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2420 lines
69 KiB
C++
2420 lines
69 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/misc/bsphere.h"
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#include "nel/misc/system_info.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/misc/fast_mem.h"
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#include "nel/3d/mesh_mrm_skinned.h"
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#include "nel/3d/mrm_builder.h"
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#include "nel/3d/mrm_parameters.h"
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#include "nel/3d/mesh_mrm_skinned_instance.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/stripifier.h"
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#include "nel/3d/mesh_blender.h"
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#include "nel/3d/render_trav.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/3d/raw_skinned.h"
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#include "nel/3d/shifted_triangle_cache.h"
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#include "nel/3d/texture_file.h"
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#include "nel/3d/matrix_3x4.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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H_AUTO_DECL( NL3D_MeshMRMGeom_RenderShadow )
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// ***************************************************************************
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// ***************************************************************************
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// CMeshMRMSkinnedGeom::CLod
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::CLod::serial(NLMISC::IStream &f)
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{
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/*
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Version 0:
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- base vdrsion.
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*/
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f.serialVersion(0);
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uint i;
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f.serial(NWedges);
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f.serialCont(RdrPass);
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f.serialCont(Geomorphs);
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f.serialCont(MatrixInfluences);
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// Serial array of InfluencedVertices. NB: code written so far for NL3D_MESH_SKINNING_MAX_MATRIX==4 only.
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nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4);
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for(i= 0; i<NL3D_MESH_SKINNING_MAX_MATRIX; i++)
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{
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f.serialCont(InfluencedVertices[i]);
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::CLod::optimizeTriangleOrder()
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{
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CStripifier stripifier;
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// for all rdrpass
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for(uint rp=0; rp<RdrPass.size(); rp++ )
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{
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// stripify list of triangles of this pass.
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CIndexBuffer block;
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getRdrPassPrimitiveBlock(rp, block);
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stripifier.optimizeTriangles(block, block);
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buildPrimitiveBlock(rp, block);
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::CLod::getRdrPassPrimitiveBlock (uint renderPass, CIndexBuffer &block) const
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{
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const CRdrPass &rd = RdrPass[renderPass];
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const uint count = rd.getNumTriangle();
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block.setFormat(NL_SKINNED_MESH_MRM_INDEX_FORMAT);
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block.setNumIndexes (count*3);
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CIndexBufferReadWrite ibaWrite;
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block.lock (ibaWrite);
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uint i;
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for (i=0; i<count; i++)
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{
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ibaWrite.setTri (i*3, rd.PBlock[i*3+0], rd.PBlock[i*3+1], rd.PBlock[i*3+2]);
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::CLod::buildPrimitiveBlock(uint renderPass, const CIndexBuffer &block)
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{
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CRdrPass &rd = RdrPass[renderPass];
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const uint count = block.getNumIndexes()/3;
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rd.PBlock.resize (3*count);
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uint i;
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CIndexBufferRead ibaRead;
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block.lock (ibaRead);
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if (ibaRead.getFormat() == CIndexBuffer::Indices32)
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{
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const uint32 *triPtr = (const uint32 *) ibaRead.getPtr ();
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for (i=0; i<count; i++)
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{
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rd.PBlock[i*3+0] = (uint16) (triPtr[3*i+0]);
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rd.PBlock[i*3+1] = (uint16) (triPtr[3*i+1]);
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rd.PBlock[i*3+2] = (uint16) (triPtr[3*i+2]);
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}
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}
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else
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{
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const uint16 *triPtr = (const uint16 *) ibaRead.getPtr ();
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for (i=0; i<count; i++)
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{
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rd.PBlock[i*3+0] = (triPtr[3*i+0]);
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rd.PBlock[i*3+1] = (triPtr[3*i+1]);
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rd.PBlock[i*3+2] = (triPtr[3*i+2]);
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}
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// CMeshMRMSkinnedGeom.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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static NLMISC::CAABBoxExt makeBBox(const std::vector<CVector> &Vertices)
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{
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NLMISC::CAABBox ret;
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nlassert(Vertices.size());
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ret.setCenter(Vertices[0]);
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for(sint i=0;i<(sint)Vertices.size();i++)
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{
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ret.extend(Vertices[i]);
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}
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return ret;
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}
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// ***************************************************************************
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CMeshMRMSkinnedGeom::CMeshMRMSkinnedGeom()
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{
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_BoneIdComputed = false;
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_BoneIdExtended = false;
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_PreciseClipping= false;
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_MeshDataId= 0;
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_SupportShadowSkinGrouping= false;
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}
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// ***************************************************************************
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CMeshMRMSkinnedGeom::~CMeshMRMSkinnedGeom()
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{
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)
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{
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// check input.
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if(distanceFinest<0) return;
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if(distanceMiddle<=distanceFinest) return;
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if(distanceCoarsest<=distanceMiddle) return;
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// Change.
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_LevelDetail.DistanceFinest= distanceFinest;
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_LevelDetail.DistanceMiddle= distanceMiddle;
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_LevelDetail.DistanceCoarsest= distanceCoarsest;
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// compile
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_LevelDetail.compileDistanceSetup();
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::build(CMesh::CMeshBuild &m,
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uint numMaxMaterial, const CMRMParameters ¶ms)
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{
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// Empty geometry?
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if(m.Vertices.size()==0 || m.Faces.size()==0)
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{
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_VBufferFinal.clear();
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_Lods.clear();
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_BBox.setCenter(CVector::Null);
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_BBox.setSize(CVector::Null);
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return;
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}
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nlassert(numMaxMaterial>0);
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/// 0. First, make bbox.
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//======================
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// NB: this is equivalent as building BBox from MRM VBuffer, because CMRMBuilder create new vertices
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// which are just interpolation of original vertices.
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_BBox= makeBBox(m.Vertices);
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/// 1. Launch the MRM build process.
