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Resources.cpp
473 lines (413 loc) · 18.8 KB
/
Resources.cpp
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#include "StdAfx.h"
#include "Resources.h"
#include "Entities.h"
#include "Maths.h"
extern Resources resources;
const string dataPath = "..\\data\\meshes\\";
const string imagePath = "..\\data\\images\\";
const string pathMaterialName = "Path";
domCOLLADA* Resources::LoadCollada(string filename)
{
if (loadedColladas.count(filename) > 0) {
return loadedColladas[filename];
} else {
domCOLLADA* doc = dae.open(filename);
if (doc == NULL) {
MessageBoxA(NULL, ("Could not open " + filename).c_str(), "COLLADA", MB_OK);
exit(1);
}
loadedColladas[filename] = doc;
return doc;
}
}
u_int GetColor(domListOfFloats* src, int offset = 0)
{
int r = (int)(src->get(4 * offset + 0) * 255);
int g = (int)(src->get(4 * offset + 1) * 255);
int b = (int)(src->get(4 * offset + 2) * 255);
int a = (int)(src->get(4 * offset + 3) * 255);
u_int argb = (a << 24) + (r << 16) + (g << 8) + (b);
return argb;
}
D3DCOLORVALUE GetD3DColor(domListOfFloats color)
{
D3DCOLORVALUE ret;
ret.r = (float)color.get(0);
ret.g = (float)color.get(1);
ret.b = (float)color.get(2);
ret.a = (float)color.get(3);
return ret;
}
D3DCOLORVALUE GetD3DColor(daeElement* colorElement, D3DCOLORVALUE def)
{
domCommon_color_or_texture_type* color = daeSafeCast<domCommon_color_or_texture_type>(colorElement);
if (color != NULL && color->getColor() != NULL) {
return GetD3DColor(color->getColor()->getValue());
} else {
return def;
}
}
void Resources::LoadMaterial(domCOLLADA* doc, string materialName, /* out */ D3DMATERIAL9* material, /* out */ string* textureFilename)
{
domMaterial* mat = daeSafeCast<domMaterial>(dae.getDatabase()->idLookup(materialName, doc->getDocument()));
domEffect* effect = daeSafeCast<domEffect>(mat->getInstance_effect()->getUrl().getElement());
// Get colors
D3DCOLORVALUE white = {1, 1, 1, 1};
D3DCOLORVALUE black = {0, 0, 0, 1};
material->Ambient = GetD3DColor(effect->getDescendant("ambient"), black);
material->Diffuse = GetD3DColor(effect->getDescendant("diffuse"), white);
material->Emissive = GetD3DColor(effect->getDescendant("emission"), black);
material->Specular = GetD3DColor(effect->getDescendant("specular"), black);
material->Power = 12.5;
// Get texture
domCommon_color_or_texture_type* diffuse = daeSafeCast<domCommon_color_or_texture_type>(effect->getDescendant("diffuse"));
if (diffuse != NULL && diffuse->getTexture() != NULL) {
string texName = diffuse->getTexture()->getTexture();
domImage* image = daeSafeCast<domImage>(dae.getDatabase()->idLookup(texName, doc->getDocument()));
*textureFilename = image->getInit_from()->getCharData();
material->Diffuse = white;
} else {
*textureFilename = "";
}
}
Mesh* Resources::LoadMesh(string filename, string geometryName)
{
string filenameAndGeometryName = dataPath + "\\" + filename + "\\" + geometryName;
// Cached
if (loadedMeshes.count(filenameAndGeometryName) > 0) {
