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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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