cache +*/ + +#include "MemDebug.h" +#include "TexCubeDX9.h" +#include "VideoDX9.h" +#include "Bitmap.h" +#include "Color.h" + +// +--------------------------------------------------------------------+ + +void Print(const char* fmt, ...); +void VideoDX9Error(const char* msg, HRESULT err); + +#ifndef RELEASE +#define RELEASE(x) if (x) { x->Release(); x=NULL; } +#endif + +// +--------------------------------------------------------------------+ + +TexCubeDX9::TexCubeDX9(VideoDX9* v) +: video(v), texture(0) +{ + d3d = video->Direct3D(); + d3ddevice = video->D3DDevice(); + + for (int i = 0; i < 6; i++) { + faces[i] = 0; + last_modified[i] = 0; + } +} + +TexCubeDX9::~TexCubeDX9() +{ + RELEASE(texture); +} + +// +--------------------------------------------------------------------+ + +bool +TexCubeDX9::LoadTexture(Bitmap* bmp, int face_index) +{ + if (!d3ddevice) return false; + + if (faces[face_index] == bmp && last_modified[face_index] >= bmp->LastModified()) + return true; // already loaded and hasn't been modified + + HRESULT hr = D3D_OK; + + // create the texture, if necessary + if (!texture) { + hr = d3ddevice->CreateCubeTexture(bmp->Width(), + 1, // one mip level + 0, // no specific usage + D3DFMT_A8R8G8B8, // format matching Color::rgba + D3DPOOL_MANAGED, + &texture, + 0); + + if (FAILED(hr) || !texture) { + VideoDX9Error("LoadTexture - could not create cube texture", hr); + return false; + } + } + + // lock the surface for writing + D3DLOCKED_RECT locked_rect; + D3DCUBEMAP_FACES face = (D3DCUBEMAP_FACES) face_index; + hr = texture->LockRect(face, 0, &locked_rect, 0, 0); + + if (FAILED(hr)) { + VideoDX9Error("LoadTexture - could not lock texture surface", hr); + RELEASE(texture); + return false; + } + + // load the bitmap into the texture surface + for (int i = 0; i < bmp->Height(); i++) { + BYTE* src = (BYTE*) (bmp->HiPixels() + i * bmp->Width()); + BYTE* dst = (BYTE*) locked_rect.pBits + i * locked_rect.Pitch; + + CopyMemory(dst, src, bmp->Width() * sizeof(Color)); + } + + // unlock the surface + texture->UnlockRect(face, 0); + + faces[face_index] = bmp; + last_modified[face_index] = bmp->LastModified(); + + return true; +} + +// +--------------------------------------------------------------------+ + +IDirect3DCubeTexture9* +TexCubeDX9::GetTexture() +{ + if (texture) { + // need to refresh anything? + for (int i = 0; i < 6; i++) { + if (faces[i] && last_modified[i] < faces[i]->LastModified()) { + LoadTexture(faces[i], i); + } + } + } + + return texture; +} diff --git a/Magic2/TexCubeDX9.h b/Magic2/TexCubeDX9.h new file mode 100644 index 0000000..b636677 --- /dev/null +++ b/Magic2/TexCubeDX9.h @@ -0,0 +1,73 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: TexCubeDX9.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Direct 3D Texture Cube for Env Mapping +*/ + +#ifndef TexCubeDX9_h +#define TexCubeDX9_h + +#include "Bitmap.h" + +// +--------------------------------------------------------------------+ + +class Video; +class VideoDX9; +class Bitmap; +struct VD3D_texture_format; + +// +--------------------------------------------------------------------+ + +class TexCubeDX9 +{ +public: + TexCubeDX9(VideoDX9* video); + virtual ~TexCubeDX9(); + + IDirect3DCubeTexture9* GetTexture(); + bool LoadTexture(Bitmap* bmp, int face); + +private: + VideoDX9* video; + IDirect3D9* d3d; + IDirect3DDevice9* d3ddevice; + + IDirect3DCubeTexture9* texture; + Bitmap* faces[6]; + DWORD last_modified[6]; +}; + +#endif // TexCubeDX9_h + diff --git a/Magic2/TextureMapDialog.cpp b/Magic2/TextureMapDialog.cpp new file mode 100644 index 0000000..f7085a1 --- /dev/null +++ b/Magic2/TextureMapDialog.cpp @@ -0,0 +1,209 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: TextureMapDialog.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Texture Mapping Dialog implementation file +*/ + + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "MagicView.h" +#include "Selection.h" +#include "TextureMapDialog.h" +#include "Thumbnail.h" + +#include "Bitmap.h" +#include "Solid.h" +#include "Polygon.h" +#include "Pcx.h" + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +// +--------------------------------------------------------------------+ +// TextureMapDialog dialog +// +--------------------------------------------------------------------+ + +TextureMapDialog::TextureMapDialog(MagicView* pParent) + : CDialog(TextureMapDialog::IDD, pParent), doc(0), material(0), model(0), blank(0) +{ + //{{AFX_DATA_INIT(TextureMapDialog) + mMaterialIndex = -1; + mFlip = FALSE; + mMirror = FALSE; + mRotate = FALSE; + mScaleV = 0.0; + mAxis = -1; + mScaleU = 0.0; + mMapType = -1; + //}}AFX_DATA_INIT + + Color gray = Color::LightGray; + blank = new Bitmap(1,1,&gray); + blank->ScaleTo(128,128); + + if (pParent) { + doc = pParent->GetDocument(); + + if (doc && doc->GetSolid()) { + model = doc->GetSolid()->GetModel(); + } + + if (doc && doc->GetSelection()) { + Selection* seln = doc->GetSelection(); + + if (seln->GetPolys().size() > 0) { + material = seln->GetPolys().first()->material; + mMaterialIndex = model->GetMaterials().index(material) + 1; + } + } + } +} + +TextureMapDialog::~TextureMapDialog() +{ + delete blank; +} + +void TextureMapDialog::DoDataExchange(CDataExchange* pDX) +{ + CDialog::DoDataExchange(pDX); + //{{AFX_DATA_MAP(TextureMapDialog) + DDX_Control(pDX, IDC_MAPPING, mMapping); + DDX_Control(pDX, IDC_MATERIAL, mMaterialList); + DDX_Control(pDX, IDC_TEXTURE_PREVIEW, mMaterialThumb); + DDX_CBIndex(pDX, IDC_MATERIAL, mMaterialIndex); + DDX_Check(pDX, IDC_ALIGN_FLIP, mFlip); + DDX_Check(pDX, IDC_ALIGN_MIRROR, mMirror); + DDX_Check(pDX, IDC_ALIGN_ROTATE, mRotate); + DDX_Text(pDX, IDC_SCALE_V, mScaleV); + DDX_Radio(pDX, IDC_ALIGN_X, mAxis); + DDX_Text(pDX, IDC_SCALE_U, mScaleU); + DDX_CBIndex(pDX, IDC_MAPPING, mMapType); + //}}AFX_DATA_MAP + + if (pDX->m_bSaveAndValidate) { + mMaterialIndex = mMaterialList.GetCurSel()-1; + } +} + + +BEGIN_MESSAGE_MAP(TextureMapDialog, CDialog) + //{{AFX_MSG_MAP(TextureMapDialog) + ON_WM_PAINT() + ON_CBN_SELCHANGE(IDC_MATERIAL, OnSelectMaterial) + ON_BN_CLICKED(IDC_ALIGN_X, OnAlign) + ON_BN_CLICKED(IDC_ALIGN_Y, OnAlign) + ON_BN_CLICKED(IDC_ALIGN_Z, OnAlign) + //}}AFX_MSG_MAP +END_MESSAGE_MAP() + +// +--------------------------------------------------------------------+ +// TextureMapDialog message handlers +// +--------------------------------------------------------------------+ + +BOOL TextureMapDialog::OnInitDialog() +{ + CDialog::OnInitDialog(); + + mMaterialList.AddString("<none>"); + + if (model && model->NumMaterials()) { + ListIter<Material> iter = model->GetMaterials(); + while (++iter) { + Material* mtl = iter.value(); + mMaterialList.AddString(mtl->name); + } + } + + mMaterialList.SetCurSel(mMaterialIndex); + mMapping.SetCurSel(0); + + if (material) { + material->CreateThumbnail(); + ThumbPreview(mMaterialThumb.GetSafeHwnd(), material->thumbnail); + } + + return TRUE; +} + +// +--------------------------------------------------------------------+ + +void TextureMapDialog::OnPaint() +{ + CPaintDC dc(this); // device context for painting + + if (material && material->thumbnail) { + ThumbPreview(mMaterialThumb.GetSafeHwnd(), material->thumbnail); + } + else { + ThumbPreview(mMaterialThumb.GetSafeHwnd(), blank); + } +} + +void TextureMapDialog::OnSelectMaterial() +{ + mMaterialIndex = mMaterialList.GetCurSel()-1; + material = 0; + + if (model && mMaterialIndex >= 0 && mMaterialIndex < model->NumMaterials()) { + material = model->GetMaterials()[mMaterialIndex]; + } + + if (material) { + material->CreateThumbnail(); + ThumbPreview(mMaterialThumb.GetSafeHwnd(), material->thumbnail); + } + else { + ThumbPreview(mMaterialThumb.GetSafeHwnd(), blank); + } +} + +void TextureMapDialog::OnAlign() +{ + if (mMapping.GetCurSel() == 0) { + mMapping.SetCurSel(1); + UpdateData(TRUE); + + mScaleU = 1; + mScaleV = 1; + mMaterialIndex++; + UpdateData(FALSE); + } +} diff --git a/Magic2/TextureMapDialog.h b/Magic2/TextureMapDialog.h new file mode 100644 index 0000000..aeb6f30 --- /dev/null +++ b/Magic2/TextureMapDialog.h @@ -0,0 +1,109 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: TextureMapDialog.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Texture Mapping Dialog interface file +*/ + +#if !defined(AFX_TEXTUREMAPDIALOG_H__F8EDA550_FF19_4E91_9A9C_597FC357C563__INCLUDED_) +#define AFX_TEXTUREMAPDIALOG_H__F8EDA550_FF19_4E91_9A9C_597FC357C563__INCLUDED_ + +#if _MSC_VER > 1000 +#pragma once +#endif + +// +--------------------------------------------------------------------+ + +class Bitmap; +class MagicDoc; +class MagicView; +struct Material; +class Model; + +// +--------------------------------------------------------------------+ +// TextureMapDialog dialog +// +--------------------------------------------------------------------+ + +class TextureMapDialog : public CDialog +{ +// Construction +public: + TextureMapDialog(MagicView* pParent = NULL); + virtual ~TextureMapDialog(); + +// Dialog Data + //{{AFX_DATA(TextureMapDialog) + enum { IDD = IDD_MODIFY_TEXTURE }; + CComboBox mMapping; + CComboBox mMaterialList; + CStatic mMaterialThumb; + int mMaterialIndex; + BOOL mFlip; + BOOL mMirror; + BOOL mRotate; + double mScaleV; + int mAxis; + double mScaleU; + int mMapType; + //}}AFX_DATA + + +// Overrides + // ClassWizard generated virtual function overrides + //{{AFX_VIRTUAL(TextureMapDialog) + protected: + virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support + //}}AFX_VIRTUAL + +// Implementation +protected: + MagicDoc* doc; + Material* material; + Model* model; + Bitmap* blank; + + // Generated message map functions + //{{AFX_MSG(TextureMapDialog) + virtual BOOL OnInitDialog(); + afx_msg void OnPaint(); + afx_msg void OnSelectMaterial(); + afx_msg void OnAlign(); + //}}AFX_MSG + DECLARE_MESSAGE_MAP() +}; + +//{{AFX_INSERT_LOCATION}} +// Microsoft Visual C++ will insert additional declarations immediately before the previous line. + +#endif diff --git a/Magic2/Thumbnail.cpp b/Magic2/Thumbnail.cpp new file mode 100644 index 0000000..28bacbb --- /dev/null +++ b/Magic2/Thumbnail.cpp @@ -0,0 +1,81 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Thumbnail.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Thumbnail.cpp : implementation file +*/ + +#include "stdafx.h" +#include "Bitmap.h" + +// +--------------------------------------------------------------------+ +// Preview a bitmap image in the desired window +// +--------------------------------------------------------------------+ + +void ThumbPreview(HWND hprev, Bitmap* bitmap) +{ + HDC hdc = ::GetDC(hprev); + RECT rect; + BITMAPINFO* pbmiDIB = new BITMAPINFO; + + if (!pbmiDIB) + return; + + ::GetClientRect(hprev, &rect); + + pbmiDIB->bmiHeader.biSize = sizeof(BITMAPINFOHEADER); + pbmiDIB->bmiHeader.biWidth = bitmap->Width(); + pbmiDIB->bmiHeader.biHeight = -bitmap->Height(); + pbmiDIB->bmiHeader.biPlanes = 1; + pbmiDIB->bmiHeader.biBitCount = 32; + pbmiDIB->bmiHeader.biCompression = BI_RGB; + pbmiDIB->bmiHeader.biSizeImage = 0; + pbmiDIB->bmiHeader.biXPelsPerMeter = 0; + pbmiDIB->bmiHeader.biYPelsPerMeter = 0; + pbmiDIB->bmiHeader.biClrUsed = 0; + pbmiDIB->bmiHeader.biClrImportant = 0; + + int result = + ::StretchDIBits(hdc, + 1, 1, 128, 128, + 0, 0, bitmap->Width(), bitmap->Height(), + bitmap->HiPixels(), + pbmiDIB, + DIB_RGB_COLORS, + SRCCOPY); + + ::ReleaseDC(hprev, hdc); + + delete pbmiDIB; +} diff --git a/Magic2/Thumbnail.h b/Magic2/Thumbnail.h new file mode 100644 index 0000000..9300fb9 --- /dev/null +++ b/Magic2/Thumbnail.h @@ -0,0 +1,55 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: Thumbnail.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Function declarations for thumbnail img previewer +*/ + +#ifndef Thumbnail_h +#define Thumbnail_h + +#ifndef __AFXWIN_H__ + #error include 'stdafx.h' before including 'Thumbnail.h' file for PCH +#endif + +// +--------------------------------------------------------------------+ + +class Bitmap; + +// +--------------------------------------------------------------------+ + +void ThumbPreview(HWND hprev, Bitmap* bitmap); + +#endif Thumbnail_h + diff --git a/Magic2/UVMapView.cpp b/Magic2/UVMapView.cpp new file mode 100644 index 0000000..d775b5c --- /dev/null +++ b/Magic2/UVMapView.cpp @@ -0,0 +1,474 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: UVMapView.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Implementation of the UVMapView class +*/ + +#include "stdafx.h" +#include "Magic.h" + +#include "MagicDoc.h" +#include "UVMapView.h" +#include "Selector.h" +#include "Selection.h" + +#include "ActiveWindow.h" +#include "Color.h" +#include "Screen.h" +#include "Video.h" + +DWORD GetRealTime(); + +#ifdef _DEBUG +#define new DEBUG_NEW +#undef THIS_FILE +static char THIS_FILE[] = __FILE__; +#endif + +// +--------------------------------------------------------------------+ + +UVMapView::UVMapView(Window* c) + : View(c), material(0), zoom(1), x_offset(0), y_offset(0), + nmarks(0), select_mode(SELECT_REPLACE), active(false) +{ +} + +UVMapView::~UVMapView() +{ +} + +// +--------------------------------------------------------------------+ + +const int BATCH_SIZE = 64; + +void +UVMapView::Refresh() +{ + video = Video::GetInstance(); + if (!video) + return; + + window->FillRect(window->GetRect(), Color::LightGray); + + if (material && material->tex_diffuse) { + Bitmap* bmp = material->tex_diffuse; + int w = bmp->Width(); + int h = bmp->Height(); + + double cx = window->Width() / 2 + x_offset; + double cy = window->Height() / 2 + y_offset; + + int x1 = (int) (cx - (zoom * w/2)); + int x2 = (int) (cx + (zoom * w/2)); + int y1 = (int) (cy - (zoom * h/2)); + int y2 = (int) (cy + (zoom * h/2)); + + window->DrawBitmap(x1, y1, x2, y2, bmp); + + ListIter<Poly> iter = polys; + while (++iter) { + Poly* p = iter.value(); + VertexSet* vset = p->vertex_set; + + if (p->material != material) + continue; + + for (int i = 0; i < p->nverts; i++) { + int n1 = p->verts[i]; + int n2 = p->verts[0]; + if (i < p->nverts-1) + n2 = p->verts[i+1]; + + double tu1 = vset->tu[n1]; + double tv1 = vset->tv[n1]; + double tu2 = vset->tu[n2]; + double tv2 = vset->tv[n2]; + + x1 = (int) (cx + zoom * w * (tu1-0.5)); + x2 = (int) (cx + zoom * w * (tu2-0.5)); + y1 = (int) (cy + zoom * h * (tv1-0.5)); + y2 = (int) (cy + zoom * h * (tv2-0.5)); + + window->DrawLine(x1, y1, x2, y2, Color::Yellow); + + if (IsSelected(p, i)) + window->FillRect(x1-3, y1-3, x1+3, y1+3, Color::Yellow); + else + window->DrawRect(x1-2, y1-2, x1+2, y1+2, Color::Yellow); + } + } + } + + if (active && nmarks > 1) { + float points[4*BATCH_SIZE + 4]; + + for (int batch = 0; batch < nmarks; batch += BATCH_SIZE) { + int end = batch + BATCH_SIZE; + if (end > nmarks-1) + end = nmarks-1; + int nlines = end-batch; + + for (int i = 0; i < nlines; i++) { + points[4*i+0] = (float) marks[batch + i].x; + points[4*i+1] = (float) marks[batch + i].y; + points[4*i+2] = (float) marks[batch + i + 1].x; + points[4*i+3] = (float) marks[batch + i + 1].y; + } + + video->DrawScreenLines(nlines, points, Color::Cyan); + } + } + + const char* title = "UV Editor"; + + int len = strlen(title); + Rect r(6,4,200,20); + + r.x += window->GetRect().x; + r.y += window->GetRect().y; + + video->DrawText(title, len, r, DT_LEFT|DT_SINGLELINE, Color::Black); + + r.x--; + r.y--; + + video->DrawText(title, len, r, DT_LEFT|DT_SINGLELINE, Color::White); +} + +// +--------------------------------------------------------------------+ + +void +UVMapView::UseMaterial(Material* m) +{ + if (material != m) { + material = m; + zoom = 1; + x_offset = 0; + y_offset = 0; + } +} + +void +UVMapView::UsePolys(List<Poly>& p) +{ + polys.clear(); + polys.append(p); +} + +void +UVMapView::MoveBy(double dx, double dy) +{ + x_offset += dx; + y_offset += dy; +} + +void +UVMapView::DragBy(double dx, double dy) +{ + if (!material || !material->tex_diffuse || selverts.size() < 1) + return; + + Bitmap* bmp = material->tex_diffuse; + double w = zoom * bmp->Width(); + double h = zoom * bmp->Height(); + float du = (float) (dx/w); + float dv = (float) (dy/h); + + for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { + DWORD value = *svi; + DWORD p = value >> 16; + DWORD n = value & 0xffff; + + Poly* poly = polys[p]; + if (poly && n < poly->nverts) { + VertexSet* vset = poly->vertex_set; + int v = poly->verts[n]; + + vset->tu[v] += du; + vset->tv[v] += dv; + } + } +} + +// +----------------------------------------------------------------------+ + +void +UVMapView::Clear() +{ + selverts.clear(); +} + +void +UVMapView::Begin(int seln_mode) +{ + nmarks = 0; + select_mode = seln_mode; + active = true; +} + +void +UVMapView::AddMark(CPoint& p) +{ + if (nmarks < MAX_MARK) + marks[nmarks++] = p; +} + +void +UVMapView::End() +{ + active = false; + + // get the model: + if (!nmarks || !material || !material->tex_diffuse) return; + + // if not adding to selection: + if (select_mode == SELECT_REPLACE) { + Clear(); + } + + Bitmap* bmp = material->tex_diffuse; + int w = bmp->Width(); + int h = bmp->Height(); + + double cx = window->Width() / 2 + x_offset; + double cy = window->Height() / 2 + y_offset; + + + // if only one mark: + if (nmarks < 2) { + // find all selected verts: + ListIter<Poly> iter = polys; + while (++iter) { + Poly* p = iter.value(); + VertexSet* vset = p->vertex_set; + + for (int i = 0; i < p->nverts; i++) { + int n1 = p->verts[i]; + double tu1 = vset->tu[n1]; + double tv1 = vset->tv[n1]; + + int x1 = (int) (cx + zoom * w * (tu1-0.5)); + int y1 = (int) (cy + zoom * h * (tv1-0.5)); + + int dx = abs(marks[0].x - x1); + int dy = abs(marks[0].y - y1); + + if (dx < 4 && dy < 4) { + WORD p_index = iter.index(); + DWORD value = (p_index << 16) | i; + + if (select_mode == SELECT_REMOVE) { + for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { + if (*svi == value) { + selverts.erase(svi); + } + } + } + else { + bool contains = false; + for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { + if (*svi == value) { + contains = true; + } + } + if (!contains) + selverts.push_back(value); + } + } + } + } + } + + // otherwise, build a region: + else { + CRgn rgn; + rgn.CreatePolygonRgn(marks, nmarks, WINDING); + + // find all selected verts: + ListIter<Poly> iter = polys; + while (++iter) { + Poly* p = iter.value(); + VertexSet* vset = p->vertex_set; + + for (int i = 0; i < p->nverts; i++) { + int n1 = p->verts[i]; + double tu1 = vset->tu[n1]; + double tv1 = vset->tv[n1]; + + int x1 = (int) (cx + zoom * w * (tu1-0.5)); + int y1 = (int) (cy + zoom * h * (tv1-0.5)); + + CPoint p(x1,y1); + + if (rgn.PtInRegion(p)) { + WORD p_index = iter.index(); + DWORD value = (p_index << 16) | i; + + if (select_mode == SELECT_REMOVE) { + for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { + if (*svi == value) + selverts.erase(svi); + } + } + else { + bool contains = false; + for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { + if (*svi == value) + contains = true; + } + if (!contains) + selverts.push_back(value); + } + } + } + } + } + + nmarks = 0; +} + +// +----------------------------------------------------------------------+ + +void +UVMapView::SelectAll() +{ + selverts.clear(); + + ListIter<Poly> iter = polys; + while (++iter) { + Poly* p = iter.value(); + + if (p->material != material) + continue; + + for (int i = 0; i < p->nverts; i++) { + WORD p_index = iter.index(); + DWORD value = (p_index << 16) | i; + selverts.push_back(value); + } + } +} + +void +UVMapView::SelectNone() +{ + selverts.clear(); +} + +void +UVMapView::SelectInverse() +{ + ListIter<Poly> iter = polys; + while (++iter) { + Poly* p = iter.value(); + + if (p->material != material) + continue; + + for (int i = 0; i < p->nverts; i++) { + WORD p_index = iter.index(); + DWORD value = (p_index << 16) | i; + + bool contains = false; + auto svi = selverts.begin(); + for (; svi != selverts.end(); ++svi) { + if (*svi == value) { + contains = true; + break; + } + } + + if (contains) + selverts.erase(svi); + else + selverts.push_back(value); + } + } +} + +bool +UVMapView::IsSelected(Poly* poly, WORD v) +{ + WORD p = polys.index(poly); + DWORD value = (p << 16) | v; + + bool contains = false; + + for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { + if (*svi == value) + return true; + } + + return false; +} + +bool +UVMapView::WillSelect(CPoint& p) +{ + if (!material || !material->tex_diffuse) + return false; + + Bitmap* bmp = material->tex_diffuse; + int w = bmp->Width(); + int h = bmp->Height(); + + double cx = window->Width() / 2 + x_offset; + double cy = window->Height() / 2 + y_offset; + + // find first selected vert: + ListIter<Poly> iter = polys; + while (++iter) { + Poly* poly = iter.value(); + VertexSet* vset = poly->vertex_set; + + for (int i = 0; i < poly->nverts; i++) { + int n1 = poly->verts[i]; + double tu1 = vset->tu[n1]; + double tv1 = vset->tv[n1]; + + int x1 = (int) (cx + zoom * w * (tu1-0.5)); + int y1 = (int) (cy + zoom * h * (tv1-0.5)); + + int dx = abs(p.x - x1); + int dy = abs(p.y - y1); + + if (dx < 4 && dy < 4) { + return true; + } + } + } + + return false; +} diff --git a/Magic2/UVMapView.h b/Magic2/UVMapView.h new file mode 100644 index 0000000..10e63c7 --- /dev/null +++ b/Magic2/UVMapView.h @@ -0,0 +1,106 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe + FILE: UVMapView.