2010-05-06 00:08:41 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/shadow_skin.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/ray_mesh.h"
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#include "nel/misc/fast_mem.h"
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#include "nel/misc/vector_2f.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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// The number of byte to process per block
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const uint NL_BlockByteL1= 4096;
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// Number of vertices per block to process For ShadowMap generation
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uint CShadowSkin::NumCacheVertexShadow= NL_BlockByteL1 / sizeof(CShadowVertex);
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// ***************************************************************************
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void CShadowSkin::applySkin(CVector *dst, std::vector<CMatrix3x4> &boneMat3x4)
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{
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if(Vertices.empty())
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return;
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2010-05-13 20:14:36 +00:00
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uint numVerts= (uint)Vertices.size();
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2010-05-06 00:08:41 +00:00
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CShadowVertex *src= &Vertices[0];
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// Then do the skin
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for(;numVerts>0;)
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{
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// number of vertices to process for this block.
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uint nBlockInf= min(NumCacheVertexShadow, numVerts);
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// next block.
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numVerts-= nBlockInf;
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// cache the data in L1 cache.
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CFastMem::precache(src, nBlockInf * sizeof(CShadowVertex));
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// for all InfluencedVertices only.
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for(;nBlockInf>0;nBlockInf--, src++, dst++)
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{
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boneMat3x4[ src->MatrixId ].mulSetPoint( src->Vertex, *dst );
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}
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}
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}
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// ***************************************************************************
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bool CShadowSkin::getRayIntersection(const CMatrix &toRaySpace, CSkeletonModel &skeleton,
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const std::vector<uint32> &matrixInfluences, float &dist2D, float &distZ, bool computeDist2D)
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{
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// *** render the shadow skin into a temp RAM buffer
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// enlarge temp buffer
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static std::vector<CVector> skinInRaySpace;
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if(Vertices.size()>skinInRaySpace.size())
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skinInRaySpace.resize(Vertices.size());
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// compute matrixes
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static vector<CMatrix3x4> boneMat3x4;
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computeBoneMatrixes3x4PreMul(boneMat3x4, toRaySpace, matrixInfluences, &skeleton);
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// apply the skinning
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applySkin(&skinInRaySpace[0], boneMat3x4);
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// *** return the distance to the ray intersection
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return CRayMesh::getRayIntersection(skinInRaySpace, Triangles, dist2D, distZ, computeDist2D);
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}
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} // NL3D
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