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//================================================
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CMRMBuilder mrmBuilder;
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CMeshBuildMRM meshBuildMRM;
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std::vector<CMesh::CMeshBuild*> bsList;
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mrmBuilder.compileMRM(m, bsList, params, meshBuildMRM, numMaxMaterial);
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nlassert (meshBuildMRM.Skinned);
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// Then build the packed vertex buffer
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//================================================
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_VBufferFinal.build (meshBuildMRM.VBuffer, meshBuildMRM.SkinWeights);
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_Lods= meshBuildMRM.Lods;
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// Compute degradation control.
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//================================================
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_LevelDetail.DistanceFinest= meshBuildMRM.DistanceFinest;
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_LevelDetail.DistanceMiddle= meshBuildMRM.DistanceMiddle;
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_LevelDetail.DistanceCoarsest= meshBuildMRM.DistanceCoarsest;
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nlassert(_LevelDetail.DistanceFinest>=0);
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nlassert(_LevelDetail.DistanceMiddle > _LevelDetail.DistanceFinest);
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nlassert(_LevelDetail.DistanceCoarsest > _LevelDetail.DistanceMiddle);
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// Compute OODistDelta and DistancePow
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_LevelDetail.compileDistanceSetup();
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// For load balancing.
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//================================================
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// compute Max Face Used
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_LevelDetail.MaxFaceUsed= 0;
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_LevelDetail.MinFaceUsed= 0;
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// Count of primitive block
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if(_Lods.size()>0)
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{
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uint pb;
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// Compute MinFaces.
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CLod &firstLod= _Lods[0];
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for (pb=0; pb<firstLod.RdrPass.size(); pb++)
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{
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CRdrPass &pass= firstLod.RdrPass[pb];
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// Sum tri
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_LevelDetail.MinFaceUsed+= pass.getNumTriangle ();
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}
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// Compute MaxFaces.
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CLod &lastLod= _Lods[_Lods.size()-1];
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for (pb=0; pb<lastLod.RdrPass.size(); pb++)
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{
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CRdrPass &pass= lastLod.RdrPass[pb];
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// Sum tri
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_LevelDetail.MaxFaceUsed+= pass.getNumTriangle ();
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}
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}
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// For skinning.
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//================================================
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// Inform that the mesh data has changed
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dirtMeshDataId();
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// For AGP SKinning optim, and for Render optim
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//================================================
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uint i;
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for(i=0;i<_Lods.size();i++)
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{
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// sort triangles for better cache use.
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_Lods[i].optimizeTriangleOrder();
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}
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// No Blend Shapes
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//================================================
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nlassert (meshBuildMRM.BlendShapes.size() == 0);
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// Compact bone id and build a bone id names
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//================================================
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// Remap
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std::map<uint, uint> remap;
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// Current bone
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uint currentBone = 0;
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// Reserve memory
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_BonesName.reserve (m.BonesNames.size());
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// For each vertices
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uint vert;
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CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices();
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for (vert=0; vert<_VBufferFinal.getNumVertices(); vert++)
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{
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// Found one ?
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bool found=false;
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// For each weight
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uint weight;
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for (weight=0; weight<NL3D_MESH_MRM_SKINNED_MAX_MATRIX; weight++)
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{
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// Active ?
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if ((vertices[vert].Weights[weight]>0)||(weight==0))
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{
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// Look for it
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std::map<uint, uint>::iterator ite = remap.find (vertices[vert].Matrices[weight]);
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// Find ?
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if (ite == remap.end())
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{
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// Insert it
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remap.insert (std::map<uint, uint>::value_type (vertices[vert].Matrices[weight], currentBone));
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// Check the id
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nlassert (vertices[vert].Matrices[weight]<m.BonesNames.size());
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// Set the bone name
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_BonesName.push_back (m.BonesNames[vertices[vert].Matrices[weight]]);
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// Set the local bone id
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vertices[vert].Matrices[weight] = currentBone++;
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}
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else
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{
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// Set the local bone id
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vertices[vert].Matrices[weight] = ite->second;
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}
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// Found one
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found = true;
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}
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}
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// Found one ?
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nlassert (found);
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}
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// Remap the vertex influence by lods
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uint lod;
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for (lod=0; lod<_Lods.size(); lod++)
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{
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// For each matrix used
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uint matrix;
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for (matrix=0; matrix<_Lods[lod].MatrixInfluences.size(); matrix++)
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{
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// Remap
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std::map<uint, uint>::iterator ite = remap.find (_Lods[lod].MatrixInfluences[matrix]);
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// Not find ?
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if (ite == remap.end())
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{
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// Remove it
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_Lods[lod].MatrixInfluences.erase (_Lods[lod].MatrixInfluences.begin()+matrix);
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matrix--;
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continue;
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}
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// Remap
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_Lods[lod].MatrixInfluences[matrix] = ite->second;
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}
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}
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// Misc.
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//===================
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// Some runtime not serialized compilation
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compileRunTime();
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::applyMaterialRemap(const std::vector<sint> &remap)
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{
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for(uint lod=0;lod<getNbLod();lod++)
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{
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for(uint rp=0;rp<getNbRdrPass(lod);rp++)
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{
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// remap
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uint32 &matId= _Lods[lod].RdrPass[rp].MaterialId;
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nlassert(remap[matId]>=0);
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matId= remap[matId];
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}
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::applyGeomorph(std::vector<CMRMWedgeGeom> &geoms, float alphaLod)
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{
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applyGeomorphWithVBHardPtr(geoms, alphaLod);
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::applyGeomorphWithVBHardPtr(std::vector<CMRMWedgeGeom> &geoms, float alphaLod)
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{
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// no geomorphs? quit.
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if(geoms.size()==0)
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return;
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clamp(alphaLod, 0.f, 1.f);
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sint a= (uint)floor((256.f*alphaLod)+0.5f);
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sint a1= 256 - a;
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// info from VBuffer.
