2012-05-29 13:31:11 +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/vegetable_manager.h"
# include "nel/3d/driver.h"
# include "nel/3d/texture_file.h"
# include "nel/misc/fast_floor.h"
# include "nel/3d/vegetable_quadrant.h"
# include "nel/3d/dru.h"
# include "nel/3d/radix_sort.h"
# include "nel/3d/scene.h"
# include "nel/3d/vegetable_blend_layer_model.h"
# include "nel/3d/vegetable_light_ex.h"
# include "nel/misc/hierarchical_timer.h"
# include <algorithm>
using namespace std ;
using namespace NLMISC ;
namespace NL3D
{
# define NL3D_VEGETABLE_CLIP_BLOCK_BLOCKSIZE 16
# define NL3D_VEGETABLE_SORT_BLOCK_BLOCKSIZE 64
# define NL3D_VEGETABLE_INSTANCE_GROUP_BLOCKSIZE 128
// ***************************************************************************
CVegetableManager : : CVegetableManager ( uint maxVertexVbHardUnlit , uint maxVertexVbHardLighted ,
uint nbBlendLayers , float blendLayerDistMax ) :
_ClipBlockMemory ( NL3D_VEGETABLE_CLIP_BLOCK_BLOCKSIZE ) ,
_SortBlockMemory ( NL3D_VEGETABLE_SORT_BLOCK_BLOCKSIZE ) ,
_InstanceGroupMemory ( NL3D_VEGETABLE_INSTANCE_GROUP_BLOCKSIZE ) ,
_GlobalDensity ( 1.f ) ,
_NumZSortBlendLayers ( nbBlendLayers ) , _ZSortLayerDistMax ( blendLayerDistMax ) ,
_ZSortScene ( NULL )
{
uint i ;
// Init all the allocators
nlassert ( ( uint ) ( CVegetableVBAllocator : : VBTypeCount ) = = 2 ) ;
_VBHardAllocator [ CVegetableVBAllocator : : VBTypeLighted ] . init ( CVegetableVBAllocator : : VBTypeLighted , maxVertexVbHardLighted ) ;
_VBHardAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] . init ( CVegetableVBAllocator : : VBTypeUnlit , maxVertexVbHardUnlit ) ;
// Init soft one, with no vbHard vertices.
_VBSoftAllocator [ CVegetableVBAllocator : : VBTypeLighted ] . init ( CVegetableVBAllocator : : VBTypeLighted , 0 ) ;
_VBSoftAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] . init ( CVegetableVBAllocator : : VBTypeUnlit , 0 ) ;
// NB Vertex programs are initilized during the first call to update driver.
// setup the material. Unlit (doesn't matter, lighting in VP) Alpha Test.
_VegetableMaterial . initUnlit ( ) ;
_VegetableMaterial . setAlphaTest ( true ) ;
_VegetableMaterial . setBlendFunc ( CMaterial : : srcalpha , CMaterial : : invsrcalpha ) ;
// default light.
_DirectionalLight = ( CVector ( 0 , 1 , - 1 ) ) . normed ( ) ;
_GlobalAmbient . set ( 64 , 64 , 64 , 255 ) ;
_GlobalDiffuse . set ( 150 , 150 , 150 , 255 ) ;
// Wind.
_WindDirection . set ( 1 , 0 , 0 ) ;
_WindFrequency = 1 ;
_WindPower = 1 ;
_WindBendMin = 0 ;
_Time = 0 ;
_WindPrecRenderTime = 0 ;
_WindAnimTime = 0 ;
// Init CosTable.
for ( i = 0 ; i < NL3D_VEGETABLE_VP_LUT_SIZE ; i + + )
{
_CosTable [ i ] = ( float ) cos ( i * 2 * Pi / NL3D_VEGETABLE_VP_LUT_SIZE ) ;
}
// init to NULL _ZSortModelLayers.
_NumZSortBlendLayers = max ( 1U , _NumZSortBlendLayers ) ;
_ZSortModelLayers . resize ( _NumZSortBlendLayers , NULL ) ;
_ZSortModelLayersUW . resize ( _NumZSortBlendLayers , NULL ) ;
// UL
_ULFrequency = 0 ;
_ULNVerticesToUpdate = 0 ;
_ULNTotalVertices = 0 ;
_ULRootIg = NULL ;
_ULCurrentIgRdrPass = 0 ;
_ULCurrentIgInstance = 0 ;
_ULPrecTime = 0 ;
_ULPrecTimeInit = false ;
_ULTime = 0 ;
// Misc.
_NumVegetableFaceRendered = 0 ;
for ( uint k = 0 ; k < NL3D_VEGETABLE_NRDRPASS ; + + k )
{
_VertexProgram [ k ] [ 0 ] = NULL ;
_VertexProgram [ k ] [ 1 ] = NULL ;
}
}
// ***************************************************************************
CVegetableManager : : ~ CVegetableManager ( )
{
// delete All VP
for ( sint i = 0 ; i < NL3D_VEGETABLE_NRDRPASS ; i + + )
{
delete _VertexProgram [ i ] [ 0 ] ;
delete _VertexProgram [ i ] [ 1 ] ;
_VertexProgram [ i ] [ 0 ] = NULL ;
_VertexProgram [ i ] [ 1 ] = NULL ;
}
// delete ZSort models.
if ( _ZSortScene )
{
// remove models from scene.
for ( uint i = 0 ; i < _NumZSortBlendLayers ; i + + )
{
_ZSortScene - > deleteModel ( _ZSortModelLayers [ i ] ) ;
_ZSortModelLayers [ i ] = NULL ;
_ZSortScene - > deleteModel ( _ZSortModelLayersUW [ i ] ) ;
_ZSortModelLayersUW [ i ] = NULL ;
}
_ZSortScene = NULL ;
}
}
// ***************************************************************************
void CVegetableManager : : createVegetableBlendLayersModels ( CScene * scene )
{
// setup scene
nlassert ( scene ) ;
_ZSortScene = scene ;
// create the layers models.
for ( uint i = 0 ; i < _NumZSortBlendLayers ; i + + )
{
// assert not already done.
nlassert ( _ZSortModelLayers [ i ] = = NULL ) ;
nlassert ( _ZSortModelLayersUW [ i ] = = NULL ) ;
_ZSortModelLayers [ i ] = ( CVegetableBlendLayerModel * ) scene - > createModel ( VegetableBlendLayerModelId ) ;
_ZSortModelLayersUW [ i ] = ( CVegetableBlendLayerModel * ) scene - > createModel ( VegetableBlendLayerModelId ) ;
// init owner.
_ZSortModelLayers [ i ] - > VegetableManager = this ;
_ZSortModelLayersUW [ i ] - > VegetableManager = this ;
// Set UnderWater layer for _ZSortModelLayersUW
_ZSortModelLayersUW [ i ] - > setOrderingLayer ( 2 ) ;
}
}
// ***************************************************************************
CVegetableVBAllocator & CVegetableManager : : getVBAllocatorForRdrPassAndVBHardMode ( uint rdrPass , uint vbHardMode )
{
// If software VB
if ( vbHardMode = = 0 )
{
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_LIGHTED )
return _VBSoftAllocator [ CVegetableVBAllocator : : VBTypeLighted ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED )
return _VBSoftAllocator [ CVegetableVBAllocator : : VBTypeLighted ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT )
return _VBSoftAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED )
return _VBSoftAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
return _VBSoftAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] ;
}
// If hard VB
else
{
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_LIGHTED )
return _VBHardAllocator [ CVegetableVBAllocator : : VBTypeLighted ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED )
return _VBHardAllocator [ CVegetableVBAllocator : : VBTypeLighted ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT )
return _VBHardAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED )
return _VBHardAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
return _VBHardAllocator [ CVegetableVBAllocator : : VBTypeUnlit ] ;
}
// abnormal case
nlstop ;
// To avoid warning;
return _VBSoftAllocator [ 0 ] ;
}
// ***************************************************************************
// ***************************************************************************
// Vertex Program.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
/*
Vegetable , without bend for now .
Inputs
- - - - - - - -
v [ 0 ] = = Pos to Center of the vegetable in world space .
v [ 10 ] = = Center of the vegetable in world space .
v [ 2 ] = = Normal ( present if lighted only )
v [ 3 ] = = Color ( if unlit ) or DiffuseColor ( if lighted )
v [ 4 ] = = SecondaryColor ( = = ambient if Lighted , and use only Alpha part for DLM if Unlit )
v [ 8 ] = = Tex0 ( xy )
v [ 9 ] = = BendInfo ( xyz ) = { BendWeight / 2 , BendPhase , BendFrequencyFactor }
NB : / 2 because compute a quaternion
Changes : If unlit , then small changes :
v [ 0 ] = = Pos to center , with v [ 0 ] . w = = BendWeight * v [ 0 ] . norm ( )
v [ 9 ] = = BendInfo / BlendInfo ( xyzw ) = { v [ 0 ] . norm ( ) , BendPhase , BendFrequencyFactor , BlendDist }
NB : v [ 9 ] . w . is used only in Unlit + 2 Sided + AlphaBlend . But prefer do this for gestion purpose :
to have only one VBAllocator for all modes .
NB : Color and Secondary color Alpha Part contains Dynamic LightMap UV , ( in 8 bits ) .
Constant :
- - - - - - - -
Setuped at beginning of CVegetableManager : : render ( )
c [ 0. .3 ] = ModelViewProjection Matrix .
c [ 6 ] = Fog vector .
c [ 8 ] = { 0 , 1 , 0.5 , 2 }
c [ 9 ] = unit world space Directionnal light .
c [ 10 ] = camera pos in world space .
c [ 11 ] = { 1 / DistBlendTransition }
NB : DiffuseColor and AmbientColor of vertex must have been pre - multiplied by lightColor
// Bend:
c [ 16 ] = quaternion axis . w = = 1 , and z must be 0
c [ 17 ] = { timeAnim , WindPower , WindPower * ( 1 - WindBendMin ) / 2 , 0 }
c [ 18 ] = High order Taylor cos coefficient : { - 1 / 2 , 1 / 24 , - 1 / 720 , 1 / 40320 }
c [ 19 ] = Low order Taylor cos coefficient : { 1 , - 1 / 2 , 1 / 24 , - 1 / 720 }
c [ 20 ] = Low order Taylor sin coefficient : { 1 , - 1 / 6 , 1 / 120 , - 1 / 5040 }
c [ 21 ] = Special constant vector for quatToMatrix : { 0 , 1 , - 1 , 0 }
c [ 22 ] = { 0.5 , Pi , 2 * Pi , 1 / ( 2 * Pi ) }
c [ 23 ] = { 64 , 0 , 0 , 0 } ( size of the LUT )
// Bend Lut:
c [ 32. .95 ] 64 Lut entries for cos - like animation
Fog Note :
- - - - - - - - - - -
Fog should be disabled , because not computed ( for speed consideration and becasue micro - vegetation should never
be in Fog ) .
