#pragma once #include "lc_array.h" #include "lc_math.h" #include "lc_mesh.h" #define LC_LIBRARY_VERTEX_UNTEXTURED 0x1 #define LC_LIBRARY_VERTEX_TEXTURED 0x2 enum lcMeshDataType { LC_MESHDATA_HIGH, LC_MESHDATA_LOW, LC_MESHDATA_SHARED, LC_NUM_MESHDATA_TYPES }; struct lcLibraryMeshVertex { lcVector3 Position; lcVector3 Normal; float NormalWeight; lcVector2 TexCoord; quint32 Usage; }; class lcLibraryMeshSection { public: lcLibraryMeshSection(lcMeshPrimitiveType PrimitiveType, quint32 Color, lcTexture* Texture) : mIndices(1024, 1024) { mPrimitiveType = PrimitiveType; mColor = Color; mTexture = Texture; } lcMeshPrimitiveType mPrimitiveType; quint32 mColor; lcTexture* mTexture; lcArray mIndices; }; enum class lcLibraryTextureMapType { PLANAR, CYLINDRICAL, SPHERICAL }; struct lcLibraryTextureMap { lcTexture* Texture; union lcTextureMapParams { lcTextureMapParams() { } struct lcTextureMapPlanarParams { lcVector4 Planes[2]; } Planar; struct lcTextureMapCylindricalParams { lcVector4 FrontPlane; float UpLength; lcVector4 Plane1; lcVector4 Plane2; } Cylindrical; struct lcTextureMapSphericalParams { lcVector4 FrontPlane; lcVector3 Center; lcVector4 Plane1; lcVector4 Plane2; } Spherical; } Params; float Angle1; float Angle2; lcLibraryTextureMapType Type; bool Fallback; bool Next; }; class lcLibraryMeshData { public: lcLibraryMeshData() { mHasTextures = false; mHasStyleStud = false; for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++) mVertices[MeshDataIdx].SetGrow(1024); } ~lcLibraryMeshData() { for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++) mSections[MeshDataIdx].DeleteAll(); } lcLibraryMeshData(const lcLibraryMeshData&) = delete; lcLibraryMeshData(lcLibraryMeshData&&) = delete; lcLibraryMeshData& operator=(const lcLibraryMeshData&) = delete; lcLibraryMeshData& operator=(lcLibraryMeshData&&) = delete; bool IsEmpty() const { for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++) if (!mSections[MeshDataIdx].IsEmpty()) return false; return true; } void RemoveAll() { for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++) mVertices[MeshDataIdx].RemoveAll(); for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++) mSections[MeshDataIdx].RemoveAll(); mHasTextures = false; } lcMesh* CreateMesh(); lcLibraryMeshSection* AddSection(lcMeshDataType MeshDataType, lcMeshPrimitiveType PrimitiveType, quint32 ColorCode, lcTexture* Texture); quint32 AddVertex(lcMeshDataType MeshDataType, const lcVector3& Position, bool Optimize); quint32 AddVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector3& Normal, bool Optimize); quint32 AddTexturedVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector2& TexCoord, bool Optimize); quint32 AddTexturedVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector3& Normal, const lcVector2& TexCoord, bool Optimize); void AddVertices(lcMeshDataType MeshDataType, int VertexCount, int* BaseVertex, lcLibraryMeshVertex** VertexBuffer); void AddIndices(lcMeshDataType MeshDataType, lcMeshPrimitiveType PrimitiveType, quint32 ColorCode, int IndexCount, quint32** IndexBuffer); void AddLine(lcMeshDataType MeshDataType, int LineType, quint32 ColorCode, bool WindingCCW, const lcVector3* Vertices, bool Optimize); void AddTexturedLine(lcMeshDataType MeshDataType, int LineType, quint32 ColorCode, bool WindingCCW, const lcLibraryTextureMap& Map, const lcVector3* Vertices, bool Optimize); void AddMeshData(const lcLibraryMeshData& Data, const lcMatrix44& Transform, quint32 CurrentColorCode, bool InvertWinding, bool InvertNormals, lcLibraryTextureMap* TextureMap, lcMeshDataType OverrideDestIndex); void AddMeshDataNoDuplicateCheck(const lcLibraryMeshData& Data, const lcMatrix44& Transform, quint32 CurrentColorCode, bool InvertWinding, bool InvertNormals, lcLibraryTextureMap* TextureMap, lcMeshDataType OverrideDestIndex); void TestQuad(int* QuadIndices, const lcVector3* Vertices); void ResequenceQuad(int* QuadIndices, int a, int b, int c, int d); lcArray mSections[LC_NUM_MESHDATA_TYPES]; lcArray mVertices[LC_NUM_MESHDATA_TYPES]; bool mHasTextures; bool mHasStyleStud; }; class lcMeshLoader { public: lcMeshLoader(lcLibraryMeshData& MeshData, bool Optimize, Project* CurrentProject, bool SearchProjectFolder); bool LoadMesh(lcFile& File, lcMeshDataType MeshDataType); protected: bool ReadMeshData(lcFile& File, const lcMatrix44& CurrentTransform, quint32 CurrentColorCode, bool InvertWinding, lcArray& TextureStack, lcMeshDataType MeshDataType); lcLibraryMeshData& mMeshData; bool mOptimize; Project* mCurrentProject; bool mSearchProjectFolder; };