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uint8 *vertexPtr= (uint8*)_VBufferFinal.getPackedVertices();
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sint32 vertexSize= sizeof(CPackedVertexBuffer::CPackedVertex);
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// use a faster method
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applyGeomorphPosNormalUV0Int(geoms, vertexPtr, vertexPtr, vertexSize, a, a1);
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::applyGeomorphPosNormalUV0(std::vector<CMRMWedgeGeom> &geoms, uint8 *vertexPtr, uint8 *vertexDestPtr, sint32 vertexSize, float a, float a1)
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{
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nlassert(vertexSize==32);
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// For all geomorphs.
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uint nGeoms= (uint)geoms.size();
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CMRMWedgeGeom *ptrGeom= &(geoms[0]);
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uint8 *destPtr= vertexDestPtr;
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for(; nGeoms>0; nGeoms--, ptrGeom++, destPtr+= vertexSize )
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{
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// Consider the Pos/Normal/UV as an array of 8 float to interpolate.
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float *start= (float*)(vertexPtr + (ptrGeom->Start<<5));
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float *end= (float*)(vertexPtr + (ptrGeom->End<<5));
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float *dst= (float*)(destPtr);
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// unrolled
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dst[0]= start[0] * a + end[0]* a1;
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dst[1]= start[1] * a + end[1]* a1;
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dst[2]= start[2] * a + end[2]* a1;
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dst[3]= start[3] * a + end[3]* a1;
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dst[4]= start[4] * a + end[4]* a1;
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dst[5]= start[5] * a + end[5]* a1;
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dst[6]= start[6] * a + end[6]* a1;
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dst[7]= start[7] * a + end[7]* a1;
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::applyGeomorphPosNormalUV0Int(std::vector<CMRMWedgeGeom> &geoms, uint8 *vertexPtr, uint8 *vertexDestPtr, sint32 vertexSize, sint a, sint a1)
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{
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// For all geomorphs.
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uint nGeoms= (uint)geoms.size();
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CMRMWedgeGeom *ptrGeom= &(geoms[0]);
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uint8 *destPtr= vertexDestPtr;
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for(; nGeoms>0; nGeoms--, ptrGeom++, destPtr+= vertexSize )
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{
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// Consider the Pos/Normal/UV as an array of 8 float to interpolate.
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sint16 *start= (sint16*)(vertexPtr + (ptrGeom->Start*vertexSize));
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sint16 *end= (sint16*)(vertexPtr + (ptrGeom->End*vertexSize));
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sint16 *dst= (sint16*)(destPtr);
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/* Hulud
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* This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning)
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*/
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// unrolled
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dst[0]= (sint16)(((sint)(start[0]) * a + (sint)(end[0]) * a1)>>8);
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dst[1]= (sint16)(((sint)(start[1]) * a + (sint)(end[1]) * a1)>>8);
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dst[2]= (sint16)(((sint)(start[2]) * a + (sint)(end[2]) * a1)>>8);
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dst[3]= (sint16)(((sint)(start[3]) * a + (sint)(end[3]) * a1)>>8);
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dst[4]= (sint16)(((sint)(start[4]) * a + (sint)(end[4]) * a1)>>8);
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dst[5]= (sint16)(((sint)(start[5]) * a + (sint)(end[5]) * a1)>>8);
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dst[6]= (sint16)(((sint)(start[6]) * a + (sint)(end[6]) * a1)>>8);
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dst[7]= (sint16)(((sint)(start[7]) * a + (sint)(end[7]) * a1)>>8);
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedGeom::initInstance(CMeshBaseInstance *mbi)
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{
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}
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// ***************************************************************************
|
|
bool CMeshMRMSkinnedGeom::clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix)
|
|
{
|
|
// Speed Clip: clip just the sphere.
|
|
CBSphere localSphere(_BBox.getCenter(), _BBox.getRadius());
|
|
CBSphere worldSphere;
|
|
|
|
// transform the sphere in WorldMatrix (with nearly good scale info).
|
|
localSphere.applyTransform(worldMatrix, worldSphere);
|
|
|
|
// if out of only plane, entirely out.
|
|
for(sint i=0;i<(sint)pyramid.size();i++)
|
|
{
|
|
// We are sure that pyramid has normalized plane normals.
|
|
// if SpherMax OUT return false.
|
|
float d= pyramid[i]*worldSphere.Center;
|
|
if(d>worldSphere.Radius)
|
|
return false;
|
|
}
|
|
|
|
// test if must do a precise clip, according to mesh size.
|
|
if( _PreciseClipping )
|
|
{
|
|
CPlane localPlane;
|
|
|
|
// if out of only plane, entirely out.
|
|
for(sint i=0;i<(sint)pyramid.size();i++)
|
|
{
|
|
// Transform the pyramid in Object space.
|
|
localPlane= pyramid[i]*worldMatrix;
|
|
// localPlane must be normalized, because worldMatrix mya have a scale.
|
|
localPlane.normalize();
|
|
// if the box is not partially inside the plane, quit
|
|
if( !_BBox.clipBack(localPlane) )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
inline sint CMeshMRMSkinnedGeom::chooseLod(float alphaMRM, float &alphaLod)
|
|
{
|
|
// Choose what Lod to draw.
|
|
alphaMRM*= _Lods.size()-1;
|
|
sint numLod= (sint)ceil(alphaMRM);
|
|
if(numLod==0)
|
|
{
|
|
numLod= 0;
|
|
alphaLod= 0;
|
|
}
|
|
else
|
|
{
|
|
// Lerp beetween lod i-1 and lod i.