Speed Note :
- - - - - - - - - - -
Max program length ( lighted / 2 Sided ) is :
29 ( bend - quaternion ) +
16 ( rotNormal + bend + lit 2 Sided ) +
5 ( proj + tex )
2 ( Dynamic lightmap copy )
51
Normal program length ( unlit / 2 Sided / No Alpha Blend ) is :
12 ( bend - delta ) +
1 ( unlit ) +
5 ( proj + tex )
2 ( Dynamic lightmap copy )
20
AlphaBlend program length ( unlit / 2 Sided / Alpha Blend ) is :
12 ( bend - delta ) +
1 ( unlit ) +
5 ( Alpha Blend )
5 ( proj + tex )
2 ( Dynamic lightmap copy )
26
*/
// ***********************
/*
Fast ( but less accurate ) Bend program :
Result : bend pos into R5 ,
*/
// ***********************
const char * NL3D_FastBendProgram =
" !!VP1.0 \n \
# compute time of animation: time*freqfactor + phase. \n\
MAD R0 . x , c [ 17 ] . x , v [ 9 ] . z , v [ 9 ] . y ; # R0 . x = time of animation \ n \
\ n \
# animation: use the 64 LUT entries \n\
EXP R0 . y , R0 . x ; # fract part = > R0 . y = [ 0 , 1 [ \ n \
MUL R0 , R0 . y , c [ 23 ] . xyyy ; # R0 . x = [ 0 , 64 [ \ n \
ARL A0 . x , R0 . x ; # A0 . x = index in the LUT \ n \
EXP R0 . y , R0 . x ; # R0 . y = R0 . x - A0 . x = fp ( fract part ) \ n \
# lookup and lerp in one it: R0= value + fp * dv. \n\
MAD R0 . xy , R0 . y , c [ A0 . x + 32 ] . zwww , c [ A0 . x + 32 ] . xyww ; \ n \
\ n \
# The direction and power of the wind is encoded in the LUT. \n\
# Scale now by vertex BendFactor (stored in v[0].w) \n\
MAD R5 , R0 , v [ 0 ] . w , v [ 0 ] . xyzw ; \ n \
# compute 1 / norm, and multiply by original norm stored in v[9].x \n\
DP3 R0 . x , R5 , R5 ; \ n \
RSQ R0 . x , R0 . x ; \ n \
MUL R0 . x , R0 . x , v [ 9 ] . x ; \ n \
# mul by this factor, and add to center \n\
MAD R5 , R0 . xxxw , R5 , v [ 10 ] ; \ n \
\ n \
# make local to camera pos. Important for ZBuffer precision \n\
ADD R5 , R5 , - c [ 10 ] ; \ n \
" ;
// Test
/*const char* NL3D_FastBendProgram=
" !!VP1.0 \n \
# compute time of animation: time + phase. \n\
ADD R0 . x , c [ 17 ] . x , v [ 9 ] . y ; # R0 . x = time of animation \ n \
\ n \
# animation: f(x)= cos(x). compute a high precision cosinus \n\
EXP R0 . y , R0 . x ; # fract part = > R0 . y = [ 0 , 1 ] < = > [ - Pi , Pi ] \ n \
MAD R0 . x , R0 . y , c [ 22 ] . z , - c [ 22 ] . y ; # R0 . x = a = [ - Pi , Pi ] \ n \
# R0 must get a2, a4, a6, a8 \n\
MUL R0 . x , R0 . x , R0 . x ; # R0 . x = a2 \ n \
MUL R0 . y , R0 . x , R0 . x ; # R0 = a2 , a4 \ n \
MUL R0 . zw , R0 . y , R0 . xxxy ; # R0 = a2 , a4 , a6 , a8 \ n \
# Taylor serie: cos(x)= 1 - (1 / 2) a2 + (1 / 24) a4 - (1 / 720) a6 + (1 / 40320) a8. \n\
DP4 R0 . x , R0 , c [ 18 ] ; # R0 . x = cos ( x ) - 1. \ n \
\ n \
\ n \
# original norm \n\
DP3 R2 . x , v [ 0 ] , v [ 0 ] ; \ n \
RSQ R2 . y , R2 . x ; \ n \
MUL R2 . x , R2 . x , R2 . y ; \ n \
# norm, mul by factor, and add to relpos \n\
ADD R1 . x , R0 . x , c [ 8 ] . w ; \ n \
MUL R0 . x , v [ 9 ] . x , R2 . x ; \ n \
MUL R1 , R1 , R0 . x ; \ n \
ADD R5 . xyz , R1 , v [ 0 ] ; \ n \
# mod norm \n\
DP3 R0 . x , R5 , R5 ; \ n \
RSQ R0 . x , R0 . x ; \ n \
MUL R0 . x , R0 . x , R2 . x ; \ n \
MAD R5 , R0 . x , R5 , v [ 10 ] ; \ n \
" ;*/
// ***********************
/*
Bend start program :
Result : bend pos into R5 , and R7 , R8 , R9 is the rotation matrix for possible normal lighting .
*/
// ***********************
// Splitted in 2 parts because of the 2048 char limit
const char * NL3D_BendProgramP0 =
" !!VP1.0 \n \
# compute time of animation: time*freqfactor + phase. \n\
MAD R0 . x , c [ 17 ] . x , v [ 9 ] . z , v [ 9 ] . y ; # R0 . x = time of animation \ n \
\ n \
# animation: f(x)= cos(x). compute a high precision cosinus \n\
EXP R0 . y , R0 . x ; # fract part = > R0 . y = [ 0 , 1 ] < = > [ - Pi , Pi ] \ n \
MAD R0 . x , R0 . y , c [ 22 ] . z , - c [ 22 ] . y ; # R0 . x = a = [ - Pi , Pi ] \ n \
# R0 must get a2, a4, a6, a8 \n\
MUL R0 . x , R0 . x , R0 . x ; # R0 . x = a2 \ n \
MUL R0 . y , R0 . x , R0 . x ; # R0 = a2 , a4 \ n \
MUL R0 . zw , R0 . y , R0 . xxxy ; # R0 = a2 , a4 , a6 , a8 \ n \
# Taylor serie: cos(x)= 1 - (1 / 2) a2 + (1 / 24) a4 - (1 / 720) a6 + (1 / 40320) a8. \n\
DP4 R0 . x , R0 , c [ 18 ] ; # R0 . x = cos ( x ) - 1. \ n \
\ n \
# R0.x= [-2, 0]. And we want a result in BendWeight / 2*WindPower*[WindBendMin, 1] \n\
MAD R0 . x , R0 . x , c [ 17 ] . z , c [ 17 ] . y ; # R0 . x = WindPower * [ WindBendMin , 1 ] \ n \
MUL R0 . x , R0 . x , v [ 9 ] . x ; # R0 . x = angle = BendWeight / 2 * WindPower * [ WindBendMin , 1 ] \ n \
\ n \
# compute good precision sinus and cosinus, in R0.xy. \n\
# suppose that BendWeightMax / 2== 2Pi / 3 => do not need to fmod() nor \n\
# to have high order taylor serie \n\
DST R1 . xy , R0 . x , R0 . x ; # R1 = 1 , a2 \ n \
MUL R1 . z , R1 . y , R1 . y ; # R1 = 1 , a2 , a4 \ n \
MUL R1 . w , R1 . y , R1 . z ; # R1 = 1 , a2 , a4 , a6 ( cos serie ) \ n \
MUL R2 , R1 , R0 . x ; # R2 = a , a3 , a5 , a7 ( sin serie ) \ n \
DP4 R0 . x , R1 , c [ 19 ] ; # R0 . x = cos ( a ) \ n \
DP4 R0 . y , R2 , c [ 20 ] ; # R0 . y = sin ( a ) \ n \
" ;
const char * NL3D_BendProgramP1 =
" \n \
# build our quaternion \n\
# multiply the angleAxis by sin(a) / cos(a), where a is actually a / 2 \n\
# remind: c[16].z== angleAxis.z== 0 \n\
MUL R0 , c [ 16 ] , R0 . yyyx ; # R0 = quaternion . xyzw \ n \
\ n \
# build our matrix from this quaternion, into R7,R8,R9 \n\
# Quaternion TO matrix 3x3 in 7 ope, with quat.z==0 \n\
MUL R1 , R0 , c [ 8 ] . w ; # R1 = quat2 = 2 * quat = = 2 * x , 2 * y , 0 , 2 * w \ n \
MUL R2 , R1 , R0 . x ; # R2 = quatX = xx , xy , 0 , wx \ n \
MUL R3 , R1 , R0 . y ; # R3 = quatY = xy , yy , 0 , wy \ n \
# NB: c[21]= {0, 1, -1, 0} \n\
# Write to w, then w = 0, this avoid an unitialized component \n\
MAD R7 . xyzw , c [ 21 ] . zyyw , R3 . yxww , c [ 21 ] . yxxw ; \ n \
# R7.x= a11 = 1.0f - (yy) \n\
# R7.y= a12 = xy \n\
# R7.z= a13 = wy \n\
# NB: c[21]= {0, 1, -1, 0} \n\
# Write to w, then w = 0, this avoid an unitialized component \n\
MAD R8 . xyzw , c [ 21 ] . yzzw , R2 . yxww , c [ 21 ] . xyxw ; \ n \
# R8.x= a21 = xy \n\
# R8.y= a22 = 1.0f - (xx) \n\
# R8.z= a23 = - wx \n\
# NB: c[21]= {0, 1, -1, 0} \n\
# Write to w, then w = 0, this avoid an unitialized component \n\
ADD R9 . xyzw , R2 . zwxw , R3 . wzyw ; # a31 = 0 + wy , a32 = wx + 0 , a33 = xx + yy , because z = = 0 \ n \
MAD R9 . xyzw , R9 . xyzw , c [ 21 ] . zyzw , c [ 21 ] . xxyw ; \ n \
# R9.x= a31 = - wy \n\
# R9.y= a32 = wx \n\
# R9.z= a33 = 1.0f - (xx + yy) \n\
# transform pos \n\
DP3 R5 . x , R7 , v [ 0 ] ; \ n \
DP3 R5 . y , R8 , v [ 0 ] ; \ n \
DP3 R5 . z , R9 , v [ 0 ] ; # R5 = bended relative pos to center . \ n \
# temp, to optimize \n\
MOV R5 . w , c [ 21 ] . w ; \ n \
# add pos to center pos. \n\
ADD R5 , R5 , v [ 10 ] ; # R5 = world pos . R5 . w = R5 . w + v [ 10 ] . w = 0 + 1 = 1 \ n \
# make local to camera pos. Important for ZBuffer precision \n\
ADD R5 , R5 , - c [ 10 ] ; \ n \
" ;
// Concat the 2 strings
const string NL3D_BendProgram = string ( NL3D_BendProgramP0 ) + string ( NL3D_BendProgramP1 ) ;
// ***********************
/*
Lighted start program :
bend pos and normal , normalize and lit
*/
// ***********************
// Common start program.
const char * NL3D_LightedStartVegetableProgram =
" \n \
# bend Pos into R5. Now do it for normal \n\
DP3 R0 . x , R7 , v [ 2 ] ; \ n \
DP3 R0 . y , R8 , v [ 2 ] ; \ n \
DP3 R0 . z , R9 , v [ 2 ] ; # R0 = matRot * normal . \ n \
# Do the rot 2 times for normal (works fine) \n\
DP3 R6 . x , R7 , R0 ; \ n \
DP3 R6 . y , R8 , R0 ; \ n \
DP3 R6 . z , R9 , R0 ; # R6 = bended normal . \ n \
\ n \
# Normalize normal, and dot product, into R0.x \n\
# w hasn't been written \n\
DP3 R0 . x , R6 . xyzz , R6 . xyzz ; # R0 . x = R6 . sqrnorm ( ) \ n \
RSQ R0 . x , R0 . x ; # R0 . x = 1 / norm ( ) \ n \
MUL R6 , R6 . xyzz , R0 . x ; # R6 = R6 . normed ( ) \ n \
DP3 R0 . x , R6 , c [ 9 ] ; \ n \
\ n \
# FrontFacing \n\
MAX R0 . y , - R0 . x , c [ 8 ] . x ; # R0 . y = diffFactor = max ( 0 , - R6 * LightDir ) \ n \
MUL R1 . xyz , R0 . y , v [ 3 ] ; # R7 = diffFactor * DiffuseColor \ n \
ADD o [ COL0 ] . xyz , R1 , v [ 4 ] ; # col0 . RGB = AmbientColor + diffFactor * DiffuseColor \ n \
MOV o [ COL0 ] . w , c [ 8 ] . y ; \ n \
" ;
// ***********************
/*
Unlit start program :
bend pos into R5 , and copy color ( s )
*/
// ***********************
// Unlit no alpha blend.
const char * NL3D_UnlitVegetableProgram =
" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n \
\ n \
MOV o [ COL0 ] . w , c [ 8 ] . y ; \ n \
" ;
// Unlit with AlphaBlend.
const char * NL3D_UnlitAlphaBlendVegetableProgram =
" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n \
\ n \
# Blend transition. NB: in R5, we already have the position relative to the camera \n\
DP3 R0 . x , R5 , R5 ; # R0 . x = sqr ( dist to viewer ) . \ n \
RSQ R0 . y , R0 . x ; \ n \
MUL R0 . x , R0 . x , R0 . y ; # R0 . x = dist to viewer \ n \
# setup alpha Blending. Distance of appartition is encoded in the vertex. \n\
MAD o [ COL0 ] . w , R0 . x , c [ 11 ] . x , v [ 9 ] . w ; \ n \
" ;
// ***********************
/*
Common end of program : project , texture . Take pos from R5
*/
// ***********************
const char * NL3D_CommonEndVegetableProgram =
" # compute in Projection space \n \
DP4 o [ HPOS ] . x , c [ 0 ] , R5 ; \ n \
DP4 o [ HPOS ] . y , c [ 1 ] , R5 ; \ n \
DP4 o [ HPOS ] . z , c [ 2 ] , R5 ; \ n \
DP4 o [ HPOS ] . w , c [ 3 ] , R5 ; \ n \
# copy Dynamic lightmap UV in stage0, from colors Alpha part. \n\
MAD o [ TEX0 ] . xzw , v [ 3 ] . w , c [ 8 ] . yxxx , c [ 8 ] . xxxy ; \ n \
MOV o [ TEX0 ] . y , v [ 4 ] . w ; \ n \
# copy diffuse texture uv to stage 1. \n\
MOV o [ TEX1 ] , v [ 8 ] ; \ n \
" ;
// fogged version
const char * NL3D_VegetableProgramFog =
" DP4 o[FOGC].x, c[6], R5; \n \
" ;
// ***********************
/*
Speed test VP , No bend , no lighting .
