// NeL - MMORPG Framework
// 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 .
#include "std3d.h"
#include "nel/3d/meshvp_wind_tree.h"
#include "nel/3d/mesh_base_instance.h"
#include "nel/3d/scene.h"
#include "nel/3d/driver.h"
#include
#include "nel/misc/common.h"
#include "nel/3d/render_trav.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ***************************************************************************
// Light VP fragment constants start at 24
static const uint VPLightConstantStart= 24;
// ***************************************************************************
std::auto_ptr CMeshVPWindTree::_VertexProgram[CMeshVPWindTree::NumVp];
static const char* WindTreeVPCodeWave=
"!!VP1.0 \n\
# extract from color.R the 3 factors into R0.xyz \n\
MAD R0, v[3].x, c[9].x, c[9].yzww; # col.R*3 \n\
MIN R0, R0, c[8].yyyy; # clamp each to 0,1 \n\
MAX R0, R0, c[8].xxxx; \n\
\n\
# Add influence of Bone Level1 \n\
MAD R5, c[15], R0.x, v[0]; \n\
\n\
# Sample LevelPhase into R7.yz: 0 to 3. \n\
MUL R7, v[3].xyzw, c[10].x; \n\
\n\
# Add influence of Bone Level2 \n\
ARL A0.x, R7.y; \n\
MAD R5, c[A0.x+16], R0.y, R5; \n\
\n\
# Add influence of Bone Level3 \n\
ARL A0.x, R7.z; \n\
MAD R5, c[A0.x+20], R0.z, R5; \n\
\n\
# Get normal in R6 for lighting. \n\
MOV R6, v[2]; \n\
";
static const char* WindTreeVPCodeEnd=
" # 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\
MOV o[TEX0], v[8]; \n\
# hulud : remove this line for the moment because it doesn't work under d3d, if it is needed, we will have to create 2 CVertexProgram objects.\n\
#MOV o[TEX1], v[9]; \n\
DP4 o[FOGC].x, c[6], R5; \n\
END \n\
";
// ***************************************************************************
float CMeshVPWindTree::speedCos(float angle)
{
// \todo yoyo TODO_OPTIM
return cosf(angle * 2*(float)Pi);
}
// ***************************************************************************
CMeshVPWindTree::CMeshVPWindTree()
{
for(uint i=0; i(new CVertexProgram(vpCode.c_str()));
// TODO_VP_GLSL
}
}
// init a random phase.
mbi->_VPWindTreePhase= frand(1);
}
// ***************************************************************************
inline void CMeshVPWindTree::setupPerMesh(IDriver *driver, CScene *scene)
{
// process current times and current power. Only one time per render() and per CMeshVPWindTree.
if(scene->getCurrentTime() != _LastSceneTime)
{
// Get info from scene
float windPower= scene->getGlobalWindPower();
float dt= (float)(scene->getCurrentTime() - _LastSceneTime);
_LastSceneTime= scene->getCurrentTime();
// Update each boneLevel time according to frequency.
uint i;
for(i=0; igetGlobalWindDirection() * PowerXY[i] * windPower;
_MaxDeltaPos[i].z= PowerZ[i] * windPower;
}
/* Update the Max amplitude distance
in world space, since maxdeltaPos are applied in world space, see setupPerInstanceConstants()
*/
_MaxVertexMove= 0;
for(i=0; isetConstant(8, 1, ct8);
// c[9] take other useful constants.
static float ct9[4]= {3.f, 0.f, -1.f, -2.f};
driver->setConstant(9, 1, ct9);
// c[10] take Number of phase (4) for level2 and 3. -0.01 to avoid int value == 4.
static float ct10[4]= {4-0.01f, 0, 0, 0};
driver->setConstant(10, 1, ct10);
}
// ***************************************************************************
inline void CMeshVPWindTree::setupPerInstanceConstants(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
{
// get instance info
float instancePhase= mbi->_VPWindTreePhase;
// maxDeltaPos in ObjectSpace. So same world Wind direction is applied to all objects
static CMatrix invWorldMatrix;
// Keep only rotation part. (just need it and faster invert)
invWorldMatrix.setRot(mbi->getWorldMatrix());
invWorldMatrix.invert();
static CVector maxDeltaPosOS[HrcDepth];
for(uint i=0; isetConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
// c[4..7] take the ModelView Matrix. After setupModelMatrix();00
driver->setConstantFog(6);
// c[15] take Wind of level 0.
float f;
f= _CurrentTime[0] + instancePhase;
f= speedCos(f) + Bias[0];
driver->setConstant(15, maxDeltaPosOS[0]*f );
// c[16-19] take Wind of level 1.