|
|
alphaLod= alphaMRM-(numLod-1);
|
|
}
|
|
|
|
/// Ensure numLod is correct
|
|
if(numLod>=(sint)_Lods.size())
|
|
{
|
|
numLod= (sint)_Lods.size()-1;
|
|
alphaLod= 1;
|
|
}
|
|
|
|
return numLod;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::render(IDriver *drv, CTransformShape *trans, float polygonCount, uint32 rdrFlags, float globalAlpha)
|
|
{
|
|
nlassert(drv);
|
|
if(_Lods.size()==0)
|
|
return;
|
|
|
|
|
|
// get the meshMRM instance.
|
|
CMeshBaseInstance *mi= safe_cast<CMeshBaseInstance*>(trans);
|
|
|
|
|
|
// get the result of the Load Balancing.
|
|
float alphaMRM= _LevelDetail.getLevelDetailFromPolyCount(polygonCount);
|
|
|
|
// choose the lod.
|
|
float alphaLod;
|
|
sint numLod= chooseLod(alphaMRM, alphaLod);
|
|
|
|
|
|
// Render the choosen Lod.
|
|
CLod &lod= _Lods[numLod];
|
|
if(lod.RdrPass.size()==0)
|
|
return;
|
|
|
|
|
|
// get the skeleton model to which I am binded (else NULL).
|
|
CSkeletonModel *skeleton;
|
|
skeleton = mi->getSkeletonModel();
|
|
// The mesh must not be skinned for render()
|
|
nlassert(!(mi->isSkinned() && skeleton));
|
|
|
|
|
|
// Profiling
|
|
//===========
|
|
H_AUTO( NL3D_MeshMRMGeom_RenderNormal );
|
|
|
|
// Skinning.
|
|
//===========
|
|
|
|
// set the instance worldmatrix.
|
|
drv->setupModelMatrix(trans->getWorldMatrix());
|
|
|
|
|
|
// Geomorph.
|
|
//===========
|
|
// Geomorph the choosen Lod (if not the coarser mesh).
|
|
if(numLod>0)
|
|
{
|
|
applyGeomorph(lod.Geomorphs, alphaLod);
|
|
}
|
|
|
|
|
|
// force normalisation of normals..
|
|
bool bkupNorm= drv->isForceNormalize();
|
|
drv->forceNormalize(true);
|
|
|
|
|
|
// Setup meshVertexProgram
|
|
//===========
|
|
|
|
// Render the lod.
|
|
//===========
|
|
// active VB.
|
|
|
|
/* Hulud
|
|
* This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning)
|
|
*/
|
|
CVertexBuffer tmp;
|
|
getVertexBuffer (tmp);
|
|
|
|
drv->activeVertexBuffer(tmp);
|
|
|
|
|
|
// Global alpha used ?
|
|
uint32 globalAlphaUsed= rdrFlags & IMeshGeom::RenderGlobalAlpha;
|
|
uint8 globalAlphaInt=(uint8)NLMISC::OptFastFloor(globalAlpha*255);
|
|
|
|
// Render all pass.
|
|
if (globalAlphaUsed)
|
|
{
|
|
bool gaDisableZWrite= (rdrFlags & IMeshGeom::RenderGADisableZWrite)?true:false;
|
|
|
|
// for all passes
|
|
for(uint i=0;i<lod.RdrPass.size();i++)
|
|
{
|
|
CRdrPass &rdrPass= lod.RdrPass[i];
|
|
|
|
if ( ( (mi->Materials[rdrPass.MaterialId].getBlend() == false) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) ||
|
|
( (mi->Materials[rdrPass.MaterialId].getBlend() == true) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) )
|
|
{
|
|
// CMaterial Ref
|
|
CMaterial &material=mi->Materials[rdrPass.MaterialId];
|
|
|
|
// Use a MeshBlender to modify material and driver.
|
|
CMeshBlender blender;
|
|
blender.prepareRenderForGlobalAlpha(material, drv, globalAlpha, globalAlphaInt, gaDisableZWrite);
|
|
|
|
/* Hulud
|
|
* This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning)
|
|
*/
|
|
CIndexBuffer block;
|
|
lod.getRdrPassPrimitiveBlock (i, block);
|
|
|
|
// Render
|
|
drv->activeIndexBuffer(block);
|
|
drv->renderTriangles(material, 0, block.getNumIndexes()/3);
|
|
|
|
// Resetup material/driver
|
|
blender.restoreRender(material, drv, gaDisableZWrite);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(uint i=0;i<lod.RdrPass.size();i++)
|
|
{
|
|
CRdrPass &rdrPass= lod.RdrPass[i];
|
|
|
|
if ( ( (mi->Materials[rdrPass.MaterialId].getBlend() == false) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) ||
|
|
( (mi->Materials[rdrPass.MaterialId].getBlend() == true) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) )
|
|
{
|
|
// CMaterial Ref
|
|
CMaterial &material=mi->Materials[rdrPass.MaterialId];
|
|
|
|
/* Hulud
|
|
* This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning)
|
|
*/
|
|
CIndexBuffer block;
|
|
lod.getRdrPassPrimitiveBlock (i, block);
|
|
|
|
// Render with the Materials of the MeshInstance.
|
|
drv->activeIndexBuffer(block);
|
|
drv->renderTriangles(material, 0, block.getNumIndexes()/3);
|
|
}
|
|
}
|
|
}
|
|
|
|
// bkup force normalisation.
|
|
drv->forceNormalize(bkupNorm);
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::renderSkin(CTransformShape *trans, float alphaMRM)
|
|
{
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CMeshMRMSkinnedGeom::supportSkinGrouping() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
sint CMeshMRMSkinnedGeom::renderSkinGroupGeom(CMeshMRMSkinnedInstance *mi, float alphaMRM, uint remainingVertices, uint8 *vbDest)
|
|
{
|
|
H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpGeom )
|
|
|
|
// since not tested in supportSkinGrouping(), must test _Lods.empty(): no lod, no draw
|
|
if(_Lods.empty())
|
|
return 0;
|
|
|
|
// get a ptr on scene
|
|
CScene *ownerScene= mi->getOwnerScene();
|
|
// get a ptr on renderTrav
|
|
CRenderTrav *renderTrav= &ownerScene->getRenderTrav();
|
|
// get a ptr on the driver
|
|
IDriver *drv= renderTrav->getDriver();
|
|
nlassert(drv);
|
|
|
|
|
|
// choose the lod.