*/
// ***********************
const char * NL3D_SimpleStartVegetableProgram =
" !!VP1.0 \n \
# compute in Projection space \n\
MAD R5 , v [ 0 ] , c [ 8 ] . yyyx , c [ 8 ] . xxxy ; \ n \
ADD R5 . xyz , R5 , v [ 10 ] ; \ n \
# make local to camera pos \n\
ADD R5 , R5 , - c [ 10 ] ; \ n \
MOV o [ COL0 ] . xyz , v [ 3 ] ; # col . RGBA = vertex color \ n \
" ;
// ***************************************************************************
void CVegetableManager : : initVertexProgram ( uint vpType , bool fogEnabled )
{
nlassert ( _LastDriver ) ; // update driver should have been called at least once !
// Init the Vertex Program.
string vpgram ;
// start always with Bend.
if ( vpType = = NL3D_VEGETABLE_RDRPASS_LIGHTED | | vpType = = NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED )
vpgram = NL3D_BendProgram ;
else
vpgram = NL3D_FastBendProgram ;
// combine the VP according to Type
switch ( vpType )
{
case NL3D_VEGETABLE_RDRPASS_LIGHTED :
case NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED :
vpgram + = string ( NL3D_LightedStartVegetableProgram ) ;
break ;
case NL3D_VEGETABLE_RDRPASS_UNLIT :
case NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED :
vpgram + = string ( NL3D_UnlitVegetableProgram ) ;
break ;
case NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT :
vpgram + = string ( NL3D_UnlitAlphaBlendVegetableProgram ) ;
break ;
}
// common end of VP
vpgram + = string ( NL3D_CommonEndVegetableProgram ) ;
if ( fogEnabled )
{
vpgram + = string ( NL3D_VegetableProgramFog ) ;
}
vpgram + = " \n END \n " ;
// create VP.
_VertexProgram [ vpType ] [ fogEnabled ? 1 : 0 ] = new CVertexProgram ( vpgram . c_str ( ) ) ;
}
// ***************************************************************************
// ***************************************************************************
// Instanciation
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
CVegetableClipBlock * CVegetableManager : : createClipBlock ( )
{
// create a clipblock
CVegetableClipBlock * ret ;
ret = _ClipBlockMemory . allocate ( ) ;
// append to list.
_EmptyClipBlockList . append ( ret ) ;
return ret ;
}
// ***************************************************************************
void CVegetableManager : : deleteClipBlock ( CVegetableClipBlock * clipBlock )
{
if ( ! clipBlock )
return ;
// verify no more sortBlocks in this clipblock
nlassert ( clipBlock - > _SortBlockList . size ( ) = = 0 ) ;
// unlink from _EmptyClipBlockList, because _InstanceGroupList.size() == 0 ...
_EmptyClipBlockList . remove ( clipBlock ) ;
// delete
_ClipBlockMemory . free ( clipBlock ) ;
}
// ***************************************************************************
CVegetableSortBlock * CVegetableManager : : createSortBlock ( CVegetableClipBlock * clipBlock , const CVector & center , float radius )
{
nlassert ( clipBlock ) ;
// create a clipblock
CVegetableSortBlock * ret ;
ret = _SortBlockMemory . allocate ( ) ;
ret - > _Owner = clipBlock ;
ret - > _Center = center ;
ret - > _Radius = radius ;
// append to list.
clipBlock - > _SortBlockList . append ( ret ) ;
return ret ;
}
// ***************************************************************************
void CVegetableManager : : deleteSortBlock ( CVegetableSortBlock * sortBlock )
{
if ( ! sortBlock )
return ;
// verify no more IGs in this sortblock
nlassert ( sortBlock - > _InstanceGroupList . size ( ) = = 0 ) ;
// unlink from clipBlock
sortBlock - > _Owner - > _SortBlockList . remove ( sortBlock ) ;
// delete
_SortBlockMemory . free ( sortBlock ) ;
}
// ***************************************************************************
CVegetableInstanceGroup * CVegetableManager : : createIg ( CVegetableSortBlock * sortBlock )
{
nlassert ( sortBlock ) ;
CVegetableClipBlock * clipBlock = sortBlock - > _Owner ;
// create an IG
CVegetableInstanceGroup * ret ;
ret = _InstanceGroupMemory . allocate ( ) ;
ret - > _SortOwner = sortBlock ;
ret - > _ClipOwner = clipBlock ;
// if the clipBlock is empty, change list, because won't be no more.
if ( clipBlock - > _NumIgs = = 0 )
{
// remove from empty list
_EmptyClipBlockList . remove ( clipBlock ) ;
// and append to not empty one.
_ClipBlockList . append ( clipBlock ) ;
}
// inc the number of igs appended to the clipBlock.
clipBlock - > _NumIgs + + ;
// link ig to sortBlock.
sortBlock - > _InstanceGroupList . append ( ret ) ;
// Special Init: The ZSort rdrPass must start with the same HardMode than SortBlock.
ret - > _RdrPass [ NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT ] . HardMode = sortBlock - > ZSortHardMode ;
return ret ;
}
// ***************************************************************************
void CVegetableManager : : deleteIg ( CVegetableInstanceGroup * ig )
{
if ( ! ig )
return ;
// update lighting mgt: no more vertices.
// -----------
// If I delete the ig which is the current root
if ( _ULRootIg = = ig )
{
// switch to next
_ULRootIg = ig - > _ULNext ;
// if still the same, it means that the circular list is now empty
if ( _ULRootIg = = ig )
_ULRootIg = NULL ;
// Reset UL instance info.
_ULCurrentIgRdrPass = 0 ;
_ULCurrentIgInstance = 0 ;
}
// remove UL vertex count of the deleted ig
_ULNTotalVertices - = ig - > _ULNumVertices ;
// unlink the ig for lighting update.
ig - > unlinkUL ( ) ;
// For all render pass of this instance, delete his vertices
// -----------
for ( sint rdrPass = 0 ; rdrPass < NL3D_VEGETABLE_NRDRPASS ; rdrPass + + )
{
// rdrPass
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = ig - > _RdrPass [ rdrPass ] ;
// which allocator?
CVegetableVBAllocator & vbAllocator = getVBAllocatorForRdrPassAndVBHardMode ( rdrPass , vegetRdrPass . HardMode ) ;
// For all vertices of this rdrPass, delete it
sint numVertices ;
numVertices = vegetRdrPass . Vertices . size ( ) ;
// all vertices must have been setuped.
nlassert ( ( uint ) numVertices = = vegetRdrPass . NVertices ) ;
for ( sint i = 0 ; i < numVertices ; i + + )
{
vbAllocator . deleteVertex ( vegetRdrPass . Vertices [ i ] ) ;
}
vegetRdrPass . Vertices . clear ( ) ;
}
CVegetableClipBlock * clipBlock = ig - > _ClipOwner ;
CVegetableSortBlock * sortBlock = ig - > _SortOwner ;
// If I have got some faces in ZSort rdrPass
if ( ig - > _HasZSortPassInstances )
// after my deletion, the sortBlock must be updated.
sortBlock - > _Dirty = true ;
// unlink from sortBlock, and delete.
sortBlock - > _InstanceGroupList . remove ( ig ) ;
_InstanceGroupMemory . free ( ig ) ;
// decRef the clipBlock
clipBlock - > _NumIgs - - ;
// if the clipBlock is now empty, change list
if ( clipBlock - > _NumIgs = = 0 )
{
// remove from normal list
_ClipBlockList . remove ( clipBlock ) ;
// and append to empty list.
_EmptyClipBlockList . append ( clipBlock ) ;
}
}
// ***************************************************************************
CVegetableShape * CVegetableManager : : getVegetableShape ( const std : : string & shape )
{
ItShapeMap it = _ShapeMap . find ( shape ) ;
// if found
if ( it ! = _ShapeMap . end ( ) )
return & it - > second ;
// else insert
{
// insert.
CVegetableShape * ret ;
it = ( _ShapeMap . insert ( make_pair ( shape , CVegetableShape ( ) ) ) ) . first ;
ret = & it - > second ;
// fill.
try
{
if ( ! ret - > loadShape ( shape ) )
{
// Warning
nlwarning ( " CVegetableManager::getVegetableShape could not load shape file '%s' " , shape . c_str ( ) ) ;
// Remove from map
_ShapeMap . erase ( shape ) ;
// Return NULL
ret = NULL ;
}
}
catch ( const Exception & e )
{
// Warning
nlwarning ( " CVegetableManager::getVegetableShape error while loading shape file '%s' : '%s' " , shape . c_str ( ) , e . what ( ) ) ;
// Remove from map
_ShapeMap . erase ( shape ) ;
// Return NULL
ret = NULL ;
}
return ret ;
}
}
// ***************************************************************************
uint CVegetableManager : : getRdrPassInfoForShape ( CVegetableShape * shape , TVegetableWater vegetWaterState ,
bool & instanceLighted , bool & instanceDoubleSided , bool & instanceZSort ,
bool & destLighted , bool & precomputeLighting )
{
instanceLighted = shape - > Lighted ;
instanceDoubleSided = shape - > DoubleSided ;
// Disable ZSorting when we intersect water.
instanceZSort = shape - > AlphaBlend & & vegetWaterState ! = IntersectWater ;
destLighted = instanceLighted & & ! shape - > PreComputeLighting ;
precomputeLighting = instanceLighted & & shape - > PreComputeLighting ;
// get correct rdrPass
uint rdrPass ;
// get according to lighted / doubleSided state
if ( destLighted )
{
if ( instanceDoubleSided )
rdrPass = NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED ;
else
rdrPass = NL3D_VEGETABLE_RDRPASS_LIGHTED ;
}
else
{
if ( instanceDoubleSided )
{
if ( instanceZSort )
rdrPass = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT ;
else
rdrPass = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED ;
}
else
rdrPass = NL3D_VEGETABLE_RDRPASS_UNLIT ;
}
return rdrPass ;
}
// ***************************************************************************
void CVegetableManager : : reserveIgAddInstances ( CVegetableInstanceGroupReserve & vegetIgReserve , CVegetableShape * shape , TVegetableWater vegetWaterState , uint numInstances )
{
bool instanceLighted ;
bool instanceDoubleSided ;
bool instanceZSort ;
bool destLighted ;
bool precomputeLighting ;
// get correct rdrPass / info
uint rdrPass ;
rdrPass = getRdrPassInfoForShape ( shape , vegetWaterState , instanceLighted , instanceDoubleSided ,
instanceZSort , destLighted , precomputeLighting ) ;
// veget rdrPass
CVegetableInstanceGroupReserve : : CVegetableRdrPass & vegetRdrPass = vegetIgReserve . _RdrPass [ rdrPass ] ;
// Reserve space in the rdrPass.
vegetRdrPass . NVertices + = numInstances * shape - > VB . getNumVertices ( ) ;
vegetRdrPass . NTriangles + = numInstances * ( uint ) shape - > TriangleIndices . size ( ) / 3 ;
// if the instances are lighted, reserve space for lighting updates
if ( instanceLighted )
vegetRdrPass . NLightedInstances + = numInstances ;
}
// ***************************************************************************
void CVegetableManager : : reserveIgCompile ( CVegetableInstanceGroup * ig , const CVegetableInstanceGroupReserve & vegetIgReserve )
{
uint rdrPass ;
// Check.
//===========
// For all rdrPass of the ig, check empty
for ( rdrPass = 0 ; rdrPass < NL3D_VEGETABLE_NRDRPASS ; rdrPass + + )
{
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = ig - > _RdrPass [ rdrPass ] ;
nlassert ( vegetRdrPass . TriangleIndices . getNumIndexes ( ) = = 0 ) ;
nlassert ( vegetRdrPass . TriangleLocalIndices . size ( ) = = 0 ) ;
nlassert ( vegetRdrPass . Vertices . size ( ) = = 0 ) ;
nlassert ( vegetRdrPass . LightedInstances . size ( ) = = 0 ) ;
}
// Do the same for all quadrants of the zsort rdrPass.
nlassert ( ig - > _TriangleQuadrantOrderArray . size ( ) = = 0 ) ;
nlassert ( ig - > _TriangleQuadrantOrderNumTriangles = = 0 ) ;
// Reserve.