return loadedMeshes[filenameAndGeometryName];
}
domCOLLADA* doc = LoadCollada(dataPath + "\\" + filename);
// Look for the geometry
domGeometry* geom = NULL;
domElement* elem = dae.getDatabase()->idLookup(geometryName, doc->getDocument());
if (elem != NULL && elem->typeID() == domNode::ID()) {
// Forward from node name
domNode* node = daeSafeCast<domNode>(elem);
geom = daeSafeCast<domGeometry>(node->getInstance_geometry_array().get(0)->getUrl().getElement());
} else {
geom = daeSafeCast<domGeometry>(elem);
}
if (geom == NULL) {
MessageBoxA(NULL, ("Could not find mesh " + filenameAndGeometryName).c_str(), "COLLADA", MB_OK);
exit(1);
}
domMeshRef meshRef = geom->getMesh();
Mesh* mesh = new Mesh(filename, geometryName);
loadedMeshes[filenameAndGeometryName] = mesh; // Cache
// Load the <tristrips/> elements
// (other types are ignored for now)
D3DXVECTOR3 minCorner(0,0,0), maxCorner(0,0,0);
bool minMaxSet = false;
for(u_int i = 0; i < meshRef->getTristrips_array().getCount(); i++) {
domTristripsRef tristripsRef = meshRef->getTristrips_array().get(i);
Tristrip ts;
ts.fvf = 0;
ts.buffer = NULL;
// Resolve all data sources
int posOffset = -1; domListOfFloats* posSrc;
int norOffset = -1; domListOfFloats* norSrc;
int colOffset = -1; domListOfFloats* colSrc;
int texOffset = -1; domListOfFloats* texSrc;
for(u_int j = 0; j < tristripsRef->getInput_array().getCount(); j++) {
domInputLocalOffsetRef input = tristripsRef->getInput_array().get(j);
daeElementRef source = input->getSource().getElement();
// Defined per vertex - forward
if (source->typeID() == domVertices::ID()) {
source = daeSafeCast<domVertices>(source)->getInput_array().get(0)->getSource().getElement();
}
int offset = (int)input->getOffset();
domListOfFloats* src = &(daeSafeCast<domSource>(source)->getFloat_array()->getValue());
if (input->getSemantic() == string("VERTEX")) {
posOffset = offset;
posSrc = src;
ts.fvf |= D3DFVF_XYZ;
} else if (input->getSemantic() == string("NORMAL")) {
norOffset = offset;
norSrc = src;
ts.fvf |= D3DFVF_NORMAL;
} else if (input->getSemantic() == string("COLOR")) {
colOffset = offset;
colSrc = src;
ts.fvf |= D3DFVF_DIFFUSE;
} else if (input->getSemantic() == string("TEXCOORD")) {
texOffset = offset;
texSrc = src;
ts.fvf |= D3DFVF_TEX2;
}
}
// Load the <P/> elementes
int pStride = 0;
pStride = max(pStride, posOffset + 1);
pStride = max(pStride, norOffset + 1);
pStride = max(pStride, colOffset + 1);
pStride = max(pStride, texOffset + 1);
vector<float>& vb = ts.vb; // Vertex buffer data
for(u_int j = 0; j < tristripsRef->getP_array().getCount(); j++) {
domListOfUInts p = tristripsRef->getP_array().get(j)->getValue();
ts.vertexCounts.push_back(p.getCount() / pStride);
for(u_int k = 0; k < p.getCount(); k += pStride) {
if (posOffset != -1) {
int index = (int)p.get(k + posOffset);
float x = (float)posSrc->get(3 * index + 0);
float y = (float)posSrc->get(3 * index + 1);
float z = (float)posSrc->get(3 * index + 2);
if (!minMaxSet) {
minCorner = maxCorner = D3DXVECTOR3(x, y, z);
minMaxSet = true;