|
|
float alphaLod;
|
|
sint numLod= chooseLod(alphaMRM, alphaLod);
|
|
_LastLodComputed= numLod;
|
|
|
|
|
|
// Render the choosen Lod.
|
|
CLod &lod= _Lods[numLod];
|
|
if(lod.RdrPass.size()==0)
|
|
// return no vertices added
|
|
return 0;
|
|
|
|
// If the Lod is too big to render in the VBufferHard
|
|
if(lod.NWedges>remainingVertices)
|
|
// return Failure
|
|
return -1;
|
|
|
|
// get the skeleton model to which I am skinned
|
|
CSkeletonModel *skeleton;
|
|
skeleton = mi->getSkeletonModel();
|
|
// must be skinned for renderSkin()
|
|
nlassert(mi->isSkinned() && skeleton);
|
|
|
|
|
|
// Profiling
|
|
//===========
|
|
H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpGeom_go );
|
|
|
|
|
|
// Skinning.
|
|
//===========
|
|
|
|
// Use RawSkin if possible: only if no morph, and only Vertex/Normal
|
|
updateRawSkinNormal(true, mi, numLod);
|
|
|
|
// NB: the skeleton matrix has already been setuped by CSkeletonModel
|
|
// NB: the normalize flag has already been setuped by CSkeletonModel
|
|
|
|
// applySkin with RawSkin.
|
|
//--------
|
|
nlassert(mi->_RawSkinCache);
|
|
|
|
H_AUTO( NL3D_RawSkinning );
|
|
|
|
// RawSkin do all the job in optimized way: Skinning, copy to VBHard and Geomorph.
|
|
|
|
// skinning with normal, but no tangent space
|
|
applyRawSkinWithNormal (lod, *(mi->_RawSkinCache), skeleton, vbDest, alphaLod);
|
|
|
|
// Vertices are packed in RawSkin mode (ie no holes due to MRM!)
|
|
return (sint)mi->_RawSkinCache->Geomorphs.size() +
|
|
mi->_RawSkinCache->TotalSoftVertices +
|
|
mi->_RawSkinCache->TotalHardVertices;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::renderSkinGroupPrimitives(CMeshMRMSkinnedInstance *mi, uint baseVertex, std::vector<CSkinSpecularRdrPass> &specularRdrPasses, uint skinIndex)
|
|
{
|
|
H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpPrimitives );
|
|
|
|
// get a ptr on scene
|
|
CScene *ownerScene= mi->getOwnerScene();
|
|
// get a ptr on renderTrav
|
|
CRenderTrav *renderTrav= &ownerScene->getRenderTrav();
|
|
// get a ptr on the driver
|
|
IDriver *drv= renderTrav->getDriver();
|
|
nlassert(drv);
|
|
|
|
// Get the lod choosen in renderSkinGroupGeom()
|
|
CLod &lod= _Lods[_LastLodComputed];
|
|
|
|
|
|
// must update primitive cache
|
|
updateShiftedTriangleCache(mi, _LastLodComputed, baseVertex);
|
|
nlassert(mi->_ShiftedTriangleCache);
|
|
|
|
|
|
// Render Triangles with cache
|
|
//===========
|
|
for(uint i=0;i<lod.RdrPass.size();i++)
|
|
{
|
|
CRdrPass &rdrPass= lod.RdrPass[i];
|
|
|
|
// CMaterial Ref
|
|
CMaterial &material=mi->Materials[rdrPass.MaterialId];
|
|
|
|
// TestYoyo. Material Speed Test
|
|
/*if( material.getDiffuse()!=CRGBA(250, 251, 252) )
|
|
{
|
|
material.setDiffuse(CRGBA(250, 251, 252));
|
|
// Set all texture the same.
|
|
static CSmartPtr<ITexture> pTexFile= new CTextureFile("fy_hom_visage_c1_fy_e1.tga");
|
|
material.setTexture(0, pTexFile );
|
|
// Remove Specular.
|
|
if(material.getShader()==CMaterial::Specular)
|
|
{
|
|
CSmartPtr<ITexture> tex= material.getTexture(0);
|
|
material.setShader(CMaterial::Normal);
|
|
material.setTexture(0, tex );
|
|
}
|
|
// Remove MakeUp
|
|
material.setTexture(1, NULL);
|
|
}*/
|
|
|
|
// If the material is a specular material, don't render it now!
|
|
if(material.getShader()==CMaterial::Specular)
|
|
{
|
|
// Add it to the rdrPass to sort!
|
|
CSkinSpecularRdrPass specRdrPass;
|
|
specRdrPass.SkinIndex= skinIndex;
|
|
specRdrPass.RdrPassIndex= i;
|
|
// Get the handle of the specular Map as the sort Key
|
|
ITexture *specTex= material.getTexture(1);
|
|
if(!specTex)
|
|
specRdrPass.SpecId= 0;
|
|
else
|
|
specRdrPass.SpecId= drv->getTextureHandle( *specTex );
|
|
// Append it to the list
|
|
specularRdrPasses.push_back(specRdrPass);
|
|
}
|
|
else
|
|
{
|
|
// Get the shifted triangles.
|
|
CShiftedTriangleCache::CRdrPass &shiftedRdrPass= mi->_ShiftedTriangleCache->RdrPass[i];
|
|
|
|
// Render with the Materials of the MeshInstance.