//===========
// For all rdrPass of the ig, reserve.
for ( rdrPass = 0 ; rdrPass < NL3D_VEGETABLE_NRDRPASS ; rdrPass + + )
{
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = ig - > _RdrPass [ rdrPass ] ;
uint numVertices = vegetIgReserve . _RdrPass [ rdrPass ] . NVertices ;
uint numTris = vegetIgReserve . _RdrPass [ rdrPass ] . NTriangles ;
uint numLightedInstances = vegetIgReserve . _RdrPass [ rdrPass ] . NLightedInstances ;
// reserve triangles indices and vertices for this rdrPass.
vegetRdrPass . TriangleIndices . setFormat ( vegetRdrPass . HardMode ? CIndexBuffer : : Indices16 : CIndexBuffer : : Indices32 ) ;
vegetRdrPass . TriangleIndices . setNumIndexes ( numTris * 3 ) ;
vegetRdrPass . TriangleLocalIndices . resize ( numTris * 3 ) ;
vegetRdrPass . Vertices . resize ( numVertices ) ;
// reserve ligthedinstances space.
vegetRdrPass . LightedInstances . resize ( numLightedInstances ) ;
}
// Reserve space for the zsort rdrPass sorting.
uint numZSortTris = vegetIgReserve . _RdrPass [ NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT ] . NTriangles ;
// allocate sufficient space for all quadrants (1 alloc for all quadrants).
ig - > _TriangleQuadrantOrderArray . resize ( numZSortTris * NL3D_VEGETABLE_NUM_QUADRANT ) ;
// And init ptrs.
if ( numZSortTris > 0 )
{
sint16 * start = ig - > _TriangleQuadrantOrderArray . getPtr ( ) ;
// init ptr to each qaudrant
for ( uint i = 0 ; i < NL3D_VEGETABLE_NUM_QUADRANT ; i + + )
{
ig - > _TriangleQuadrantOrders [ i ] = start + i * numZSortTris ;
}
}
}
// ***************************************************************************
inline void computeVegetVertexLighting ( const CVector & rotNormal ,
const CVector & sunDir , CRGBA primaryRGBA , CRGBA secondaryRGBA ,
CVegetableLightEx & vegetLex , CRGBA diffusePL [ 2 ] , CRGBA * dst )
{
float dpSun ;
float dpPL [ 2 ] ;
CRGBA col ;
CRGBA resColor ;
// compute front-facing coloring.
{
// Compute Sun Light.
dpSun = rotNormal * sunDir ;
float f = max ( 0.f , - dpSun ) ;
col . modulateFromuiRGBOnly ( primaryRGBA , NLMISC : : OptFastFloor ( f * 256 ) ) ;
// Add it with ambient
resColor . addRGBOnly ( col , secondaryRGBA ) ;
// Add influence of 2 lights only. (unrolled for better BTB use)
// Compute Light 0 ?
if ( vegetLex . NumLights > = 1 )
{
dpPL [ 0 ] = rotNormal * vegetLex . Direction [ 0 ] ;
f = max ( 0.f , - dpPL [ 0 ] ) ;
col . modulateFromuiRGBOnly ( diffusePL [ 0 ] , NLMISC : : OptFastFloor ( f * 256 ) ) ;
resColor . addRGBOnly ( col , resColor ) ;
// Compute Light 1 ?
if ( vegetLex . NumLights > = 2 )
{
dpPL [ 1 ] = rotNormal * vegetLex . Direction [ 1 ] ;
f = max ( 0.f , - dpPL [ 1 ] ) ;
col . modulateFromuiRGBOnly ( diffusePL [ 1 ] , NLMISC : : OptFastFloor ( f * 256 ) ) ;
resColor . addRGBOnly ( col , resColor ) ;
}
}
// Keep correct U of Dynamic Lightmap UV encoded in primaryRGBA Alpha part.
resColor . A = primaryRGBA . A ;
// copy to dest
* dst = resColor ;
}
}
// ***************************************************************************
inline void computeVegetVertexLightingForceBestSided ( const CVector & rotNormal ,
const CVector & sunDir , CRGBA primaryRGBA , CRGBA secondaryRGBA ,
CVegetableLightEx & vegetLex , CRGBA diffusePL [ 2 ] , CRGBA * dst )
{
float dpSun ;
float dpPL [ 2 ] ;
CRGBA col ;
CRGBA resColor ;
// compute best-facing coloring.
{
// Compute Sun Light.
dpSun = rotNormal * sunDir ;
// ForceBestSided: take the absolute value (max of -val,val)
float f = ( float ) fabs ( dpSun ) ;
col . modulateFromuiRGBOnly ( primaryRGBA , NLMISC : : OptFastFloor ( f * 256 ) ) ;
// Add it with ambient
resColor . addRGBOnly ( col , secondaryRGBA ) ;
// Add influence of 2 lights only. (unrolled for better BTB use)
// Compute Light 0 ?
if ( vegetLex . NumLights > = 1 )
{
dpPL [ 0 ] = rotNormal * vegetLex . Direction [ 0 ] ;
// ForceBestSided: take the absolute value (max of -val,val)
f = ( float ) fabs ( dpPL [ 0 ] ) ;
col . modulateFromuiRGBOnly ( diffusePL [ 0 ] , NLMISC : : OptFastFloor ( f * 256 ) ) ;
resColor . addRGBOnly ( col , resColor ) ;
// Compute Light 1 ?
if ( vegetLex . NumLights > = 2 )
{
dpPL [ 1 ] = rotNormal * vegetLex . Direction [ 1 ] ;
f = ( float ) fabs ( dpPL [ 1 ] ) ;
col . modulateFromuiRGBOnly ( diffusePL [ 1 ] , NLMISC : : OptFastFloor ( f * 256 ) ) ;
resColor . addRGBOnly ( col , resColor ) ;
}
}
// Keep correct U of Dynamic Lightmap UV encoded in primaryRGBA Alpha part.
resColor . A = primaryRGBA . A ;
// copy to dest
* dst = resColor ;
}
}
// ***************************************************************************
void CVegetableManager : : addInstance ( CVegetableInstanceGroup * ig ,
CVegetableShape * shape , const NLMISC : : CMatrix & mat ,
const NLMISC : : CRGBAF & ambientColor , const NLMISC : : CRGBAF & diffuseColor ,
float bendFactor , float bendPhase , float bendFreqFactor , float blendDistMax ,
TVegetableWater vegetWaterState , CVegetableUV8 dlmUV )
{
sint i ;
// Some setup.
//--------------------
bool instanceLighted ;
bool instanceDoubleSided ;
bool instanceZSort ;
bool destLighted ;
bool precomputeLighting ;
// get correct rdrPass / info
uint rdrPass ;
rdrPass = getRdrPassInfoForShape ( shape , vegetWaterState , instanceLighted , instanceDoubleSided ,
instanceZSort , destLighted , precomputeLighting ) ;
// bestSided Precompute lighting or not??
bool bestSidedPrecomputeLighting = precomputeLighting & & shape - > BestSidedPreComputeLighting ;
// veget rdrPass
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = ig - > _RdrPass [ rdrPass ] ;
// color.
// setup using OptFastFloor.
CRGBA ambientRGBA , diffuseRGBA ;
CRGBA primaryRGBA , secondaryRGBA ;
// diffuseColor
diffuseRGBA . R = ( uint8 ) NLMISC : : OptFastFloor ( diffuseColor . R * 255 ) ;
diffuseRGBA . G = ( uint8 ) NLMISC : : OptFastFloor ( diffuseColor . G * 255 ) ;
diffuseRGBA . B = ( uint8 ) NLMISC : : OptFastFloor ( diffuseColor . B * 255 ) ;
diffuseRGBA . A = 255 ;
// ambientColor
ambientRGBA . R = ( uint8 ) NLMISC : : OptFastFloor ( ambientColor . R * 255 ) ;
ambientRGBA . G = ( uint8 ) NLMISC : : OptFastFloor ( ambientColor . G * 255 ) ;
ambientRGBA . B = ( uint8 ) NLMISC : : OptFastFloor ( ambientColor . B * 255 ) ;
ambientRGBA . A = 255 ;
// For Lighted, modulate with global light.
if ( instanceLighted )
{
primaryRGBA . modulateFromColorRGBOnly ( diffuseRGBA , _GlobalDiffuse ) ;
secondaryRGBA . modulateFromColorRGBOnly ( ambientRGBA , _GlobalAmbient ) ;
}
// if the instance is not lighted, then don't take care of lighting
else
{
primaryRGBA . R = diffuseRGBA . R ;
primaryRGBA . G = diffuseRGBA . G ;
primaryRGBA . B = diffuseRGBA . B ;
// may not be useful (2Sided lighting no more supported)
secondaryRGBA = primaryRGBA ;
}
// Copy Dynamic Lightmap UV in Alpha part (save memory for an extra cost of 1 VP instruction)
primaryRGBA . A = dlmUV . U ;
secondaryRGBA . A = dlmUV . V ;
// get ref on the vegetLex.
CVegetableLightEx & vegetLex = ig - > VegetableLightEx ;
// Color of pointLights modulated by diffuse.
CRGBA diffusePL [ 2 ] ;
diffusePL [ 0 ] = CRGBA : : Black ;
diffusePL [ 1 ] = CRGBA : : Black ;
if ( vegetLex . NumLights > = 1 )
{
diffusePL [ 0 ] . modulateFromColorRGBOnly ( diffuseRGBA , vegetLex . Color [ 0 ] ) ;
if ( vegetLex . NumLights > = 2 )
{
diffusePL [ 1 ] . modulateFromColorRGBOnly ( diffuseRGBA , vegetLex . Color [ 1 ] ) ;
}
}
// normalize bendFreqFactor
bendFreqFactor * = NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC ;
bendFreqFactor = ( float ) floor ( bendFreqFactor + 0.5f ) ;
bendFreqFactor / = NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC ;
// Get allocator, and manage VBhard overriding.
//--------------------
CVegetableVBAllocator * allocator ;
// if still in Sfot mode, keep it.
if ( ! vegetRdrPass . HardMode )
{
// get the soft allocator.
allocator = & getVBAllocatorForRdrPassAndVBHardMode ( rdrPass , 0 ) ;
}
else
{
// Get VB allocator Hard for this rdrPass
allocator = & getVBAllocatorForRdrPassAndVBHardMode ( rdrPass , 1 ) ;
// Test if the instance don't add too many vertices for this VBHard
if ( allocator - > exceedMaxVertexInBufferHard ( shape - > VB . getNumVertices ( ) ) )
{
// if exceed, then must pass ALL the IG in software mode. vertices/faces are correclty updated.
// special: if rdrPass is the ZSort one,
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
{
nlassert ( ig - > _SortOwner - > ZSortHardMode ) ;
// must do it on ALL igs of the sortBlock, for less VBuffer mode switching.
CVegetableInstanceGroup * pIg = ig - > _SortOwner - > _InstanceGroupList . begin ( ) ;
while ( pIg )
{
// let's pass them in software mode.
swapIgRdrPassHardMode ( pIg , rdrPass ) ;
// next
pIg = ( CVegetableInstanceGroup * ) pIg - > Next ;
}
// Then all The sortBlock is in SoftMode.
ig - > _SortOwner - > ZSortHardMode = false ;
}
else
{
// just do it on this Ig (can mix hardMode in a SortBlock for normal rdrPass)
swapIgRdrPassHardMode ( ig , rdrPass ) ;
}
// now, we can use the software only Allocator to append our instance
allocator = & getVBAllocatorForRdrPassAndVBHardMode ( rdrPass , 0 ) ;
}
}
// get correct dstVB
const CVertexBuffer & dstVBInfo = allocator - > getSoftwareVertexBuffer ( ) ;
// Transform vertices to a vegetable instance, and enlarge clipBlock
//--------------------
// compute matrix to multiply normals, ie (M-1)t
CMatrix normalMat ;
// need just rotation scale matrix.
normalMat . setRot ( mat ) ;
normalMat . invert ( ) ;
normalMat . transpose ( ) ;
// compute Instance position
CVector instancePos ;
mat . getPos ( instancePos ) ;
// At least, the bbox of the clipBlock must include the center of the shape.
ig - > _ClipOwner - > extendSphere ( instancePos ) ;
// Vertex/triangle Info.
uint numNewVertices = shape - > VB . getNumVertices ( ) ;
uint numNewTris = ( uint ) shape - > TriangleIndices . size ( ) / 3 ;
uint numNewIndices = ( uint ) shape - > TriangleIndices . size ( ) ;
// src info.
uint srcNormalOff = ( instanceLighted ? shape - > VB . getNormalOff ( ) : 0 ) ;
uint srcTex0Off = shape - > VB . getTexCoordOff ( 0 ) ;
uint srcTex1Off = shape - > VB . getTexCoordOff ( 1 ) ;
// dst info
uint dstNormalOff = ( destLighted ? dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_NORMAL ) : 0 ) ;
uint dstColor0Off = dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_COLOR0 ) ;
uint dstColor1Off = dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_COLOR1 ) ;
uint dstTex0Off = dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_TEX0 ) ;
uint dstBendOff = dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_BENDINFO ) ;
uint dstCenterOff = dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_CENTER ) ;
// For D3D, If the VertexBuffer is in BGRA mode
if ( allocator - > isBGRA ( ) )
{
// then swap only the B and R (no cpu cycle added per vertex)
primaryRGBA . swapBR ( ) ;
secondaryRGBA . swapBR ( ) ;
diffusePL [ 0 ] . swapBR ( ) ;
diffusePL [ 1 ] . swapBR ( ) ;
}
// Useful for !destLighted only.