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Interface of the UVMapView class +*/ + + +#ifndef UVMapView_h +#define UVMapView_h + +#include <vector> +#include "View.h" +#include "Polygon.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class Video; + +// +--------------------------------------------------------------------+ + +class UVMapView : public View +{ +public: + UVMapView(Window* c); + virtual ~UVMapView(); + + enum SELECT_MODE { SELECT_REMOVE=-1, SELECT_REPLACE=0, SELECT_APPEND=1 }; + + virtual void Refresh(); + + void UseMaterial(Material* m); + void UsePolys(List<Poly>& p); + + void MoveBy(double dx, double dy); + void DragBy(double dx, double dy); + void ZoomIn() { zoom *= 1.15; } + void ZoomOut() { zoom *= 0.85; } + + void Clear(); + void Begin(int select_mode = SELECT_REPLACE); + void AddMark(CPoint& p); + void End(); + + bool IsActive() const { return active; } + void SelectAll(); + void SelectNone(); + void SelectInverse(); + + bool IsSelected(Poly* p, WORD v); + bool WillSelect(CPoint& p); + +protected: + enum { MAX_MARK = 4096 }; + + Material* material; + List<Poly> polys; + Video* video; + + double zoom; + double x_offset; + double y_offset; + + int nmarks; + CPoint marks[MAX_MARK]; + int select_mode; + bool active; + + std::vector<DWORD> selverts; +}; + +// +--------------------------------------------------------------------+ + +#endif UVMapView_h diff --git a/Magic2/VideoDX9.cpp b/Magic2/VideoDX9.cpp new file mode 100644 index 0000000..0c9e24d --- /dev/null +++ b/Magic2/VideoDX9.cpp @@ -0,0 +1,3641 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: VideoDX9.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Direct3D Video class for DirectX 9 +*/ + +#include "MemDebug.h" +#include "VideoDX9.h" +#include "VideoDX9Enum.h" +#include "VideoDX9VertexBuffer.h" +#include "TexDX9.h" +#include "TexCubeDX9.h" +#include "Camera.h" +#include "Color.h" +#include "DataLoader.h" +#include "Polygon.h" +#include "Light.h" +#include "Solid.h" + +// +--------------------------------------------------------------------+ + +void Print(const char* msg, ...); +char* D3DErrStr(HRESULT dderr); +void VideoDX9Error(const char* msg, HRESULT dderr); +static TexCacheDX9* texcache = 0; +static TexCubeDX9* environment_cube = 0; +static bool surface_has_tangent_data = false; +static Light* main_light; +static Light* back_light; +static D3DXMATRIX matrixWorld; +static D3DXMATRIX matrixView; +static D3DXMATRIX matrixProj; +static D3DXMATRIX matrixWorldInverse; + +extern int VD3D_describe_things; + +#ifndef RELEASE +#define RELEASE(x) if (x) { x->Release(); x=NULL; } +#endif + +#ifndef F2DW +#define F2DW(x) (*(DWORD*)(&x)) +#endif + +#ifndef DW2I +#define DW2I(x) (*(int*)(&x)) +#endif + +// +--------------------------------------------------------------------+ + +typedef HRESULT (WINAPI * LPDDCE)(GUID FAR *, LPVOID *, REFIID , IUnknown FAR *); + +static D3DMATRIX identity_matrix = { + FLOAT(1.0), FLOAT(0.0), FLOAT(0.0), FLOAT(0.0), + FLOAT(0.0), FLOAT(1.0), FLOAT(0.0), FLOAT(0.0), + FLOAT(0.0), FLOAT(0.0), FLOAT(1.0), FLOAT(0.0), + FLOAT(0.0), FLOAT(0.0), FLOAT(0.0), FLOAT(1.0) +}; + +// +--------------------------------------------------------------------+ + +List<Model> model_clients; + +class VideoDX9SurfaceData : public VideoPrivateData +{ +public: + VideoDX9SurfaceData(Model* m) : model(m), vertex_buffer(0), index_buffer(0) { + if (!model_clients.contains(model)) + model_clients.append(model); + } + + virtual ~VideoDX9SurfaceData() { + model_clients.remove(model); + + delete vertex_buffer; + delete index_buffer; + } + + enum { TYPE = 9001 }; + virtual int GetType() const { return TYPE; } + + Model* model; + VideoDX9VertexBuffer* vertex_buffer; + VideoDX9IndexBuffer* index_buffer; +}; + +class VideoDX9SegmentData : public VideoPrivateData +{ +public: + VideoDX9SegmentData() : first_vert(0), num_verts(0), first_index(0), num_tris(0) { } + virtual ~VideoDX9SegmentData() { } + + enum { TYPE = 9002 }; + virtual int GetType() const { return TYPE; } + + int first_vert; + int num_verts; + int first_index; + int num_tris; +}; + +// +--------------------------------------------------------------------+ + +static int d3dstate_table[] = { + D3DRS_FILLMODE, // FILL_MODE + D3DRS_SHADEMODE, // SHADE_MODE + D3DRS_LIGHTING, // LIGHTING_ENABLE + D3DRS_ZENABLE, // Z_ENABLE + D3DRS_ZWRITEENABLE, // Z_WRITE_ENABLE + D3DRS_DEPTHBIAS, // Z_BIAS + 0, // TEXTURE_FILTER + D3DRS_DITHERENABLE, // DITHER_ENABLE + D3DRS_SPECULARENABLE, // SPECULAR_ENABLE + D3DRS_FOGENABLE, // FOG_ENABLE + D3DRS_FOGCOLOR, // FOG_COLOR + D3DRS_FOGDENSITY, // FOG_DENSITY + D3DRS_STENCILENABLE, // STENCIL_ENABLE + 0x11111111, // TEXTURE_WRAP (special case) + 0 // LIGHTING_PASS +}; + +static const int NUM_SCREEN_VERTS = 1024; +static const int NUM_SCREEN_INDICES = NUM_SCREEN_VERTS * 2; + +// +--------------------------------------------------------------------+ + +struct VideoDX9ScreenVertex +{ + FLOAT sx, sy, sz, rhw; + DWORD diffuse; + FLOAT tu, tv; + + static DWORD FVF; +}; + +DWORD VideoDX9ScreenVertex::FVF = D3DFVF_XYZRHW | +D3DFVF_DIFFUSE | +D3DFVF_TEX1; + +struct VideoDX9NormalVertex +{ + FLOAT x, y, z; + FLOAT nx, ny, nz; + FLOAT t0u, t0v; + FLOAT t1u, t1v; + FLOAT tx, ty, tz; + FLOAT bx, by, bz; + + static DWORD FVF; +}; + +DWORD VideoDX9NormalVertex::FVF = 0; + +// Global Vertex Declaration shared by shaders +D3DVERTEXELEMENT9 videoDX9NormalVertexElements[] = +{ + { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, + { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, + { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, + { 0, 32, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, + { 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 2 }, + { 0, 52, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 3 }, + D3DDECL_END() +}; + +struct VideoDX9SolidVertex +{ + FLOAT x, y, z; + FLOAT nx, ny, nz; + FLOAT tu, tv; + + static DWORD FVF; +}; + +DWORD VideoDX9SolidVertex::FVF = D3DFVF_XYZ | +D3DFVF_NORMAL | +D3DFVF_TEX1 | +D3DFVF_TEXCOORDSIZE2(0); + +struct VideoDX9LuminousVertex +{ + FLOAT x, y, z; + DWORD diffuse; + FLOAT tu, tv; + + static DWORD FVF; +}; + +DWORD VideoDX9LuminousVertex::FVF = D3DFVF_XYZ | +D3DFVF_DIFFUSE | +D3DFVF_TEX1 | +D3DFVF_TEXCOORDSIZE2(0); + +struct VideoDX9DetailVertex +{ + FLOAT x, y, z; + DWORD diffuse; + DWORD specular; + FLOAT tu, tv; + FLOAT tu1, tv1; + + static DWORD FVF; +}; + +DWORD VideoDX9DetailVertex::FVF = D3DFVF_XYZ | +D3DFVF_DIFFUSE | +D3DFVF_SPECULAR | +D3DFVF_TEX2; + +struct VideoDX9LineVertex +{ + FLOAT x, y, z; + DWORD diffuse; + + static DWORD FVF; +}; + +DWORD VideoDX9LineVertex::FVF = D3DFVF_XYZ | +D3DFVF_DIFFUSE; + +enum { + DX9_STRATEGY_NONE, + DX9_STRATEGY_SIMPLE, + DX9_STRATEGY_GLOW, + DX9_STRATEGY_SPECMAP, + DX9_STRATEGY_EMISSIVE, + DX9_STRATEGY_SPEC_EMISSIVE, + DX9_STRATEGY_BLEND, + DX9_STRATEGY_BLEND_DETAIL +}; + +// +--------------------------------------------------------------------+ + +static VideoDX9* video_dx9_instance = 0; + +VideoDX9::VideoDX9(const HWND& window, VideoSettings* vs) +: width(0), height(0), bpp(0), hwnd(window), surface(0), +d3d(0), d3ddevice(0), device_lost(false), fade(0), +zdepth(0), gamma(128), num_verts(0), first_vert(0), +current_texture(0), screen_vbuf(0), screen_ibuf(0), +font_verts(0), font_indices(0), font_nverts(0), +nlights(0), use_material(0), d3dx_font(0), +segment_material(0), strategy(0), passes(0), +screen_line_verts(0), line_verts(0), +vertex_declaration(0), +magic_fx(0), magic_fx_code(0), magic_fx_code_len(0) +{ + video_dx9_instance = this; + + Print("\n********************************\n"); + Print("* Direct 3D version 9 *\n"); + Print("********************************\n\n"); + + status = VIDEO_ERR; + HRESULT err = E_OUTOFMEMORY; + + d3d = Direct3DCreate9(D3D_SDK_VERSION); + dx9enum = new(__FILE__,__LINE__) VideoDX9Enum(d3d); + + if (d3d && dx9enum) { + if (vs) { + dx9enum->req_fullscreen = vs->is_windowed ? false : true; + dx9enum->req_windowed = vs->is_windowed ? true : false; + dx9enum->min_stencil_bits = vs->shadows ? 8 : 0; + dx9enum->uses_depth_buffer = true; + } + else { + dx9enum->req_fullscreen = video_settings.is_windowed ? false : true; + dx9enum->req_windowed = video_settings.is_windowed ? true : false; + dx9enum->min_stencil_bits = video_settings.shadows ? 8 : 0; + dx9enum->uses_depth_buffer = true; + } + + err = dx9enum->Enumerate(); + + if (FAILED(err)) { + VideoDX9Error("(ctor) could not enumerate dx9 properties", err); + delete dx9enum; + return; + } + } + else { + VideoDX9Error("(ctor) could not create enumerator", err); + return; + } + + SetVideoSettings(vs); + + if (video_settings.is_windowed) + dx9enum->SuggestWindowSettings(&video_settings); + else + dx9enum->SuggestFullscreenSettings(&video_settings); + + SetupParams(); + + if (VD3D_describe_things > 2) { + Print("\nD3DPRESENT_PARAMETERS:\n"); + Print(" BackBufferWidth: %d\n", d3dparams.BackBufferWidth); + Print(" BackBufferHeight: %d\n", d3dparams.BackBufferHeight); + Print(" BackBufferCount: %d\n", d3dparams.BackBufferCount); + Print(" BackBufferFormat: %s\n", VideoDX9DisplayMode::D3DFormatToString(d3dparams.BackBufferFormat)); + Print(" Multisample Type: %d\n", d3dparams.MultiSampleType); + Print(" Multisample Qual: %d\n", d3dparams.MultiSampleQuality); + Print(" Swap Effect: %d\n", d3dparams.SwapEffect); + Print(" Device Window: %08X\n", d3dparams.hDeviceWindow); + Print(" Windowed: %s\n", d3dparams.Windowed ? "true" : "false"); + Print(" Enable Depth/Stencil: %s\n", d3dparams.EnableAutoDepthStencil ? "true" : "false"); + Print(" Depth/Stencil Format: %s\n", VideoDX9DisplayMode::D3DFormatToString(d3dparams.AutoDepthStencilFormat)); + Print(" Flags: %08X\n", d3dparams.Flags); + Print(" Fullscreen Refresh: %d Hz\n", d3dparams.FullScreen_RefreshRateInHz); + + switch (d3dparams.PresentationInterval) { + case D3DPRESENT_INTERVAL_IMMEDIATE: + Print(" Present Interval: IMMEDIATE\n"); + break; + + case D3DPRESENT_INTERVAL_DEFAULT: + Print(" Present Interval: DEFAULT\n"); + break; + + case D3DPRESENT_INTERVAL_ONE: + Print(" Present Interval: ONE\n"); + break; + + case D3DPRESENT_INTERVAL_TWO: + Print(" Present Interval: TWO\n"); + break; + + case D3DPRESENT_INTERVAL_THREE: + Print(" Present Interval: THREE\n"); + break; + + case D3DPRESENT_INTERVAL_FOUR: + Print(" Present Interval: FOUR\n"); + break; + + default: + Print(" Present Interval: Unknown (%d)\n", d3dparams.PresentationInterval); + break; + } + + Print("\n"); + } + + Print(" Creating Video Device for HWND = %08x\n", window); + + err = d3d->CreateDevice(D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + window, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &d3dparams, + &d3ddevice); + + if (FAILED(err)) { + VideoDX9Error("(ctor) could not create device", err); + return; + } + + width = video_settings.GetWidth(); + height = video_settings.GetHeight(); + bpp = video_settings.GetDepth(); + + shadow_enabled = vs->shadows; + bump_enabled = vs->bumpmaps; + spec_enabled = vs->specmaps; + + render_state[FILL_MODE] = FILL_SOLID; + render_state[SHADE_MODE] = SHADE_GOURAUD; + render_state[Z_ENABLE] = false; + render_state[Z_WRITE_ENABLE] = false; + render_state[Z_BIAS] = 0; + render_state[TEXTURE_FILTER] = FILTER_LINEAR; + render_state[DITHER_ENABLE] = false; + render_state[SPECULAR_ENABLE] = true; + render_state[FOG_ENABLE] = false; + render_state[FOG_COLOR] = 0; + render_state[FOG_DENSITY] = 0; + render_state[STENCIL_ENABLE] = false; + render_state[TEXTURE_WRAP] = true; + render_state[LIGHTING_PASS] = 0; + + ZeroMemory(&rect, sizeof(rect)); + + if (!texcache) + texcache = new(__FILE__,__LINE__) TexCacheDX9(this); + + if (texcache) + texcache->count++; + + if (VD3D_describe_things > 0) { + DWORD vmf = VidMemFree() / (1024 * 1024); + Print(" Available Texture Memory: %d MB\n\n", vmf); + } + + if (CreateBuffers()) { + d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + d3ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); + + status = VIDEO_OK; + } + + ZeroMemory(font_name, 64); + font_size = 0; + font_bold = false; + font_ital = false; +} + +// +--------------------------------------------------------------------+ + +VideoDX9::~VideoDX9() +{ + DestroyBuffers(); + + texcache->count--; + if (!texcache->count) { + delete texcache; + texcache = 0; + } + + delete environment_cube; + delete dx9enum; + + RELEASE(d3dx_font); + RELEASE(d3ddevice); + RELEASE(d3d); + + if (magic_fx_code) + delete [] magic_fx_code; + + Print(" VideoDX9: shutdown\n"); + video_dx9_instance = 0; +} + +IDirect3DDevice9* +VideoDX9::GetD3DDevice9() +{ + if (video_dx9_instance) + return video_dx9_instance->d3ddevice; + + return 0; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetupParams() +{ + if (!dx9enum || dx9enum->NumAdapters() < 1) { + status = VIDEO_ERR; + return false; + } + + int adapter_index = video_settings.GetAdapterIndex(); + + if (adapter_index < 0 || adapter_index >= dx9enum->NumAdapters()) { + ::Print("WARNING: VideoDX9 could not select adapter %d (max=%d)\n", + adapter_index, dx9enum->NumAdapters()); + + adapter_index = 0; + } + + dx9enum->SelectAdapter(adapter_index); + + d3dparams.Windowed = video_settings.IsWindowed(); + d3dparams.BackBufferCount = 2; + d3dparams.MultiSampleType = D3DMULTISAMPLE_NONE; + d3dparams.MultiSampleQuality = 0; + d3dparams.SwapEffect = D3DSWAPEFFECT_DISCARD; + d3dparams.EnableAutoDepthStencil = dx9enum->uses_depth_buffer; + d3dparams.hDeviceWindow = hwnd; + + if (dx9enum->uses_depth_buffer) { + d3dparams.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; + d3dparams.AutoDepthStencilFormat = (D3DFORMAT) video_settings.GetDepthStencilFormat(); + } + else { + d3dparams.Flags = 0; + } + + d3dparams.Flags |= D3DPRESENTFLAG_DEVICECLIP; + + if (video_settings.IsWindowed()) { + d3dparams.BackBufferWidth = video_settings.window_width; + d3dparams.BackBufferHeight = video_settings.window_height; + d3dparams.BackBufferFormat = (D3DFORMAT) video_settings.GetBackBufferFormat(); + d3dparams.FullScreen_RefreshRateInHz = 0; + d3dparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } + else { + d3dparams.BackBufferWidth = video_settings.GetWidth(); + d3dparams.BackBufferHeight = video_settings.GetHeight(); + d3dparams.BackBufferFormat = (D3DFORMAT) video_settings.GetBackBufferFormat(); + d3dparams.FullScreen_RefreshRateInHz = video_settings.GetRefreshRate(); + d3dparams.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; + } + + return true; +} + + +bool +VideoDX9::IsModeSupported(int w, int h, int b) const +{ + if (dx9enum) + return dx9enum->IsModeSupported(w, h, b); + + return false; +} + +bool +VideoDX9::SetVideoSettings(const VideoSettings* vs) +{ + // custom video settings: + if (vs) { + if (vs != &video_settings) + CopyMemory(&video_settings, vs, sizeof(VideoSettings)); + } + + // default video settings: + else { + ZeroMemory(&video_settings, sizeof(VideoSettings)); + + video_settings.fullscreen_mode.width = 800; + video_settings.fullscreen_mode.height = 600; + video_settings.fullscreen_mode.format = VideoMode::FMT_X8R8G8B8; + } + + return true; +} + +bool +VideoDX9::Reset(const VideoSettings* vs) +{ + if (!d3ddevice || !SetVideoSettings(vs)) { + status = VIDEO_ERR; + return false; + } + + bool using_x_font = (d3dx_font != 0); + + RELEASE(d3dx_font); + InvalidateCache(); + DestroyBuffers(); + SetupParams(); + + HRESULT hr = d3ddevice->Reset(&d3dparams); + + if (FAILED(hr)) { + VideoDX9Error("could not reset d3d device", hr); + status = VIDEO_ERR; + return false; + } + + // Store render target surface desc + IDirect3DSurface9* back_buffer; + d3ddevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer); + back_buffer->GetDesc(&back_buffer_desc); + RELEASE(back_buffer); + + width = video_settings.GetWidth(); + height = video_settings.GetHeight(); + bpp = video_settings.GetDepth(); + + shadow_enabled = vs->shadows; + bump_enabled = vs->bumpmaps; + spec_enabled = vs->specmaps; + + + if (CreateBuffers()) { + d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + d3ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); + + D3DVIEWPORT9 view; + + hr = d3ddevice->GetViewport(&view); + if (SUCCEEDED(hr)) { + rect.x = view.X; + rect.y = view.Y; + rect.w = view.Width; + rect.h = view.Height; + } + + if (using_x_font) + UseXFont(font_name, font_size, font_bold, font_ital); + + status = VIDEO_OK; + } + + return status == VIDEO_OK; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::CreateBuffers() +{ + if (d3ddevice) { + UINT vertex_size = sizeof(VideoDX9ScreenVertex); + UINT index_size = sizeof(WORD); + + if (!screen_vbuf) { + screen_vbuf = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + NUM_SCREEN_VERTS, + vertex_size, + VideoDX9ScreenVertex::FVF, + D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY); + } + + if (!screen_ibuf) { + screen_ibuf = new(__FILE__,__LINE__) VideoDX9IndexBuffer( + this, + NUM_SCREEN_INDICES, + D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY); + } + + screen_line_verts = new(__FILE__,__LINE__) VideoDX9ScreenVertex[256]; + line_verts = new(__FILE__,__LINE__) VideoDX9LineVertex[512]; + + // create effects: + LPD3DXBUFFER code_buffer = 0; + DataLoader* loader = DataLoader::GetLoader(); + HRESULT hr = E_FAIL; + + hr = d3ddevice->CreateVertexDeclaration(videoDX9NormalVertexElements, + &vertex_declaration); + + // The E - We want to load our shader from the standard filesystem by default, to allow for better modding. + if (video_settings.use_effects && !magic_fx_code) { + FILE* f; + ::fopen_s(&f, "magic.fx", "rb"); + + if (f) { + ::fseek(f, 0, SEEK_END); + magic_fx_code_len = ftell(f); + ::fseek(f, 0, SEEK_SET); + + magic_fx_code = new(__FILE__,__LINE__) BYTE[magic_fx_code_len+1]; + if (magic_fx_code) { + ::fread(magic_fx_code, magic_fx_code_len, 1, f); + magic_fx_code[magic_fx_code_len] = 0; + } + ::fclose(f); + } else if (loader) { + magic_fx_code_len = loader->LoadBuffer("magic.fx", magic_fx_code, true, true); + } + } + + if (video_settings.use_effects && magic_fx_code && magic_fx_code_len) { + hr = D3DXCreateEffect(d3ddevice, + magic_fx_code, + magic_fx_code_len, + 0, 0, 0, 0, + &magic_fx, + &code_buffer); + + if (code_buffer) { + ::Print("ERROR - Failed to compile 'magic.fx'\n"); + ::Print((const char*) code_buffer->GetBufferPointer()); + ::Print("\n\n"); + RELEASE(code_buffer); + } + } + } + + return screen_vbuf && screen_ibuf; +} + +bool +VideoDX9::DestroyBuffers() +{ + if (line_verts) { + delete line_verts; + line_verts = 0; + } + + if (screen_line_verts) { + delete screen_line_verts; + screen_line_verts = 0; + } + + if (screen_vbuf) { + delete screen_vbuf; + screen_vbuf = 0; + } + + if (screen_ibuf) { + delete screen_ibuf; + screen_ibuf = 0; + } + + if (font_verts) { + delete [] font_verts; + font_verts = 0; + } + + if (font_indices) { + delete [] font_indices; + font_indices = 0; + } + + font_nverts = 0; + + RELEASE(vertex_declaration); + RELEASE(magic_fx); + + return true; +} + +// +--------------------------------------------------------------------+ + +DWORD +VideoDX9::VidMemFree() const +{ + UINT result = 0; + + if (d3ddevice) + result = d3ddevice->GetAvailableTextureMem(); + + return result; +} + +int +VideoDX9::MaxTexSize() const +{ + if (d3d && dx9enum && dx9enum->GetAdapterInfo()) { + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + return (int) dev_info->caps.MaxTextureWidth; + } + } + + return 0; +} + +int +VideoDX9::MaxTexAspect() const +{ + if (d3d && dx9enum && dx9enum->GetAdapterInfo()) { + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + return (int) dev_info->caps.MaxTextureAspectRatio; + } + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +void +VideoDX9::RecoverSurfaces() +{ + Print("VideoDX9::RecoverSurfaces()\n"); + + HRESULT hr = D3D_OK; + + surface = 0; + + hr = d3ddevice->TestCooperativeLevel(); + + if (hr == D3DERR_DEVICELOST) { + // This means that some app took exclusive mode access + // we need to sit in a loop till we get back to the right mode. + Print("D3DERR_DEVICELOST\n"); + + do { + Sleep(500); + hr = d3ddevice->TestCooperativeLevel(); + } while (hr == D3DERR_DEVICELOST); + } + + if (hr == D3DERR_DEVICENOTRESET) { + if (Reset(&video_settings)) + hr = S_OK; + } + + if (SUCCEEDED(hr)) { + Print("* Invalidating Texture Cache\n"); + // Re-fill the contents of textures which just got restored: + InvalidateCache(); + + device_lost = false; + } + + Print("* Vid Mem Free: %8d\n", VidMemFree()); + Print("* Recover Surfaces Complete.