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356 lines
10 KiB
C++
356 lines
10 KiB
C++
// 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/mesh_instance.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/scene.h"
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#include <list>
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CMeshInstance::CMeshInstance()
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{
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_ShadowMap= NULL;
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// LoadBalancing is not useful for Mesh, because meshs cannot be reduced in faces.
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// Override CTransformShape state.
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CTransform::setIsLoadbalancable(false);
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// Mesh support shadow map casting only
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CTransform::setIsShadowMapCaster(true);
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}
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// ***************************************************************************
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CMeshInstance::~CMeshInstance()
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{
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// Auto detach me from skeleton. Must do it here, not in ~CTransform().
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if(_FatherSkeletonModel)
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{
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// detach me from the skeleton.
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// hrc and clip hierarchy is modified.
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_FatherSkeletonModel->detachSkeletonSon(this);
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nlassert(_FatherSkeletonModel==NULL);
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}
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// delete the shadowMap
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deleteShadowMap();
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}
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// ***************************************************************************
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void CMeshInstance::registerBasic()
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{
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CScene::registerModel(MeshInstanceId, MeshBaseInstanceId, CMeshInstance::creator);
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}
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// ***************************************************************************
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void CMeshInstance::setApplySkin(bool state)
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{
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// Call parents method
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CMeshBaseInstance::setApplySkin (state);
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// Get a pointer on the shape
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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// Recompute the id
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if (state)
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{
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pMesh->computeBonesId (_FatherSkeletonModel);
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}
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// update the skeleton usage according to the mesh.
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pMesh->updateSkeletonUsage(_FatherSkeletonModel, state);
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}
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// ***************************************************************************
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const std::vector<sint32> *CMeshInstance::getSkinBoneUsage() const
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{
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// Get a pointer on the shape
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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// Recompute the id
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pMesh->computeBonesId (_FatherSkeletonModel);
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// get ids.
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return &pMesh->getMeshGeom().getSkinBoneUsage();
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}
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// ***************************************************************************
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const std::vector<NLMISC::CBSphere> *CMeshInstance::getSkinBoneSphere() const
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{
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// Get a pointer on the shape
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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// Recompute the id, and skin spheres, if needed
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pMesh->computeBonesId (_FatherSkeletonModel);
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// get it.
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return &pMesh->getMeshGeom().getSkinBoneSphere();
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}
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// ***************************************************************************
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bool CMeshInstance::isSkinnable() const
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{
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if(Shape==NULL)
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return false;
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// Get a pointer on the shape
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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// true if the mesh is skinned
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return pMesh->getMeshGeom().isSkinned();
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}
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// ***************************************************************************
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void CMeshInstance::renderSkin(float alphaMRM)
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{
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// Don't setup lighting or matrix in Skin. Done by the skeleton
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if(Shape && getVisibility() != CHrcTrav::Hide)
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{
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// Get a pointer on the shape
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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// render the meshGeom
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CMeshGeom &meshGeom= const_cast<CMeshGeom&>(pMesh->getMeshGeom ());
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meshGeom.renderSkin( this, alphaMRM );
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}
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}
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// ***************************************************************************
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void CMeshInstance::initRenderFilterType()
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{
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if(Shape)
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{
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// If the Shape has a VP or not...
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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if( pMesh->getMeshGeom().hasMeshVertexProgram() )
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_RenderFilterType= UScene::FilterMeshVP;
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else
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_RenderFilterType= UScene::FilterMeshNoVP;
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}
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}
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// ***************************************************************************
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bool CMeshInstance::supportIntersectSkin() const
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{
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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CMeshGeom &meshGeom= const_cast<CMeshGeom&>(pMesh->getMeshGeom ());
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return meshGeom.supportIntersectSkin();
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}
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// ***************************************************************************
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bool CMeshInstance::intersectSkin(const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D)
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{
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// Get a pointer on the shape
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CMesh *pMesh = NLMISC::safe_cast<CMesh *>((IShape*)Shape);
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// render the meshGeom
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CMeshGeom &meshGeom= const_cast<CMeshGeom&>(pMesh->getMeshGeom ());
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return meshGeom.intersectSkin(this, toRaySpace, dist2D, distZ, computeDist2D);
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}
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// ***************************************************************************
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// ***************************************************************************
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// ShadowMapping
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CMeshInstance::generateShadowMap(const CVector &lightDir)
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{
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// get the driver for Texture Render
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CScene *scene= getOwnerScene();
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CRenderTrav &renderTrav= scene->getRenderTrav();
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IDriver *driver= renderTrav.getAuxDriver();
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if(!Shape)
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return;
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// update ShadowMap data if needed.
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// ****
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updateShadowMap(driver);
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if(!_ShadowMap)
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return;
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// compute the ProjectionMatrix.
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// ****
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// get the BBox and localPosMatrix
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CAABBox bbShape;
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Shape->getAABBox(bbShape);
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CMatrix localPosMatrix= getWorldMatrix();
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localPosMatrix.setPos(CVector::Null);
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// setup cameraMatrix with BBox and Enlarge For 1 pixel
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CMatrix cameraMatrix;
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_ShadowMap->buildCasterCameraMatrix(lightDir, localPosMatrix, bbShape, cameraMatrix);
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// Render.