CVector deltaPos ;
float deltaPosNorm = 0.0 ;
// Useful for ZSORT rdrPass, the worldVertices.
static vector < CVector > worldVertices ;
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
{
worldVertices . resize ( numNewVertices ) ;
}
CVertexBufferRead vba ;
shape - > VB . lock ( vba ) ;
// For all vertices of shape, transform and store manager indices in temp shape.
for ( i = 0 ; i < ( sint ) numNewVertices ; i + + )
{
// allocate a Vertex
uint vid = allocator - > allocateVertex ( ) ;
CVertexBufferReadWrite vbaOut ;
allocator - > getSoftwareVertexBuffer ( ) . lock ( vbaOut ) ;
// store in tmp shape.
shape - > InstanceVertices [ i ] = vid ;
// Fill this vertex.
const uint8 * srcPtr = ( uint8 * ) vba . getVertexCoordPointer ( i ) ;
uint8 * dstPtr = ( uint8 * ) vbaOut . getVertexCoordPointer ( vid ) ;
// Get bendWeight for this vertex.
float vertexBendWeight = ( ( CUV * ) ( srcPtr + srcTex1Off ) ) - > U * bendFactor ;
// Pos.
//-------
// Separate Center and relative pos.
CVector relPos = mat . mulVector ( * ( CVector * ) srcPtr ) ; // mulVector, because translation in v[center]
// compute bendCenterPos
CVector bendCenterPos ;
if ( shape - > BendCenterMode = = CVegetableShapeBuild : : BendCenterNull )
bendCenterPos = CVector : : Null ;
else
{
CVector v = * ( CVector * ) srcPtr ;
v . z = 0 ;
bendCenterPos = mat . mulVector ( v ) ; // mulVector, because translation in v[center]
}
// copy
deltaPos = relPos - bendCenterPos ;
* ( CVector * ) dstPtr = deltaPos ;
* ( CVector * ) ( dstPtr + dstCenterOff ) = instancePos + bendCenterPos ;
// if !destLighted, then VP is different
if ( ! destLighted )
{
deltaPosNorm = deltaPos . norm ( ) ;
// copy bendWeight in v.w
CVectorH * vh = ( CVectorH * ) dstPtr ;
// Mul by deltaPosNorm, to draw an arc circle.
vh - > w = vertexBendWeight * deltaPosNorm ;
}
// Enlarge the clipBlock of the IG.
// Since small shape, enlarge with each vertices. simpler and maybe faster.
// TODO_VEGET: bend and clipping ...
ig - > _ClipOwner - > extendBBoxOnly ( instancePos + relPos ) ;
// prepare for ZSort
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
{
worldVertices [ i ] = instancePos + relPos ;
}
// Color-ligthing.
//-------
if ( ! precomputeLighting )
{
// just copy the primary color (means diffuse part if lighted)
* ( CRGBA * ) ( dstPtr + dstColor0Off ) = primaryRGBA ;
// normal and secondary color
if ( destLighted )
{
// normal
* ( CVector * ) ( dstPtr + dstNormalOff ) = normalMat . mulVector ( * ( CVector * ) ( srcPtr + srcNormalOff ) ) ;
}
// If destLighted, secondaryRGBA is the ambient
// else secondaryRGBA is used only for Alpha (DLM uv.v).
* ( CRGBA * ) ( dstPtr + dstColor1Off ) = secondaryRGBA ;
}
else
{
nlassert ( ! destLighted ) ;
// compute normal.
CVector rotNormal = normalMat . mulVector ( * ( CVector * ) ( srcPtr + srcNormalOff ) ) ;
// must normalize() because scale is possible.
rotNormal . normalize ( ) ;
// Do the compute.
if ( ! bestSidedPrecomputeLighting )
{
computeVegetVertexLighting ( rotNormal ,
_DirectionalLight , primaryRGBA , secondaryRGBA ,
vegetLex , diffusePL , ( CRGBA * ) ( dstPtr + dstColor0Off ) ) ;
}
else
{
computeVegetVertexLightingForceBestSided ( rotNormal ,
_DirectionalLight , primaryRGBA , secondaryRGBA ,
vegetLex , diffusePL , ( CRGBA * ) ( dstPtr + dstColor0Off ) ) ;
}
// copy secondaryRGBA, used only for Alpha (DLM uv.v).
* ( CRGBA * ) ( dstPtr + dstColor1Off ) = secondaryRGBA ;
}
// Texture.
//-------
* ( CUV * ) ( dstPtr + dstTex0Off ) = * ( CUV * ) ( srcPtr + srcTex0Off ) ;
// Bend.
//-------
CVector * dstBendPtr = ( CVector * ) ( dstPtr + dstBendOff ) ;
// setup bend Phase.
dstBendPtr - > y = bendPhase ;
// setup bend Weight.
// if !destLighted, then VP is different, vertexBendWeight is stored in v[0].w
if ( destLighted )
dstBendPtr - > x = vertexBendWeight ;
else
// the VP need the norm of relPos in v[9].x
dstBendPtr - > x = deltaPosNorm ;
// setup bendFreqFactor
dstBendPtr - > z = bendFreqFactor ;
/// If AlphaBlend / ZSort rdrPass, then setup AlphaBlend computing.
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
{
// get ptr on v[9].w NB: in Unlit mode, it has 4 components.
CVectorH * dstBendPtr = ( CVectorH * ) ( dstPtr + dstBendOff ) ;
// setup the constant of linear formula:
// Alpha= -1/blendTransDist * dist + blendDistMax/blendTransDist
dstBendPtr - > w = blendDistMax / NL3D_VEGETABLE_BLOCK_BLEND_TRANSITION_DIST ;
}
// fill the vertex in AGP.
//-------
allocator - > flushVertex ( vid ) ;
}
// must recompute the sphere according to the bbox.
ig - > _ClipOwner - > updateSphere ( ) ;
// If ZSort, compute Triangle Centers and Orders for quadrant
//--------------------
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
{
// inform the SB that it must be updated.
ig - > _SortOwner - > _Dirty = true ;
// For deletion, inform the ig that it has instances which impact the SB.
ig - > _HasZSortPassInstances = true ;
// change UnderWater falg of the SB
if ( vegetWaterState = = AboveWater )
ig - > _SortOwner - > _UnderWater = false ;
else if ( vegetWaterState = = UnderWater )
ig - > _SortOwner - > _UnderWater = true ;
// static to avoid reallocation
static vector < CVector > triangleCenters ;
triangleCenters . resize ( numNewTris ) ;
// compute triangle centers
for ( uint i = 0 ; i < numNewTris ; i + + )
{
// get index in shape.
uint v0 = shape - > TriangleIndices [ i * 3 + 0 ] ;
uint v1 = shape - > TriangleIndices [ i * 3 + 1 ] ;
uint v2 = shape - > TriangleIndices [ i * 3 + 2 ] ;
// get world coord.
const CVector & vert0 = worldVertices [ v0 ] ;
const CVector & vert1 = worldVertices [ v1 ] ;
const CVector & vert2 = worldVertices [ v2 ] ;
// compute center
triangleCenters [ i ] = ( vert0 + vert1 + vert2 ) / 3 ;
// relative to center of the sortBlock (for sint16 compression)
triangleCenters [ i ] - = ig - > _SortOwner - > _Center ;
}
// resize the array. Actually only modify the number of triangles really setuped.
uint offTri = ig - > _TriangleQuadrantOrderNumTriangles ;
ig - > _TriangleQuadrantOrderNumTriangles + = numNewTris ;
// verify user has correclty used reserveIg system.
nlassert ( ig - > _TriangleQuadrantOrderNumTriangles * NL3D_VEGETABLE_NUM_QUADRANT < = ig - > _TriangleQuadrantOrderArray . size ( ) ) ;
// compute distance for each quadrant. Since we are not sure of the sortBlockSize, mul with a (big: 16) security.
// NB: for landscape practical usage, this left us with more than 1mm precision.
float distFactor = 32768 / ( 16 * ig - > _SortOwner - > _Radius ) ;
for ( uint quadId = 0 ; quadId < NL3D_VEGETABLE_NUM_QUADRANT ; quadId + + )
{
const CVector & quadDir = CVegetableQuadrant : : Dirs [ quadId ] ;
// For all tris.
for ( uint i = 0 ; i < numNewTris ; i + + )
{
// compute the distance with orientation of the quadrant. (DotProduct)
float dist = triangleCenters [ i ] * quadDir ;
// compress to sint16.
ig - > _TriangleQuadrantOrders [ quadId ] [ offTri + i ] = ( sint16 ) NLMISC : : OptFastFloor ( dist * distFactor ) ;
}
}
}
// Append list of indices and list of triangles to the IG
//--------------------
// TODO_VEGET_OPTIM: system reallocation of array is very bad...
// compute dest start idx.
uint offVertex = vegetRdrPass . NVertices ;
uint offTri = vegetRdrPass . NTriangles ;
uint offTriIdx = offTri * 3 ;
// verify user has correclty used reserveIg system.
nlassert ( offVertex + numNewVertices < = vegetRdrPass . Vertices . size ( ) ) ;
nlassert ( offTriIdx + numNewIndices < = vegetRdrPass . TriangleIndices . getNumIndexes ( ) ) ;
nlassert ( offTriIdx + numNewIndices < = vegetRdrPass . TriangleLocalIndices . size ( ) ) ;
// insert list of vertices to delete in ig vertices.
vegetRdrPass . Vertices . copy ( offVertex , offVertex + numNewVertices , & shape - > InstanceVertices [ 0 ] ) ;
// insert array of triangles in ig.
// for all indices, fill IG
CIndexBufferReadWrite ibaWrite ;
vegetRdrPass . TriangleIndices . lock ( ibaWrite ) ;
if ( vegetRdrPass . TriangleIndices . getFormat ( ) = = CIndexBuffer : : Indices16 )
{
uint16 * ptr = ( uint16 * ) ibaWrite . getPtr ( ) ;
for ( i = 0 ; i < ( sint ) numNewIndices ; i + + )
{
// get the index of the vertex in the shape
uint vid = shape - > TriangleIndices [ i ] ;
// re-direction, using InstanceVertices;
# ifdef NL_DEBUG
nlassert ( shape - > InstanceVertices [ vid ] < = 0xffff ) ;
# endif
ptr [ offTriIdx + i ] = ( uint16 ) shape - > InstanceVertices [ vid ] ;
// local re-direction: adding vertexOffset.
vegetRdrPass . TriangleLocalIndices [ offTriIdx + i ] = offVertex + vid ;
}
}
else
{
uint32 * ptr = ( uint32 * ) ibaWrite . getPtr ( ) ;
for ( i = 0 ; i < ( sint ) numNewIndices ; i + + )
{
// get the index of the vertex in the shape
uint vid = shape - > TriangleIndices [ i ] ;
// re-direction, using InstanceVertices;
ptr [ offTriIdx + i ] = shape - > InstanceVertices [ vid ] ;
// local re-direction: adding vertexOffset.
vegetRdrPass . TriangleLocalIndices [ offTriIdx + i ] = offVertex + vid ;
}
}
// new triangle and vertex size.
vegetRdrPass . NTriangles + = numNewTris ;
vegetRdrPass . NVertices + = numNewVertices ;
// if lighted, must add a lightedInstance for lighting update.
//--------------------
if ( instanceLighted )
{
// first, update Ig.
ig - > _ULNumVertices + = numNewVertices ;
// and update the vegetable manager.
_ULNTotalVertices + = numNewVertices ;
// link at the end of the circular list: link before the current root.
if ( _ULRootIg = = NULL )
_ULRootIg = ig ;
else
ig - > linkBeforeUL ( _ULRootIg ) ;
// check good use of reserveIg.
nlassert ( vegetRdrPass . NLightedInstances < vegetRdrPass . LightedInstances . size ( ) ) ;
// Fill instance info
CVegetableInstanceGroup : : CVegetableLightedInstance & vli =
vegetRdrPass . LightedInstances [ vegetRdrPass . NLightedInstances ] ;
vli . Shape = shape ;
vli . NormalMat = normalMat ;
// copy colors unmodulated by global light.
vli . MatAmbient = ambientRGBA ;
vli . MatDiffuse = diffuseRGBA ;
// store dynamic lightmap UV
vli . DlmUV = dlmUV ;
// where vertices of this instances are wrote in the VegetRdrPass
vli . StartIdInRdrPass = offVertex ;
// Inc size setuped.
vegetRdrPass . NLightedInstances + + ;
}
}
// ***************************************************************************
void CVegetableManager : : swapIgRdrPassHardMode ( CVegetableInstanceGroup * ig , uint rdrPass )
{
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = ig - > _RdrPass [ rdrPass ] ;
// the allocator where vertices come from
CVegetableVBAllocator & srcAllocator = getVBAllocatorForRdrPassAndVBHardMode ( rdrPass , vegetRdrPass . HardMode ) ;
// the allocator where vertices will go
CVegetableVBAllocator & dstAllocator = getVBAllocatorForRdrPassAndVBHardMode ( rdrPass , ! vegetRdrPass . HardMode ) ;
// vertex size
uint vbSize = srcAllocator . getSoftwareVertexBuffer ( ) . getVertexSize ( ) ;
nlassert ( vbSize = = dstAllocator . getSoftwareVertexBuffer ( ) . getVertexSize ( ) ) ;
CVertexBufferRead vbaIn ;
srcAllocator . getSoftwareVertexBuffer ( ) . lock ( vbaIn ) ;
// for all vertices of the IG, change of VBAllocator
uint i ;
// Do it only for current Vertices setuped!!! because a swapIgRdrPassHardMode awlays arise when the ig is
// in construcion.