\n\n"); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetBackgroundColor(Color c) +{ + background = c; + return true; +} + +//----------------------------------------------------------------------------- +// RampValue +// +// The gamma function with inputs in [0,255], scaled to a range with the +// default range appropriate for D3DGAMMARAMP. +// +inline WORD +RampValue(UINT i, double recip_gamma, double fade) +{ + return (WORD) (65535.0 * fade * pow((double)i/255.f, recip_gamma)); +} + +//----------------------------------------------------------------------------- +// ReciprocalGamma +// +// Given a gamma corrected i in [0,255], return 1/gamma +// +inline float +ReciprocalGamma(UINT i) +{ + return logf(i/255.f)/logf(0.5f); +} + +//----------------------------------------------------------------------------- +// GammaValue +// +// Given a gamma corrected color channel value in [0,255], return the gamma. +// +inline float +GammaValue(UINT i) +{ + return logf(0.5f)/logf(i/255.f); +} + +bool +VideoDX9::SetGammaLevel(int g) +{ + HRESULT hr = E_FAIL; + double f = Color::GetFade(); + + if (gamma != g || fade != f) { + if (d3ddevice) { + //::Print("VideoDX9 - SetGammaLevel(%d) fade = %f\n", g, f); + + // compute 1/gamma + float recip_gray = ReciprocalGamma(g); + + // compute i**(1/gamma) for all i and scale to range + for (UINT i = 0; i < 256; i++) { + int val = RampValue(i, recip_gray, f); + + gamma_ramp.red[i] = val; + gamma_ramp.green[i] = val; + gamma_ramp.blue[i] = val; + } + + d3ddevice->SetGammaRamp(0, D3DSGR_NO_CALIBRATION, &gamma_ramp); + hr = D3D_OK; + } + + gamma = g; + fade = f; + } + + return SUCCEEDED(hr); +} + +bool +VideoDX9::SetObjTransform(const Matrix& orient, const Point& loc) +{ + HRESULT hr = E_FAIL; + + if (d3ddevice) { + D3DMATRIX world_matrix; + CreateD3DMatrix(world_matrix, orient, loc); + hr = d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix); + + matrixWorld = world_matrix; + D3DXMatrixInverse(&matrixWorldInverse, 0, &matrixWorld); + } + + return SUCCEEDED(hr); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::ClearAll() +{ + HRESULT err; + + err = d3ddevice->Clear(0, + NULL, + D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, + background.Value(), + 1.0f, + 0); + + if (FAILED(err)) { + static int report = 10; + if (report > 0) { + VideoDX9Error("Failed to clear device", err); + report--; + } + } + + return true; +} + +bool +VideoDX9::ClearDepthBuffer() +{ + HRESULT err; + + err = d3ddevice->Clear(0, + NULL, + D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, + 0, + 1.0f, + 0); + + if (FAILED(err)) { + static int report = 10; + if (report > 0) { + VideoDX9Error("Failed to clear depth buffer", err); + report--; + } + } + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Present() +{ + // Show the frame on the primary surface. + HRESULT err = d3ddevice->Present( NULL, NULL, NULL, NULL ); + + if (FAILED(err)) { + if (err == D3DERR_DEVICELOST) { + device_lost = true; + } + + else { + static int report = 10; + if (report > 0) { + VideoDX9Error("Could not present frame", err); + report--; + } + } + } + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Pause() +{ + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Resume() +{ + return true; +} + +// +--------------------------------------------------------------------+ + +void +VideoDX9::PreloadSurface(Surface* s) +{ + if (s) + PrepareSurface(s); +} + +void +VideoDX9::PreloadTexture(Bitmap* tex) +{ + if (texcache && tex) + texcache->FindTexture(tex); +} + +void +VideoDX9::InvalidateCache() +{ + ListIter<Model> iter = model_clients; + while (++iter) { + // remove each model from the list... + Model* model = iter.removeItem(); + + // ...so that the buffer destructor doesn't + // do it and mess up the iterator. + model->DeletePrivateData(); + } + + if (texcache) + texcache->InvalidateCache(); +} + +// +--------------------------------------------------------------------+ + +void +VideoDX9::CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Point& p) +{ + result._11 = (float) m.elem[0][0]; + result._12 = (float) m.elem[1][0]; + result._13 = (float) m.elem[2][0]; + result._14 = 0.0f; + + result._21 = (float) m.elem[0][1]; + result._22 = (float) m.elem[1][1]; + result._23 = (float) m.elem[2][1]; + result._24 = 0.0f; + + result._31 = (float) m.elem[0][2]; + result._32 = (float) m.elem[1][2]; + result._33 = (float) m.elem[2][2]; + result._34 = 0.0f; + + result._41 = (float) p.x; + result._42 = (float) p.y; + result._43 = (float) p.z; + result._44 = 1.0f; +} + +void +VideoDX9::CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Vec3& v) +{ + result._11 = (float) m.elem[0][0]; + result._12 = (float) m.elem[1][0]; + result._13 = (float) m.elem[2][0]; + result._14 = 0.0f; + + result._21 = (float) m.elem[0][1]; + result._22 = (float) m.elem[1][1]; + result._23 = (float) m.elem[2][1]; + result._24 = 0.0f; + + result._31 = (float) m.elem[0][2]; + result._32 = (float) m.elem[1][2]; + result._33 = (float) m.elem[2][2]; + result._34 = 0.0f; + + result._41 = v.x; + result._42 = v.y; + result._43 = v.z; + result._44 = 1.0f; +} + +void +VideoDX9::CreateD3DMaterial(D3DMATERIAL9& result, const Material& mtl) +{ + CopyMemory(&result.Diffuse, &mtl.Kd, sizeof(D3DCOLORVALUE)); + CopyMemory(&result.Ambient, &mtl.Ka, sizeof(D3DCOLORVALUE)); + CopyMemory(&result.Specular, &mtl.Ks, sizeof(D3DCOLORVALUE)); + CopyMemory(&result.Emissive, &mtl.Ke, sizeof(D3DCOLORVALUE)); + + result.Power = mtl.power; +} + + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Capture(Bitmap& bmp) +{ + if (d3ddevice) { + HRESULT hr = E_FAIL; + LPDIRECT3DSURFACE9 pSurf=NULL, pTempSurf=NULL; + D3DSURFACE_DESC desc; + D3DDISPLAYMODE dm; + + // get display dimensions + // this will be the dimensions of the front buffer + hr = d3ddevice->GetDisplayMode(0, &dm); + + if (FAILED(hr)) + VideoDX9Error("VideoDX9::Capture - Can't get display mode!", hr); + + desc.Width = dm.Width; + desc.Height = dm.Height; + desc.Format = D3DFMT_A8R8G8B8; + + hr = d3ddevice->CreateOffscreenPlainSurface( + desc.Width, + desc.Height, + desc.Format, + D3DPOOL_SYSTEMMEM, + &pTempSurf, + NULL); + + if (FAILED(hr)) { + VideoDX9Error("VideoDX9::Capture - Cannot create offscreen buffer 1", hr); + return false; + } + + hr = d3ddevice->GetFrontBufferData(0, pTempSurf); + + if (FAILED(hr)) { + RELEASE(pTempSurf); + VideoDX9Error("VideoDX9::Capture - Can't get front buffer", hr); + return false; + } + + + if (video_settings.IsWindowed()) { + POINT pt={0, 0}; + RECT srcRect; + + // capture only the client area of the screen: + ::GetClientRect(hwnd, &srcRect); + ::ClientToScreen(hwnd, (LPPOINT) &srcRect); + srcRect.right += srcRect.left; + srcRect.bottom += srcRect.top; + + desc.Width = srcRect.right - srcRect.left; + desc.Height = srcRect.bottom - srcRect.top; + desc.Format = D3DFMT_A8R8G8B8; // this is what we get from the screen, so stick with it + + // NB we can't lock the back buffer direct because it's no created that way + // and to do so hits performance, so copy to another surface + // Must be the same format as the source surface + hr = d3ddevice->CreateOffscreenPlainSurface( + desc.Width, + desc.Height, + desc.Format, + D3DPOOL_DEFAULT, + &pSurf, + NULL); + + if (FAILED(hr)) { + RELEASE(pSurf); + VideoDX9Error("VideoDX9::Capture - Cannot create offscreen buffer 2", hr); + return false; + } + + // Copy + hr = d3ddevice->UpdateSurface(pTempSurf, &srcRect, pSurf, &pt); + + if (FAILED(hr)) { + RELEASE(pTempSurf); + RELEASE(pSurf); + VideoDX9Error("VideoDX9::Capture - Cannot update surface", hr); + return false; + } + + RELEASE(pTempSurf); + pTempSurf = pSurf; + pSurf = NULL; + } + + D3DLOCKED_RECT lockedRect; + hr = pTempSurf->LockRect(&lockedRect, NULL, + D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK); + + if (FAILED(hr)) { + VideoDX9Error("VideoDX9::Capture - can't lock rect", hr); + RELEASE(pTempSurf); + return false; + } + + // Allocate color buffer + DWORD* buffer = new DWORD[desc.Width * desc.Height]; + BYTE* src = (BYTE*) lockedRect.pBits; + BYTE* dst = (BYTE*) buffer; + Color clr; + + for (DWORD y = 0; y < desc.Height; y++) { + BYTE *pRow = src; + + for (DWORD x = 0; x < desc.Width; x++) { + switch(desc.Format) { + case D3DFMT_R5G6B5: + clr = Color::Unformat(*((WORD*) (pRow))); + + *dst++ = (BYTE) clr.Red(); + *dst++ = (BYTE) clr.Green(); + *dst++ = (BYTE) clr.Blue(); + *dst++ = 255; + break; + + case D3DFMT_A8R8G8B8: + case D3DFMT_X8R8G8B8: + *dst++ = pRow[0]; // R + *dst++ = pRow[1]; // G + *dst++ = pRow[2]; // B + *dst++ = 255; + + pRow += 4; + break; + + case D3DFMT_R8G8B8: + *dst++ = pRow[0]; // R + *dst++ = pRow[1]; // G + *dst++ = pRow[2]; // B + *dst++ = 255; + + pRow += 3; + break; + } + + } + + src += lockedRect.Pitch; + } + + bmp.CopyHighColorImage(desc.Width, desc.Height, buffer); + + delete [] buffer; + + RELEASE(pTempSurf); + RELEASE(pSurf); + + return SUCCEEDED(hr); + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::GetWindowRect(Rect& r) +{ + if (d3ddevice && (rect.w < 1 || rect.h < 1)) { + D3DVIEWPORT9 view; + HRESULT hr = d3ddevice->GetViewport(&view); + if (SUCCEEDED(hr)) { + rect.x = view.X; + rect.y = view.Y; + rect.w = view.Width; + rect.h = view.Height; + } + } + + r = rect; + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetWindowRect(const Rect& r) +{ + return SetViewport(r.x, r.y, r.w, r.h); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetViewport(int x, int y, int w, int h) +{ + if (!d3d || !d3ddevice) + return false; + + HRESULT hr; + + // set up the viewport according to args: + D3DVIEWPORT9 view; + + view.X = x; + view.Y = y; + view.Width = w; + view.Height = h; + view.MinZ = 0.0f; + view.MaxZ = 1.0f; + + hr = d3ddevice->SetViewport(&view); + if (FAILED(hr)) { + VideoDX9Error("could not initialize viewport", hr); + return false; + } + + // set up the render state: + for (int i = FILL_MODE; i < TEXTURE_WRAP; i++) { + if (d3dstate_table[i]) { + d3ddevice->SetRenderState((D3DRENDERSTATETYPE) d3dstate_table[i], render_state[i]); + } + } + + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + + rect.x = x; + rect.y = y; + rect.w = w; + rect.h = h; + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetAmbient(Color c) +{ + ambient = c; + return true; +} + +bool +VideoDX9::SetLights(const List<Light>& lights) +{ + if (d3ddevice) { + main_light = 0; + back_light = 0; + + ListIter<Light> iter = (List<Light>&) lights; + int index = -1; + + while (++iter) { + Light* light = iter.value(); + + if (light->IsActive()) { + D3DLIGHT9 d3d_light; + ZeroMemory(&d3d_light, sizeof(d3d_light)); + d3d_light.Type = (D3DLIGHTTYPE) light->Type(); + + if (light->Type() == Light::LIGHT_DIRECTIONAL) { + d3d_light.Direction.x = (float) (-light->Location().x); + d3d_light.Direction.y = (float) (-light->Location().y); + d3d_light.Direction.z = (float) (-light->Location().z); + + if (d3d_light.Direction.x == 0 && + d3d_light.Direction.y == 0 && + d3d_light.Direction.z == 0) { + + d3d_light.Direction.y = -1; + } + + if (light->CastsShadow()) { + if (!main_light || light->Intensity() > main_light->Intensity()) + main_light = light; + } + else if (!back_light) { + back_light = light; + } + } + else { + d3d_light.Position.x = (float) ( light->Location().x); + d3d_light.Position.y = (float) ( light->Location().y); + d3d_light.Position.z = (float) ( light->Location().z); + } + + float r = (light->GetColor().Red() / 255.0f) * light->Intensity(); + float g = (light->GetColor().Green() / 255.0f) * light->Intensity(); + float b = (light->GetColor().Blue() / 255.0f) * light->Intensity(); + + d3d_light.Diffuse.r = r; + d3d_light.Diffuse.g = g; + d3d_light.Diffuse.b = b; + + d3d_light.Specular.r = r; + d3d_light.Specular.g = g; + d3d_light.Specular.b = b; + + d3d_light.Range = light->Intensity() * 10.0f; + d3d_light.Attenuation0 = 0.1f; + d3d_light.Attenuation1 = 0.7f; + d3d_light.Attenuation2 = 0.0f; + + index++; + d3ddevice->SetLight(index, &d3d_light); + d3ddevice->LightEnable(index, TRUE); + } + } + + // turn off any unused lights from before: + while (nlights > index+1) { + d3ddevice->LightEnable(--nlights, FALSE); + } + + nlights = index + 1; + + return true; + } + + return false; +} + +bool +VideoDX9::SetCamera(const Camera* cam) +{ + if (d3ddevice) { + camera = cam; + + D3DMATRIX m; + CreateD3DMatrix(m, cam->Orientation(), cam->Pos()); + d3ddevice->SetTransform(D3DTS_VIEW, &m); + matrixView = m; + + return true; + } + + return false; +} + +bool +VideoDX9::SetProjection(float fov, float znear, float zfar, DWORD type) +{ + if (d3ddevice && zfar > znear) { + D3DMATRIX m; + float h, w, Q; + + double width = (float) (rect.w); + double height = (float) (rect.h); + ZeroMemory(&m, sizeof(m)); + + /*** + *** PERSPECTIVE PROJECTION: + ***/ + + if (type == PROJECTION_PERSPECTIVE) { + double xscale = width / fov; + double yscale = height / fov; + + double maxscale = xscale; + if (yscale > xscale) maxscale = yscale; + + double xangle = atan(fov/2 * maxscale/xscale); + + w = (float) (2/tan(xangle)); // 1/tan(x) == cot(x) + h = (float) (w * width/height); + Q = zfar/(zfar - znear); + + m._11 = w; + m._22 = h; + m._33 = Q; + m._43 = -Q*znear; + m._34 = 1; + } + + /*** + *** ORTHOGONAL PROJECTION: + ***/ + + else if (type == PROJECTION_ORTHOGONAL) { + m._11 = (float) (fov/width); + m._22 = (float) (fov/height); + m._33 = (float) (1/(zfar-znear)); + m._43 = (float) (znear/(znear-zfar)); + m._44 = (float) (1); + } + + else { + return false; + } + + d3ddevice->SetTransform(D3DTS_PROJECTION, &m); + matrixProj = m; + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetEnvironment(Bitmap** faces) +{ + if (environment_cube && !faces) { + delete environment_cube; + environment_cube = 0; + return true; + } + + if (!environment_cube) { + environment_cube = new(__FILE__,__LINE__) TexCubeDX9(this); + } + + if (environment_cube) { + bool ok = true; + for (int i = 0; i < 6; i++) + ok = ok && environment_cube->LoadTexture(faces[i], i); + return ok; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetRenderState(RENDER_STATE state, DWORD value) +{ + if (!d3ddevice) + return false; + + if (render_state[state] == value || d3dstate_table[state] == 0) { + render_state[state] = value; + return true; + } + + HRESULT hr = E_FAIL; + + // special case for texture wrapping: + if (state == TEXTURE_WRAP) { + DWORD wrap = D3DTADDRESS_CLAMP; + + if (value) + wrap = D3DTADDRESS_WRAP; + + hr = d3ddevice->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap); + hr = d3ddevice->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap); + } + + // special case for fog enable: + else if (state == FOG_ENABLE) { + if (value) { + hr = d3ddevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP); + hr = d3ddevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE); + } + + hr = d3ddevice->SetRenderState(D3DRS_FOGENABLE, value); + } + + // special case for z bias + else if (state == Z_BIAS) { + if (value) { + FLOAT bias_scale = 1.0f; + FLOAT depth_bias = (FLOAT) (DW2I(value) / -10000.0); + + hr = d3ddevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, F2DW(bias_scale)); + hr = d3ddevice->SetRenderState(D3DRS_DEPTHBIAS, F2DW(depth_bias)); + } + else { + hr = d3ddevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0); + hr = d3ddevice->SetRenderState(D3DRS_DEPTHBIAS, 0); + } + } + + // set default z func along with z enable + else if (state == Z_ENABLE) { + hr = d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + hr = d3ddevice->SetRenderState(D3DRS_ZENABLE, value); + } + + // all other render states: + else { + hr = d3ddevice->SetRenderState((D3DRENDERSTATETYPE) d3dstate_table[state], value); + } + + if (FAILED(hr)) { + VideoDX9Error("could not SetRenderState", hr); + return false; + } + else { + render_state[state] = value; + } + + return true; +} + +bool +VideoDX9::SetBlendType(int blend_type) +{ + if (blend_type == current_blend_state) + return true; + + switch (blend_type) { + default: + // map misc blend types to SOLID + // and fall through to that case + + blend_type = BLEND_SOLID; + + case BLEND_SOLID: + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); + break; + + case BLEND_ALPHA: + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + break; + + case BLEND_ADDITIVE: + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); + break; + } + + current_blend_state = blend_type; + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::StartFrame() +{ + if (device_lost) { + RecoverSurfaces(); + + if (status != VIDEO_OK) + return false; + } + + stats.Clear(); + + HRESULT err = 0; + static int frame_number = 1; + static int report_errs = 100; + + stats.nframe = frame_number; + texcache->FrameNumber(frame_number++); + + // update gamma ramp for global fade value: + SetGammaLevel(gamma); + + ClearAll(); + + err = d3ddevice->BeginScene(); + + if (FAILED(err)) { + if (report_errs > 0) { + report_errs--; + VideoDX9Error("could not begin scene", err); + } + + return false; + } + + scene_active = 1; + current_blend_state = -1; + + SetRenderState(LIGHTING_PASS, 0); + SetRenderState(STENCIL_ENABLE, false); + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::EndFrame() +{ + HRESULT err = 0; + + if (scene_active) { + err = d3ddevice->EndScene(); + + if (FAILED(err)) { + VideoDX9Error("could not end scene", err); + return false; + } + } + + scene_active = 0; + return true; +} + +// +--------------------------------------------------------------------+ + +static DWORD ColorModulate(DWORD a, DWORD b) +{ + float a0 = (float) ((a ) & 0xff)/255.0f; + float a1 = (float) ((a>> 8) & 0xff)/255.0f; + float a2 = (float) ((a>>16) & 0xff)/255.0f; + float a3 = (float) ((a>>24) & 0xff)/255.0f; + + float b0 = (float) ((b ) & 0xff)/255.0f; + float b1 = (float) ((b>> 8) & 0xff)/255.0f; + float b2 = (float) ((b>>16) & 0xff)/255.0f; + float b3 = (float) ((b>>24) & 0xff)/255.0f; + + return (DWORD) ((BYTE)(a3*b3*255.0f) << 24) | + ((BYTE)(a2*b2*255.0f) << 16) | + ((BYTE)(a1*b1*255.0f) << 8) | + ((BYTE)(a0*b0*255.0f)); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::PopulateScreenVerts(VertexSet* vset) +{ + if (!vset || !screen_vbuf) + return false; + + num_verts = vset->nverts; + + VideoDX9ScreenVertex* v = (VideoDX9ScreenVertex*) screen_vbuf->Lock(num_verts); + + if (v) { + first_vert = screen_vbuf->GetNextVert(); + + for (int i = 0; i < num_verts; i++) { + v->sx = vset->s_loc[i].x; + v->sy = vset->s_loc[i].y; + v->sz = vset->s_loc[i].z; + v->rhw = vset->rw[i]; + + v->diffuse = vset->diffuse[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + + screen_vbuf->Unlock(); + return true; + } + + Print(" VideoDX9: could not lock screen vbuf for %d verts.