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// ****
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// setup the orhtogonal frustum and viewMatrix to include all the object.
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driver->setFrustum(0,1,0,1,0,1,false);
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driver->setupViewMatrix(cameraMatrix.inverted());
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driver->setupModelMatrix(localPosMatrix);
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// render the Mesh
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CMaterial &castMat= renderTrav.getShadowMapManager().getCasterShadowMaterial();
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CMesh *mesh= (CMesh*)(IShape*)Shape;
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driver->activeVertexBuffer( const_cast<CVertexBuffer&>(mesh->getVertexBuffer()) );
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for(uint mb=0;mb<mesh->getNbMatrixBlock();mb++)
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{
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for(uint rp=0;rp<mesh->getNbRdrPass(mb);rp++)
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{
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const CIndexBuffer &pb= mesh->getRdrPassPrimitiveBlock(mb, rp);
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driver->activeIndexBuffer(const_cast<CIndexBuffer&>(pb));
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driver->renderTriangles(castMat, 0, pb.getNumIndexes()/3);
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}
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}
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// Infos.
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// ****
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// Compute the BackPoint: the first point to be shadowed.
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CVector backPoint= bbShape.getCenter();
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// get the 3/4 bottom of the shape
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backPoint.z-= bbShape.getHalfSize().z/2;
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backPoint= localPosMatrix * backPoint;
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// Use the 3/4 bottom of the BBox minus the light direction in XY. NB: little hack:
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// suppose no Rotate (but Z) and no scale
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CVector ldir= lightDir;
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ldir.z= 0;
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ldir.normalize();
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float lenXY= (CVector(bbShape.getHalfSize().x, bbShape.getHalfSize().y, 0)).norm();
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backPoint-= ldir*lenXY;
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// Compute LocalProjectionMatrix and other infos from cameraMatrix and backPoint?
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_ShadowMap->buildProjectionInfos(cameraMatrix, backPoint, getShadowMapMaxDepth());
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}
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// ***************************************************************************
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CShadowMap *CMeshInstance::getShadowMap()
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{
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return _ShadowMap;
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}
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// ***************************************************************************
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void CMeshInstance::createShadowMap()
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{
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// create the shadowMap
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if(!_ShadowMap)
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{
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_ShadowMap= new CShadowMap(&getOwnerScene()->getRenderTrav().getShadowMapManager());
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getOwnerScene()->registerShadowCasterToList(this);
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}
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}
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// ***************************************************************************
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void CMeshInstance::deleteShadowMap()
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{
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if(_ShadowMap)
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{
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delete _ShadowMap;
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_ShadowMap= NULL;
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getOwnerScene()->unregisterShadowCasterToList(this);
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}
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}
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// ***************************************************************************
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void CMeshInstance::updateShadowMap(IDriver * /* driver */)
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{
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nlassert(_ShadowMap);
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// create/update texture
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if(_ShadowMap->getTextureSize()!=getOwnerScene()->getShadowMapTextureSize())
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{
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_ShadowMap->initTexture(getOwnerScene()->getShadowMapTextureSize());
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}
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}
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// ***************************************************************************
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bool CMeshInstance::computeWorldBBoxForShadow(NLMISC::CAABBox &worldBB)
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{
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// If even not visible or empty, no-op
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if(!isHrcVisible() || !Shape)
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return false;
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// get the shape bbox
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Shape->getAABBox(worldBB);
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// transform into world
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worldBB= CAABBox::transformAABBox(getWorldMatrix(), worldBB);
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return true;
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}
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// ***************************************************************************
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void CMeshInstance::renderIntoSkeletonShadowMap(CSkeletonModel *rootSkeleton, CMaterial &castMat)
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{
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/*
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Yoyo: Not Very Robuts here:
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- suppose the MeshInstance don't have sons.
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- suppose that the VertexBuffer doesn't have VertexColor (else castMat.color unused).
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*/
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// If even not visible or empty, no-op
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if(!isHrcVisible() || !Shape)
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return;
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// render into aux Driver
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IDriver *driver= getOwnerScene()->getRenderTrav().getAuxDriver();
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// **** Render the Skeleton Skins
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// The model Matrix is special here. It must be the Skeleton World Matrix, minus The Root Skeleton pos.
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CMatrix localPosMatrix;
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localPosMatrix.setRot( getWorldMatrix() );
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// NB: if this==rootSkeleton, then the final pos will be CVector::Null
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localPosMatrix.setPos( getWorldMatrix().getPos() - rootSkeleton->getWorldMatrix().getPos() );
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driver->setupModelMatrix(localPosMatrix);
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// render the Mesh
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CMesh *mesh= (CMesh*)(IShape*)Shape;
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driver->activeVertexBuffer( const_cast<CVertexBuffer&>(mesh->getVertexBuffer()) );
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for(uint mb=0;mb<mesh->getNbMatrixBlock();mb++)
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{
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for(uint rp=0;rp<mesh->getNbRdrPass(mb);rp++)
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{
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const CIndexBuffer &pb= mesh->getRdrPassPrimitiveBlock(mb, rp);
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driver->activeIndexBuffer(const_cast<CIndexBuffer&>(pb));
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driver->renderTriangles(castMat, 0, pb.getNumIndexes()/3);
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}
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}
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}
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} // NL3D
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