// Hence here, we may have vegetRdrPass.NVertices < vegetRdrPass.Vertices.size() !!!
for ( i = 0 ; i < vegetRdrPass . NVertices ; i + + )
{
// get idx in src allocator.
uint srcId = vegetRdrPass . Vertices [ i ] ;
// allocate a vertex in the dst allocator.
uint dstId = dstAllocator . allocateVertex ( ) ;
CVertexBufferReadWrite vbaOut ;
dstAllocator . getSoftwareVertexBuffer ( ) . lock ( vbaOut ) ;
// copy from VBsoft of src to dst.
const void * vbSrc = vbaIn . getVertexCoordPointer ( srcId ) ;
void * vbDst = vbaOut . getVertexCoordPointer ( dstId ) ;
memcpy ( vbDst , vbSrc , vbSize ) ;
// release src vertex.
srcAllocator . deleteVertex ( srcId ) ;
// and copy new dest id in Vertices array.
vegetRdrPass . Vertices [ i ] = dstId ;
// and flush this vertex into VBHard (if dst is aVBHard).
dstAllocator . flushVertex ( dstId ) ;
}
// For all triangles, bind correct triangles.
nlassert ( vegetRdrPass . TriangleIndices . getNumIndexes ( ) = = vegetRdrPass . TriangleLocalIndices . size ( ) ) ;
// Do it only for current Triangles setuped!!! same reason as vertices
// For all setuped triangles indices
CIndexBufferReadWrite ibaWrite ;
// For hard mode, uses faster 16 bit indices because the VB is not bigger than 65K
vegetRdrPass . TriangleIndices . setFormat ( vegetRdrPass . HardMode ? CIndexBuffer : : Indices32 : CIndexBuffer : : Indices16 ) ; // NB : this is not an error here : vegetRdrPass.HardMode has not been inverted yet
vegetRdrPass . TriangleIndices . lock ( ibaWrite ) ;
if ( ibaWrite . getFormat ( ) = = CIndexBuffer : : Indices16 )
{
uint16 * ptr = ( uint16 * ) ibaWrite . getPtr ( ) ;
for ( i = 0 ; i < vegetRdrPass . NTriangles * 3 ; i + + )
{
// get the index in Vertices.
uint localVid = vegetRdrPass . TriangleLocalIndices [ i ] ;
// get the index in new VBufffer (dstAllocator), and copy to TriangleIndices
ptr [ i ] = ( uint16 ) vegetRdrPass . Vertices [ localVid ] ;
}
}
else
{
uint32 * ptr = ( uint32 * ) ibaWrite . getPtr ( ) ;
for ( i = 0 ; i < vegetRdrPass . NTriangles * 3 ; i + + )
{
// get the index in Vertices.
uint localVid = vegetRdrPass . TriangleLocalIndices [ i ] ;
// get the index in new VBufffer (dstAllocator), and copy to TriangleIndices
ptr [ i ] = ( uint32 ) vegetRdrPass . Vertices [ localVid ] ;
}
}
// Since change is made, flag the IG rdrpass
vegetRdrPass . HardMode = ! vegetRdrPass . HardMode ;
}
// ***************************************************************************
void CVegetableManager : : setGlobalDensity ( float density )
{
clamp ( density , 0.f , 1.f ) ;
_GlobalDensity = density ;
}
// ***************************************************************************
// ***************************************************************************
// Render
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
bool CVegetableManager : : doubleSidedRdrPass ( uint rdrPass )
{
nlassert ( rdrPass < NL3D_VEGETABLE_NRDRPASS ) ;
return ( rdrPass = = NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED ) | |
( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED ) | |
( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT ) ;
}
// ***************************************************************************
void CVegetableManager : : updateDriver ( IDriver * driver )
{
// update all driver
uint i ;
for ( i = 0 ; i < CVegetableVBAllocator : : VBTypeCount ; i + + )
{
_VBHardAllocator [ i ] . updateDriver ( driver ) ;
_VBSoftAllocator [ i ] . updateDriver ( driver ) ;
}
// if driver changed, recreate vertex programs
if ( driver ! = _LastDriver )
{
_LastDriver = driver ;
for ( i = 0 ; i < NL3D_VEGETABLE_NRDRPASS ; i + + )
{
// both fog & no fog
initVertexProgram ( i , true ) ;
initVertexProgram ( i , false ) ;
}
}
}
// ***************************************************************************
void CVegetableManager : : loadTexture ( const string & texName )
{
// setup a CTextureFile (smartPtr-ized).
ITexture * tex = new CTextureFile ( texName ) ;
loadTexture ( tex ) ;
// setup good params.
tex - > setFilterMode ( ITexture : : Linear , ITexture : : LinearMipMapLinear ) ;
tex - > setWrapS ( ITexture : : Clamp ) ;
tex - > setWrapT ( ITexture : : Clamp ) ;
}
// ***************************************************************************
void CVegetableManager : : loadTexture ( ITexture * itex )
{
// setup a ITexture (smartPtr-ized).
// Store in stage1, for dynamicLightmaping
_VegetableMaterial . setTexture ( 1 , itex ) ;
}
// ***************************************************************************
void CVegetableManager : : setDirectionalLight ( const CRGBA & ambient , const CRGBA & diffuse , const CVector & light )
{
_DirectionalLight = light ;
_DirectionalLight . normalize ( ) ;
// Setup ambient/Diffuse.
_GlobalAmbient = ambient ;
_GlobalDiffuse = diffuse ;
}
// ***************************************************************************
void CVegetableManager : : lockBuffers ( )
{
// lock all buffers
for ( uint i = 0 ; i < CVegetableVBAllocator : : VBTypeCount ; i + + )
{
_VBHardAllocator [ i ] . lockBuffer ( ) ;
_VBSoftAllocator [ i ] . lockBuffer ( ) ;
}
}
// ***************************************************************************
void CVegetableManager : : unlockBuffers ( )
{
// unlock all buffers
for ( uint i = 0 ; i < CVegetableVBAllocator : : VBTypeCount ; i + + )
{
_VBHardAllocator [ i ] . unlockBuffer ( ) ;
_VBSoftAllocator [ i ] . unlockBuffer ( ) ;
}
}
// ***************************************************************************
class CSortVSB
{
public :
CVegetableSortBlock * Sb ;
CSortVSB ( ) : Sb ( NULL ) { }
CSortVSB ( CVegetableSortBlock * sb ) : Sb ( sb ) { }
// for sort()
bool operator < ( const CSortVSB & o ) const
{
return Sb - > _SortKey > o . Sb - > _SortKey ;
}
} ;
// ***************************************************************************
void CVegetableManager : : setupVertexProgramConstants ( IDriver * driver )
{
// Standard
// setup VertexProgram constants.
// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();
driver - > setConstantMatrix ( 0 , IDriver : : ModelViewProjection , IDriver : : Identity ) ;
// c[6] take the Fog vector. After setupModelMatrix();
driver - > setConstantFog ( 6 ) ;
// c[8] take useful constants.
driver - > setConstant ( 8 , 0 , 1 , 0.5f , 2 ) ;
// c[9] take normalized directional light
driver - > setConstant ( 9 , _DirectionalLight ) ;
// c[10] take pos of camera
driver - > setConstant ( 10 , _ViewCenter ) ;
// c[11] take factor for Blend formula
driver - > setConstant ( 11 , - 1.f / NL3D_VEGETABLE_BLOCK_BLEND_TRANSITION_DIST , 0 , 0 , 0 ) ;
// Bend.
// c[16]= quaternion axis. w==1, and z must be 0
driver - > setConstant ( 16 , _AngleAxis . x , _AngleAxis . y , _AngleAxis . z , 1 ) ;
// c[17]= {timeAnim, WindPower, WindPower*(1-WindBendMin)/2, 0)}
driver - > setConstant ( 17 , ( float ) _WindAnimTime , _WindPower , _WindPower * ( 1 - _WindBendMin ) / 2 , 0 ) ;
// c[18]= High order Taylor cos coefficient: { -1/2, 1/24, -1/720, 1/40320 }
driver - > setConstant ( 18 , - 1 / 2.f , 1 / 24.f , - 1 / 720.f , 1 / 40320.f ) ;
// c[19]= Low order Taylor cos coefficient: { 1, -1/2, 1/24, -1/720 }
driver - > setConstant ( 19 , 1 , - 1 / 2.f , 1 / 24.f , - 1 / 720.f ) ;
// c[20]= Low order Taylor sin coefficient: { 1, -1/6, 1/120, -1/5040 }
driver - > setConstant ( 20 , 1 , - 1 / 6.f , 1 / 120.f , - 1 / 5040.f ) ;
// c[21]= Special constant vector for quatToMatrix: { 0, 1, -1, 0 }
driver - > setConstant ( 21 , 0.f , 1.f , - 1.f , 0.f ) ;
// c[22]= {0.5f, Pi, 2*Pi, 1/(2*Pi)}
driver - > setConstant ( 22 , 0.5f , ( float ) Pi , ( float ) ( 2 * Pi ) , ( float ) ( 1 / ( 2 * Pi ) ) ) ;
// c[23]= {NL3D_VEGETABLE_VP_LUT_SIZE, 0, 0, 0}. NL3D_VEGETABLE_VP_LUT_SIZE==64.
driver - > setConstant ( 23 , NL3D_VEGETABLE_VP_LUT_SIZE , 0.f , 0.f , 0.f ) ;
// Fill constant. Start at 32.
for ( uint i = 0 ; i < NL3D_VEGETABLE_VP_LUT_SIZE ; i + + )
{
CVector2f cur = _WindTable [ i ] ;
CVector2f delta = _WindDeltaTable [ i ] ;
driver - > setConstant ( 32 + i , cur . x , cur . y , delta . x , delta . y ) ;
}
}
// ***************************************************************************
void CVegetableManager : : render ( const CVector & viewCenter , const CVector & frontVector , const std : : vector < CPlane > & pyramid ,
ITexture * textureDLM , IDriver * driver )
{
H_AUTO ( NL3D_Vegetable_Render ) ;
CVegetableClipBlock * rootToRender = NULL ;
// get normalized front vector.
CVector frontVectorNormed = frontVector . normed ( ) ;
// For Speed debug only.
/*extern bool YOYO_ATTest;
if ( YOYO_ATTest )
return ;
*/
// Clip.
//--------------------
// For all current not empty clipBlocks, clip against pyramid, and insert visibles in list.
CVegetableClipBlock * ptrClipBlock = _ClipBlockList . begin ( ) ;
while ( ptrClipBlock )
{
// if the clipBlock is visible and not empty
if ( ptrClipBlock - > clip ( pyramid ) )
{
// insert into visible list.
ptrClipBlock - > _RenderNext = rootToRender ;
rootToRender = ptrClipBlock ;
}
// next
ptrClipBlock = ( CVegetableClipBlock * ) ptrClipBlock - > Next ;
}
// If no clip block visible, just skip!!
if ( rootToRender = = NULL )
return ;
// Prepare Render
//--------------------
// profile.
CPrimitiveProfile ppIn , ppOut ;
driver - > profileRenderedPrimitives ( ppIn , ppOut ) ;
uint precNTriRdr = ppOut . NTriangles ;
// Disable Fog.
bool bkupFog ;
bkupFog = driver - > fogEnabled ( ) ;
bool fogged = bkupFog & & driver - > getFogStart ( ) < _ZSortLayerDistMax ;
driver - > enableFog ( fogged ) ;
// Used by setupVertexProgramConstants(). The center of camera.
// Used for AlphaBlending, and for ZBuffer precision problems.
_ViewCenter = viewCenter ;
// The manager is identity in essence. But for ZBuffer improvements, must set it as close
// to the camera. In the VertexProgram, _ViewCenter is substracted from bent vertex pos. So take it as position.
_ManagerMatrix . identity ( ) ;
_ManagerMatrix . setPos ( _ViewCenter ) ;
// set model matrix to the manager matrix.
driver - > setupModelMatrix ( _ManagerMatrix ) ;
// set the driver for all allocators
updateDriver ( driver ) ;
// Compute Bend Anim.
// AnimFrequency factor.
// Doing it incrementally allow change of of frequency each frame with good results.
_WindAnimTime + = ( _Time - _WindPrecRenderTime ) * _WindFrequency ;
_WindAnimTime = fmod ( ( float ) _WindAnimTime , ( float ) NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC ) ;
// NB: Leave timeBend (_WindAnimTime) as a time (ie [0..1]), because VP do a "EXP time".
// For incremental computing.
_WindPrecRenderTime = _Time ;
// compute the angleAxis corresponding to direction
// perform a 90deg rotation to get correct angleAxis
_AngleAxis . set ( - _WindDirection . y , _WindDirection . x , 0 ) ;
// Fill LUT WindTable.
uint i ;
for ( i = 0 ; i < NL3D_VEGETABLE_VP_LUT_SIZE ; i + + )
{
/* NB: this formula works quite well, because vertex BendFactor is expressed in Radian/2.
