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LmrModel.h
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LmrModel.h
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#ifndef _LUA_MODEL_COMPILER_H
#define _LUA_MODEL_COMPILER_H
#include <map>
#include <vector>
#include <sigc++/sigc++.h>
#include "MyLuaMathTypes.h"
// LMR = Lua Model Renderer
class LmrGeomBuffer;
class LmrCollMesh;
class GeomTree;
namespace Graphics { class Renderer; }
class EquipSet;
#define LMR_MAX_LOD 4
struct LmrMaterial {
float diffuse[4];
float specular[4];
float emissive[4];
float shininess;
// make sure save and load routines in ShipFlavour are matching
};
struct LmrLight {
float position[4];
float color[4];
float quadraticAttenuation;
};
struct LmrObjParams
{
enum { LMR_ANIMATION_MAX = 10 };
const char *animationNamespace; // the namespace to look up animation names in, from LuaConstants
double time;
int animStages[LMR_ANIMATION_MAX];
double animValues[LMR_ANIMATION_MAX];
const char *label;
const EquipSet *equipment; // for ships
int flightState;
float linthrust[3]; // 1.0 to -1.0
float angthrust[3]; // 1.0 to -1.0
struct LmrMaterial pMat[3];
};
struct RenderState;
class LmrCollMesh;
class LmrModel {
public:
LmrModel(const char *model_name);
virtual ~LmrModel();
void Render(const matrix4x4f &trans, const LmrObjParams *params);
void Render(const RenderState *rstate, const vector3f &cameraPos, const matrix4x4f &trans, const LmrObjParams *params);
void GetCollMeshGeometry(LmrCollMesh *mesh, const matrix4x4f &transform, const LmrObjParams *params);
float GetDrawClipRadius() const { return m_drawClipRadius; }
float GetFloatAttribute(const char *attr_name) const;
int GetIntAttribute(const char *attr_name) const;
bool GetBoolAttribute(const char *attr_name) const;
void PushAttributeToLuaStack(const char *attr_name) const;
const char *GetName() const { return m_name.c_str(); }
bool HasTag(const char *tag) const;
private:
void Build(int lod, const LmrObjParams *params);
// index into m_materials
std::map<std::string, int> m_materialLookup;
std::vector<LmrMaterial> m_materials;
std::vector<LmrLight> m_lights;
float m_lodPixelSize[LMR_MAX_LOD];
int m_numLods;
LmrGeomBuffer *m_staticGeometry[LMR_MAX_LOD];
LmrGeomBuffer *m_dynamicGeometry[LMR_MAX_LOD];
std::string m_name;
bool m_hasDynamicFunc;
// only used for lod pixel size at the moment
float m_drawClipRadius;
float m_scale;
friend class LmrGeomBuffer;
};
void LmrModelCompilerInit(Graphics::Renderer *r);
void LmrModelCompilerUninit();
struct LmrModelNotFoundException {};
LmrModel *LmrLookupModelByName(const char *name);
void LmrModelRender(LmrModel *m, const matrix4x4f &transform);
int LmrModelGetStatsTris();
void LmrModelClearStatsTris();
void LmrNotifyScreenWidth(float width);
void LmrGetModelsWithTag(const char *tag, std::vector<LmrModel*> &outModels);
lua_State *LmrGetLuaState();
class LmrCollMesh
{
public:
LmrCollMesh(LmrModel *m, const LmrObjParams *params);
~LmrCollMesh();
const Aabb &GetAabb() const { return m_aabb; }
float GetBoundingRadius() const { return m_radius; }
int GetTrisWithGeomflag(unsigned int flags, int num, vector3d *outVtx) const;
GeomTree *geomTree;
// num vertices, num indices, num flags
int nv, ni, nf;
float *pVertex;
int *pIndex;
int m_numTris; // ni/3
unsigned int *pFlag; // 1 per tri
friend class LmrModel;
friend class LmrGeomBuffer;
private:
Aabb m_aabb;
float m_radius;
};
#endif /* _LUA_MODEL_COMPILER_H */