OpenSceneGraph/src/osgPlugins/flt/FaceRecord.h

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// FaceRecord.h
#ifndef __FLT_FACE_RECORD_H
#define __FLT_FACE_RECORD_H
#include "opcodes.h"
#include "Record.h"
#include "RecordVisitor.h"
namespace flt {
////////////////////////////////////////////////////////////////////
//
// FaceRecord
//
////////////////////////////////////////////////////////////////////
struct SFace
{
SRecHeader RecHeader;
char szIdent[8]; // 7 char ASCII ID; 0 terminates
int32 diIRColor; // IR Color Code
int16 iObjectRelPriority; // Polygon relative priority
uint8 swDrawFlag; // How to draw the polygon
// = 0 Draw solid backfaced
// = 1 Draw solid no backface
// = 2 Draw wireframe and not closed
// = 3 Draw closed wireframe
// = 4 Surround with wireframe in alternate color
// = 8 Omni-directional light
// = 9 Unidirectional light
// = 10 Bidirectional light
uint8 swTexWhite; // if TRUE, draw textured polygon white (see note 1 below)
uint16 wPrimaryNameIndex; // Color name index
uint16 wSecondaryNameIndex; // Alternate color name index
uint8 swNotUsed; // Not used
uint8 swTemplateTrans; // Set template transparency
// = 0 None
// = 1 Fixed
// = 2 Axis type rotate
// = 4 Point rotate
int16 iDetailTexturePattern; // Detail texture pattern no. -1 if none
int16 iTexturePattern; // Texture pattern no. -1 if none
int16 iMaterial; // Material code [0-63]. -1 if none
int16 iSurfaceMaterial; // Surface material code (for DFAD)
int16 iFeature; // Feature ID (for DFAD)
int32 diIRMaterial; // IR Material codes
uint16 wTransparency; // Transparency
// = 0 opaque
// = 65535 for totally clear
// version 11, 12 & 13 stops here!
uint8 swInfluenceLODGen; // LOD Generation Control
uint8 swLinestyle; // Linestyle Index
uint32 dwFlags; // Flags (bits from left to right)
// 0 = Terrain
// 1 = No Color
// 2 = No Alt Color
// 3 = Packed color
// 4 = Terrain culture cutout (footprint)
// 5 = Hidden (not drawn)
// 6-31 Spare
uint8 swLightMode; // Lightmode
// = 0 use face color, not illuminated
// = 1 use vertex color, not illuminated
// = 2 use face color and vertex normal
// = 3 use vertex color and vertex normal
uint8 Reserved1[7]; // Reserved
color32 PrimaryPackedColor; // Packed Color Primary (A, B, G, R)
color32 SecondaryPackedColor; // Packed Color Secondary (A, B, G, R)
int16 iTextureMapIndex; // Texture mapping index
int16 iReserved2;
uint32 dwPrimaryColorIndex;
uint32 dwAlternateColorIndex;
uint16 Reserved3[2];
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};
class FaceRecord : public PrimNodeRecord
{
public:
enum DrawFlag {
SOLID_BACKFACED = 0,
SOLID_NO_BACKFACE = 1,
WIREFRAME_NOT_CLOSED = 2,
WIREFRAME_CLOSED = 3,
SURROUND_ALTERNATE_COLOR = 4,
OMNIDIRECTIONAL_LIGHT = 8,
UNIDIRECTIONAL_LIGHT = 9,
BIDIRECTIONAL_LIGHT = 10
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};
enum LightMode {
FACE_COLOR = 0,
VERTEX_COLOR = 1,
FACE_COLOR_LIGHTING = 2,
VERTEX_COLOR_LIGHTING = 3
};
enum FlagBit {
TERRAIN_BIT = 0x80000000,
NO_COLOR_BIT = 0x40000000,
NO_ALT_COLOR_BIT = 0x20000000,
PACKED_COLOR_BIT = 0x10000000,
FOOTPRINT_BIT = 0x08000000,
HIDDEN_BIT = 0x04000000
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};
FaceRecord();
virtual Record* clone() const { return new FaceRecord(); }
virtual const char* className() const { return "FaceRecord"; }
virtual int classOpcode() const { return FACE_OP; }
virtual int sizeofData() const { return sizeof(SFace); }
virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
// virtual void traverse(RecordVisitor& rv);
virtual SFace* getData() const { return (SFace*)_pData; }
virtual const std::string getName( void ) const { return std::string(getData()->szIdent); }
int numberOfVertices();
int getVertexPoolOffset(int index);
protected:
virtual ~FaceRecord();
virtual void endian();
virtual bool readLocalData(Input& fr);
// virtual bool writeLocalData(Output& fw);
};
////////////////////////////////////////////////////////////////////
//
// VertexListRecord
//
////////////////////////////////////////////////////////////////////
typedef struct SingleVertexListTag
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{
SRecHeader RecHeader;
int32 diSOffset[1]; // Byte offset to this vertex record in vertex table,
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// the actual vertex of the face
} SSingleVertexList;
class VertexListRecord : public PrimNodeRecord
{
public:
VertexListRecord();
virtual Record* clone() const { return new VertexListRecord(); }
virtual const char* className() const { return "VertexListRecord"; }
virtual int classOpcode() const { return VERTEX_LIST_OP; }
virtual int sizeofData() const { return sizeof(SSingleVertexList); }
virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
// virtual void traverse(RecordVisitor& rv);
virtual SSingleVertexList* getData() const { return (SSingleVertexList*)_pData; }
int numberOfVertices();
int getVertexPoolOffset(int index);
protected:
virtual ~VertexListRecord();
virtual void endian();
};
////////////////////////////////////////////////////////////////////
//
// MorphVertexListRecord
//
////////////////////////////////////////////////////////////////////
typedef struct MorphVertexListTag
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{
SRecHeader RecHeader;
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uint32 dwOffset0; // Byte offset into vertex palette of the 0% vertex
uint32 dwOffset100; // Byte offset into vertex palette of the 100% vertex
} SMorphVertexList;
class MorphVertexListRecord : public PrimNodeRecord
{
public:
MorphVertexListRecord();
virtual Record* clone() const { return new MorphVertexListRecord(); }
virtual const char* className() const { return "MorphVertexListRecord"; }
virtual int classOpcode() const { return MORPH_VERTEX_LIST_OP; }
virtual int sizeofData() const { return sizeof(SMorphVertexList); }
virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
// virtual void traverse(RecordVisitor& rv);
virtual SMorphVertexList* getData() const { return (SMorphVertexList*)_pData; }
int numberOfVertices();
protected:
virtual ~MorphVertexListRecord();
virtual void endian();
};
////////////////////////////////////////////////////////////////////
//
// VectorRecord
//
////////////////////////////////////////////////////////////////////
// A vector record is an ancillary record of the (pre V15.4) face node.
// Its only use is to provide the direction vector for old-style
// unidirectional and bidirectional light point faces.
typedef struct VectorTag
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{
SRecHeader RecHeader;
float32x3 Vec;
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} SVector;
class VectorRecord : public AncillaryRecord
{
public:
VectorRecord();
virtual Record* clone() const { return new VectorRecord(); }
virtual const char* className() const { return "VectorRecord"; }
virtual int classOpcode() const { return VECTOR_OP; }
virtual int sizeofData() const { return sizeof(SVector); }
virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
// virtual void traverse(RecordVisitor& rv);
virtual SVector* getData() const { return (SVector*)_pData; }
protected:
virtual ~VectorRecord();
virtual void endian();
};
}; // end namespace flt
#endif