\n", num_verts); + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawPolys(int npolys, Poly* polys) +{ + bool result = false; + + if (d3ddevice && polys && npolys > 0) { + // screen space polys: + if (polys->vertex_set->space == VertexSet::SCREEN_SPACE) + return DrawScreenPolys(npolys, polys); + + // world space polys: + stats.ncalls++; + + VertexSet* vset = polys->vertex_set; + int nverts = vset->nverts; + bool luminous = false; + bool detail = false; + DWORD fvf = 0; + void* verts = 0; + int vsize = 0; + WORD* indices = new(__FILE__,__LINE__) WORD[npolys*6]; + + if (polys->material) { + luminous = polys->material->luminous; + } + + if (vset->tu1 != 0) { + VideoDX9DetailVertex* v = new(__FILE__,__LINE__) VideoDX9DetailVertex[nverts]; + verts = v; + vsize = sizeof(VideoDX9DetailVertex); + fvf = VideoDX9DetailVertex::FVF; + + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + v->specular = vset->specular[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + v->tu1 = vset->tu1[i]; + v->tv1 = vset->tv1[i]; + + v++; + } + } + + else if (luminous) { + VideoDX9LuminousVertex* v = new(__FILE__,__LINE__) VideoDX9LuminousVertex[nverts]; + verts = v; + vsize = sizeof(VideoDX9LuminousVertex); + fvf = VideoDX9LuminousVertex::FVF; + + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + } + + else { + VideoDX9SolidVertex* v = new(__FILE__,__LINE__) VideoDX9SolidVertex[nverts]; + verts = v; + vsize = sizeof(VideoDX9SolidVertex); + fvf = VideoDX9SolidVertex::FVF; + + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->nx = vset->nrm[i].x; + v->ny = vset->nrm[i].y; + v->nz = vset->nrm[i].z; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + } + + if (verts && indices) { + HRESULT hr = E_FAIL; + + // fill index array + int num_indices = 0; + int num_tris = 0; + + WORD* s = indices; + Poly* p = polys; + + for (int i = 0; i < npolys; i++) { + if (p->nverts == 3) { + num_indices += 3; + num_tris += 1; + + *s++ = p->verts[0]; + *s++ = p->verts[1]; + *s++ = p->verts[2]; + } + + else if (p->nverts == 4) { + num_indices += 6; + num_tris += 2; + + *s++ = p->verts[0]; + *s++ = p->verts[1]; + *s++ = p->verts[2]; + + *s++ = p->verts[0]; + *s++ = p->verts[2]; + *s++ = p->verts[3]; + } + + p++; + } + + hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(fvf); + + // send primitives to the device + Material* mtl = polys->material; + IDirect3DTexture9* texture = 0; + + if (mtl && texcache && mtl->tex_diffuse) { + texture = texcache->FindTexture(mtl->tex_diffuse); + } + + if (current_texture != texture) { + hr = d3ddevice->SetTexture(0, texture); + current_texture = texture; + } + + if (mtl && texcache && mtl->tex_detail) { + texture = texcache->FindTexture(mtl->tex_detail); + hr = d3ddevice->SetTexture(1, texture); + } + + if (mtl && !luminous) { + D3DMATERIAL9 d3dmtl; + CreateD3DMaterial(d3dmtl, *mtl); + + hr = d3ddevice->SetMaterial(&d3dmtl); + hr = d3ddevice->SetRenderState(D3DRS_AMBIENT, ambient.Value()); + } + + // set render states and select buffers + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(LIGHTING_ENABLE, luminous ? FALSE : TRUE); + SetBlendType(mtl->blend); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + + + hr = d3ddevice->DrawIndexedPrimitiveUP( + D3DPT_TRIANGLELIST, + 0, + nverts, + num_tris, + indices, + D3DFMT_INDEX16, + verts, + vsize); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw 3D polys.", hr); + } + + delete [] verts; + delete [] indices; + + if (SUCCEEDED(hr)) { + stats.nverts += nverts; + stats.npolys += num_tris; + result = true; + } + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawScreenPolys(int npolys, Poly* polys, int blend) +{ + bool result = false; + HRESULT hr = E_FAIL; + + if (d3ddevice && polys && npolys > 0 && screen_vbuf && screen_ibuf) { + stats.ncalls++; + + // fill screen vertex buffer + if (!PopulateScreenVerts(polys->vertex_set)) + return false; + + // fill screen index buffer + int num_indices = 0; + int num_tris = 0; + + // count the number of indices needed for these polys + for (int i = 0; i < npolys; i++) { + Poly* p = polys + i; + + if (p->nverts == 3) { + num_indices += 3; + num_tris += 1; + } + + else if (p->nverts == 4) { + num_indices += 6; + num_tris += 2; + } + } + + WORD* screen_indices = screen_ibuf->Lock(num_indices); + int first_index = screen_ibuf->GetNextIndex(); + + if (!screen_indices) { + Print(" VideoDX9: could not lock screen ibuf for %d indices.\n", num_indices); + return false; + } + + // copy the indices into the locked index buffer + WORD* s = screen_indices; + Poly* p = polys; + + for (int i = 0; i < npolys; i++) { + if (p->nverts == 3) { + *s++ = p->verts[0] + first_vert; + *s++ = p->verts[1] + first_vert; + *s++ = p->verts[2] + first_vert; + } + else if (p->nverts == 4) { + *s++ = p->verts[0] + first_vert; + *s++ = p->verts[1] + first_vert; + *s++ = p->verts[2] + first_vert; + + *s++ = p->verts[0] + first_vert; + *s++ = p->verts[2] + first_vert; + *s++ = p->verts[3] + first_vert; + } + + p++; + } + + screen_ibuf->Unlock(); + + // set render states and select buffers + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(Z_ENABLE, D3DZB_FALSE); + SetRenderState(Z_WRITE_ENABLE, D3DZB_FALSE); + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(blend); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + + // send primitives to the device + Material* mtl = polys->material; + IDirect3DTexture9* texture = 0; + + if (mtl && texcache && mtl->tex_diffuse) { + texture = texcache->FindTexture(mtl->tex_diffuse); + } + + if (current_texture != texture) { + hr = d3ddevice->SetTexture(0, texture); + current_texture = texture; + } + + screen_vbuf->Select(0); + screen_ibuf->Select(); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9ScreenVertex::FVF); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw screen polys.", hr); + } + else { + stats.nverts += num_verts; + stats.npolys += num_tris; + result = true; + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawSolid(Solid* s, DWORD blend_modes) +{ + bool result = false; + HRESULT hr = E_FAIL; + + if (d3ddevice && s && s->GetModel()) { + Model* model = s->GetModel(); + Matrix orient = s->Orientation(); + orient.Transpose(); + + D3DMATRIX world_matrix; + CreateD3DMatrix(world_matrix, orient, s->Location()); + d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix); + matrixWorld = world_matrix; + D3DXMatrixInverse(&matrixWorldInverse, 0, &matrixWorld); + + ListIter<Surface> surf_iter = model->GetSurfaces(); + while (++surf_iter) { + Surface* surf = surf_iter.value(); + + if (surf->IsHidden() || surf->IsSimplified()) + continue; + + if (PrepareSurface(surf)) { + result = true; + + VideoDX9SurfaceData* surf_data = (VideoDX9SurfaceData*) surf->GetVideoPrivateData(); + surf_data->vertex_buffer->Select(0); + surf_data->index_buffer->Select(); + + ListIter<Segment> seg_iter = surf->GetSegments(); + while (++seg_iter) { + Segment* segment = seg_iter.value(); + Material* mtl = segment->material; + + if (mtl && (blend_modes & mtl->blend)) { + result = result && DrawSegment(segment); + } + } + } + } + } + + surface_has_tangent_data = false; + + return result; +} + +bool +VideoDX9::DrawSegment(Segment* segment) +{ + bool result = false; + bool detail = false; + bool luminous = false; + HRESULT hr = E_FAIL; + + if (segment && segment->video_data) { + stats.ncalls++; + + VideoDX9SegmentData* seg_data = (VideoDX9SegmentData*) segment->video_data; + int first_vert = seg_data->first_vert; + int num_verts = seg_data->num_verts; + int first_index = seg_data->first_index; + int num_tris = seg_data->num_tris; + + if (segment->model) + luminous = segment->model->IsLuminous(); + + // set render states and select buffers + d3ddevice->SetRenderState(D3DRS_AMBIENT, ambient.Value()); + + Material* mtl = segment->material; + + if (use_material) + mtl = use_material; + + if (segment->polys && segment->polys->vertex_set && segment->polys->vertex_set->tu1) + detail = true; + + // send primitives to the device + if (detail) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9DetailVertex::FVF); + } + + else if (luminous) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LuminousVertex::FVF); + } + + else if (surface_has_tangent_data && vertex_declaration) { + hr = d3ddevice->SetVertexDeclaration(vertex_declaration); + hr = d3ddevice->SetVertexShader(NULL); + } + + else { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF); + } + + if (render_state[FILL_MODE] == FILL_WIREFRAME) { + PrepareMaterial(mtl); + SetupPass(0); + + for (int i = 0; i < segment->npolys; i++) { + DrawPolyOutline(segment->polys + i); + } + } + + else if (luminous) { + PrepareMaterial(mtl); + + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(mtl->blend); + + for (int pass = 0; pass < passes; pass++) { + SetupPass(pass); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + } + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + } + + else { + PrepareMaterial(mtl); + + if (strategy == DX9_STRATEGY_GLOW && render_state[LIGHTING_PASS] > 0) { + hr = 0; + } + + else if (magic_fx && strategy < DX9_STRATEGY_BLEND && !detail) { + DWORD vs_version = 0; + DWORD ps_version = 0; + bool shaders_ok = false; + + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + vs_version = video_settings.enable_vs ? dev_info->caps.VertexShaderVersion : 0; + ps_version = video_settings.enable_ps ? dev_info->caps.PixelShaderVersion : 0; + + if (vs_version >= D3DVS_VERSION(1,1)) + shaders_ok = true; + } + + if (surface_has_tangent_data && vertex_declaration) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetVertexDeclaration(vertex_declaration); + } + + else { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF); + } + + bool would_bump = !IsBumpMapEnabled() && mtl->bump > 0.5; + + bool will_bump = IsBumpMapEnabled() && surface_has_tangent_data && shaders_ok && camera; + + bool do_pix = will_bump && render_state[LIGHTING_PASS] == 0; + bool do_bump = will_bump && render_state[LIGHTING_PASS] > 0; + + D3DXMATRIX matrixWVP = matrixWorld * matrixView * matrixProj; + + D3DXVECTOR4 eyePos( (float) camera->Pos().x, (float) camera->Pos().y, (float) camera->Pos().z, 1.0f); + + D3DXVECTOR4 eyeObj; + D3DXVec4Transform(&eyeObj, &eyePos, &matrixWorldInverse); + + D3DXVECTOR4 lightPos(100.0f, 100.0f, 100.0f, 1.0f); + D3DXVECTOR4 lightColor(1,1,1,1); + D3DXVECTOR4 ambientColor(0,0,0,1); + + ambientColor.x = ambient.fRed(); + ambientColor.y = ambient.fGreen(); + ambientColor.z = ambient.fBlue(); + + if (main_light && (render_state[LIGHTING_PASS] > 0 || mtl->blend > Material::MTL_SOLID)) { + lightPos.x = (float) main_light->Location().x; + lightPos.y = (float) main_light->Location().y; + lightPos.z = (float) main_light->Location().z; + + if (mtl->tex_bumpmap && do_bump) + D3DXVec4Transform(&lightPos, &lightPos, &matrixWorldInverse); + + lightColor.x = main_light->GetColor().fRed() * main_light->Intensity(); + lightColor.y = main_light->GetColor().fGreen() * main_light->Intensity(); + lightColor.z = main_light->GetColor().fBlue() * main_light->Intensity(); + lightColor.w = 1.0f; + } + + else if (back_light && render_state[LIGHTING_PASS] == 0) { + lightPos.x = (float) back_light->Location().x; + lightPos.y = (float) back_light->Location().y; + lightPos.z = (float) back_light->Location().z; + + lightColor.x = back_light->GetColor().fRed() * back_light->Intensity(); + lightColor.y = back_light->GetColor().fGreen() * back_light->Intensity(); + lightColor.z = back_light->GetColor().fBlue() * back_light->Intensity(); + lightColor.w = 1.0f; + } + + D3DXVECTOR4 lightDir = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f) - lightPos; + D3DXVec4Normalize(&lightDir, &lightDir); + + magic_fx->SetMatrix("wvp", &matrixWVP); + magic_fx->SetMatrix("world", &matrixWorld); + magic_fx->SetMatrix("view", &matrixView); + magic_fx->SetMatrix("proj", &matrixProj); + magic_fx->SetMatrix("worldInv", &matrixWorldInverse); + + magic_fx->SetVector("light1Pos", &lightPos); + magic_fx->SetVector("light1Dir", &lightDir); + magic_fx->SetVector("light1Color", &lightColor); + magic_fx->SetVector("ambientColor", &ambientColor); + magic_fx->SetVector("eyeObj", &eyeObj); + + FLOAT base_bias = (FLOAT) (DW2I(render_state[Z_BIAS]) / -10000.0); + magic_fx->SetFloat("bias", base_bias + video_settings.depth_bias); + + ColorValue orig_ks = mtl->Ks; + + if (would_bump && mtl->specular_value >= 0.5) + mtl->Ks = mtl->Ks * 0.3; + + magic_fx->SetValue("Ka", &mtl->Ka, sizeof(ColorValue)); + magic_fx->SetValue("Kd", &mtl->Kd, sizeof(ColorValue)); + magic_fx->SetValue("Ke", &mtl->Ke, sizeof(ColorValue)); + magic_fx->SetValue("Ks", &mtl->Ks, sizeof(ColorValue)); + magic_fx->SetFloat("Ns", mtl->power); + + if (would_bump && mtl->specular_value >= 0.5) + mtl->Ks = orig_ks; + + if (mtl->tex_diffuse) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_diffuse); + magic_fx->SetTexture("tex_d", texture); + } else { + magic_fx->SetTexture("tex_d", 0); + } + + if (mtl->tex_emissive) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_emissive); + magic_fx->SetTexture("tex_e", texture); + } else { + magic_fx->SetTexture("tex_e", 0); + } + + if (mtl->tex_specular && IsSpecMapEnabled()) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_specular); + magic_fx->SetTexture("tex_s", texture); + } else { + magic_fx->SetTexture("tex_s", 0); + } + + if (mtl->tex_bumpmap && do_bump) { + IDirect3DTexture9* texture = texcache->FindNormalMap(mtl->tex_bumpmap, mtl->bump); + magic_fx->SetTexture("tex_n", texture); + magic_fx->SetFloat("offsetAmp", mtl->bump / mtl->tex_bumpmap->Height()); + } else if (mtl->tex_bumpmap && !do_bump) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_bumpmap); + magic_fx->SetTexture("tex_x", texture); + } else { + magic_fx->SetTexture("tex_x", 0); + } + + const char* mtl_shader = mtl->GetShader(render_state[LIGHTING_PASS]); + D3DXHANDLE hnd_shader = 0; + + if (mtl_shader) { + if (!strcmp(mtl_shader, "null")) + return true; + + hnd_shader = magic_fx->GetTechniqueByName(mtl_shader); + } + + if (hnd_shader) { + hr = magic_fx->SetTechnique(hnd_shader); + } else { + if (will_bump) { + if (mtl->tex_specular && IsSpecMapEnabled()) { + if (mtl->tex_bumpmap && do_bump) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("BumpSpecMapPix"); + else + hr = magic_fx->SetTechnique("BumpSpecMap"); + } else if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("EmissiveSpecMapPix"); + else + hr = magic_fx->SetTechnique("EmissiveSpecularTexture"); + } else { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("SpecMapPix"); + else + hr = magic_fx->SetTechnique("SpecularTexture"); + } + } else { + if (mtl->tex_bumpmap && do_bump) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("BumpMapPix"); + else + hr = magic_fx->SetTechnique("BumpMap"); + } else if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("EmissivePix"); + else + hr = magic_fx->SetTechnique("EmissiveTexture"); + } else { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("SimplePix"); + else + hr = magic_fx->SetTechnique("SimpleTexture"); + } + } + } + + else if (texcache && mtl->tex_diffuse) { + if (mtl->tex_specular && IsSpecMapEnabled()) { + if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + hr = magic_fx->SetTechnique("EmissiveSpecularTexture"); + } else { + hr = magic_fx->SetTechnique("SpecularTexture"); + } + } + + else { + if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + hr = magic_fx->SetTechnique("EmissiveTexture"); + } else { + hr = magic_fx->SetTechnique("SimpleTexture"); + } + } + } else { + hr = magic_fx->SetTechnique("SimpleMaterial"); + } + } + + if (environment_cube != 0 && magic_fx->IsParameterUsed("env_cube", hnd_shader)) { + D3DXMATRIX env_matrix; + D3DXMatrixIdentity(&env_matrix); + + magic_fx->SetMatrix("env_matrix", &env_matrix); + magic_fx->SetTexture("env_cube", environment_cube->GetTexture()); + } + + if (render_state[STENCIL_ENABLE]) { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x01); + d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATER); + } else { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + } + + if (render_state[LIGHTING_PASS] > 0) { + current_blend_state = 100; + SetBlendType(BLEND_ADDITIVE); + SetRenderState(Z_WRITE_ENABLE, FALSE); + } else { + current_blend_state = 100; + SetBlendType(mtl->blend); + } + + UINT nPasses = 0; + + hr = magic_fx->Begin(&nPasses, 0); + + for (UINT i = 0; i < nPasses; i++) { + hr = magic_fx->BeginPass(i); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + + hr = magic_fx->EndPass(); + } + + hr = magic_fx->End(); + } else { + for (int pass = 0; pass < passes; pass++) { + SetupPass(pass); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + + if (detail) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9DetailVertex::FVF); + } else if (luminous) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LuminousVertex::FVF); + } else if (surface_has_tangent_data && vertex_declaration) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetVertexDeclaration(vertex_declaration); + } else { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF); + } + } + } + } + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw solid polys.", hr); + } else { + stats.nverts += num_verts; + stats.npolys += num_tris; + result = true; + } + } + + return result; +} + +bool +VideoDX9::DrawPolyOutline(Poly* p) +{ + if (d3ddevice && p && p->nverts >= 3) { + static VideoDX9LineVertex verts[8]; + + int nlines = p->nverts; + VertexSet* vset = p->vertex_set; + WORD index = 0; + Color color = Color::Black; + HRESULT hr = E_FAIL; + + ZeroMemory(verts, sizeof(verts)); + + if (p->material) + color = p->material->Kd.ToColor(); + + for (int i = 0; i < p->nverts; i++) { + index = p->verts[i]; + + verts[i].x = vset->loc[index].x; + verts[i].y = vset->loc[index].y; + verts[i].z = vset->loc[index].z; + verts[i].diffuse = color.Value(); + } + + // last vertex, to close the loop + index = p->verts[0]; + int i = p->nverts; + + verts[i].x = vset->loc[index].x; + verts[i].y = vset->loc[index].y; + verts[i].z = vset->loc[index].z; + verts[i].diffuse = color.Value(); + + current_texture = 0; + + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + hr = d3ddevice->SetTexture(0, 0); + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINESTRIP, + nlines, + verts, + sizeof(VideoDX9LineVertex)); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawShadow(Solid* s, int nverts, Vec3* shadow_verts, bool visible) +{ + bool result = false; + HRESULT hr = E_FAIL; + + if (d3ddevice && s && nverts && shadow_verts && IsShadowEnabled()) { + Matrix orient = s->Orientation(); + orient.Transpose(); + + D3DMATRIX world_matrix; + CreateD3DMatrix(world_matrix, orient, s->Location()); + d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix); + matrixWorld = world_matrix; + + // show shadow outlines: + if (visible) { + static VideoDX9LineVertex verts[4]; + + d3ddevice->SetRenderState(D3DRS_ZENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); + d3ddevice->SetRenderState(D3DRS_LIGHTING, FALSE); + d3ddevice->SetVertexShader(NULL); + d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + d3ddevice->SetTexture(0, 0); + + SetBlendType(BLEND_ALPHA); + + for (int i = 0; i < nverts; i+=3) { + DWORD c = 0xa0ffff80; + + verts[0].x = shadow_verts[i+0].x; + verts[0].y = shadow_verts[i+0].y; + verts[0].z = shadow_verts[i+0].z; + verts[0].diffuse = c; + + verts[1].x = shadow_verts[i+1].x; + verts[1].y = shadow_verts[i+1].y; + verts[1].z = shadow_verts[i+1].z; + verts[1].diffuse = c; + + verts[2].x = shadow_verts[i+2].x; + verts[2].y = shadow_verts[i+2].y; + verts[2].z = shadow_verts[i+2].z; + verts[2].diffuse = c; + + verts[3].x = shadow_verts[i+0].x; + verts[3].y = shadow_verts[i+0].y; + verts[3].z = shadow_verts[i+0].z; + verts[3].diffuse = c; + + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINESTRIP, + 3, + verts, + sizeof(VideoDX9LineVertex)); + } + + // restore lighting state + d3ddevice->SetRenderState(D3DRS_LIGHTING, render_state[LIGHTING_ENABLE]); + } + + // render shadows into stencil buffer: + + // Disable z-buffer writes (note: z-testing still occurs), and enable the + // stencil-buffer + d3ddevice->SetRenderState(D3DRS_ZENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + + // Dont bother with