doom3-bfg/neo/swf/SWF_ShapeParser.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __SWF_SHAPEPARSER_H__
#define __SWF_SHAPEPARSER_H__
/*
================================================
This class handles parsing and triangulating a shape
================================================
*/
class idSWFShapeParser {
public:
idSWFShapeParser() { }
void Parse( idSWFBitStream & bitstream, idSWFShape & shape, int recordType );
void ParseMorph( idSWFBitStream & bitstream, idSWFShape & shape );
void ParseFont( idSWFBitStream & bitstream, idSWFFontGlyph & shape );
private:
bool extendedCount;
bool rgba;
bool morph;
bool lineStyle2;
struct swfSPEdge_t {
uint16 v0;
uint16 v1;
uint16 cp; // control point if this is a curve, 0xFFFF otherwise
};
struct swfSPMorphEdge_t {
swfSPEdge_t start;
swfSPEdge_t end;
};
struct swfSPLineLoop_t {
bool hole;
idList< uint16, TAG_SWF > vindex1;
idList< uint16, TAG_SWF > vindex2;
};
struct swfSPDrawFill_t {
swfFillStyle_t style;
idList< swfSPMorphEdge_t, TAG_SWF > edges;
idList< swfSPLineLoop_t, TAG_SWF > loops;
};
struct swfSPDrawLine_t {
swfLineStyle_t style;
idList< swfSPMorphEdge_t, TAG_SWF > edges;
};
idList< idVec2, TAG_SWF > verts;
idList< swfSPDrawFill_t, TAG_SWF > fillDraws;
idList< swfSPDrawLine_t, TAG_SWF > lineDraws;
private:
void ParseShapes( idSWFBitStream & bitstream1, idSWFBitStream * bitstream2, bool swap );
void ReadFillStyle( idSWFBitStream & bitstream );
void ParseEdge( idSWFBitStream & bitstream, int32 & penX, int32 & penY, swfSPEdge_t & edge );
void MakeLoops();
void TriangulateSoup( idSWFShape & shape );
void TriangulateSoup( idSWFFontGlyph & shape );
int FindEarVert( const swfSPLineLoop_t & loop );
void AddUniqueVert( idSWFShapeDrawFill & drawFill, const idVec2 & start, const idVec2 & end );
};
#endif // !__SWF_SHAPEPARSER_H__