} else {
minCorner = min3(minCorner, D3DXVECTOR3(x, y, z));
maxCorner = max3(maxCorner, D3DXVECTOR3(x, y, z));
}
vb.push_back(x);
vb.push_back(y);
vb.push_back(z);
}
if (norOffset != -1) {
int index = (int)p.get(k + norOffset);
vb.push_back((float)norSrc->get(3 * index + 0));
vb.push_back((float)norSrc->get(3 * index + 1));
vb.push_back((float)norSrc->get(3 * index + 2));
}
if (colOffset != -1) {
int index = (int)p.get(k + colOffset);
u_int argb = GetColor(colSrc, index);
vb.push_back(*((float*)&argb));
}
if (texOffset != -1) {
int index = (int)p.get(k + texOffset);
vb.push_back((float)texSrc->get(2 * index + 0));
vb.push_back(1 - (float)texSrc->get(2 * index + 1));
}
// Note vertex buffer stride (bytes)
if (j == 0 && k == 0) {
ts.vbStride_floats = vb.size();
ts.vbStride_bytes = vb.size() * sizeof(float);
}
}
}
// Load the material
ts.materialName = tristripsRef->getMaterial();
LoadMaterial(doc, ts.materialName, &ts.material, &ts.textureFilename);
// Done with this <tristrips/>
mesh->tristrips.push_back(ts);
}
mesh->boundingBox = BoundingBox(minCorner, maxCorner);
return mesh;
}
IDirect3DTexture9* Resources::LoadTexture(IDirect3DDevice9* dev, string textureFilename)
{
if (loadedTextures.count(textureFilename) == 0) {
IDirect3DTexture9* texture;
if (FAILED(D3DXCreateTextureFromFileA(dev, (imagePath + textureFilename).c_str(), &texture))) {
if (FAILED(D3DXCreateTextureFromFileA(dev, (dataPath + textureFilename).c_str(), &texture))) {
MessageBoxA(NULL, ("Could not find texture " + textureFilename).c_str() , "COLLADA", MB_OK);
exit(1);
}
}
loadedTextures[textureFilename] = texture;
}
return loadedTextures[textureFilename];
}
void Mesh::Render(IDirect3DDevice9* dev)
{
for(int i = 0; i < (int)tristrips.size(); i++) {
Tristrip& ts = tristrips[i];
if (ts.material.Diffuse.a != 0.0f)
ts.Render(dev);
}
}
void Tristrip::Render(IDirect3DDevice9* dev)
{
// Create buffer on demand
if (buffer == NULL) {
dev->CreateVertexBuffer(vb.size() * sizeof(float), 0, fvf, D3DPOOL_DEFAULT, &buffer, NULL);
void* vbData;
buffer->Lock(0, vb.size() * sizeof(float), &vbData, 0);
copy(vb.begin(), vb.end(), (float*)vbData);
buffer->Unlock();
}
dev->SetStreamSource(0, buffer, 0, vbStride_bytes);
dev->SetFVF(fvf);
if (textureFilename.size() > 0) {
dev->SetTexture(0, resources.LoadTexture(dev, textureFilename));
} else {
dev->SetTexture(0, NULL);
}
dev->SetMaterial(&material);
int start = 0;
for(int j = 0; j < (int)vertexCounts.size(); j++) {
int vertexCount = vertexCounts[j];
dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, start, vertexCount - 2);
start += vertexCount;
}
}
bool Mesh::IsOnPath(float x, float z, float* outY)
{
for(int i = 0; i < (int)tristrips.size(); i++) {
Tristrip& ts = tristrips[i];
if (ts.materialName == pathMaterialName) {
if (ts.IntersectsYRay(x, z, outY))
return true;
}
}
return false;
}
bool Tristrip::IntersectsYRay(float x, float z, float* outY)
{
int index = 0;
for(int i = 0; i < (int)vertexCounts.size(); i++) {
int vertexCount = vertexCounts[i];