interpolating color + d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); + + // Set up stencil compare fuction, reference value, and masks. + // Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true. + // Note: since we set up the stencil-test to always pass, the STENCILFAIL + // renderstate is really not needed. + d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); + d3ddevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); + d3ddevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); + + // If z-test passes, inc/decrement stencil buffer value + d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x1 ); + d3ddevice->SetRenderState(D3DRS_STENCILMASK, 0xff ); + d3ddevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xff ); + d3ddevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR ); + + // Make sure that no pixels get drawn to the frame buffer + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE ); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO ); + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE ); + + d3ddevice->SetVertexShader(NULL); + d3ddevice->SetFVF(D3DFVF_XYZ); + + // Draw front-side of shadow volume in stencil/z only + hr = d3ddevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nverts/3, shadow_verts, sizeof(Vec3)); + + // Now reverse cull order so back sides of shadow volume are written. + d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW ); + + // Decrement stencil buffer value + d3ddevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_DECR ); + + // Draw back-side of shadow volume in stencil/z only + hr = d3ddevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nverts/3, shadow_verts, sizeof(Vec3)); + + // restore render states + d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); + d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + + // force restore of current blend type + int type = current_blend_state; + current_blend_state = 100; + SetBlendType(type); + + result = SUCCEEDED(hr); + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawLines(int nlines, Vec3* points, Color c, int blend) +{ + bool result = false; + + if (d3ddevice && points && nlines > 0 && nlines <= 256) { + stats.ncalls++; + + VideoDX9LineVertex* verts = line_verts; + + if (verts) { + HRESULT hr = E_FAIL; + + for (int i = 0; i < 2*nlines; i++) { + VideoDX9LineVertex* v = verts + i; + Vec3* p = points + i; + + v->x = p->x; + v->y = p->y; + v->z = p->z; + v->diffuse = c.Value(); + } + + hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + + DWORD old_lighting = render_state[LIGHTING_ENABLE]; + + // untextured lines: + if (current_texture) { + d3ddevice->SetTexture(0, 0); + current_texture = 0; + } + + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(blend); + + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINELIST, + nlines, + verts, + sizeof(VideoDX9LineVertex)); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw 3D lines.", hr); + } + + SetRenderState(LIGHTING_ENABLE, old_lighting); + + if (SUCCEEDED(hr)) { + stats.nverts += 2*nlines; + stats.nlines += nlines; + result = true; + } + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawScreenLines(int nlines, float* points, Color c, int blend) +{ + bool result = false; + + if (d3ddevice && points && nlines > 0 && nlines <= 64) { + stats.ncalls++; + + VideoDX9ScreenVertex* verts = screen_line_verts; + + if (verts) { + HRESULT hr = E_FAIL; + + for (int i = 0; i < 2*nlines; i++) { + VideoDX9ScreenVertex* v = verts + i; + + v->sx = points[2*i + 0]; + v->sy = points[2*i + 1]; + v->sz = 0.0f; + v->rhw = 1.0f; + v->diffuse = c.Value(); + v->tu = 0.0f; + v->tv = 0.0f; + } + + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9ScreenVertex::FVF); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not set FVF for screen lines.", hr); + } + + else { + if (current_texture != 0) { + hr = d3ddevice->SetTexture(0, 0); + current_texture = 0; + } + + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(Z_ENABLE, D3DZB_FALSE); + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(blend); + + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINELIST, + nlines, + verts, + sizeof(VideoDX9ScreenVertex)); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw screen lines.", hr); + } + } + + if (SUCCEEDED(hr)) { + stats.nverts += 2*nlines; + stats.nlines += nlines; + result = true; + } + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawPoints(VertexSet* vset) +{ + if (vset && vset->nverts) { + HRESULT hr = E_FAIL; + + int nverts = vset->nverts; + VideoDX9LineVertex* verts = new(__FILE__,__LINE__) VideoDX9LineVertex[nverts]; + + if (verts) { + for (int i = 0; i < nverts; i++) { + VideoDX9LineVertex* v = verts + i; + Vec3* p = vset->loc + i; + + v->x = p->x; + v->y = p->y; + v->z = p->z; + v->diffuse = vset->diffuse[i]; + } + + SetRenderState(LIGHTING_ENABLE, FALSE); + + hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + hr = d3ddevice->SetTexture(0, 0); + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_POINTLIST, + nverts, + verts, + sizeof(VideoDX9LineVertex)); + + delete [] verts; + return true; + } + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::UseMaterial(Material* m) +{ + use_material = m; + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::UseXFont(const char* name, int size, bool bold, bool ital) +{ + if (d3ddevice && name && *name && size > 4) { + RELEASE(d3dx_font); + + strcpy_s(font_name, name); + font_size = size; + font_bold = bold; + font_ital = ital; + + HRESULT hr = E_FAIL; + HDC hdc = GetDC(NULL); + int nLogPixelsY = GetDeviceCaps(hdc, LOGPIXELSY); + + ReleaseDC(NULL, hdc); + + int nHeight = -size * nLogPixelsY / 72; + + hr = D3DXCreateFont(d3ddevice, // D3D device + nHeight, // Height + 0, // Width + bold ? FW_BOLD : FW_NORMAL, // Weight + 1, // MipLevels, 0 = autogen mipmaps + ital, // Italic + DEFAULT_CHARSET, // CharSet + OUT_DEFAULT_PRECIS, // OutputPrecision + DEFAULT_QUALITY, // Quality + DEFAULT_PITCH | FF_DONTCARE, // PitchAndFamily + name, // pFaceName + &d3dx_font); // ppFont + + if (SUCCEEDED(hr)) { + return true; + } + } + + RELEASE(d3dx_font); + return false; +} + +bool +VideoDX9::DrawText(const char* text, int count, const Rect& rect, DWORD format, Color c) +{ + if (d3ddevice && text && *text && d3dx_font) { + RECT r; + r.left = rect.x; + r.top = rect.y; + r.right = rect.x + rect.w; + r.bottom = rect.y + rect.h; + + d3dx_font->DrawText(0, text, count, &r, format, c.Value()); + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::PrepareSurface(Surface* surf) +{ + if (surf) { + int nverts = surf->NumVerts(); + int nindices = surf->NumIndices(); + bool detail = surf->GetVertexSet()->tu1 != 0; + bool luminous = false; + DWORD dynamic = 0; + + if (surf->GetModel()) { + luminous = surf->GetModel()->IsLuminous(); + dynamic = surf->GetModel()->IsDynamic() ? D3DUSAGE_DYNAMIC : 0; + } + + surface_has_tangent_data = !luminous && (surf->GetVertexSet()->tangent && surf->GetVertexSet()->binormal); + + VideoDX9SurfaceData* surf_data = (VideoDX9SurfaceData*) surf->GetVideoPrivateData(); + + if (!surf_data) { + surf_data = new(__FILE__,__LINE__) VideoDX9SurfaceData(surf->GetModel()); + + surface_has_tangent_data = false; + + if (surf->GetVertexSet()->tangent && surf->GetVertexSet()->binormal) { + surface_has_tangent_data = true; + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9NormalVertex), + 0, // not an FVF vertex buffer + dynamic | D3DUSAGE_WRITEONLY); + } + + else if (detail) { + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9DetailVertex), + VideoDX9DetailVertex::FVF, + dynamic | D3DUSAGE_WRITEONLY); + } + + else if (luminous) { + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9LuminousVertex), + VideoDX9LuminousVertex::FVF, + dynamic | D3DUSAGE_WRITEONLY); + } + + else { + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9SolidVertex), + VideoDX9SolidVertex::FVF, + dynamic | D3DUSAGE_WRITEONLY); + } + + surf_data->index_buffer = new(__FILE__,__LINE__) VideoDX9IndexBuffer( + this, + nindices, + dynamic | D3DUSAGE_WRITEONLY); + + if (!surf_data->vertex_buffer || !surf_data->index_buffer) { + Print("VideoDX9: Unable to prepare surface '%s'\n", surf->Name()); + delete surf_data; + return false; + } + + surf->SetVideoPrivateData(surf_data); + } + + if (surf_data && !surf_data->IsValid()) { + if (detail) { + VideoDX9DetailVertex* v = (VideoDX9DetailVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + v->specular = vset->specular[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + v->tu1 = vset->tu1[i]; + v->tv1 = vset->tv1[i]; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + else if (luminous) { + VideoDX9LuminousVertex* v = (VideoDX9LuminousVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + else if (surface_has_tangent_data) { + VideoDX9NormalVertex* v = (VideoDX9NormalVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->nx = vset->nrm[i].x; + v->ny = vset->nrm[i].y; + v->nz = vset->nrm[i].z; + + v->t0u = vset->tu[i]; + v->t0v = vset->tv[i]; + v->t1u = vset->tu[i]; + v->t1v = vset->tv[i]; + + v->tx = vset->tangent[i].x; + v->ty = vset->tangent[i].y; + v->tz = vset->tangent[i].z; + + v->bx = vset->binormal[i].x; + v->by = vset->binormal[i].y; + v->bz = vset->binormal[i].z; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + else { + VideoDX9SolidVertex* v = (VideoDX9SolidVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->nx = vset->nrm[i].x; + v->ny = vset->nrm[i].y; + v->nz = vset->nrm[i].z; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + WORD* indices = surf_data->index_buffer->Lock(nindices); + + if (indices) { + // copy the indices into the locked index buffer + WORD* s = indices; + Poly* p = surf->GetPolys(); + + for (int i = 0; i < surf->NumPolys(); i++) { + if (p->nverts == 3) { + *s++ = p->verts[0]; + *s++ = p->verts[2]; + *s++ = p->verts[1]; + } + else if (p->nverts == 4) { + *s++ = p->verts[0]; + *s++ = p->verts[2]; + *s++ = p->verts[1]; + + *s++ = p->verts[0]; + *s++ = p->verts[3]; + *s++ = p->verts[2]; + } + + p++; + } + + surf_data->index_buffer->Unlock(); + } + + surf_data->Validate(); + } + + int first_index = 0; + + ListIter<Segment> seg_iter = surf->GetSegments(); + while (++seg_iter) { + Segment* segment = seg_iter.value(); + + if (!segment->video_data) { + VideoDX9SegmentData* seg_data = new(__FILE__,__LINE__) VideoDX9SegmentData; + + int num_tris = 0; + for (int i = 0; i < segment->npolys; i++) + num_tris += segment->polys[i].nverts-2; + + seg_data->first_vert = 0; + seg_data->num_verts = surf->NumVerts(); + seg_data->first_index = first_index; + seg_data->num_tris = num_tris; + + segment->video_data = seg_data; + + first_index += num_tris * 3; + } + } + } + + return true; +} + +// +--------------------------------------------------------------------+ + +int +VideoDX9::PrepareMaterial(Material* m) +{ + segment_material = m; + strategy = 0; + passes = 0; + + if (m) { + int max_stages = 1; + int max_textures = 1; + bool multiply_add = false; + bool dotproduct3 = false; + bool vertexshader = false; + bool pixelshader = false; + DWORD vs_version = 0; + DWORD ps_version = 0; + + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + max_stages = (int) dev_info->caps.MaxTextureBlendStages; + max_textures = (int) dev_info->caps.MaxSimultaneousTextures; + multiply_add = (dev_info->caps.TextureOpCaps & D3DTEXOPCAPS_MULTIPLYADD) ? true : false; + dotproduct3 = (dev_info->caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3) ? true : false; + + vs_version = video_settings.enable_vs ? dev_info->caps.VertexShaderVersion : 0; + ps_version = video_settings.enable_ps ? dev_info->caps.PixelShaderVersion : 0; + + vertexshader = vs_version >= D3DVS_VERSION(1,1); + pixelshader = ps_version >= D3DPS_VERSION(2,0); + } + + strategy = DX9_STRATEGY_SIMPLE; + passes = 1; + + if (m->tex_alternate) { + if (m->tex_detail && max_textures > 2 && max_stages > 4) + strategy = DX9_STRATEGY_BLEND_DETAIL; + + else if (max_textures > 1 && max_stages > 3) + strategy = DX9_STRATEGY_BLEND; + } + + else if (m->tex_emissive && (!m->tex_diffuse || m->tex_diffuse == m->tex_emissive)) { + strategy = DX9_STRATEGY_GLOW; + } + + else if (IsSpecMapEnabled() && m->tex_specular && !m->tex_emissive) { + strategy = DX9_STRATEGY_SPECMAP; + + if (max_textures < 2 || max_stages < 2 || !multiply_add) + passes = 2; + } + + else if ((!IsSpecMapEnabled() || !m->tex_specular) && m->tex_emissive) { + strategy = DX9_STRATEGY_EMISSIVE; + + if (max_textures < 2 || max_stages < 2) + passes = 2; + } + + else if (IsSpecMapEnabled() && m->tex_specular && m->tex_emissive) { + strategy = DX9_STRATEGY_SPEC_EMISSIVE; + + if (max_textures < 2 || max_stages < 2) + passes = 3; + + else if (max_textures < 3 || max_stages < 3 || !multiply_add) + passes = 2; + } + } + + return passes; +} + +bool +VideoDX9::SetupPass(int pass) +{ + if (pass < 0 || pass >= passes) + return false; + + if (pass == 0) { + D3DMATERIAL9 d3dmtl; + IDirect3DTexture9* texture_0 = 0; + IDirect3DTexture9* texture_1 = 0; + IDirect3DTexture9* texture_2 = 0; + Bitmap* tex_bmp_0 = 0; + Bitmap* tex_bmp_1 = 0; + Bitmap* tex_bmp_2 = 0; + ColorValue orig_spec = segment_material->Ks; + HRESULT hr = E_FAIL; + + if (segment_material->tex_specular && passes > 1) + segment_material->Ks = Color::Black; + + CreateD3DMaterial(d3dmtl, *segment_material); + segment_material->Ks = orig_spec; + + hr = d3ddevice->SetMaterial(&d3dmtl); + + if (strategy == DX9_STRATEGY_SIMPLE) { + tex_bmp_0 = segment_material->tex_diffuse; + } + + else if (strategy == DX9_STRATEGY_BLEND) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_alternate; + } + + else if (strategy == DX9_STRATEGY_BLEND_DETAIL) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_alternate; + tex_bmp_2 = segment_material->tex_detail; + } + + else if (strategy == DX9_STRATEGY_SPECMAP) { + if (passes == 1) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_specular; + } + else { + tex_bmp_0 = segment_material->tex_diffuse; + } + } + + else if (strategy == DX9_STRATEGY_EMISSIVE && passes == 1 || + strategy == DX9_STRATEGY_SPEC_EMISSIVE && passes == 2) { + if (segment_material->tex_diffuse) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_emissive; + } + else { + tex_bmp_0 = segment_material->tex_emissive; + } + } + + else { + tex_bmp_0 = segment_material->tex_emissive; + } + + if (texcache && tex_bmp_0) { + texture_0 = texcache->FindTexture(tex_bmp_0); + + hr = d3ddevice->SetTexture(0, texture_0); + current_texture = texture_0; + + if (tex_bmp_1) { + texture_1 = texcache->FindTexture(tex_bmp_1); + hr = d3ddevice->SetTexture(1, texture_1); + + if (tex_bmp_2) { + texture_2 = texcache->FindTexture(tex_bmp_2); + hr = d3ddevice->SetTexture(2, texture_2); + } + } + } + else { + hr = d3ddevice->SetTexture(0, 0); + current_texture = 0; + } + + SetBlendType(segment_material->blend); + + if (texture_0 && texture_1 && strategy == DX9_STRATEGY_BLEND) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + + d3ddevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + + d3ddevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE); + } + + else if (texture_0 && texture_1 && texture_2 && strategy == DX9_STRATEGY_BLEND_DETAIL) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(2, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + + d3ddevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, 1); + + d3ddevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(3, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(3, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(3, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + } + + else if (texture_0 && strategy == DX9_STRATEGY_GLOW) { + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (texture_0) { + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + if (texture_1 && strategy == DX9_STRATEGY_SPECMAP) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MULTIPLYADD); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_SPECULAR); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (texture_1 && strategy == DX9_STRATEGY_EMISSIVE) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (texture_1 && strategy == DX9_STRATEGY_SPEC_EMISSIVE) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (strategy < DX9_STRATEGY_BLEND) { + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + } + } + + else if (pass == 1) { + D3DMATERIAL9 d3dmtl; + IDirect3DTexture9* texture = 0; + Bitmap* tex_bmp = 0; + ColorValue orig_Ka = segment_material->Ka; + ColorValue orig_Kd = segment_material->Kd; + HRESULT hr = E_FAIL; + + if (segment_material->tex_specular) { + segment_material->Ka = Color::Black; + segment_material->Kd = Color::Black; + } + + CreateD3DMaterial(d3dmtl, *segment_material); + + segment_material->Ka = orig_Ka; + segment_material->Kd = orig_Kd; + + hr = d3ddevice->SetMaterial(&d3dmtl); + + if (strategy == DX9_STRATEGY_SPECMAP || + strategy == DX9_STRATEGY_SPEC_EMISSIVE) { + tex_bmp = segment_material->tex_specular; + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_SPECULAR); + } + + else if (strategy == DX9_STRATEGY_EMISSIVE) { + tex_bmp = segment_material->tex_emissive; + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + } + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + + if (texcache && tex_bmp) { + texture = texcache->FindTexture(tex_bmp); + hr = d3ddevice->SetTexture(0, texture); + current_texture = texture; + + SetBlendType(BLEND_ADDITIVE); + } + } + + if (render_state[STENCIL_ENABLE]) { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x01); + d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATER); + } + else { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + } + + if (render_state[LIGHTING_PASS] > 0) { + SetBlendType(BLEND_ADDITIVE); + SetRenderState(Z_WRITE_ENABLE, FALSE); + } + + return true; +} + + +// +--------------------------------------------------------------------+ + +void +VideoDX9Error(const char* msg, HRESULT err) +{ + Print(" VideoDX9: %s. [%s]\n", msg, D3DErrStr(err)); +} + +char* D3DErrStr(HRESULT hr) +{ + static char errstrbuf[128]; + + switch (hr) { + default: + sprintf_s(errstrbuf, "Unrecognized error value = %08x.", hr); + return errstrbuf; + + case D3D_OK: + return "No error."; + + case D3DERR_WRONGTEXTUREFORMAT: + return "Wrong texture format."; + + case D3DERR_UNSUPPORTEDCOLOROPERATION: + return "Unsupported color operation."; + + case D3DERR_UNSUPPORTEDCOLORARG: + return "Unsupported color argument."; + + case D3DERR_UNSUPPORTEDALPHAOPERATION: + return "Unsupported alpha operation."; + + case D3DERR_UNSUPPORTEDALPHAARG: + return "Unsupported alpha argument."; + + case D3DERR_TOOMANYOPERATIONS: + return "Too many operations."; + + case D3DERR_CONFLICTINGTEXTUREFILTER: + return "Conflicting texture filter."; + + case D3DERR_UNSUPPORTEDFACTORVALUE: + return "Unsupported factor value."; + + case D3DERR_CONFLICTINGRENDERSTATE: + return "Conflicting render state."; + + case D3DERR_UNSUPPORTEDTEXTUREFILTER: + return "Unsupported texture filter."; + + case D3DERR_CONFLICTINGTEXTUREPALETTE: + return "Conflicting texture palette."; + + case D3DERR_DRIVERINTERNALERROR: + return "Driver internal error."; + + + case D3DERR_NOTFOUND: + return "Resource was not found."; + + case D3DERR_MOREDATA: + return "More data?"; + + case D3DERR_DEVICELOST: + return "Device lost."; + + case D3DERR_DEVICENOTRESET: + return "Device is not reset."; + + case D3DERR_NOTAVAILABLE: + return "Not available."; + + case D3DERR_OUTOFVIDEOMEMORY: + return "Out of video memory."; + + case E_OUTOFMEMORY: + return "Out of system memory."; + + case D3DERR_INVALIDDEVICE: + return "Invalid device selection."; + + case D3DERR_INVALIDCALL: + return "Invalid call or parameter."; + + case D3DERR_DRIVERINVALIDCALL: + return "Driver invalid call."; + + case D3DERR_WASSTILLDRAWING: + return "The device was still drawing."; + + case D3DOK_NOAUTOGEN: + return "Autogeneration is not supported by this device."; + + } +} + diff --git a/Magic2/VideoDX9.h b/Magic2/VideoDX9.h new file mode 100644 index 0000000..fdc37ff --- /dev/null +++ b/Magic2/VideoDX9.h @@ -0,0 +1,219 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: VideoDX9.