And since animFactor = = ( _CosTable [ i ] + 1 ) E [ 0. .2 ] , we have here an arc - circle computing :
dmove = Radius * AngleRadian / 2 * animFactor . So at max of animFactor ( ie 2 ) , we have :
dmove = Radius * AngleRadian , which is by definition an arc - circle computing . . .
And so this approximate the Bend - quaternion Vertex Program .
*/
float windForce = ( _CosTable [ ( i + 32 ) % 64 ] + 1 ) ;
// Modify with _WindPower / _WindBendMin.
windForce = _WindBendMin * 2 + windForce * ( 1 - _WindBendMin ) ;
windForce * = _WindPower ;
// Compute direction of the wind, and multiply by windForce.
_WindTable [ i ] = CVector2f ( _WindDirection . x , _WindDirection . y ) * windForce ;
}
// compute delta
for ( i = 0 ; i < NL3D_VEGETABLE_VP_LUT_SIZE ; i + + )
{
CVector2f cur = _WindTable [ i ] ;
CVector2f delta = _WindTable [ ( i + 1 ) % NL3D_VEGETABLE_VP_LUT_SIZE ] - cur ;
_WindDeltaTable [ i ] = delta ;
}
// setup VP constants.
setupVertexProgramConstants ( driver ) ;
// Setup TexEnvs for Dynamic lightmapping
//--------------------
// if the dynamic lightmap is provided
if ( textureDLM )
{
// stage0 RGB is Diffuse + DLM.
_VegetableMaterial . setTexture ( 0 , textureDLM ) ;
_VegetableMaterial . texEnvOpRGB ( 0 , CMaterial : : Add ) ;
_VegetableMaterial . texEnvArg0RGB ( 0 , CMaterial : : Texture , CMaterial : : SrcColor ) ;
_VegetableMaterial . texEnvArg1RGB ( 0 , CMaterial : : Diffuse , CMaterial : : SrcColor ) ;
// stage1 RGB is Previous * Texture
_VegetableMaterial . texEnvOpRGB ( 1 , CMaterial : : Modulate ) ;
_VegetableMaterial . texEnvArg0RGB ( 1 , CMaterial : : Texture , CMaterial : : SrcColor ) ;
_VegetableMaterial . texEnvArg1RGB ( 1 , CMaterial : : Previous , CMaterial : : SrcColor ) ;
}
else
{
// reset stage0 (to skip it)
_VegetableMaterial . setTexture ( 0 , NULL ) ;
// stage1 RGB is Diffuse * Texture
_VegetableMaterial . texEnvOpRGB ( 1 , CMaterial : : Modulate ) ;
_VegetableMaterial . texEnvArg0RGB ( 1 , CMaterial : : Texture , CMaterial : : SrcColor ) ;
_VegetableMaterial . texEnvArg1RGB ( 1 , CMaterial : : Diffuse , CMaterial : : SrcColor ) ;
}
// stage1 Alpha is always "Modulate texture with diffuse Alpha"
_VegetableMaterial . texEnvOpAlpha ( 1 , CMaterial : : Modulate ) ;
_VegetableMaterial . texEnvArg0Alpha ( 1 , CMaterial : : Texture , CMaterial : : SrcAlpha ) ;
_VegetableMaterial . texEnvArg1Alpha ( 1 , CMaterial : : Diffuse , CMaterial : : SrcAlpha ) ;
// Render !ZSORT pass
//--------------------
// setup material (may have change because of ZSORT / alphaBlend pass)
_VegetableMaterial . setBlend ( false ) ;
_VegetableMaterial . setZWrite ( true ) ;
_VegetableMaterial . setAlphaTestThreshold ( 0.5f ) ;
/*
Prefer sort with Soft / Hard first .
Also , Prefer do VBsoft last , for better GPU //ism with Landscape.
*/
// For both allocators: Hard(1) then Soft(0)
for ( sint vbHardMode = 1 ; vbHardMode > = 0 ; vbHardMode - - )
{
// For all renderPass.
for ( sint rdrPass = 0 ; rdrPass < NL3D_VEGETABLE_NRDRPASS ; rdrPass + + )
{
// skip ZSORT rdrPass, done after.
if ( rdrPass = = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT )
continue ;
// which allocator?
CVegetableVBAllocator & vbAllocator = getVBAllocatorForRdrPassAndVBHardMode ( rdrPass , vbHardMode ) ;
// Do the pass only if there is some vertices to draw.
if ( vbAllocator . getNumUserVerticesAllocated ( ) > 0 )
{
// additional setup to the material
bool doubleSided = doubleSidedRdrPass ( rdrPass ) ;
// set the 2Sided flag in the material
_VegetableMaterial . setDoubleSided ( doubleSided ) ;
// Activate the unique material.
driver - > setupMaterial ( _VegetableMaterial ) ;
// activate Vertex program first.
//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[rdrPass]->getProgram().c_str());
nlverify ( driver - > activeVertexProgram ( _VertexProgram [ rdrPass ] [ fogged ? 1 : 0 ] ) ) ;
// Activate the good VBuffer
vbAllocator . activate ( ) ;
// For all visibles clipBlock, render their instance groups.
ptrClipBlock = rootToRender ;
while ( ptrClipBlock )
{
// For all sortBlock of the clipBlock
CVegetableSortBlock * ptrSortBlock = ptrClipBlock - > _SortBlockList . begin ( ) ;
while ( ptrSortBlock )
{
// For all igs of the sortBlock
CVegetableInstanceGroup * ptrIg = ptrSortBlock - > _InstanceGroupList . begin ( ) ;
while ( ptrIg )
{
// rdrPass
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = ptrIg - > _RdrPass [ rdrPass ] ;
// if this rdrPass is in same HardMode as we process now.
if ( ( vegetRdrPass . HardMode & & vbHardMode = = 1 ) | | ( ! vegetRdrPass . HardMode & & vbHardMode = = 0 ) )
{
// Ok, Render the faces.
if ( vegetRdrPass . NTriangles )
{
driver - > activeIndexBuffer ( vegetRdrPass . TriangleIndices ) ;
# ifdef NL_DEBUG
if ( vegetRdrPass . HardMode )
{
nlassert ( vegetRdrPass . TriangleIndices . getFormat ( ) = = CIndexBuffer : : Indices16 ) ;
}
else
{
nlassert ( vegetRdrPass . TriangleIndices . getFormat ( ) = = CIndexBuffer : : Indices32 ) ;
}
# endif
driver - > renderSimpleTriangles ( 0 ,
vegetRdrPass . NTriangles ) ;
}
}
// next ig.
ptrIg = ( CVegetableInstanceGroup * ) ptrIg - > Next ;
}
// next sortBlock
ptrSortBlock = ( CVegetableSortBlock * ) ( ptrSortBlock - > Next ) ;
}
// next clipBlock to render
ptrClipBlock = ptrClipBlock - > _RenderNext ;
}
}
}
}
// Render ZSort pass.
//--------------------
// Debug Quadrants.
/*static vector<CVector> p0DebugLines;
static vector < CVector > p1DebugLines ;
p0DebugLines . clear ( ) ;
p1DebugLines . clear ( ) ; */
// For all Blend model Layers, clear Sort Block list and setup.
for ( i = 0 ; i < _NumZSortBlendLayers ; i + + )
{
// must have been created.
nlassert ( _ZSortModelLayers [ i ] ) ;
nlassert ( _ZSortModelLayersUW [ i ] ) ;
// NB: don't refresh list, it is done in CVegetableBlendLayerModel.
// We must do it here, because if vegetableManger::render() is no more called (eg: disabled),
// then the models must do nothing.
// To get layers correclty sorted from fornt to back, must init their pos
// because it is the renderTraversal which sort them.
// compute distance to camera of this layer.
float layerZ = i * _ZSortLayerDistMax / _NumZSortBlendLayers ;
// compute position of this layer.
CVector pos = viewCenter + frontVector * layerZ ;
// special setup in the layer.
_ZSortModelLayers [ i ] - > setWorldPos ( pos ) ;
_ZSortModelLayersUW [ i ] - > setWorldPos ( pos ) ;
}
// If some vertices in arrays for ZSort rdrPass
if ( getVBAllocatorForRdrPassAndVBHardMode ( NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT , 0 ) . getNumUserVerticesAllocated ( ) > 0 | |
getVBAllocatorForRdrPassAndVBHardMode ( NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT , 1 ) . getNumUserVerticesAllocated ( ) > 0 )
{
uint rdrPass = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT ;
// sort
//-------------
// Array for sorting. (static to avoid reallocation)
static vector < CSortVSB > sortVegetSbs ;
sortVegetSbs . clear ( ) ;
// For all visibles clipBlock
ptrClipBlock = rootToRender ;
while ( ptrClipBlock )
{
// For all sortBlock, prepare to sort them
CVegetableSortBlock * ptrSortBlock = ptrClipBlock - > _SortBlockList . begin ( ) ;
while ( ptrSortBlock )
{
// if the sortBlock has some sorted faces to render
if ( ptrSortBlock - > _NTriangles ! = 0 )
{
// Compute Distance to Viewer.
/* NB: compute radial distance (with norm()) instead of linear distance
( DotProduct with front vector ) get less " ZSort poping " .
*/
CVector dirToSb = ptrSortBlock - > _Center - viewCenter ;
float distToViewer = dirToSb . norm ( ) ;
// SortKey change if the center is behind the camera.
if ( dirToSb * frontVectorNormed < 0 )
{
ptrSortBlock - > _SortKey = - distToViewer ;
}
else
{
ptrSortBlock - > _SortKey = distToViewer ;
}
// Choose the quadrant for this sortBlock
sint bestDirIdx = 0 ;
float bestDirVal = - FLT_MAX ;
// If too near, must take the frontVector as key, to get better sort.
// use ptrSortBlock->_SortKey to get correct negative values.
if ( ptrSortBlock - > _SortKey < ptrSortBlock - > _Radius )
{
dirToSb = frontVectorNormed ;
}
// NB: no need to normalize dirToSb, because need only to sort with DP
// choose the good list of triangles according to quadrant.
for ( uint dirIdx = 0 ; dirIdx < NL3D_VEGETABLE_NUM_QUADRANT ; dirIdx + + )
{
float dirVal = CVegetableQuadrant : : Dirs [ dirIdx ] * dirToSb ;
if ( dirVal > bestDirVal )
{
bestDirVal = dirVal ;
bestDirIdx = dirIdx ;
}
}
// set the result.
ptrSortBlock - > _QuadrantId = bestDirIdx ;
// insert in list to sort.
sortVegetSbs . push_back ( CSortVSB ( ptrSortBlock ) ) ;
// Debug Quadrants
/*p0DebugLines.push_back(ptrSortBlock->_Center);
p1DebugLines . push_back ( ptrSortBlock - > _Center + CVegetableQuadrant : : Dirs [ bestDirIdx ] ) ; */
}
// next sortBlock
ptrSortBlock = ( CVegetableSortBlock * ) ( ptrSortBlock - > Next ) ;
}
// next clipBlock to render
ptrClipBlock = ptrClipBlock - > _RenderNext ;
}
// sort!
// QSort. (I tried, better than radix sort, guckk!!)
sort ( sortVegetSbs . begin ( ) , sortVegetSbs . end ( ) ) ;
// setup material for this rdrPass. NB: rendered after (in LayerModels).
//-------------
bool doubleSided = doubleSidedRdrPass ( rdrPass ) ;
// set the 2Sided flag in the material
_VegetableMaterial . setDoubleSided ( doubleSided ) ;
// setup the unique material.
_VegetableMaterial . setBlend ( true ) ;
_VegetableMaterial . setZWrite ( false ) ;
// leave AlphaTest but still kick low alpha values (for fillRate performance)
_VegetableMaterial . setAlphaTestThreshold ( 0.1f ) ;
// order them in Layers.
//-------------
// render from back to front, to keep correct Z order in a single layer.
for ( uint i = 0 ; i < sortVegetSbs . size ( ) ; i + + )
{
CVegetableSortBlock * ptrSortBlock = sortVegetSbs [ i ] . Sb ;
float z = ptrSortBlock - > _SortKey ;
// compute in which layer must store this SB.
z = z * _NumZSortBlendLayers / _ZSortLayerDistMax ;
// Avoid a floor(), using an OptFastFloor, but without the OptFastFloorBegin() End() group.
// => avoid the imprecision with such a trick; *256, then divide the integer by 256.
sint layer = NLMISC : : OptFastFloor ( z * 256 ) > > 8 ;
clamp ( layer , 0 , ( sint ) _NumZSortBlendLayers - 1 ) ;
// Range in correct layer, according to water ordering
if ( ptrSortBlock - > _UnderWater )
// range in the correct layermodel (NB: keep the same layer internal order).
