khanat-opennel-code/code/nel/src/3d/shadow_skin.cpp

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2010-05-06 00:08:41 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/shadow_skin.h"
#include "nel/3d/skeleton_model.h"
#include "nel/3d/ray_mesh.h"
#include "nel/misc/fast_mem.h"
#include "nel/misc/vector_2f.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ***************************************************************************
// The number of byte to process per block
const uint NL_BlockByteL1= 4096;
// Number of vertices per block to process For ShadowMap generation
uint CShadowSkin::NumCacheVertexShadow= NL_BlockByteL1 / sizeof(CShadowVertex);
// ***************************************************************************
void CShadowSkin::applySkin(CVector *dst, std::vector<CMatrix3x4> &boneMat3x4)
{
if(Vertices.empty())
return;
uint numVerts= Vertices.size();
CShadowVertex *src= &Vertices[0];
// Then do the skin
for(;numVerts>0;)
{
// number of vertices to process for this block.
uint nBlockInf= min(NumCacheVertexShadow, numVerts);
// next block.
numVerts-= nBlockInf;
// cache the data in L1 cache.
CFastMem::precache(src, nBlockInf * sizeof(CShadowVertex));
// for all InfluencedVertices only.
for(;nBlockInf>0;nBlockInf--, src++, dst++)
{
boneMat3x4[ src->MatrixId ].mulSetPoint( src->Vertex, *dst );
}
}
}
// ***************************************************************************
bool CShadowSkin::getRayIntersection(const CMatrix &toRaySpace, CSkeletonModel &skeleton,
const std::vector<uint32> &matrixInfluences, float &dist2D, float &distZ, bool computeDist2D)
{
// *** render the shadow skin into a temp RAM buffer
// enlarge temp buffer
static std::vector<CVector> skinInRaySpace;
if(Vertices.size()>skinInRaySpace.size())
skinInRaySpace.resize(Vertices.size());
// compute matrixes
static vector<CMatrix3x4> boneMat3x4;
computeBoneMatrixes3x4PreMul(boneMat3x4, toRaySpace, matrixInfluences, &skeleton);
// apply the skinning
applySkin(&skinInRaySpace[0], boneMat3x4);
// *** return the distance to the ray intersection
return CRayMesh::getRayIntersection(skinInRaySpace, Triangles, dist2D, distZ, computeDist2D);
}
} // NL3D