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+/* Project nGenEx
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: nGenEx.lib
+ FILE: Polygon.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Polygon structures: VertexSet, Poly, Material
+*/
+
+#ifndef Polygon_h
+#define Polygon_h
+
+#include "Geometry.h"
+#include "Color.h"
+
+// +--------------------------------------------------------------------+
+
+class Bitmap;
+struct Poly;
+struct Material;
+struct VertexSet;
+
+// +--------------------------------------------------------------------+
+
+struct Poly
+{
+ static const char* TYPENAME() { return "Poly"; }
+
+ enum { MAX_VERTS = 4 };
+
+ Poly() { }
+ Poly(int init);
+ ~Poly() { }
+
+ int operator < (const Poly& p) const { return sortval < p.sortval; }
+ int operator == (const Poly& p) const { return this == &p; }
+
+ int Contains(const Vec3& pt) const;
+
+ BYTE nverts;
+ BYTE visible;
+ WORD verts[MAX_VERTS];
+ WORD vlocs[MAX_VERTS];
+ VertexSet* vertex_set;
+ Material* material;
+ int sortval;
+ float flatness;
+ Plane plane;
+};
+
+// +--------------------------------------------------------------------+
+
+struct Material
+{
+ static const char* TYPENAME() { return "Material"; }
+
+ enum BLEND_TYPE { MTL_SOLID=1, MTL_TRANSLUCENT=2, MTL_ADDITIVE=4 };
+ enum { NAMELEN=32 };
+
+ Material();
+ ~Material();
+
+ int operator == (const Material& m) const;
+
+ void Clear();
+
+ char name[NAMELEN];
+ char shader[NAMELEN];
+
+ ColorValue Ka; // ambient color
+ ColorValue Kd; // diffuse color
+ ColorValue Ks; // specular color
+ ColorValue Ke; // emissive color
+ float power; // highlight sharpness (big=shiny)
+ float brilliance; // diffuse power function
+ float bump; // bump level (0=none)
+ DWORD blend; // alpha blend type
+ bool shadow; // casts shadow
+ bool luminous; // verts have their own lighting
+
+ Bitmap* tex_diffuse;
+ Bitmap* tex_specular;
+ Bitmap* tex_bumpmap;
+ Bitmap* tex_emissive;
+ Bitmap* tex_alternate;
+ Bitmap* tex_detail;
+
+ bool IsSolid() const { return blend == MTL_SOLID; }
+ bool IsTranslucent() const { return blend == MTL_TRANSLUCENT; }
+ bool IsGlowing() const { return blend == MTL_ADDITIVE; }
+ const char* GetShader(int n) const;
+
+ //
+ // Support for Magic GUI
+ //
+
+ Color ambient_color;
+ Color diffuse_color;
+ Color specular_color;
+ Color emissive_color;
+
+ float ambient_value;
+ float diffuse_value;
+ float specular_value;
+ float emissive_value;
+
+ Bitmap* thumbnail; // preview image
+
+ void CreateThumbnail(int size=128);
+ DWORD GetThumbColor(int i, int j, int size);
+};
+
+// +--------------------------------------------------------------------+
+
+struct VertexSet
+{
+ static const char* TYPENAME() { return "VertexSet"; }
+
+ enum VertexSpaces { OBJECT_SPACE, WORLD_SPACE, VIEW_SPACE, SCREEN_SPACE };
+
+ VertexSet(int m);
+ ~VertexSet();
+
+ void Resize(int m, bool preserve=false);
+ void Delete();
+ void Clear();
+ void CreateTangents();
+ void CreateAdditionalTexCoords();
+ bool CopyVertex(int dst, int src);
+ void CalcExtents(Point& plus, Point& minus);
+
+ VertexSet* Clone() const;
+
+ int nverts;
+ int space;
+
+ Vec3* loc;
+ Vec3* nrm;
+ Vec3* s_loc;
+ float* rw;
+ float* tu;
+ float* tv;
+ float* tu1;
+ float* tv1;
+ DWORD* diffuse;
+ DWORD* specular;
+ Vec3* tangent;
+ Vec3* binormal;
+};
+
+// +--------------------------------------------------------------------+
+
+#endif Polygon_h
+