// Test all triangles in set
for(int j = 0; j < vertexCount - 2; j++) {
// Test tringle at current offset
bool isIn = Intersect_YRay_Triangle(x, z,
vb[(index + 0) * vbStride_floats + 0], vb[(index + 0) * vbStride_floats + 2], // A
vb[(index + 1) * vbStride_floats + 0], vb[(index + 1) * vbStride_floats + 2], // B
vb[(index + 2) * vbStride_floats + 0], vb[(index + 2) * vbStride_floats + 2] // C
);
if (isIn) {
if (outY != NULL) {
Intersect_YRay_Plane(x, z, outY,
(D3DXVECTOR3*)&vb[(index + 0) * vbStride_floats],
(D3DXVECTOR3*)&vb[(index + 1) * vbStride_floats],
(D3DXVECTOR3*)&vb[(index + 2) * vbStride_floats]
);
}
return true;
}
index++; // Next
}
index += 2; // Next set
}
return false;
}
Mesh* MeshEntity::getMesh()
{
if (meshPtrCache == NULL)
meshPtrCache = resources.LoadMesh(meshFilename, meshGeometryName);
return meshPtrCache;
}
void Resources::LoadTestMap(Database* db)
{
// Preload meshs
LoadMesh("Merman.dae", "Revolver");
LoadMesh("Bullets.dae", "RevolverBullet");
LoadMesh("skull.dae", "Skull");
db->add(4, 0, 6, 180, new MeshEntity("suzanne.dae", "Suzanne"));
db->add(-10, 0.5, 8, 0, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(-10, 0.5, 0, 0, new MeshEntity("pipe.dae", "LongStraight"));
db->add(-6, 0.5, -2, 180, new MeshEntity("pipe.dae", "UTurn"));
db->add(-6, 0.5, 0, 0, new MeshEntity("pipe.dae", "LevelUp"));
db->add(-10, 2.5, 8, 0, new MeshEntity("pipe.dae", "UTurn"));
db->add(-10, 2.5, 6, 180, new MeshEntity("pipe.dae", "LevelUp"));
//db->add(-6, 4.5, -6, 90, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(-8, 4.5, -8, 90, new MeshEntity("tank.dae", "Tank5x5"));
db->add(-20, 4.5, -10, 0, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(-16, 4.5, -16, 90, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(-10, 4.5, -12, 180,new MeshEntity("pipe.dae", "LeftTurn"));
db->add(-4, 4.5, -6, 270, new MeshEntity("pipe.dae", "LongStraight"));
db->add(10, 2.5, -6, 90, new MeshEntity("pipe.dae", "LevelUp"));
db->add(12, 2.5, -6, 270, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(16, 2.5, -12, 180, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(6, 2.5, -12, 270, new MeshEntity("pipe.dae", "STurn2"));
db->add(4, 2.5, -12, 90, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(0, 0.5, 0, 180, new MeshEntity("pipe.dae", "LevelUp"));
db->add(0, 0.5, 2, 0, new MeshEntity("pipe.dae", "LongStraight"));
db->add(-2, 0.5, 12, 270, new MeshEntity("tank.dae", "Tank3x5"));
db->add(6, 0.5, 12, 270, new MeshEntity("pipe.dae", "LongStraight"));
db->add(16, 0.5, 8, 0, new MeshEntity("tank.dae", "Tank5x7"));
db->add(18, -1.5, -2, 0, new MeshEntity("pipe.dae", "LevelUp"));
db->add(22, -1.5, -8, 90, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(30, -3.5, -8, 90, new MeshEntity("pipe.dae", "LevelUp"));
db->add(32, -3.5, -4, 270, new MeshEntity("pipe.dae", "UTurn"));
db->add(30, -3.5, -4, 90, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(22, -3.5, 8, 270, new MeshEntity("tank.dae", "Tank5x7"));
db->add(34, -3.5, 6, 270, new MeshEntity("pipe.dae", "STurn2"));