_ZSortModelLayersUW [ layer ] - > SortBlocks . push_back ( ptrSortBlock ) ;
else
_ZSortModelLayers [ layer ] - > SortBlocks . push_back ( ptrSortBlock ) ;
}
}
// Quit
//--------------------
// disable VertexProgram.
driver - > activeVertexProgram ( NULL ) ;
// restore Fog.
driver - > enableFog ( bkupFog ) ;
// Debug Quadrants
/*for(uint l=0; l<p0DebugLines.size();l++)
{
CVector dv = CVector : : K ;
CDRU : : drawLine ( p0DebugLines [ l ] + dv , p1DebugLines [ l ] + dv , CRGBA ( 255 , 0 , 0 ) , * driver ) ;
} */
// profile: compute number of triangles rendered with vegetable manager.
driver - > profileRenderedPrimitives ( ppIn , ppOut ) ;
_NumVegetableFaceRendered = ppOut . NTriangles - precNTriRdr ;
}
// ***************************************************************************
void CVegetableManager : : setupRenderStateForBlendLayerModel ( IDriver * driver )
{
// Setup Global.
//=============
// disable fog, for faster VP.
_BkupFog = driver - > fogEnabled ( ) ;
static volatile bool testDist = true ;
bool fogged = _BkupFog & & driver - > getFogStart ( ) < _ZSortLayerDistMax ;
driver - > enableFog ( fogged ) ;
// set model matrix to the manager matrix.
driver - > setupModelMatrix ( _ManagerMatrix ) ;
// setup VP constants.
setupVertexProgramConstants ( driver ) ;
// Setup RdrPass.
//=============
uint rdrPass = NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT ;
// Activate the unique material (correclty setuped for AlphaBlend in render()).
driver - > setupMaterial ( _VegetableMaterial ) ;
// activate Vertex program first.
//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[rdrPass]->getProgram().c_str());
nlverify ( driver - > activeVertexProgram ( _VertexProgram [ rdrPass ] [ fogged ? 1 : 0 ] ) ) ;
if ( fogged )
{
driver - > setConstantFog ( 6 ) ;
}
}
// ***************************************************************************
void CVegetableManager : : resetNumVegetableFaceRendered ( )
{
_NumVegetableFaceRendered = 0 ;
}
// ***************************************************************************
uint CVegetableManager : : getNumVegetableFaceRendered ( ) const
{
return _NumVegetableFaceRendered ;
}
// ***************************************************************************
void CVegetableManager : : exitRenderStateForBlendLayerModel ( IDriver * driver )
{
// disable VertexProgram.
driver - > activeVertexProgram ( NULL ) ;
// restore Fog.
driver - > enableFog ( _BkupFog ) ;
}
// ***************************************************************************
void CVegetableManager : : setWind ( const CVector & windDir , float windFreq , float windPower , float windBendMin )
{
// Keep only XY component of the Wind direction (because VP only support z==0 quaternions).
_WindDirection = windDir ;
_WindDirection . z = 0 ;
_WindDirection . normalize ( ) ;
// copy setup
_WindFrequency = windFreq ;
_WindPower = windPower ;
_WindBendMin = windBendMin ;
clamp ( _WindBendMin , 0 , 1 ) ;
}
// ***************************************************************************
void CVegetableManager : : setTime ( double time )
{
// copy time
_Time = time ;
}
// ***************************************************************************
// ***************************************************************************
// Lighting part.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CVegetableManager : : setUpdateLightingTime ( double time )
{
_ULTime = time ;
}
// ***************************************************************************
void CVegetableManager : : updateLighting ( )
{
// first time in this method??
if ( ! _ULPrecTimeInit )
{
_ULPrecTimeInit = true ;
_ULPrecTime = _ULTime ;
}
// compute delta time from last update.
float dt = float ( _ULTime - _ULPrecTime ) ;
_ULPrecTime = _ULTime ;
// compute number of vertices to update.
_ULNVerticesToUpdate + = dt * _ULFrequency * _ULNTotalVertices ;
// maximize, so at max, it computes all Igs, just one time.
_ULNVerticesToUpdate = min ( _ULNVerticesToUpdate , ( float ) _ULNTotalVertices ) ;
// go.
doUpdateLighting ( ) ;
}
// ***************************************************************************
void CVegetableManager : : updateLightingAll ( )
{
// maximize, so at max, it computes all Igs
_ULNVerticesToUpdate = ( float ) _ULNTotalVertices ;
// go.
doUpdateLighting ( ) ;
}
// ***************************************************************************
void CVegetableManager : : doUpdateLighting ( )
{
// while there is still some vertices to update.
while ( _ULNVerticesToUpdate > 0 & & _ULRootIg )
{
// update the current ig. if all updated, skip to next one.
if ( updateLightingIGPart ( ) )
{
// next
_ULRootIg = _ULRootIg - > _ULNext ;
}
}
// Now, _ULNVerticesToUpdate should be <=0. (most of the time < 0)
}
// ***************************************************************************
void CVegetableManager : : setUpdateLightingFrequency ( float freq )
{
freq = max ( freq , 0.f ) ;
_ULFrequency = freq ;
}
// ***************************************************************************
bool CVegetableManager : : updateLightingIGPart ( )
{
nlassert ( _ULRootIg ) ;
// First, update lighting info global to the ig, ie update current
// colros of the PointLights which influence the ig.
_ULRootIg - > VegetableLightEx . computeCurrentColors ( ) ;
// while there is some vertices to update
while ( _ULNVerticesToUpdate > 0 )
{
// if all rdrPass of the ig are processed.
if ( _ULCurrentIgRdrPass > = NL3D_VEGETABLE_NRDRPASS )
{
// All this Ig is updated.
_ULCurrentIgRdrPass = 0 ;
_ULCurrentIgInstance = 0 ;
// skip to next Ig.
return true ;
}
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = _ULRootIg - > _RdrPass [ _ULCurrentIgRdrPass ] ;
// if all instances are processed for this pass (especially if size()==0 !!)
if ( _ULCurrentIgInstance > = vegetRdrPass . LightedInstances . size ( ) )
{
// skip to the next rdrPass.
_ULCurrentIgRdrPass + + ;
_ULCurrentIgInstance = 0 ;
continue ;
}
// Process this instance.
_ULNVerticesToUpdate - = updateInstanceLighting ( _ULRootIg , _ULCurrentIgRdrPass , _ULCurrentIgInstance ) ;
// next instance.
_ULCurrentIgInstance + + ;
// if all instances are processed for this pass
if ( _ULCurrentIgInstance > = vegetRdrPass . LightedInstances . size ( ) )
{
// skip to the next rdrPass.
_ULCurrentIgRdrPass + + ;
_ULCurrentIgInstance = 0 ;
}
}
// If all rdrPass of the ig are processed.
if ( _ULCurrentIgRdrPass > = NL3D_VEGETABLE_NRDRPASS )
{
// All this Ig is updated.
_ULCurrentIgRdrPass = 0 ;
_ULCurrentIgInstance = 0 ;
// skip to next Ig.
return true ;
}
else
{
// The Ig is not entirely updated.
return false ;
}
}
// ***************************************************************************
uint CVegetableManager : : updateInstanceLighting ( CVegetableInstanceGroup * ig , uint rdrPassId , uint instanceId )
{
nlassert ( ig ) ;
// get the rdrPass.
nlassert ( rdrPassId < NL3D_VEGETABLE_NRDRPASS ) ;
CVegetableInstanceGroup : : CVegetableRdrPass & vegetRdrPass = ig - > _RdrPass [ rdrPassId ] ;
// get the lighted instance.
nlassert ( instanceId < vegetRdrPass . LightedInstances . size ( ) ) ;
CVegetableInstanceGroup : : CVegetableLightedInstance & vegetLI = vegetRdrPass . LightedInstances [ instanceId ] ;
// get the shape
CVegetableShape * shape = vegetLI . Shape ;
// it must be lighted.
nlassert ( shape - > Lighted ) ;
bool instanceLighted = true ;
// get ref on the vegetLex.
CVegetableLightEx & vegetLex = ig - > VegetableLightEx ;
// Color of pointLights modulated by diffuse.
CRGBA diffusePL [ 2 ] ;
diffusePL [ 0 ] = CRGBA : : Black ;
diffusePL [ 1 ] = CRGBA : : Black ;
if ( vegetLex . NumLights > = 1 )
{
diffusePL [ 0 ] . modulateFromColorRGBOnly ( vegetLI . MatDiffuse , vegetLex . Color [ 0 ] ) ;
if ( vegetLex . NumLights > = 2 )
{
diffusePL [ 1 ] . modulateFromColorRGBOnly ( vegetLI . MatDiffuse , vegetLex . Color [ 1 ] ) ;
}
}
// Recompute lighting
//===========
// setup for this instance.
//---------
// Precompute lighting or not??
bool precomputeLighting = instanceLighted & & shape - > PreComputeLighting ;
// bestSided Precompute lighting or not??
bool bestSidedPrecomputeLighting = precomputeLighting & & shape - > BestSidedPreComputeLighting ;
// destLighted?
bool destLighted = instanceLighted & & ! shape - > PreComputeLighting ;
// Diffuse and ambient, modulated by current GlobalAmbient and GlobalDiffuse.
CRGBA primaryRGBA , secondaryRGBA ;
primaryRGBA . modulateFromColorRGBOnly ( vegetLI . MatDiffuse , _GlobalDiffuse ) ;
secondaryRGBA . modulateFromColorRGBOnly ( vegetLI . MatAmbient , _GlobalAmbient ) ;
// get normal matrix
CMatrix & normalMat = vegetLI . NormalMat ;
// array of vertex id to update
uint32 * ptrVid = vegetRdrPass . Vertices . getPtr ( ) + vegetLI . StartIdInRdrPass ;
uint numVertices = ( uint ) shape - > InstanceVertices . size ( ) ;
// Copy Dynamic Lightmap UV in Alpha part (save memory for an extra cost of 1 VP instruction)
primaryRGBA . A = vegetLI . DlmUV . U ;
secondaryRGBA . A = vegetLI . DlmUV . V ;
// get VertexBuffer info.
CVegetableVBAllocator * allocator ;
allocator = & getVBAllocatorForRdrPassAndVBHardMode ( rdrPassId , vegetRdrPass . HardMode ) ;
const CVertexBuffer & dstVBInfo = allocator - > getSoftwareVertexBuffer ( ) ;
uint srcNormalOff = ( instanceLighted ? shape - > VB . getNormalOff ( ) : 0 ) ;
uint dstColor0Off = dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_COLOR0 ) ;
uint dstColor1Off = dstVBInfo . getValueOffEx ( NL3D_VEGETABLE_VPPOS_COLOR1 ) ;
// For D3D, If the VertexBuffer is in BGRA mode
if ( allocator - > isBGRA ( ) )
{
// then swap only the B and R (no cpu cycle added per vertex)
primaryRGBA . swapBR ( ) ;
secondaryRGBA . swapBR ( ) ;
diffusePL [ 0 ] . swapBR ( ) ;
diffusePL [ 1 ] . swapBR ( ) ;
}
CVertexBufferRead vba ;
shape - > VB . lock ( vba ) ;
CVertexBufferReadWrite vbaOut ;
allocator - > getSoftwareVertexBuffer ( ) . lock ( vbaOut ) ;
// For all vertices, recompute lighting.
//---------
for ( sint i = 0 ; i < ( sint ) numVertices ; i + + )
{
// get the Vertex in the VB.
uint vid = ptrVid [ i ] ;
// store in tmp shape.
shape - > InstanceVertices [ i ] = vid ;
// Fill this vertex.
const uint8 * srcPtr = ( const uint8 * ) vba . getVertexCoordPointer ( i ) ;
uint8 * dstPtr = ( uint8 * ) vbaOut . getVertexCoordPointer ( vid ) ;
// if !precomputeLighting (means destLighted...)
if ( ! precomputeLighting )
{
// just copy the primary and secondary color
* ( CRGBA * ) ( dstPtr + dstColor0Off ) = primaryRGBA ;
* ( CRGBA * ) ( dstPtr + dstColor1Off ) = secondaryRGBA ;
}
else
{
nlassert ( ! destLighted ) ;
// compute normal.
CVector rotNormal = normalMat . mulVector ( * ( CVector * ) ( srcPtr + srcNormalOff ) ) ;
// must normalize() because scale is possible.
rotNormal . normalize ( ) ;
// Do the compute.
if ( ! bestSidedPrecomputeLighting )
{
computeVegetVertexLighting ( rotNormal ,
_DirectionalLight , primaryRGBA , secondaryRGBA ,
vegetLex , diffusePL , ( CRGBA * ) ( dstPtr + dstColor0Off ) ) ;
}
else
{
computeVegetVertexLightingForceBestSided ( rotNormal ,
_DirectionalLight , primaryRGBA , secondaryRGBA ,
vegetLex , diffusePL , ( CRGBA * ) ( dstPtr + dstColor0Off ) ) ;
}
}
// flust the vertex in AGP.
allocator - > flushVertex ( vid ) ;
}
// numVertices vertices are updated
return numVertices ;
}
} // NL3D