// Unrolled.
float instTime1= _CurrentTime[1] + instancePhase;
// phase 0.
f= speedCos( instTime1+0 ) + Bias[1];
driver->setConstant(16+0, maxDeltaPosOS[1]*f);
// phase 1.
f= speedCos( instTime1+0.25f ) + Bias[1];
driver->setConstant(16+1, maxDeltaPosOS[1]*f);
// phase 2.
f= speedCos( instTime1+0.50f ) + Bias[1];
driver->setConstant(16+2, maxDeltaPosOS[1]*f);
// phase 3.
f= speedCos( instTime1+0.75f ) + Bias[1];
driver->setConstant(16+3, maxDeltaPosOS[1]*f);
// c[20, 23] take Wind of level 2.
// Unrolled.
float instTime2= _CurrentTime[2] + instancePhase;
// phase 0.
f= speedCos( instTime2+0 ) + Bias[2];
driver->setConstant(20+0, maxDeltaPosOS[2]*f);
// phase 1.
f= speedCos( instTime2+0.25f ) + Bias[2];
driver->setConstant(20+1, maxDeltaPosOS[2]*f);
// phase 2.
f= speedCos( instTime2+0.50f ) + Bias[2];
driver->setConstant(20+2, maxDeltaPosOS[2]*f);
// phase 3.
f= speedCos( instTime2+0.75f ) + Bias[2];
driver->setConstant(20+3, maxDeltaPosOS[2]*f);
}
// ***************************************************************************
bool CMeshVPWindTree::begin(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat, const NLMISC::CVector & /*viewerPos*/)
{
if (!(driver->supportVertexProgram() && !driver->isVertexProgramEmulated())) return false;
// precompute mesh
setupPerMesh(driver, scene);
// Setup instance constants
setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
// Activate the good VertexProgram
//===============
// Get how many pointLights are setuped now.
nlassert(scene != NULL);
CRenderTrav *renderTrav= &scene->getRenderTrav();
sint numPls= renderTrav->getNumVPLights()-1;
clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
// correct VP id for correct unmber of pls.
idVP= numPls*4 + idVP;
// activate VP.
driver->activeVertexProgram(_VertexProgram[idVP].get());
return true;
}
// ***************************************************************************
void CMeshVPWindTree::end(IDriver *driver)
{
// Disable the VertexProgram
driver->activeVertexProgram(NULL);
}
// ***************************************************************************
// tool fct
static inline void SetupForMaterial(const CMaterial &mat, CScene *scene)
{
CRenderTrav *renderTrav= &scene->getRenderTrav();
renderTrav->changeVPLightSetupMaterial(mat, false /* don't exclude strongest */);
}
// ***************************************************************************
void CMeshVPWindTree::setupForMaterial(const CMaterial &mat,
IDriver *drv,
CScene *scene,
CVertexBuffer *)
{
SetupForMaterial(mat, scene);
}
// ***************************************************************************
void CMeshVPWindTree::setupLighting(CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
{
nlassert(scene != NULL);
CRenderTrav *renderTrav= &scene->getRenderTrav();
// setup cte for lighting
renderTrav->beginVPLightSetup(VPLightConstantStart, SpecularLighting, invertedModelMat);
}
// ***************************************************************************
// ***************************************************************************
// MBR interface
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
bool CMeshVPWindTree::supportMeshBlockRendering() const
{
return true;
}
// ***************************************************************************
bool CMeshVPWindTree::isMBRVpOk(IDriver *driver) const
{
return driver->supportVertexProgram() && !driver->isVertexProgramEmulated();
}
// ***************************************************************************
void CMeshVPWindTree::beginMBRMesh(IDriver *driver, CScene *scene)
{
// precompute mesh
setupPerMesh(driver, scene);
/* Since need a VertexProgram Activation before activeVBHard, activate a default one
bet the common one will be "NoPointLight, NoSpecular, No ForceNormalize" => 0.
*/
_LastMBRIdVP= 0;
// activate VP.
driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP].get());
}
// ***************************************************************************
void CMeshVPWindTree::beginMBRInstance(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
{
// setup first constants for this instance
setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
// Get how many pointLights are setuped now.
nlassert(scene != NULL);
CRenderTrav *renderTrav= &scene->getRenderTrav();
sint numPls= renderTrav->getNumVPLights()-1;
clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
// correct VP id for correct number of pls.
idVP= numPls*4 + idVP;
// re-activate VP if idVP different from last setup
if( idVP!=_LastMBRIdVP )
{
_LastMBRIdVP= idVP;
driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP].get());
}
}
// ***************************************************************************
void CMeshVPWindTree::endMBRMesh(IDriver *driver)
{
// Disable the VertexProgram
driver->activeVertexProgram(NULL);
}
// ***************************************************************************
float CMeshVPWindTree::getMaxVertexMove()
{
return _MaxVertexMove;
}
} // NL3D