db->add(30, -1.5, 12, 90, new MeshEntity("pipe.dae", "LevelUp"));
db->add(38, -3.5, 12, 90, new MeshEntity("pipe.dae", "LevelUp"));
db->add(40, -3.5, 12, 270, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(44, -3.5, 6, 180, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(10, 4.5, 30, 0, new MeshEntity("tank.dae", "Tank3x5"));
//db->add(2, 4.5, 28, 0, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(10, 4.5, 20, 0, new MeshEntity("pipe.dae", "LongStraight"));
//db->add(0, 4.5, 20, 0, new MeshEntity("pipe.dae", "STurn1"));
//db->add(10, 4.5, 18, 180, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(4, 4.5, 14, 90, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(20, 2.5, 32, 90, new MeshEntity("pipe.dae", "LevelUp"));
//db->add(22, 2.5, 32, 270, new MeshEntity("pipe.dae", "UTurn"));
//db->add(14, 0.5, 28, 270, new MeshEntity("pipe.dae", "LevelUp"));
//db->add(12, 0.5, 28, 90, new MeshEntity("pipe.dae", "UTurn"));
//db->add(20, -1.5, 32, 90, new MeshEntity("pipe.dae", "LevelUp"));
//db->add(22, -1.5, 32, 270, new MeshEntity("pipe.dae", "LongStraight"));
//db->add(30, -1.5, 32, 270, new MeshEntity("pipe.dae", "UTurn"));
//db->add(22, -3.5, 28, 270, new MeshEntity("pipe.dae", "LevelUp"));
//db->add(20, -3.5, 24, 90, new MeshEntity("pipe.dae", "UTurn"));
//db->add(26, -3.5, 12, 0, new MeshEntity("pipe.dae", "LongStraight"));
//db->add(22, -3.5, 24, 270, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(18, 0.5, 20, 0, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(28, 0.5, 28, 180, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(28, 0.5, 30, 0, new MeshEntity("pipe.dae", "LevelUp"));
//db->add(24, 2.5, 42, 270, new MeshEntity("pipe.dae", "LeftTurn"));
//db->add(22, 2.5, 42, 90, new MeshEntity("pipe.dae", "LevelUp"));
//db->add(10, 4.5, 38, 0, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(18, -1.5, 26, 180, new MeshEntity("pipe.dae", "LevelUp"));
db->add(18, -1.5, 28, 0, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(24, -1.5, 32, 270, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(28, -1.5, 26, 180, new MeshEntity("pipe.dae", "STurn1"));
db->add(26, -3.5, 12, 0, new MeshEntity("pipe.dae", "LevelUp"));
db->add(0, 0.5, 16, 0, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(12, -1.5, 20, 90, new MeshEntity("pipe.dae", "LevelUp"));
db->add(14, -1.5, 20, 270, new MeshEntity("pipe.dae", "UTurn"));
db->add(6, -3.5, 16, 270, new MeshEntity("pipe.dae", "LevelUp"));
db->add(0, -3.5, 12, 0, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(4, -3.5, 6, 90, new MeshEntity("pipe.dae", "LeftTurn"));
db->add(6, -3.5, 6, 270, new MeshEntity("pipe.dae", "LongStraight"));
db->add(12, -3.5, 6, 270, new MeshEntity("pipe.dae", "LongStraight"));
db->add(0, 0, 8, 0, new PowerUp(Weapon_Revolver, "Weapons.dae", "Revolver"));
db->add(44, -4, 8, 0, new PowerUp(Weapon_Revolver, "Weapons.dae", "Revolver"));
db->add(21.6, 0, 9.4, 0, new PowerUp(Weapon_Revolver, "Weapons.dae", "Revolver"));