|
|
drv->activeIndexBuffer(mi->_ShiftedTriangleCache->RawIndices);
|
|
drv->renderTriangles(material, shiftedRdrPass.Triangles, shiftedRdrPass.NumTriangles);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::renderSkinGroupSpecularRdrPass(CMeshMRMSkinnedInstance *mi, uint rdrPassId)
|
|
{
|
|
H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpSpecularRdrPass );
|
|
|
|
// get a ptr on scene
|
|
CScene *ownerScene= mi->getOwnerScene();
|
|
// get a ptr on renderTrav
|
|
CRenderTrav *renderTrav= &ownerScene->getRenderTrav();
|
|
// get a ptr on the driver
|
|
IDriver *drv= renderTrav->getDriver();
|
|
nlassert(drv);
|
|
|
|
// Get the lod choosen in renderSkinGroupGeom()
|
|
CLod &lod= _Lods[_LastLodComputed];
|
|
|
|
|
|
// _ShiftedTriangleCache must have been computed in renderSkinGroupPrimitives
|
|
nlassert(mi->_ShiftedTriangleCache);
|
|
|
|
|
|
// Render Triangles with cache
|
|
//===========
|
|
CRdrPass &rdrPass= lod.RdrPass[rdrPassId];
|
|
|
|
// CMaterial Ref
|
|
CMaterial &material=mi->Materials[rdrPass.MaterialId];
|
|
|
|
// Get the shifted triangles.
|
|
CShiftedTriangleCache::CRdrPass &shiftedRdrPass= mi->_ShiftedTriangleCache->RdrPass[rdrPassId];
|
|
|
|
// Render with the Materials of the MeshInstance.
|
|
drv->activeIndexBuffer(mi->_ShiftedTriangleCache->RawIndices);
|
|
drv->renderTriangles(material, shiftedRdrPass.Triangles, shiftedRdrPass.NumTriangles);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::updateShiftedTriangleCache(CMeshMRMSkinnedInstance *mi, sint curLodId, uint baseVertex)
|
|
{
|
|
// if the instance has a cache, but not sync to us, delete it.
|
|
if( mi->_ShiftedTriangleCache && (
|
|
mi->_ShiftedTriangleCache->MeshDataId != _MeshDataId ||
|
|
mi->_ShiftedTriangleCache->LodId != curLodId ||
|
|
mi->_ShiftedTriangleCache->BaseVertex != baseVertex) )
|
|
{
|
|
mi->clearShiftedTriangleCache();
|
|
}
|
|
|
|
// If the instance has not a valid cache, must create it.
|
|
if( !mi->_ShiftedTriangleCache )
|
|
{
|
|
mi->_ShiftedTriangleCache= new CShiftedTriangleCache;
|
|
// Fill the cache Key.
|
|
mi->_ShiftedTriangleCache->MeshDataId= _MeshDataId;
|
|
mi->_ShiftedTriangleCache->LodId= curLodId;
|
|
mi->_ShiftedTriangleCache->BaseVertex= baseVertex;
|
|
|
|
// Build list of PBlock. From Lod, or from RawSkin cache.
|
|
static vector<CIndexBuffer*> pbList;
|
|
pbList.clear();
|
|
nlassert(mi->_RawSkinCache);
|
|
pbList.resize(mi->_RawSkinCache->RdrPass.size());
|
|
for(uint i=0;i<pbList.size();i++)
|
|
{
|
|
pbList[i]= &mi->_RawSkinCache->RdrPass[i];
|
|
}
|
|
|
|
// Build RdrPass
|
|
mi->_ShiftedTriangleCache->RdrPass.resize((uint32)pbList.size());
|
|
|
|
// First pass, count number of triangles, and fill header info
|
|
uint totalTri= 0;
|
|
uint i;
|
|
for(i=0;i<pbList.size();i++)
|
|
{
|
|
mi->_ShiftedTriangleCache->RdrPass[i].NumTriangles= pbList[i]->getNumIndexes()/3;
|
|
totalTri+= pbList[i]->getNumIndexes()/3;
|
|
}
|
|
|
|
// Allocate triangles indices.
|
|
mi->_ShiftedTriangleCache->RawIndices.setFormat(NL_SKINNED_MESH_MRM_INDEX_FORMAT);
|
|
mi->_ShiftedTriangleCache->RawIndices.setNumIndexes(totalTri*3);
|
|
|
|
CIndexBufferReadWrite iba;
|
|
mi->_ShiftedTriangleCache->RawIndices.lock(iba);
|
|
|
|
// Second pass, fill ptrs, and fill Arrays
|
|
uint indexTri= 0;
|
|
for(i=0;i<pbList.size();i++)
|
|
{
|
|
CShiftedTriangleCache::CRdrPass &dstRdrPass= mi->_ShiftedTriangleCache->RdrPass[i];
|
|
dstRdrPass.Triangles= indexTri*3;
|
|
|
|
// Fill the array
|
|
uint numTris= pbList[i]->getNumIndexes()/3;
|
|
if(numTris)
|
|
{
|
|
uint nIds= numTris*3;
|
|
// index, and fill
|
|
CIndexBufferRead ibaRead;
|
|
pbList[i]->lock (ibaRead);
|
|
#ifndef NL_SKINNED_MESH_MRM_INDEX16
|
|
nlassert(iba.getFormat() == CIndexBuffer::Indices32);
|
|
const uint32 *pSrcTri= (const uint32 *) ibaRead.getPtr();
|
|
uint32 *pDstTri= (uint32 *) iba.getPtr() + dstRdrPass.Triangles;
|
|
for(;nIds>0;nIds--,pSrcTri++,pDstTri++)
|
|
*pDstTri= *pSrcTri + baseVertex;
|
|
#else
|
|
nlassert(iba.getFormat() == CIndexBuffer::Indices16);
|
|
const uint16 *pSrcTri= (const uint16 *) ibaRead.getPtr();
|
|
uint16 *pDstTri= (uint16 *) iba.getPtr() + dstRdrPass.Triangles;
|
|
for(;nIds>0;nIds--,pSrcTri++,pDstTri++)
|
|
*pDstTri= *pSrcTri + baseVertex;
|
|
#endif
|
|
}
|
|
|
|
// Next
|
|
indexTri+= dstRdrPass.NumTriangles;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::serial(NLMISC::IStream &f)
|
|
{
|
|
// because of complexity, serial is separated in save / load.