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Direct3D and Direct3D Video classes for DirectX 7 +*/ + +#ifndef VideoDX9_h +#define VideoDX9_h + +#include "Video.h" +#include "VideoSettings.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +class VideoDX9; +class VideoDX9Enum; +class VideoDX9VertexBuffer; +class VideoDX9IndexBuffer; +struct VideoDX9ScreenVertex; +class Surface; +class Segment; + +struct VideoDX9ScreenVertex; +struct VideoDX9SolidVertex; +struct VideoDX9LuminousVertex; +struct VideoDX9LineVertex; + + +// +--------------------------------------------------------------------+ + +class VideoDX9 : public Video +{ +public: + VideoDX9(const HWND& window, VideoSettings* vs); + virtual ~VideoDX9(); + + virtual const VideoSettings* + GetVideoSettings() const { return &video_settings; } + virtual bool SetVideoSettings(const VideoSettings* vs); + + virtual bool SetBackgroundColor(Color c); + virtual bool SetGammaLevel(int g); + virtual bool SetObjTransform(const Matrix& o, const Point& l); + + virtual bool SetupParams(); + virtual bool Reset(const VideoSettings* vs); + + virtual bool StartFrame(); + virtual bool EndFrame(); + + virtual int Width() const { return width; } + virtual int Height() const { return height; } + virtual int Depth() const { return bpp; } + + virtual void RecoverSurfaces(); + + virtual bool ClearAll(); + virtual bool ClearDepthBuffer(); + virtual bool Present(); + virtual bool Pause(); + virtual bool Resume(); + + virtual IDirect3D9* Direct3D() const { return d3d; } + virtual IDirect3DDevice9* D3DDevice() const { return d3ddevice; } + static IDirect3DDevice9* GetD3DDevice9(); + + virtual bool IsModeSupported(int width, int height, int bpp) const; + virtual bool IsHardware() const { return true; } + virtual int ZDepth() const { return zdepth; } + virtual DWORD VidMemFree() const; + virtual int D3DLevel() const { return 9; } + virtual int MaxTexSize() const; + virtual int MaxTexAspect() const; + virtual int GammaLevel() const { return gamma; } + + virtual bool Capture(Bitmap& bmp); + virtual bool GetWindowRect(Rect& r); + virtual bool SetWindowRect(const Rect& r); + virtual bool SetViewport(int x, int y, int w, int h); + virtual bool SetCamera(const Camera* cam); + virtual bool SetEnvironment(Bitmap** faces); + virtual bool SetAmbient(Color c); + virtual bool SetLights(const List<Light>& lights); + virtual bool SetProjection(float fov, + float znear=1.0f, + float zfar=1.0e6f, + DWORD type=PROJECTION_PERSPECTIVE); + virtual bool SetRenderState(RENDER_STATE state, DWORD value); + virtual bool SetBlendType(int blend_type); + + virtual bool DrawPolys(int npolys, Poly* p); + virtual bool DrawScreenPolys(int npolys, Poly* p, int blend=0); + virtual bool DrawSolid(Solid* s, DWORD blend_modes=0xf); + virtual bool DrawShadow(Solid* s, int nverts, Vec3* verts, bool vis=false); + virtual bool DrawLines(int nlines, Vec3* v, Color c, int blend=0); + virtual bool DrawScreenLines(int nlines, float* v, Color c, int blend=0); + virtual bool DrawPoints(VertexSet* v); + virtual bool DrawPolyOutline(Poly* p); + virtual bool UseMaterial(Material* m); + + virtual bool UseXFont(const char* name, int size, bool b, bool i); + virtual bool DrawText(const char* text, int count, const Rect& rect, + DWORD format, Color c); + + virtual void PreloadTexture(Bitmap* bmp); + virtual void PreloadSurface(Surface* s); + virtual void InvalidateCache(); + + static void CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Point& p); + static void CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Vec3& v); + static void CreateD3DMaterial(D3DMATERIAL9& result, const Material& mtl); + +private: + bool CreateBuffers(); + bool DestroyBuffers(); + bool PopulateScreenVerts(VertexSet* vset); + bool PrepareSurface(Surface* s); + bool DrawSegment(Segment* s); + + int PrepareMaterial(Material* m); + bool SetupPass(int n); + + HWND hwnd; + int width; + int height; + int bpp; + int gamma; + int zdepth; + Color background; + + VideoDX9Enum* dx9enum; + VideoSettings video_settings; + + IDirect3D9* d3d; + IDirect3DDevice9* d3ddevice; + D3DPRESENT_PARAMETERS d3dparams; + D3DSURFACE_DESC back_buffer_desc; + bool device_lost; + + BYTE* surface; + + DWORD texture_format[3]; + D3DGAMMARAMP gamma_ramp; + double fade; + + Rect rect; + + IDirect3DVertexDeclaration9* vertex_declaration; + ID3DXEffect* magic_fx; + BYTE* magic_fx_code; + int magic_fx_code_len; + + IDirect3DTexture9* current_texture; + int current_blend_state; + int scene_active; + DWORD render_state[RENDER_STATE_MAX]; + Material* use_material; + + Material* segment_material; + int strategy; + int passes; + + ID3DXFont* d3dx_font; + char font_name[64]; + int font_size; + bool font_bold; + bool font_ital; + + Color ambient; + int nlights; + + int first_vert; + int num_verts; + + VideoDX9VertexBuffer* screen_vbuf; + VideoDX9IndexBuffer* screen_ibuf; + VideoDX9ScreenVertex* font_verts; + WORD* font_indices; + int font_nverts; + + VideoDX9ScreenVertex* screen_line_verts; + VideoDX9LineVertex* line_verts; +}; + +#endif VideoDX9_h + diff --git a/Magic2/l3ds.cpp b/Magic2/l3ds.cpp new file mode 100644 index 0000000..3cbdcfa --- /dev/null +++ b/Magic2/l3ds.cpp @@ -0,0 +1,1793 @@ +// copyright (c) 2001 Lev Povalahev + + +#include "stdafx.h" + +#include "l3ds.h" + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> + +//using namespace std; + +//------------------------------------------------------- +// generic stuff +//------------------------------------------------------- + +typedef unsigned long ulong; + +#define SEEK_START 1900 +#define SEEK_CURSOR 1901 + +// common chunks +// colors +#define COLOR_F 0x0010 +#define COLOR_24 0x0011 +#define LIN_COLOR_24 0x0012 +#define LIN_COLOR_F 0x0013 +// percentage +#define INT_PERCENTAGE 0x0030 +#define FLOAT_PERCENTAGE 0x0031 +// ambient light +#define AMBIENT_LIGHT 0x2100 + + +#define MAIN3DS 0x4D4D +#define EDIT3DS 0x3D3D // this is the start of the editor config + +// keyframer chunk ids +#define KFDATA 0xB000 // the keyframer section +#define KFHDR 0xB00A +#define OBJECT_NODE_TAG 0xB002 +#define NODE_HDR 0xB010 +#define PIVOT 0xB013 +#define POS_TRACK_TAG 0xB020 +#define ROT_TRACK_TAG 0xB021 +#define SCL_TRACK_TAG 0xB022 + +// material entries +#define MAT_ENTRY 0xAFFF +#define MAT_NAME 0xA000 +#define MAT_AMBIENT 0xA010 +#define MAT_DIFFUSE 0xA020 +#define MAT_SPECULAR 0xA030 +#define MAT_SHININESS 0xA040 +#define MAT_SHIN2PCT 0xA041 +#define MAT_TRANSPARENCY 0xA050 +#define MAT_SHADING 0xA100 +#define MAT_TWO_SIDE 0xA081 +#define MAT_ADDITIVE 0xA083 +#define MAT_WIRE 0xA085 +#define MAT_FACEMAP 0xA088 +#define MAT_WIRESIZE 0xA087 +#define MAT_DECAL 0xA082 +#define MAT_TEXMAP 0xA200 +#define MAT_MAPNAME 0xA300 +#define MAT_MAP_TILING 0xA351 +#define MAT_MAP_USCALE 0xA354 +#define MAT_MAP_VSCALE 0xA356 +#define MAT_MAP_UOFFSET 0xA358 +#define MAT_MAP_VOFFSET 0xA35A +#define MAT_MAP_ANG 0xA35C +#define MAT_TEX2MAP 0xA33A +#define MAT_OPACMAP 0xA210 +#define MAT_BUMPMAP 0xA230 +#define MAT_SPECMAP 0xA204 +#define MAT_SHINMAP 0xA33C +#define MAT_REFLMAP 0xA220 +#define MAT_ACUBIC 0xA310 + +#define EDIT_OBJECT 0x4000 +#define OBJ_TRIMESH 0x4100 +#define OBJ_LIGHT 0x4600 +#define OBJ_CAMERA 0x4700 +#define LIT_OFF 0x4620 +#define LIT_SPOT 0x4610 +#define TRI_VERTEXLIST 0x4110 +#define TRI_VERTEXOPTIONS 0x4111 + +#define TRI_FACELIST 0x4120 + #define TRI_MAT_GROUP 0x4130 + #define TRI_SMOOTH_GROUP 0x4150 + +#define TRI_FACEMAPPING 0x4140 +#define TRI_MATRIX 0x4160 + +#define SPOTLIGHT 0x4610 + +//---------------------------------- + +#define MAX_SHARED_TRIS 100 + +// the error reporting routine + +void ErrorMsg(const char *msg) +{ + +} + +struct LChunk +{ + unsigned short id; + uint start; + uint end; +}; + +struct LTri +{ + unsigned short a; + unsigned short b; + unsigned short c; + ulong smoothingGroups; + LVector3 normal; + LVector3 tangent; + LVector3 binormal; + uint materialId; +}; + +// globals + +LColor3 black = {0, 0, 0}; + +LVector3 zero3 = {0, 0, 0}; + +LVector4 zero4 = {0, 0, 0, 0}; + +LMap emptyMap = {0, "", 1, 1, 0, 0, 0}; + +LVector3 _4to3(const LVector4 &vec) +{ + LVector3 t; + t.x = vec.x; + t.y = vec.y; + t.z = vec.z; + return t; +} + +LVector3 AddVectors(const LVector3 &a, const LVector3 &b) +{ + LVector3 t; + t.x = a.x+b.x; + t.y = a.y+b.y; + t.z = a.z+b.z; + return t; +} + +LVector3 SubtractVectors(const LVector3 &a, const LVector3 &b) +{ + LVector3 t; + t.x = a.x-b.x; + t.y = a.y-b.y; + t.z = a.z-b.z; + return t; +} + +float VectorLength(const LVector3 &vec) +{ + return (float)sqrt(vec.x*vec.x + vec.y*vec.y+vec.z*vec.z); +} + +LVector3 NormalizeVector(const LVector3 &vec) +{ + float a = VectorLength(vec); + if (a == 0) + return vec; + float b = 1/a; + LVector3 v; + v.x = vec.x*b; + v.y = vec.y*b; + v.z = vec.z*b; + return v; +} + +LVector3 CrossProduct(const LVector3 &a, const LVector3 &b) +{ + LVector3 v; + v.x = a.y*b.z - a.z*b.y; + v.y = a.z*b.x - a.x*b.z; + v.z = a.x*b.y - a.y*b.x; + return v; +} + +void LoadIdentityMatrix(LMatrix4 &m) +{ + for (int i = 0; i < 4; i++) + for (int j = 0; j < 4; j++) + m.m[i][j] = (i==j) ? 1.0f : 0.0f; +} + +LVector4 VectorByMatrix(const LMatrix4 &m, const LVector4 &vec) +{ + LVector4 res; + + res.x = m.m[0][0]*vec.x + m.m[1][0]*vec.y + m.m[2][0]*vec.z + m.m[3][0]*vec.w; + res.y = m.m[0][1]*vec.x + m.m[1][1]*vec.y + m.m[2][1]*vec.z + m.m[3][1]*vec.w; + res.z = m.m[0][2]*vec.x + m.m[1][2]*vec.y + m.m[2][2]*vec.z + m.m[3][2]*vec.w; + res.w = m.m[0][3]*vec.x + m.m[1][3]*vec.y + m.m[2][3]*vec.z + m.m[3][3]*vec.w; + + if (res.w != 0) { + float b = 1/res.w; + res.x *= b; + res.y *= b; + res.z *= b; + res.w = 1; + } + else { + res.w = 1; + } + + return res; +} + +void QuatToMatrix(const LVector4 &quat, LMatrix4 &m) +{ + +} + +//------------------------------------------------------- +// LObject implementation +//------------------------------------------------------- + +LObject::LObject() +{ + m_name = "";//.clear(); +} + +LObject::~LObject() +{ + // nothing here +} + +void LObject::SetName(const std::string& value) +{ + m_name = value; +} + +const std::string& LObject::GetName() +{ + return m_name; +} + +bool LObject::IsObject(const std::string &name) +{ + return (m_name == name); +} + + +//------------------------------------------------------- +// LMaterial implementation +//------------------------------------------------------- + +LMaterial::LMaterial() +: LObject() +{ + m_id = 0; + m_texMap1 = emptyMap; + m_texMap2 = emptyMap; + m_opacMap = emptyMap; + m_bumpMap = emptyMap; + m_reflMap = emptyMap; + m_specMap = emptyMap; + m_ambient = black; + m_diffuse = black; + m_specular = black; + m_shading = sGouraud; + m_shininess = 0; + m_transparency = 0; +} + +LMaterial::~LMaterial() +{ + +} + +uint LMaterial::GetID() +{ + return m_id; +} + +LMap& LMaterial::GetTextureMap1() +{ + return m_texMap1; +} + +LMap& LMaterial::GetTextureMap2() +{ + return m_texMap2; +} + +LMap& LMaterial::GetOpacityMap() +{ + return m_opacMap; +} + +LMap& LMaterial::GetSpecularMap() +{ + return m_specMap; +} + +LMap& LMaterial::GetBumpMap() +{ + return m_bumpMap; +} + +LMap& LMaterial::GetReflectionMap() +{ + return m_reflMap; +} + +LColor3 LMaterial::GetAmbientColor() +{ + return m_ambient; +} + +LColor3 LMaterial::GetDiffuseColor() +{ + return m_diffuse; +} + +LColor3 LMaterial::GetSpecularColor() +{ + return m_specular; +} + +float LMaterial::GetShininess() +{ + return m_shininess; +} + +float LMaterial::GetTransparency() +{ + return m_transparency; +} + +LShading LMaterial::GetShadingType() +{ + return m_shading; +} + +void LMaterial::SetID(uint value) +{ + m_id = value; +} + +void LMaterial::SetAmbientColor(const LColor3 &color) +{ + m_ambient = color; +} + +void LMaterial::SetDiffuseColor(const LColor3 &color) +{ + m_diffuse = color; +} + +void LMaterial::SetSpecularColor(const LColor3 &color) +{ + m_specular = color; +} + +void LMaterial::SetShininess(float value) +{ + m_shininess = value; + if (m_shininess < 0) + m_shininess = 0; + if (m_shininess > 1) + m_shininess = 1; +} + +void LMaterial::SetTransparency(float value) +{ + m_transparency = value; + if (m_transparency < 0) + m_transparency = 0; + if (m_transparency > 1) + m_transparency = 1; +} + +void LMaterial::SetShadingType(LShading shading) +{ + m_shading = shading; +} + +//------------------------------------------------------- +// LMesh implementation +//------------------------------------------------------- + +LMesh::LMesh() +: LObject() +{ + Clear(); +} + +LMesh::~LMesh() +{ + Clear(); +} + +void LMesh::Clear() +{ + m_vertices.clear(); + m_normals.clear(); + m_uv.clear(); + m_tangents.clear(); + m_binormals.clear(); + m_triangles.clear(); + m_tris.clear(); + m_materials.clear(); + LoadIdentityMatrix(m_matrix); +} + +uint LMesh::GetVertexCount() +{ + return m_vertices.size(); +} + +void LMesh::SetVertexArraySize(uint value) +{ + m_vertices.resize(value); + m_normals.resize(value); + m_uv.resize(value); + m_tangents.resize(value); + m_binormals.resize(value); +} + +uint LMesh::GetTriangleCount() +{ + return m_triangles.size(); +} + +void LMesh::SetTriangleArraySize(uint value) +{ + m_triangles.resize(value); + m_tris.resize(value); +} + +const LVector4& LMesh::GetVertex(uint index) +{ + return m_vertices[index]; +} + +const LVector3& LMesh::GetNormal(uint index) +{ + return m_normals[index]; +} + +const LVector2& LMesh::GetUV(uint index) +{ + return m_uv[index]; +} + +const LVector3& LMesh::GetTangent(uint index) +{ + return m_tangents[index]; +} + +const LVector3& LMesh::GetBinormal(uint index) +{ + return m_binormals[index]; +} + +void LMesh::SetVertex(const LVector4 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_vertices[index] = vec; +} + +void LMesh::SetNormal(const LVector3 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_normals[index] = vec; +} + +void LMesh::SetUV(const LVector2 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_uv[index] = vec; +} + +void LMesh::SetTangent(const LVector3 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_tangents[index] = vec; +} + +void LMesh::SetBinormal(const LVector3 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_binormals[index] = vec; +} + +const LTriangle& LMesh::GetTriangle(uint index) +{ + return m_triangles[index]; +} + +LTriangle2 LMesh::GetTriangle2(uint index) +{ + LTriangle2 f; + LTriangle t = GetTriangle(index); + f.vertices[0] = GetVertex(t.a); + f.vertices[1] = GetVertex(t.b); + f.vertices[2] = GetVertex(t.c); + + f.vertexNormals[0] = GetNormal(t.a); + f.vertexNormals[1] = GetNormal(t.b); + f.vertexNormals[2] = GetNormal(t.c); + + f.textureCoords[0] = GetUV(t.a); + f.textureCoords[1] = GetUV(t.b); + f.textureCoords[2] = GetUV(t.c); + + LVector3 a, b; + + a = SubtractVectors(_4to3(f.vertices[1]), _4to3(f.vertices[0])); + b = SubtractVectors(_4to3(f.vertices[1]), _4to3(f.vertices[2])); + + f.faceNormal = CrossProduct(b, a); + + f.faceNormal = NormalizeVector(f.faceNormal); + + f.materialId = m_tris[index].materialId; + + return f; +} + +LMatrix4 LMesh::GetMatrix() +{ + return m_matrix; +} + +void LMesh::SetMatrix(LMatrix4 m) +{ + m_matrix = m; +} + +void LMesh::TransformVertices() +{ + for (uint i=0; i<m_vertices.size(); i++) + m_vertices[i] = VectorByMatrix(m_matrix, m_vertices[i]); + + LoadIdentityMatrix(m_matrix); +} + +void LMesh::CalcNormals(bool useSmoothingGroups) +{ + uint i; + // first calculate the face normals + for (i=0; i<m_triangles.size(); i++) + { + LVector3 a, b; + a = SubtractVectors(_4to3(m_vertices[m_tris[i].b]), _4to3(m_vertices[m_tris[i].a])); + b = SubtractVectors(_4to3(m_vertices[m_tris[i].b]), _4to3(m_vertices[m_tris[i].c])); + m_tris[i].normal = NormalizeVector(CrossProduct(b, a)); + } + + std::vector< std::vector<int> > array; + array.resize(m_vertices.size()); + for (i=0; i<m_triangles.size(); i++) + { + uint k = m_tris[i].a; + array[k].push_back(i); + + k = m_tris[i].b; + array[k].push_back(i); + + k = m_tris[i].c; + array[k].push_back(i); + } + + LVector3 temp; + + if (!useSmoothingGroups) + { + // now calculate the normals without using smoothing groups + for (i=0; i<m_vertices.size(); i++) + { + temp = zero3; + int t = array[i].size(); + + for (int k=0; k<t; k++) + { + temp.x += m_tris[array[i][k]].normal.x; + temp.y += m_tris[array[i][k]].normal.y; + temp.z += m_tris[array[i][k]].normal.z; + } + m_normals[i] = NormalizeVector(temp); + } + } + else + { + // now calculate the normals _USING_ smoothing groups + // I'm assuming a triangle can only belong to one smoothing group at a time! + std::vector<ulong> smGroups; + std::vector< std::vector <uint> > smList; + + uint loop_size = m_vertices.size(); + + for (i=0; i<loop_size; i++) + { + int t = array[i].size(); + + if (t == 0) + continue; + + smGroups.clear(); + smList.clear(); + smGroups.push_back(m_tris[array[i][0]].smoothingGroups); + smList.resize(smGroups.size()); + smList[smGroups.size()-1].push_back(array[i][0]); + + // first build a list of smoothing groups for the vertex + for (int k=0; k<t; k++) + { + bool found = false; + for (uint j=0; j<smGroups.size(); j++) + { + if (m_tris[array[i][k]].smoothingGroups == smGroups[j]) + { + smList[j].push_back(array[i][k]); + found = true; + } + } + if (!found) + { + smGroups.push_back(m_tris[array[i][k]].smoothingGroups); + smList.resize(smGroups.size()); + smList[smGroups.size()-1].push_back(array[i][k]); + } + } + // now we have the list of faces for the vertex sorted by smoothing groups + + + // now duplicate the vertices so that there's only one smoothing group "per vertex" + if (smGroups.size() > 1) + for (uint j=1; j< smGroups.size(); j++) + { + m_vertices.push_back(m_vertices[i]); + m_normals.push_back(m_normals[i]); + m_uv.push_back(m_uv[i]); + m_tangents.push_back(m_tangents[i]); + m_binormals.push_back(m_binormals[i]); + + uint t = m_vertices.size()-1; + for (uint h=0; h<smList[j].size(); h++) + { + if (m_tris[smList[j][h]].a == i) + m_tris[smList[j][h]].a = t; + if (m_tris[smList[j][h]].b == i) + m_tris[smList[j][h]].b = t; + if (m_tris[smList[j][h]].c == i) + m_tris[smList[j][h]].c = t; + } + } + } + + // now rebuild a face list for each vertex, since the old one is invalidated + for (i=0; i<array.size(); i++) + array[i].clear(); + array.clear(); + array.resize(m_vertices.size()); + for (i=0; i<m_triangles.size(); i++) + { + uint k = m_tris[i].a; + array[k].push_back(i); + + k = m_tris[i].b; + array[k].push_back(i); + + k = m_tris[i].c; + array[k].push_back(i); + } + + // now compute the normals + for (i=0; i<m_vertices.size(); i++) + { + temp = zero3; + int t = array[i].size(); + + for (int k=0; k<t; k++) + { + temp.x += m_tris[array[i][k]].normal.x; + temp.y += m_tris[array[i][k]].normal.y; + temp.z += m_tris[array[i][k]].normal.z; + } + m_normals[i] = NormalizeVector(temp); + } + + } + + // copy m_tris to m_triangles + for (i=0; i<m_triangles.size(); i++) + { + m_triangles[i].a = m_tris[i].a; + m_triangles[i].b = m_tris[i].b; + m_triangles[i].c = m_tris[i].c; + } + +} + +void LMesh::CalcTextureSpace() +{ + // a understandable description of how to do that can be found here: + // http://members.rogers.com/deseric/tangentspace.htm + // first calculate the tangent for each triangle + LVector3 x_vec, + y_vec, + z_vec; + LVector3 v1, v2; + for (uint i=0; i<m_triangles.size(); i++) + { + v1.x = m_vertices[m_tris[i].b].x - m_vertices[m_tris[i].a].x; + v1.y = m_uv[m_tris[i].b].x - m_uv[m_tris[i].a].x; + v1.z = m_uv[m_tris[i].b].y - m_uv[m_tris[i].a].y; + + v2.x = m_vertices[m_tris[i].c].x - m_vertices[m_tris[i].a].x; + v2.y = m_uv[m_tris[i].c].x - m_uv[m_tris[i].a].x; + v2.z = m_uv[m_tris[i].c].y - m_uv[m_tris[i].a].y; + + x_vec = CrossProduct(v1, v2); + + v1.x = m_vertices[m_tris[i].b].y - m_vertices[m_tris[i].a].y; + v1.y = m_uv[m_tris[i].b].x - m_uv[m_tris[i].a].x; + v1.z = m_uv[m_tris[i].b].y - m_uv[m_tris[i].a].y; + + v2.x = m_vertices[m_tris[i].c].y - m_vertices[m_tris[i].a].y; + v2.y = m_uv[m_tris[i].c].x - m_uv[m_tris[i].a].x; + v2.z = m_uv[m_tris[i].c].y - m_uv[m_tris[i].a].y; + + y_vec = CrossProduct(v1, v2); + + v1.x = m_vertices[m_tris[i].b].z - m_vertices[m_tris[i].a].z; + v1.y = m_uv[m_tris[i].b].x - m_uv[m_tris[i].a].x; + v1.z = m_uv[m_tris[i].b].y - m_uv[m_tris[i].a].y; + + v2.x = m_vertices[m_tris[i].c].z - m_vertices[m_tris[i].a].z; + v2.y = m_uv[m_tris[i].c].x - m_uv[m_tris[i].a].x; + v2.z = m_uv[m_tris[i].c].y - m_uv[m_tris[i].a].y; + + z_vec = CrossProduct(v1, v2); + + m_tris[i].tangent.x = -(x_vec.y/x_vec.x); + m_tris[i].tangent.y = -(y_vec.y/y_vec.x); + m_tris[i].tangent.z = -(z_vec.y/z_vec.x); + + m_tris[i].binormal.x = -(x_vec.z/x_vec.x); + m_tris[i].binormal.y = -(y_vec.z/y_vec.x); + m_tris[i].binormal.z = -(z_vec.z/z_vec.x); + + } + + // now for each vertex build a list of face that share this vertex + std::vector< std::vector<int> > array; + array.resize(m_vertices.size()); + for (int i=0; i<(int)m_triangles.size(); i++) + { + uint k = m_tris[i].a; + array[k].push_back(i); + + k = m_tris[i].b; + array[k].push_back(i); + + k = m_tris[i].c; + array[k].push_back(i); + } + + // now average the tangents and compute the binormals as (tangent X normal) + for (int i=0; i<(int)m_vertices.size(); i++) + { + v1 = zero3; + v2 = zero3; + int t = array[i].size(); + + for (int k=0; k<t; k++) + { + v1.x += m_tris[array[i][k]].tangent.x; + v1.y += m_tris[array[i][k]].tangent.y; + v1.z += m_tris[array[i][k]].tangent.z; + + v2.x += m_tris[array[i][k]].binormal.x; + v2.y += m_tris[array[i][k]].binormal.y; + v2.z += m_tris[array[i][k]].binormal.z; + } + m_tangents[i] = NormalizeVector(v1); + //m_binormals[i] = NormalizeVector(v2); + + m_binormals[i] = NormalizeVector(CrossProduct(m_tangents[i], m_normals[i])); + } +} + +void LMesh::Optimize(LOptimizationLevel value) +{ + switch (value) + { + case oNone: + TransformVertices(); + break; + case oSimple: + TransformVertices(); + CalcNormals(false); + break; + case oFull: + TransformVertices(); + CalcNormals(true); + CalcTextureSpace(); + break; + } +} + +void LMesh::SetTri(const LTri &tri, uint index) +{ + if (index >= m_triangles.size()) + return; + m_tris[index] = tri; +} + +LTri& LMesh::GetTri(uint index) +{ + return m_tris[index]; +} + +uint LMesh::GetMaterial(uint index) +{ + return m_materials[index]; +} + +uint LMesh::AddMaterial(uint id) +{ + m_materials.push_back(id); + return m_materials.size()-1; +} + +uint LMesh::GetMaterialCount() +{ + return m_materials.size(); +} + +//------------------------------------------------------- +// LLight implementation +//------------------------------------------------------- + +LLight::LLight() +: LObject() +{ + Clear(); +} + +LLight::~LLight() +{ + +} + +void LLight::Clear() +{ + m_pos.x = m_pos.y = m_pos.z = 0.0f; + m_color.r = m_color.g = m_color.b = 0.0f; + m_spotlight = false; +} + +void LLight::SetPosition(LVector3 vec) +{ + m_pos = vec; +} + +LVector3 LLight::GetPosition() +{ + return m_pos; +} + +void LLight::SetColor(LColor3 color) +{ + m_color = color; +} + +LColor3 LLight::GetColor() +{ + return m_color; +} + +void LLight::SetSpotlight(bool value) +{ + m_spotlight = value; +} + +bool LLight::GetSpotlight() +{ + return m_spotlight; +} + +void LLight::SetTarget(LVector3 target) +{ + m_target = target; +} + +LVector3 LLight::GetTarget() +{ + return m_target; +} + +void LLight::SetHotspot(float value) +{ + m_hotspot = value; +} + +float LLight::GetHotspot() +{ + return m_hotspot; +} + +void LLight::SetFalloff(float value) +{ + m_falloff = value; +} + +float LLight::GetFalloff() +{ + return m_falloff; +} + +//------------------------------------------------------- +// LImporter implementation +//------------------------------------------------------- + +LImporter::LImporter() +{ + Clear(); +} + +LImporter::~LImporter() +{ + Clear(); +} + +uint LImporter::GetMeshCount() +{ + return m_meshes.size(); +} + +uint LImporter::GetLightCount() +{ + return m_lights.size(); +} + +uint LImporter::GetMaterialCount() +{ + return m_materials.size(); +} + +LMesh& LImporter::GetMesh(uint index) +{ + return m_meshes[index]; +} + +LLight& LImporter::GetLight(uint index) +{ + return m_lights[index]; +} + +LMaterial& LImporter::GetMaterial(uint index) +{ + return m_materials[index]; +} + +LMaterial* LImporter::FindMaterial(const std::string& name) +{ + for (uint i=0; i<m_materials.size(); i++) + if (m_materials[i].IsObject(name)) + return &m_materials[i]; + return 0; +} + +LMesh* LImporter::FindMesh(const std::string& name) +{ + for (uint i=0; i<m_meshes.size(); i++) + if (m_meshes[i].IsObject(name)) + return &m_meshes[i]; + return 0; +} + +LLight* LImporter::FindLight(const std::string& name) +{ + for (uint i=0; i<m_lights.size(); i++) + if (m_lights[i].IsObject(name)) + return &m_lights[i]; + return 0; +} + +void LImporter::Clear() +{ + m_meshes.clear(); + m_lights.clear(); + m_materials.clear(); + m_optLevel = oFull; +} + +void LImporter::SetOptimizationLevel(LOptimizationLevel value) +{ + m_optLevel = value; +} + +LOptimizationLevel LImporter::GetOptimizationLevel() +{ + return m_optLevel; +} + +//------------------------------------------------------- +// L3DS implementation +//------------------------------------------------------- + +L3DS::L3DS() +: LImporter() +{ + m_buffer = 0; + m_bufferSize = 0; + m_pos = 0; + m_eof = false; +} + +L3DS::L3DS(const char *filename) +: LImporter() +{ + m_buffer = 0; + m_bufferSize = 0; + m_pos = 0; + m_eof = false; + LoadFile(filename); +} + +L3DS::~L3DS() +{ + if (m_bufferSize > 0) + free(m_buffer); +} + +bool L3DS::LoadFile(const char *filename) +{ + FILE *f; + f = fopen(filename, "rb"); + if (f == 0) + { + ErrorMsg("L3DS::LoadFile - cannot open file"); + return false; + } + fseek(f, 0, SEEK_END); + m_bufferSize = ftell(f); + fseek(f, 0, SEEK_SET); + m_buffer = (unsigned char*) calloc(m_bufferSize, 1); + if (m_buffer == 0) + { + ErrorMsg("L3DS::LoadFile - not enough memory (malloc failed)"); + return false; + } + if (fread(m_buffer, m_bufferSize, 1, f) != 1) + { + fclose(f); + free(m_buffer); + m_bufferSize = 0; + ErrorMsg("L3DS::LoadFile - error reading from file"); + return false; + } + fclose(f); + Clear(); + bool res = Read3DS(); + free(m_buffer); + m_buffer = 0; + m_bufferSize = 0; + return res; +} + +short L3DS::ReadShort() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+2)<m_bufferSize)) + { + short *w = (short*)(m_buffer+m_pos); + short s = *w;//(short)*(m_buffer+m_pos); + m_pos += 2; + return s; + } + m_eof = true; + return 0; +} + +int L3DS::ReadInt() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+4)<m_bufferSize)) + { + int *w = (int*)(m_buffer+m_pos); + int s = *w;//(int)*(m_buffer+m_pos); + m_pos += 4; + return s; + } + m_eof = true; + return 0; +} + +char L3DS::ReadChar() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+1)<m_bufferSize)) + { + char s = (char)*(m_buffer+m_pos); + m_pos += 1; + return s; + } + m_eof = true; + return 0; +} + +float L3DS::ReadFloat() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+4)<m_bufferSize)) + { + float *w = (float*)(m_buffer+m_pos); + float s = *w;//(float)*(m_buffer+m_pos); + m_pos += 4; + return s; + } + m_eof = true; + return 0.0; +} + +byte L3DS::ReadByte() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+1)<m_bufferSize)) + { + byte s = (byte)*(m_buffer+m_pos); + m_pos += 1; + return s; + } + m_eof = true; + return 0; +} + +int L3DS::ReadASCIIZ(char *buf, int max_count) +{ + int count; + if ((m_buffer==0) || (m_bufferSize == 0) || (m_pos>=m_bufferSize)) + { + count = 0; + m_eof = true; + return count; + } + count = 0; + char c = ReadChar(); + while ((c!=0) && (count<max_count-1)) + { + buf[count] = c; + count ++; + c = ReadChar(); + } + buf[count] = 0; + return count; +} + +void L3DS::Seek(int offset, int origin) +{ + if (origin == SEEK_START) + m_pos = offset; + if (origin == SEEK_CURSOR) + m_pos += offset; + if (m_pos >= m_bufferSize) + m_pos = m_bufferSize-1; + m_eof = false; +} + +uint L3DS::Pos() +{ + return m_pos; +} + +LChunk L3DS::ReadChunk() +{ + LChunk chunk; + chunk.id = ReadShort(); + int a = ReadInt(); + chunk.start = Pos(); + chunk.end = chunk.start+a-6; + return chunk; +} + +bool L3DS::FindChunk(LChunk &target, const LChunk &parent) +{ + if (Pos() >= parent.end) + return false; + LChunk chunk; + chunk = ReadChunk(); + while (( chunk.id != target.id) && (chunk.end <= parent.end)) + { + SkipChunk(chunk); + if (chunk.end >= parent.end) + break; + chunk = ReadChunk(); + } + if (chunk.id == target.id) + { + target.start = chunk.start; + target.end = chunk.end; + return true; + } + return false; +} + +void L3DS::SkipChunk(const LChunk &chunk) +{ + Seek(chunk.end, SEEK_START); +} + +void L3DS::GotoChunk(const LChunk &chunk) +{ + Seek(chunk.start, SEEK_START); +} + +LColor3 L3DS::ReadColor(const LChunk &chunk) +{ + LColor3 col = black; + GotoChunk(chunk); + switch (chunk.id) + { + case COLOR_F: + col.r = ReadFloat(); + col.g = ReadFloat(); + col.b = ReadFloat(); + break; + case COLOR_24: + col.r = ReadByte()/255.0f; + col.g = ReadByte()/255.0f; + col.b = ReadByte()/255.0f; + break; + case LIN_COLOR_F: + col.r = ReadFloat(); + col.g = ReadFloat(); + col.b = ReadFloat(); + break; + case LIN_COLOR_24: + col.r = ReadByte()/255.0f; + col.g = ReadByte()/255.0f; + col.b = ReadByte()/255.0f; + break; + default: + ErrorMsg("L3DS::ReadColor - error this is not a color chunk"); + } + return col; +} + +float L3DS::ReadPercentage(const LChunk &chunk) +{ + GotoChunk(chunk); + switch (chunk.id) + { + case INT_PERCENTAGE: + return (ReadShort()/100.0f); + case FLOAT_PERCENTAGE: + return ReadFloat(); + } + ErrorMsg("L3DS::ReadPercentage - error, the chunk is not a percentage chunk"); + return 0; +} + +bool L3DS::Read3DS() +{ + LChunk mainchunk; + LChunk edit; + edit.id = EDIT3DS; + mainchunk = ReadChunk(); + if (mainchunk.id != MAIN3DS) + { + ErrorMsg("L3DS::Read3DS - wrong file format"); + return false; + } + if (!FindChunk(edit, mainchunk)) + return false; + LChunk obj; + LChunk ml; + + GotoChunk(edit); + obj.id = MAT_ENTRY; + while (FindChunk(obj, edit)) + { + ReadMaterial(obj); + SkipChunk(obj); + } + GotoChunk(edit); + + obj.id = EDIT_OBJECT; + { + while (FindChunk(obj, edit)) + { + ReadASCIIZ(m_objName, 99); + ml = ReadChunk(); + if (ml.id == OBJ_TRIMESH) + ReadMesh(ml); + if (ml.id == OBJ_LIGHT) + ReadLight(ml); + SkipChunk(obj); + } + } + + // read the keyframer data here to find out correct object orientation + + LChunk keyframer; + keyframer.id = KFDATA; + + LChunk objtrack; + objtrack.id = OBJECT_NODE_TAG; + + GotoChunk(mainchunk); + if (FindChunk(keyframer, mainchunk)) + { // keyframer chunk is present + GotoChunk(keyframer); + while (FindChunk(objtrack, keyframer)) + { + ReadKeyframeData(objtrack); + SkipChunk(objtrack); + } + } + + for (uint i=0; i<m_meshes.size(); i++) { + m_meshes[i].Optimize(m_optLevel); + } + + m_pos = 0; + strcpy(m_objName, ""); + return true; +} + +void L3DS::ReadLight(const LChunk &parent) +{ + float t; + LVector3 v; + LLight light; + light.SetName(m_objName); + GotoChunk(parent); + LChunk chunk = ReadChunk(); + if (chunk.id == OBJ_LIGHT) + { + v.x = ReadFloat(); + v.y = ReadFloat(); + v.z = ReadFloat(); + if (chunk.end < parent.end) + chunk = ReadChunk(); + while (chunk.end <= parent.end) + { + switch (chunk.id) + { + case COLOR_24: + case COLOR_F: + case LIN_COLOR_F: + case LIN_COLOR_24: + light.SetColor(ReadColor(chunk)); + break; + case SPOTLIGHT: + v.x = ReadFloat(); + v.y = ReadFloat(); + v.z = ReadFloat(); + light.SetTarget(v); + t = ReadFloat(); + light.SetHotspot(t); + t = ReadFloat(); + light.SetFalloff(t); + break; + default: + break; + } + SkipChunk(chunk); + if (chunk.end >= parent.end) + break; + chunk = ReadChunk(); + + } + } + m_lights.push_back(light); +} + +void L3DS::ReadMesh(const LChunk &parent) +{ + unsigned short count, i; + LVector4 p; + LMatrix4 m; + LVector2 t; + p.w = 1.0f; + LMesh mesh; + mesh.SetName(m_objName); + GotoChunk(parent); + LChunk chunk = ReadChunk(); + while (chunk.end <= parent.end) + { + switch (chunk.id) + { + case TRI_VERTEXLIST: + count = ReadShort(); + mesh.SetVertexArraySize(count); + for (i=0; i < count; i++) + { + p.x = ReadFloat(); + p.y = ReadFloat(); + p.z = ReadFloat(); + mesh.SetVertex(p, i); + } + break; + case TRI_FACEMAPPING: + count = ReadShort(); + if (mesh.GetVertexCount() == 0) + mesh.SetVertexArraySize(count); + for (i=0; i < count; i++) + { + t.x = ReadFloat(); + t.y = ReadFloat(); + mesh.SetUV(t, i); + } + break; + case TRI_FACELIST: + ReadFaceList(chunk, mesh); + break; + case TRI_MATRIX: + { + for (int i = 0; i < 4; i++) + for (int j = 0; j < 3; j++) + m.m[i][j] = ReadFloat(); + + m.m[0][3] = 0.0f; + m.m[1][3] = 0.0f; + m.m[2][3] = 0.0f; + m.m[3][3] = 1.0f; + + mesh.SetMatrix(m); + } + break; + default: + break; + } + SkipChunk(chunk); + if (chunk.end >= parent.end) + break; + chunk = ReadChunk(); + } + m_meshes.push_back(mesh); +} + +void L3DS::ReadFaceList(const LChunk &chunk, LMesh &mesh) +{ + // variables + unsigned short count, t; + uint i; + LTri tri; + LChunk ch; + char str[20]; + //uint mat; + + // consistency checks + if (chunk.id != TRI_FACELIST) + { + ErrorMsg("L3DS::ReadFaceList - internal error: wrong chunk passed as parameter"); + return; + } + GotoChunk(chunk); + tri.smoothingGroups = 1; + // read the number of faces + count = ReadShort(); + mesh.SetTriangleArraySize(count); + for (i=0; i<count; i++) + { + tri.a = ReadShort(); + tri.b = ReadShort(); + tri.c = ReadShort(); + ReadShort(); + mesh.SetTri(tri, i); + } + // now read the optional chunks + ch = ReadChunk(); + while (ch.end <= chunk.end) + { + switch (ch.id) + { + case TRI_MAT_GROUP: { + ReadASCIIZ(str, 20); + int mat_id = FindMaterial(str)->GetID(); + mesh.AddMaterial(mat_id); + count = ReadShort(); + for (i=0; i<count; i++) { + t = ReadShort(); + mesh.GetTri(t).materialId = mat_id; + } + } + break; + + case TRI_SMOOTH_GROUP: + for (i=0; i<mesh.GetTriangleCount(); i++) + mesh.GetTri(i).smoothingGroups = (ulong) ReadInt(); + break; + } + SkipChunk(ch); + ch = ReadChunk(); + } +} + +void L3DS::ReadMaterial(const LChunk &parent) +{ + // variables + LChunk chunk; + LChunk child; + char str[30]; + LMaterial mat; + short sh; + + GotoChunk(parent); + + chunk = ReadChunk(); + while (chunk.end <= parent.end) + { + switch (chunk.id) + { + case MAT_NAME: + ReadASCIIZ(str, 30); + mat.SetName(str); + break; + case MAT_AMBIENT: + child = ReadChunk(); + mat.SetAmbientColor(ReadColor(child)); + break; + case MAT_DIFFUSE: + child = ReadChunk(); + mat.SetDiffuseColor(ReadColor(child)); + break; + case MAT_SPECULAR: + child = ReadChunk(); + mat.SetSpecularColor(ReadColor(child)); + break; + case MAT_SHININESS: + child = ReadChunk(); + mat.SetShininess(ReadPercentage(child)); + break; + case MAT_TRANSPARENCY: + child = ReadChunk(); + mat.SetTransparency(ReadPercentage(child)); + break; + case MAT_SHADING: + sh = ReadShort(); + switch (sh) + { + case 0: + mat.SetShadingType(sWireframe); + break; + case 1: + mat.SetShadingType(sFlat); + break; + case 2: + mat.SetShadingType(sGouraud); + break; + case 3: + mat.SetShadingType(sPhong); + break; + case 4: + mat.SetShadingType(sMetal); + break; + } + break; + case MAT_WIRE: + mat.SetShadingType(sWireframe); + break; + case MAT_TEXMAP: + ReadMap(chunk, mat.GetTextureMap1()); + break; + case MAT_TEX2MAP: + ReadMap(chunk, mat.GetTextureMap2()); + break; + case MAT_OPACMAP: + ReadMap(chunk, mat.GetOpacityMap()); + break; + case MAT_BUMPMAP: + ReadMap(chunk, mat.GetBumpMap()); + break; + case MAT_SPECMAP: + ReadMap(chunk, mat.GetSpecularMap()); + break; + case MAT_REFLMAP: + child = ReadChunk(); + mat.GetReflectionMap().strength = ReadPercentage(child); + SkipChunk(child); + child = ReadChunk(); + if (child.id != MAT_MAPNAME) + { + ErrorMsg("L3DS::ReadMaterial - error, expected chunk not found"); + return; + } + ReadASCIIZ(str, 30); + if (strcmp(str, "") == 0) + strcpy(mat.GetReflectionMap().mapName, "auto"); + break; + } + + SkipChunk(chunk); + chunk = ReadChunk(); + } + m_materials.push_back(mat); + m_materials[m_materials.size()-1].SetID(m_materials.size()-1); +} + +void L3DS::ReadMap(const LChunk &chunk, LMap& map) +{ + LChunk child; + char str[20]; + GotoChunk(chunk); + child = ReadChunk(); + while (child.end <= chunk.end) + { + switch (child.id) + { + case INT_PERCENTAGE: + map.strength = ReadPercentage(child); + break; + case MAT_MAPNAME: + ReadASCIIZ(str, 20); + strcpy(map.mapName, str); + break; + case MAT_MAP_USCALE: + map.uScale = ReadFloat(); + break; + case MAT_MAP_VSCALE: + map.vScale = ReadFloat(); + break; + case MAT_MAP_UOFFSET: + map.uOffset = ReadFloat(); + break; + case MAT_MAP_VOFFSET: + map.vOffset = ReadFloat(); + break; + case MAT_MAP_ANG: + map.angle = ReadFloat(); + break; + } + SkipChunk(child); + child = ReadChunk(); + } +} + +void L3DS::ReadKeyframeData(const LChunk &parent) +{ + uint frames = 0; + + LChunk node_hdr; + node_hdr.id = NODE_HDR; + + char str[20]; + LMesh *mesh; + + GotoChunk(parent); + if (!FindChunk(node_hdr, parent)) + return; + GotoChunk(node_hdr); + ReadASCIIZ(str, 19); + mesh = FindMesh(str); + if (mesh == 0) + return; + GotoChunk(parent); + + // read the pivot + LVector3 pivot = zero3; + + LChunk pivotchunk; + pivotchunk.id = PIVOT; + if (FindChunk(pivotchunk, parent)) + { + GotoChunk(pivotchunk); + pivot.x = ReadFloat(); + pivot.y = ReadFloat(); + pivot.z = ReadFloat(); + } + GotoChunk(parent); + + // read frame 0 from the position track + LVector3 pos = zero3; + + frames = 0; + + LChunk poschunk; + poschunk.id = POS_TRACK_TAG; + if (FindChunk(poschunk, parent)) + { + GotoChunk(poschunk); + // read the trackheader structure + ReadShort(); + ReadInt(); + ReadInt(); + frames = ReadInt(); + if (frames > 0) + { + ReadKeyheader(); + pos.x = ReadFloat(); + pos.y = ReadFloat(); + pos.z = ReadFloat(); + } + } + GotoChunk(parent); + + // now read the rotation track + LVector4 rot = zero4; + + LChunk rotchunk; + rotchunk.id = ROT_TRACK_TAG; + + frames = 0; + if (FindChunk(rotchunk, parent)) + { + GotoChunk(rotchunk); + // read the trackheader structure + ReadShort(); + ReadInt(); + ReadInt(); + frames = ReadInt(); + if (frames > 0) + { + ReadKeyheader(); + rot.x = ReadFloat(); + rot.y = ReadFloat(); + rot.z = ReadFloat(); + rot.w = ReadFloat(); + } + } + GotoChunk(parent); + + // now read the scaling chunk + LVector3 scale; + scale.x = 1; + scale.y = 1; + scale.z = 1; + + LChunk scalechunk; + scalechunk.id = SCL_TRACK_TAG; + + frames = 0; + + if (FindChunk(scalechunk, parent)) + { + GotoChunk(scalechunk); + // read the trackheader structure + ReadShort(); + ReadInt(); + ReadInt(); + frames = ReadInt(); + if (frames > 0) + { + ReadKeyheader(); + scale.x = ReadFloat(); + scale.y = ReadFloat(); + scale.z = ReadFloat(); + } + } + GotoChunk(parent); + + +} + +long L3DS::ReadKeyheader() +{ + long frame; + frame = ReadInt(); + short opts = ReadShort(); + if (opts & 32768) // 32768 is 1000000000000000 binary + { // tension is present + ReadFloat(); + } + if (opts & 16384) // 16384 is 0100000000000000 binary + { // continuity is present + ReadFloat(); + } + if (opts & 8192) + { // bias info present + ReadFloat(); + } + if (opts & 4096) + { // "ease to" present + ReadFloat(); + } + if (opts & 2048) + { // "ease from" present + ReadFloat(); + } + return frame; +}
