/* 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: 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