|
|
|
|
/*
|
|
Version 0:
|
|
- base version.
|
|
*/
|
|
f.serialVersion(0);
|
|
|
|
|
|
// serial bones names
|
|
f.serialCont (_BonesName);
|
|
|
|
if (f.isReading())
|
|
{
|
|
// Bones index are in skeleton model id list
|
|
_BoneIdComputed = false;
|
|
|
|
// Must always recompute usage of parents of bones used.
|
|
_BoneIdExtended = false;
|
|
}
|
|
|
|
// serial Basic info.
|
|
// ==================
|
|
f.serial(_BBox);
|
|
f.serial(_LevelDetail.MaxFaceUsed);
|
|
f.serial(_LevelDetail.MinFaceUsed);
|
|
f.serial(_LevelDetail.DistanceFinest);
|
|
f.serial(_LevelDetail.DistanceMiddle);
|
|
f.serial(_LevelDetail.DistanceCoarsest);
|
|
f.serial(_LevelDetail.OODistanceDelta);
|
|
f.serial(_LevelDetail.DistancePow);
|
|
|
|
// Prepare the VBuffer.
|
|
if (f.isReading())
|
|
_VBufferFinal.contReset();
|
|
_VBufferFinal.serial(f);
|
|
|
|
// serial Shadow Skin Information
|
|
f.serialCont (_ShadowSkin.Vertices);
|
|
f.serialCont (_ShadowSkin.Triangles);
|
|
|
|
// resest the Lod arrays. NB: each Lod is empty, and ready to receive Lod data.
|
|
// ==================
|
|
if (f.isReading())
|
|
{
|
|
contReset(_Lods);
|
|
}
|
|
|
|
f.serialCont (_Lods);
|
|
|
|
if (f.isReading())
|
|
{
|
|
// Inform that the mesh data has changed
|
|
dirtMeshDataId();
|
|
|
|
// Some runtime not serialized compilation
|
|
compileRunTime();
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
float CMeshMRMSkinnedGeom::getNumTriangles (float distance)
|
|
{
|
|
// NB: this is an approximation, but this is continious.
|
|
return _LevelDetail.getNumTriangles(distance);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::computeBonesId (CSkeletonModel *skeleton)
|
|
{
|
|
// Already computed ?
|
|
if (!_BoneIdComputed)
|
|
{
|
|
// Get a pointer on the skeleton
|
|
nlassert (skeleton);
|
|
if (skeleton)
|
|
{
|
|
// **** For each bones, compute remap
|
|
std::vector<uint> remap;
|
|
skeleton->remapSkinBones(_BonesName, _BonesId, remap);
|
|
|
|
|
|
// **** Remap the vertices, and compute Bone Spheres.
|
|
|
|
// Find the Geomorph space: to process only real vertices, not geomorphed ones.
|
|
uint nGeomSpace= 0;
|
|
uint lod;
|
|
for (lod=0; lod<_Lods.size(); lod++)
|
|
{
|
|
nGeomSpace= max(nGeomSpace, (uint)_Lods[lod].Geomorphs.size());
|
|
}
|
|
|
|
// Prepare Sphere compute
|
|
static std::vector<CAABBox> boneBBoxes;
|
|
static std::vector<bool> boneBBEmpty;
|
|
boneBBoxes.clear();
|
|
boneBBEmpty.clear();
|
|
boneBBoxes.resize(_BonesId.size());
|
|
boneBBEmpty.resize(_BonesId.size(), true);
|
|
|
|
|
|
// Remap the vertex, and compute the bone spheres. see CTransform::getSkinBoneSphere() doc.
|
|
// for true vertices
|
|
uint vert;
|
|
const uint vertexCount = _VBufferFinal.getNumVertices();
|
|
CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices();
|
|
for (vert=nGeomSpace; vert<vertexCount; vert++)
|
|
{
|
|
// get the vertex position.
|
|
CVector vertex;
|
|
_VBufferFinal.getPos (vertex, vertices[vert]);
|
|
|
|
// For each weight
|
|
uint weight;
|
|
for (weight=0; weight<NL3D_MESH_SKINNING_MAX_MATRIX; weight++)
|
|
{
|
|
// Active ?
|
|
if ((vertices[vert].Weights[weight]>0)||(weight==0))
|
|
{
|
|
// Check id
|
|
uint srcId= vertices[vert].Matrices[weight];
|
|
nlassert (srcId < remap.size());
|
|
// remap
|
|
vertices[vert].Matrices[weight] = remap[srcId];
|
|
|
|
// if the boneId is valid (ie found)
|
|
if(_BonesId[srcId]>=0)
|
|
{
|
|
// transform the vertex pos in BoneSpace
|
|
CVector p= skeleton->Bones[_BonesId[srcId]].getBoneBase().InvBindPos * vertex;
|
|
// extend the bone bbox.
|
|
if(boneBBEmpty[srcId])
|
|
{
|
|
boneBBoxes[srcId].setCenter(p);
|
|
boneBBEmpty[srcId]= false;
|
|
}
|
|
else
|
|
{
|
|
boneBBoxes[srcId].extend(p);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Compile spheres
|
|
_BonesSphere.resize(_BonesId.size());
|
|
for(uint bone=0;bone<_BonesSphere.size();bone++)
|
|
{
|
|
// If the bone is empty, mark with -1 in the radius.