db->add(23, -2, 32, 0, new PowerUp(Weapon_Revolver, "Weapons.dae", "Revolver"));
db->add(-8, 2, 9, 0, new PowerUp(Weapon_Shotgun, "Weapons.dae", "SawedOff"));
db->add(14.5, 0, 17.5, 0, new PowerUp(Weapon_Shotgun, "Weapons.dae", "SawedOff"));
db->add(0, 0, 12, 0, new PowerUp(Weapon_AK47, "Weapons.dae", "AK47"));
db->add(20, -2, -6.8, 0, new PowerUp(Weapon_AK47, "Weapons.dae", "AK47"));
db->add(31.5, -2, 12, 0, new PowerUp(Weapon_Jackhammer, "Weapons.dae", "Jackhammer"));
db->add(15, -2, 17.5, 0, new PowerUp(Weapon_Jackhammer, "Weapons.dae", "Jackhammer"));
db->add(24, -4, 7, 0, new PowerUp(Weapon_Nailgun, "Weapons.dae", "Nailgun"));
db->add(14, 2, -7.2, 0, new PowerUp(Weapon_Nailgun, "Weapons.dae", "Nailgun"));
//db->add(25.5, -2.2, 28, 0, new PowerUp(Weapon_Shotgun, "Weapons.dae", "SawedOff"));
db->add(new RespawnPoint(5.5, -4, 16));
db->add(new RespawnPoint(33.0, -4, -7.0));
db->add(new RespawnPoint(-8, 0, -3));
db->add(new RespawnPoint(0, 0, 3));
db->add(new RespawnPoint(9, 0, 12));
db->add(new RespawnPoint(40, -4, 12));
db->add(new RespawnPoint(23, -2, -8));
db->add(new RespawnPoint(18, -2, 27));
db->add(new RespawnPoint(0, -4, 12));
db->add(6.0, 0, 20, 0, new PowerUp(HealthPack, "HealthPack.dae", "MediBox"));
db->add(16.0, 0, 12, 0, new PowerUp(HealthPack, "HealthPack.dae", "MediBox"));
db->add(44.0, -4, 6, 0, new PowerUp(ArmourPack, "HealthPack.dae", "Armour"));
db->add(0.0, 4, -6, 0, new PowerUp(Shiny, "Shiny.dae", "Green"));
db->add(0.0, 0, 7, 0, new PowerUp(Shiny, "Shiny.dae", "Blue"));
db->add(21, -4, 9, 0, new PowerUp(Shiny, "Shiny.dae", "Red"));
db->add(-10, 4, -6, 0, new PowerUp(Monkey, "Monkey.dae", "LeChuck"));
//db->add(10.0, 4.0, 22, 0, new PowerUp(HealthPack, "HealthPack.dae", "MediBox"));
//db->add(4.0, 4.0, 14.0, 0, new PowerUp(ArmourPack, "HealthPack.dae", "Armour"));
//db->add(28.0, 1.0, 31, 0, new PowerUp(Shiny, "Shiny.dae", "Red"));
//db->add(26.0, -4.0, 14, 0, new PowerUp(Skull, "skull.dae", "Skull"));
db->add(31.0, -4, -8, 0, new PowerUp(Ammo_Revolver, "Ammo.dae", "RevolverAmmo"));
db->add(18.0, 0, 15, 0, new PowerUp(Ammo_Revolver, "Ammo.dae", "RevolverAmmo"));
db->add(26.5, -2, 31, 0, new PowerUp(Ammo_Shotgun, "Ammo.dae", "ShotgunShells"));
db->add(5, 2, -12, 0, new PowerUp(Ammo_Shotgun, "Ammo.dae", "ShotgunShells"));
db->add(0.0, -4, 10, 0, new PowerUp(Ammo_AK47, "Ammo.dae", "AKAmmo"));
db->add(28.0, -4, 2, 0, new PowerUp(Ammo_AK47, "Ammo.dae", "AKAmmo"));
db->add(-7.0, 0, -3.0, 0, new PowerUp(Ammo_Jackhammer, "Ammo.dae", "JackhammerAmmo"));
db->add(14.0, -4, 6.0, 0, new PowerUp(Ammo_Jackhammer, "Ammo.dae", "JackhammerAmmo"));
db->add(10.0, -4, 6, 0, new PowerUp(Ammo_Nailgun, "Ammo.dae", "NailgunAmmo"));
db->add(31, -4, 9, 0, new PowerUp(Ammo_Nailgun, "Ammo.dae", "NailgunAmmo"));
//db->add(26.0, -2.0, 32, 0, new PowerUp(Ammo_Nailgun, "Ammo.dae", "NailgunAmmo"));
//db->add(23.0, 2.0, 29.0, 0, new PowerUp(Ammo_Shotgun, "Ammo.dae", "ShotgunShells"));
//db->add(22.0, 2.0, 42.0, 0, new PowerUp(Ammo_Shotgun, "Ammo.dae", "ShotgunShells"));
}