\ No newline at end of file diff --git a/Magic2/l3ds.h b/Magic2/l3ds.h new file mode 100644 index 0000000..16204b5 --- /dev/null +++ b/Magic2/l3ds.h @@ -0,0 +1,457 @@ +// copyright (c) 2001-2002 Lev Povalahev +// this is a 3ds importer version 2 + +#ifndef L3DS_H +#define L3DS_H + +// includes +#include <vector> +#include <string> + +//--------------------------------------------------------- + +typedef unsigned int uint; +typedef unsigned char byte; + +enum LShading {sWireframe, sFlat, sGouraud, sPhong, sMetal}; + +enum LOptimizationLevel {oNone, oSimple, oFull}; + +// for internal use +struct LChunk; +struct LTri; + +//------------------------------------------------ + +struct LVector4 +{ + float x; + float y; + float z; + float w; + + int operator==(const LVector4& v) const { return x==v.x && y==v.y && z==v.z && w==v.w; } +}; + +struct LVector3 +{ + float x; + float y; + float z; + + int operator==(const LVector3& v) const { return x==v.x && y==v.y && z==v.z; } +}; + +struct LVector2 +{ + float x; + float y; + + int operator==(const LVector2& v) const { return x==v.x && y==v.y; } +}; + +struct LColor3 +{ + float r; + float g; + float b; + + int operator==(const LColor3& v) const { return r==v.r && g==v.g && b==v.b; } +}; + +//------------------------------------------------ + +struct LTriangle +{ + unsigned short a; + unsigned short b; + unsigned short c; +}; + +struct LMatrix4 +{ + float m[4][4]; +}; + +struct LTriangle2 +{ + LVector4 vertices[3]; + LVector3 vertexNormals[3]; + LVector2 textureCoords[3]; + LVector3 faceNormal; + uint materialId; +}; + +// a structure for a texture map +struct LMap +{ + // the strength of the texture map + float strength; + // the file name of the map. only 8.3 format in 3ds files :( + char mapName[255]; + float uScale; + float vScale; + float uOffset; + float vOffset; + float angle; +}; + +//------------------------------------------------ + +class LObject +{ +public: + // the default constructor, initilializes the m_name here + LObject(); + // the destructor frees memory (m_name) + virtual ~LObject(); + // call this to get the name of the object + virtual const std::string& GetName(); + + // this methods should not be used by the "user", they're used internally to fill the class + // with valid data when reading from file. If you're about to add an importer for another format you'LL + // have to use these methods + // call this to set the name of the object + virtual void SetName(const std::string& value); + // returns true if the object's name is the name passed as parameter + bool IsObject(const std::string &name); +protected: + // the name of the object + std::string m_name; +}; + +//------------------------------------------------ + +class LMaterial : public LObject +{ +public: + // the default constructor, does the initialization + LMaterial(); + // the destructor + virtual ~LMaterial(); + // returns the material ID + uint GetID(); + // returns the pointer to teh texture map 1 + LMap& GetTextureMap1(); + // returns the pointer to the texture map 2 + LMap& GetTextureMap2(); + // returns the pointer to teh opacity map + LMap& GetOpacityMap(); + // returns the pointer to the specular (gloss) map + LMap& GetSpecularMap(); + // returns the pointer to the bump map + LMap& GetBumpMap(); + // returns the pointer to the reflection map + LMap& GetReflectionMap(); + // returns the ambient color of the material + LColor3 GetAmbientColor(); + // returns the diffuse color of the material + LColor3 GetDiffuseColor(); + // returns the specular color of the material + LColor3 GetSpecularColor(); + // returns the shininess of the material, ranging from 0(matte) to 1(shiny) + float GetShininess(); + // returns the transparency of the material, ranging from 1(fully transparent) to 0(opaque) + float GetTransparency(); + // returns the type of shading, see LShading type + LShading GetShadingType(); + + // this methods should not be used by the "user", they're used internally to fill the class + // with valid data when reading from file. If you're about to add an importer for another format you'LL + // have to use these methods + // sets the material ID to "value" + void SetID(uint value); + // call this to set the ambient color of the material + void SetAmbientColor(const LColor3 &color); + // sets the diffuse color of the material + void SetDiffuseColor(const LColor3 &color); + // sets the specular color of the material + void SetSpecularColor(const LColor3 &color); + // sets the shininess of the material + void SetShininess(float value); + // sets the transparency of the material + void SetTransparency(float value); + // sets the shading type + void SetShadingType(LShading shading); +protected: + // the unique material ID + int m_id; + // the first texture map + LMap m_texMap1; + // the second texture map + LMap m_texMap2; + // the opacity map + LMap m_opacMap; + // the reflection map + LMap m_reflMap; + // the bump map + LMap m_bumpMap; + // specular map + LMap m_specMap; + // material ambient color + LColor3 m_ambient; + // material diffuse color + LColor3 m_diffuse; + // material specular color + LColor3 m_specular; + // shininess + float m_shininess; + // transparency + float m_transparency; + // the shading type for the material + LShading m_shading; +}; + +//------------------------------------------------ + +class LMesh : public LObject +{ +public: + // the default constructor + LMesh(); + // the destructor + virtual ~LMesh(); + // clears the mesh, deleteing all data + void Clear(); + // returns the number of vertices in the mesh + uint GetVertexCount(); + // sets the the size fo the vertex array - for internal use + void SetVertexArraySize(uint value); + // returns the number of triangles in the mesh + uint GetTriangleCount(); + // sets the size of the triangle array - for internal use + void SetTriangleArraySize(uint value); + // returns given vertex + const LVector4& GetVertex(uint index); + // returns the given normal + const LVector3& GetNormal(uint index); + // returns the given texture coordinates vector + const LVector2& GetUV(uint index); + // returns the pointer to the array of tangents + const LVector3& GetTangent(uint index); + // returns the pointer to the array of binormals + const LVector3& GetBinormal(uint index); + // sets the vertex at a given index to "vec" - for internal use + void SetVertex(const LVector4 &vec, uint index); + // sets the normal at a given index to "vec" - for internal use + void SetNormal(const LVector3 &vec, uint index); + // sets the texture coordinates vector at a given index to "vec" - for internal use + void SetUV(const LVector2 &vec, uint index); + // sets the tangent at a given index to "vec" - for internal use + void SetTangent(const LVector3 &vec, uint index); + // sets the binormal at a given index to "vec" - for internal use + void SetBinormal(const LVector3 &vec, uint index); + // returns the triangle with a given index + const LTriangle& GetTriangle(uint index); + // returns the triangle with a given index, see LTriangle2 structure description + LTriangle2 GetTriangle2(uint index); + // returns the mesh matrix, should be identity matrix after loading + LMatrix4 GetMatrix(); + // sets the mesh matrix to a given matrix - for internal use + void SetMatrix(LMatrix4 m); + // optimizises the mesh using a given optimization level + void Optimize(LOptimizationLevel value); + // sets an internal triangle structure with index "index" - for internal use only + void SetTri(const LTri &tri, uint index); + // returns the pointer to the internal triangle structure - for internal use only + LTri& GetTri(uint index); + // returns the material id with a given index for the mesh + uint GetMaterial(uint index); + // adds a material to the mesh and returns its index - for internal use + uint AddMaterial(uint id); + // returns the number of materials used in the mesh + uint GetMaterialCount(); +protected: + // the vertices, normals, etc. + std::vector<LVector4> m_vertices; + std::vector<LVector3> m_normals; + std::vector<LVector3> m_binormals; + std::vector<LVector3> m_tangents; + std::vector<LVector2> m_uv; + + // triangles + std::vector<LTriangle> m_triangles; + + //used internally + std::vector<LTri> m_tris; + + // the transformation matrix. + LMatrix4 m_matrix; + + // the material ID array + std::vector<uint> m_materials; + + // calculates the normals, either using the smoothing groups information or not + void CalcNormals(bool useSmoothingGroups); + // calculates the texture(tangent) space for each vertex + void CalcTextureSpace(); + // transforms the vertices by the mesh matrix + void TransformVertices(); +}; + +//------------------------------------------------ + +class LLight : public LObject +{ +public: + // the default constructor + LLight(); + // the destructor + virtual ~LLight(); + // clears the data the class holds + void Clear(); + // sets the position of the light source - for internal use + void SetPosition(LVector3 vec); + // returns the position of the light source + LVector3 GetPosition(); + // sets the color of the light - for internal use + void SetColor(LColor3 color); + // returns the color of the light + LColor3 GetColor(); + // sets whether the light is a spotlight or not - internal use + void SetSpotlight(bool value); + // returns true if the light is a spotlight + bool GetSpotlight(); + // sets the target of the light - internal use + void SetTarget(LVector3 target); + // returns the target of the spotlight + LVector3 GetTarget(); + // sets the hotspot - internal use + void SetHotspot(float value); + // returns the hotspot + float GetHotspot(); + // sets falloff - internal use + void SetFalloff(float value); + // returns falloff + float GetFalloff(); +protected: + LVector3 m_pos; + LColor3 m_color; + bool m_spotlight; + LVector3 m_target; + float m_hotspot; + float m_falloff; +}; + +//------------------------------------------------ + +class LImporter +{ +public: + // the default constructor + LImporter(); + // the destructor + virtual ~LImporter(); + // reads the model from a file, must be overriden by the child classes + virtual bool LoadFile(const char *filename) = 0; + // returns the number of meshes in the scene + uint GetMeshCount(); + // returns the number of lights in the scene + uint GetLightCount(); + // returns the number of materials in the scene + uint GetMaterialCount(); + // returns a pointer to a mesh + LMesh& GetMesh(uint index); + // returns a pointer to a light at a given index + LLight& GetLight(uint index); + // returns the pointer to the material + LMaterial& GetMaterial(uint index); + // returns the pointer to the material with a given name, or NULL if the material was not found + LMaterial* FindMaterial(const std::string &name); + // returns the pointer to the mesh with a given name, or NULL if the mesh with such name + // is not present in the scene + LMesh* FindMesh(const std::string &name); + // returns the pointer to the light with a given name, or NULL if not found + LLight* FindLight(const std::string &name); + // sets the optimization level to a given value + void SetOptimizationLevel(LOptimizationLevel value); + // returns the current optimization level + LOptimizationLevel GetOptimizationLevel(); +protected: + // the lights found in the scene + std::vector<LLight> m_lights; + // triangular meshes + std::vector<LMesh> m_meshes; + // the materials in the scene + std::vector<LMaterial> m_materials; + // level of optimization to perform on the meshes + LOptimizationLevel m_optLevel; + // clears all data. + virtual void Clear(); +}; +//------------------------------------------------ + +class L3DS : public LImporter +{ +public: + // the default contructor + L3DS(); + // constructs the object and loads the file + L3DS(const char *filename); + // destructor + virtual ~L3DS(); + // load 3ds file + virtual bool LoadFile(const char *filename); +protected: + // used internally for reading + char m_objName[100]; + // true if end of file is reached + bool m_eof; + // buffer for loading, used for speedup + unsigned char *m_buffer; + // the size of the buffer + uint m_bufferSize; + // the current cursor position in the buffer + uint m_pos; + + // reads a short value from the buffer + short ReadShort(); + // reads an int value from the buffer + int ReadInt(); + // reads a char from the buffer + char ReadChar(); + //reada a floatvalue from the buffer + float ReadFloat(); + //reads an unsigned byte from the buffer + byte ReadByte(); + //reads an asciiz string + int ReadASCIIZ(char *buf, int max_count); + // seek wihtin the buffer + void Seek(int offset, int origin); + // returns the position of the cursor + uint Pos(); + + // read the chunk and return it. + LChunk ReadChunk(); + // read until given chunk is found + bool FindChunk(LChunk &target, const LChunk &parent); + // skip to the end of chunk "chunk" + void SkipChunk(const LChunk &chunk); + // goes to the beginning of the data in teh given chunk + void GotoChunk(const LChunk &chunk); + + // the function read the color chunk (any of the color chunks) + LColor3 ReadColor(const LChunk &chunk); + // the function that read the percentage chunk and returns a float from 0 to 1 + float ReadPercentage(const LChunk &chunk); + // this is where 3ds file is being read + bool Read3DS(); + // read a light chunk + void ReadLight(const LChunk &parent); + // read a trimesh chunk + void ReadMesh(const LChunk &parent); + // reads the face list, face materials, smoothing groups... and fill rthe information into the mesh + void ReadFaceList(const LChunk &chunk, LMesh &mesh); + // reads the material + void ReadMaterial(const LChunk &parent); + // reads the map info and fills the given map with this information + void ReadMap(const LChunk &chunk, LMap& map); + // reads keyframer data of the OBJECT_NODE_TAG chunk + void ReadKeyframeData(const LChunk &parent); + // reads the keyheader structure from the current offset and returns the frame number + long ReadKeyheader(); +}; + +//--------------------------------------------------------- + +#endif
\ No newline at end of file diff --git a/Magic2/resource.h b/Magic2/resource.h new file mode 100644 index 0000000..84d4573 --- /dev/null +++ b/Magic2/resource.h @@ -0,0 +1,233 @@ +//{{NO_DEPENDENCIES}} +// Microsoft Developer Studio generated include file. +// Used by Magic.rc +// +#define ID_RESET 3 +#define IDC_NEW_MATERIAL 3 +#define ID_BACK_COLOR 4 +#define IDC_DEL_MATERIAL 4 +#define IDC_SELECT_POLYS 5 +#define IDD_ABOUTBOX 100 +#define IDR_MAINFRAME 128 +#define IDR_MAGICTYPE 129 +#define IDD_SURFACE_PROPS 130 +#define IDD_CAMERA_PROPS 131 +#define IDD_MODIFY_SURFACE 135 +#define IDD_VERTS_REDUCE 136 +#define IDD_MODIFY_POLY 137 +#define IDD_CREATE_CUBE 138 +#define IDD_CREATE_CYLINDER 139 +#define IDD_CREATE_SPHERE 140 +#define IDD_MODIFY_TEXTURE 141 +#define IDD_GRIDPROPS 142 +#define IDD_MODIFY_POLYS 143 +#define IDD_CREATE_POLY 144 +#define IDD_EXTRUSION_PROPS 146 +#define IDD_MODIFY_MATERIAL 147 +#define IDC_SURFACE_NAME 1000 +#define IDC_SURFACE_NVERTS 1001 +#define IDC_SURFACE_NPOLYS 1002 +#define IDC_SURFACE_COLOR 1003 +#define IDC_SURFACE_RADIUS 1003 +#define IDC_SURFACE_LENGTH 1004 +#define IDC_SURFACE_WIDTH 1005 +#define IDC_CAMERA_DISTANCE 1006 +#define IDC_SURFACE_HEIGHT 1006 +#define IDC_CAMERA_FOV 1007 +#define IDC_CAMERA_MODE 1008 +#define IDC_SURFACE_LIST 1009 +#define IDC_SURF_NAME 1010 +#define IDC_SURF_POLYS 1011 +#define IDC_SURF_COLOR 1012 +#define IDC_SURF_HIDDEN 1013 +#define IDC_SURF_LOCKED 1014 +#define IDC_SURF_CREATE 1015 +#define IDC_SURF_DISCARD 1016 +#define IDC_SURF_CLONE 1017 +#define IDC_SURF_DELETE 1018 +#define IDC_SURF_ADD_POLYS 1019 +#define IDC_THRESHOLD 1020 +#define IDC_SURF_ID 1020 +#define IDC_FLATTEN 1021 +#define IDC_FLIP_NORM 1022 +#define IDC_DOUBLE_SIDE 1023 +#define IDC_TRIANGULATE 1024 +#define IDC_REMOVE 1025 +#define IDC_POLY_VERTS 1026 +#define IDC_POLY_X 1027 +#define IDC_POLY_Y 1028 +#define IDC_POLY_Z 1029 +#define IDC_POLY_CURVE 1030 +#define IDC_POLY_SURF 1031 +#define IDC_POLY_TEX 1032 +#define IDC_LOC_X 1033 +#define IDC_LOC_Y 1034 +#define IDC_LOC_Z 1035 +#define IDC_SIZE_X 1036 +#define IDC_SIZE_Y 1037 +#define IDC_SIZE_Z 1038 +#define IDC_SECTORS 1039 +#define IDC_RINGS 1040 +#define IDC_GRID_SNAP 1041 +#define IDC_TEXTURE 1041 +#define IDC_MATERIAL 1041 +#define IDC_GRID_SIZE 1042 +#define IDC_MAPPING 1042 +#define IDC_GRID_SHOW 1043 +#define IDC_ALIGN_X 1043 +#define IDC_GRID_LINES 1044 +#define IDC_ALIGN_Y 1044 +#define IDC_GRID_DOTS 1045 +#define IDC_ALIGN_Z 1045 +#define IDC_SCALE_U 1046 +#define IDC_SCALE_V 1047 +#define IDC_TEXTURE_ADD 1048 +#define IDC_TEXTURE_DELETE 1049 +#define IDC_ALIGN_FLIP 1050 +#define IDC_ALIGN_MIRROR 1051 +#define IDC_ALIGN_ROTATE 1052 +#define IDC_TEXTURE_RELOAD 1053 +#define IDC_TEXTURE_PREVIEW 1054 +#define IDC_TEMPLATE 1055 +#define IDC_AMBIENT_COLOR 1055 +#define IDC_FLAG_FLAT 1056 +#define IDC_DIFFUSE_COLOR 1056 +#define IDC_FLAG_LUMINOUS 1057 +#define IDC_NSIDES 1057 +#define IDC_SPECULAR_COLOR 1057 +#define IDC_FLAG_TRANSLUCENT 1058 +#define IDC_EMISSIVE_COLOR 1058 +#define IDC_FLAG_TRANSPARENT 1059 +#define IDC_SECONDARY 1059 +#define IDC_FLAG_SPECULAR 1060 +#define IDC_FLAG_FLAT2 1061 +#define IDC_FLAG_LUMINOUS2 1062 +#define IDC_POLY_INDEX 1062 +#define IDC_FLAG_TRANSLUCENT2 1063 +#define IDC_FLAG_TRANSPARENT2 1064 +#define IDC_FLAG_SPECULAR2 1065 +#define IDC_FLAG_TEXCLAMP 1066 +#define IDC_DISTANCE 1067 +#define IDC_FLAG_SPECULAR22 1067 +#define IDC_FLAG_SPECULAR1 1068 +#define IDC_FLAG_SPECULAR12 1069 +#define IDC_FLAG_TEXCLAMP2 1070 +#define IDC_MATERIAL_LIST 1070 +#define IDC_MATERIAL_NAME 1071 +#define IDC_DIFFUSE_TEXTURE 1072 +#define IDC_SPECULAR_TEXTURE 1073 +#define IDC_EMISSIVE_TEXTURE 1074 +#define IDC_BUMP_TEXTURE 1075 +#define IDC_AMBIENT_VALUE 1076 +#define IDC_DIFFUSE_VALUE 1077 +#define IDC_SPECULAR_VALUE 1078 +#define IDC_EMISSIVE_VALUE 1079 +#define IDC_BUMP_VALUE 1080 +#define IDC_POWER_VALUE 1081 +#define IDC_BRILLIANCE_VALUE 1082 +#define IDC_BLEND_MODE 1083 +#define IDC_MATERIAL_PREVIEW 1084 +#define IDC_FILE_DIFFUSE 1085 +#define IDC_FILE_SPECULAR 1086 +#define IDC_REFERENCE_PLAN 1086 +#define IDC_FILE_EMISSIVE 1087 +#define IDC_REFERENCE_SIDE 1087 +#define IDC_FILE_BUMP 1088 +#define IDC_REFERENCE_FRONT 1088 +#define IDC_SHADOW 1089 +#define IDC_FILE_PLAN 1090 +#define IDC_MATERIAL_SHADER 1090 +#define IDC_FILE_SIDE 1091 +#define IDC_FILE_FRONT 1092 +#define ID_GRID_PROPS 32771 +#define ID_VIEW_ZOOM_IN 32771 +#define ID_VIEW_ZOOM_OUT 32772 +#define ID_VIEW_ZOOM_NORMAL 32773 +#define ID_VIEW_CENTER 32774 +#define ID_SURFACE_CREATE 32779 +#define ID_MODIFY_DRAG_VERTS 32780 +#define ID_CREATE_CUBE 32781 +#define ID_CREATE_TETRA 32782 +#define ID_MODIFY_EXTRUDE 32784 +#define ID_MODIFY_BEVEL 32785 +#define ID_MODIFY_STUD 32786 +#define ID_MODIFY_SUBDIVIDE 32787 +#define ID_PROP_SURFACE 32788 +#define ID_PROP_CAMERA 32789 +#define ID_EDIT_FLIP_NORMAL 32790 +#define ID_EDIT_REMOVE_POLY 32791 +#define ID_EDIT_MERGE_POLY 32792 +#define ID_MODIFY_TEXTURE 32795 +#define ID_OPTIONS_VERTEX_NORMALS 32798 +#define ID_PROP_GRID 32800 +#define ID_EDIT_DELETE 32801 +#define ID_CREATE_POLY 32802 +#define ID_CREATE_VERT 32803 +#define ID_CREATE_CYLINDER 32804 +#define ID_CREATE_SPHERE 32805 +#define ID_FILE_IMPORT 32806 +#define ID_FILE_EXPORT 32807 +#define ID_MODIFY_POLY 32808 +#define ID_MODIFY_VERTS 32809 +#define ID_VERTS_REDUCE 32810 +#define ID_VERTS_SNAP 32811 +#define ID_MODIFY_SCALE_VERTS 32812 +#define ID_MODIFY_ROTATE 32813 +#define ID_CREATE_CONE 32814 +#define ID_FINAL_RENDER 32815 +#define ID_MODIFY_SCALE_X 32817 +#define ID_MODIFY_SCALE_Z 32819 +#define ID_MODIFY_SCALE_Y 32822 +#define ID_MODIFY_SPLIT1 32824 +#define ID_MODIFY_SPLIT2 32825 +#define ID_EDIT_MIRROR 32826 +#define ID_EDIT_SEAL 32827 +#define ID_EDIT_CLONE 32828 +#define ID_GRID_SNAP 32829 +#define ID_MODIFY_FLATTEN_X 32830 +#define ID_MODIFY_FLATTEN_Y 32831 +#define ID_MODIFY_FLATTEN_Z 32832 +#define ID_EDIT_SELECT_NONE 32833 +#define ID_NUDGE_RIGHT 32834 +#define ID_NUDGE_LEFT 32835 +#define ID_NUDGE_UP 32836 +#define ID_NUDGE_DOWN 32837 +#define ID_STEP_LEFT 32838 +#define ID_STEP_RIGHT 32839 +#define ID_STEP_UP 32840 +#define ID_STEP_DOWN 32841 +#define ID_VIEW_RENDER 32842 +#define ID_VIEW_ALL 32843 +#define ID_VIEW_FRONT 32844 +#define ID_VIEW_SIDE 32845 +#define ID_VIEW_TOP 32846 +#define ID_VIEW_PERSPECTIVE 32847 +#define ID_MODIFY_TEXTURE_MAP 32848 +#define ID_MODIFY_MATERIAL 32849 +#define ID_VIEW_MODE_WIREFRAME 32850 +#define ID_VIEW_MODE_SOLID 32851 +#define ID_VIEW_MODE_TEXTURED 32852 +#define ID_GRID_SHOW 32853 +#define ID_VIEW_BACK_COLOR 32854 +#define ID_EDIT_SELECT_INVERSE 32855 +#define ID_MODIFY_UV_MAP 32856 +#define ID_VIEW_SHADOWS 32857 +#define ID_VIEW_ANIMATELIGHT 32858 +#define ID_VIEW_BUMPMAPS 32859 +#define ID_VIEW_VERTEXSHADER 32860 +#define ID_VIEW_PIXELSHADER 32861 +#define ID_VIEW_VISIBLESHADOWS 32862 +#define ID_SURFACE_OPTIMIZE 32863 +#define ID_SURFACE_EXPLODE 32864 + +// Next default values for new objects +// +#ifdef APSTUDIO_INVOKED +#ifndef APSTUDIO_READONLY_SYMBOLS +#define _APS_3D_CONTROLS 1 +#define _APS_NEXT_RESOURCE_VALUE 148 +#define _APS_NEXT_COMMAND_VALUE 32865 +#define _APS_NEXT_CONTROL_VALUE 1091 +#define _APS_NEXT_SYMED_VALUE 101 +#endif +#endif |