|
|
if(boneBBEmpty[bone])
|
|
{
|
|
_BonesSphere[bone].Radius= -1;
|
|
}
|
|
else
|
|
{
|
|
_BonesSphere[bone].Center= boneBBoxes[bone].getCenter();
|
|
_BonesSphere[bone].Radius= boneBBoxes[bone].getRadius();
|
|
}
|
|
}
|
|
|
|
// **** Remap the vertex influence by lods
|
|
for (lod=0; lod<_Lods.size(); lod++)
|
|
{
|
|
// For each matrix used
|
|
uint matrix;
|
|
for (matrix=0; matrix<_Lods[lod].MatrixInfluences.size(); matrix++)
|
|
{
|
|
// Check
|
|
nlassert (_Lods[lod].MatrixInfluences[matrix]<remap.size());
|
|
|
|
// Remap
|
|
_Lods[lod].MatrixInfluences[matrix] = remap[_Lods[lod].MatrixInfluences[matrix]];
|
|
}
|
|
}
|
|
|
|
// **** Remap Shadow Vertices.
|
|
for(vert=0;vert<_ShadowSkin.Vertices.size();vert++)
|
|
{
|
|
CShadowVertex &v= _ShadowSkin.Vertices[vert];
|
|
// Check id
|
|
nlassert (v.MatrixId < remap.size());
|
|
v.MatrixId= remap[v.MatrixId];
|
|
}
|
|
|
|
// Computed
|
|
_BoneIdComputed = true;
|
|
}
|
|
}
|
|
|
|
// Already extended ?
|
|
if (!_BoneIdExtended)
|
|
{
|
|
nlassert (skeleton);
|
|
if (skeleton)
|
|
{
|
|
// the total bone Usage of the mesh.
|
|
vector<bool> boneUsage;
|
|
boneUsage.resize(skeleton->Bones.size(), false);
|
|
|
|
// for all Bones marked as valid.
|
|
uint i;
|
|
for(i=0; i<_BonesId.size(); i++)
|
|
{
|
|
// if not a valid boneId, skip it.
|
|
if(_BonesId[i]<0)
|
|
continue;
|
|
|
|
// mark him and his father in boneUsage.
|
|
skeleton->flagBoneAndParents(_BonesId[i], boneUsage);
|
|
}
|
|
|
|
// fill _BonesIdExt with bones of _BonesId and their parents.
|
|
_BonesIdExt.clear();
|
|
for(i=0; i<boneUsage.size();i++)
|
|
{
|
|
// if the bone is used by the mesh, add it to BoneIdExt.
|
|
if(boneUsage[i])
|
|
_BonesIdExt.push_back(i);
|
|
}
|
|
|
|
}
|
|
|
|
// Extended
|
|
_BoneIdExtended= true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::updateSkeletonUsage(CSkeletonModel *sm, bool increment)
|
|
{
|
|
// For all Bones used.
|
|
for(uint i=0; i<_BonesIdExt.size();i++)
|
|
{
|
|
uint boneId= _BonesIdExt[i];
|
|
// Some explicit Error.
|
|
if(boneId>=sm->Bones.size())
|
|
nlerror(" Skin is incompatible with Skeleton: tries to use bone %d", boneId);
|
|
// increment or decrement not Forced, because CMeshGeom use getActiveBoneSkinMatrix().
|
|
if(increment)
|
|
sm->incBoneUsage(boneId, CSkeletonModel::UsageNormal);
|
|
else
|
|
sm->decBoneUsage(boneId, CSkeletonModel::UsageNormal);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::compileRunTime()
|
|
{
|
|
_PreciseClipping= _BBox.getRadius() >= NL3D_MESH_PRECISE_CLIP_THRESHOLD;
|
|
|
|
// The Mesh must follow those restrictions, to support group skinning
|
|
nlassert (_VBufferFinal.getNumVertices() < NL3D_MESH_SKIN_MANAGER_MAXVERTICES);
|
|
|
|
// Support Shadow SkinGrouping if Shadow setuped, and if not too many vertices.
|
|
_SupportShadowSkinGrouping= !_ShadowSkin.Vertices.empty() &&
|
|
NL3D_SHADOW_MESH_SKIN_MANAGER_VERTEXFORMAT==CVertexBuffer::PositionFlag &&
|
|
_ShadowSkin.Vertices.size() <= NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, float polygonCount, uint32 rdrFlags)
|
|
{
|
|
// if no _Lods, no draw
|
|
if(_Lods.empty())
|
|
return;
|
|
|
|
// get the result of the Load Balancing.
|
|
float alphaMRM= _LevelDetail.getLevelDetailFromPolyCount(polygonCount);
|
|
|
|
// choose the lod.
|
|
float alphaLod;
|
|
sint numLod= chooseLod(alphaMRM, alphaLod);
|
|
|
|
// Render the choosen Lod.
|
|
CLod &lod= _Lods[numLod];
|
|
|
|
// get the mesh instance.
|
|
CMeshBaseInstance *mi= safe_cast<CMeshBaseInstance*>(trans);
|
|
|
|
// Profile all pass.
|
|
uint triCount= 0;
|
|
for (uint i=0;i<lod.RdrPass.size();i++)
|
|
{
|
|
CRdrPass &rdrPass= lod.RdrPass[i];
|
|
// Profile with the Materials of the MeshInstance.
|
|
if ( ( (mi->Materials[rdrPass.MaterialId].getBlend() == false) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) ||
|
|
( (mi->Materials[rdrPass.MaterialId].getBlend() == true) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) )
|
|
{
|
|
triCount+= rdrPass.getNumTriangle();
|
|
}
|
|
}
|
|
|
|
// Profile
|
|
if(triCount)
|
|
{
|
|
// tri per VBFormat
|
|
rdrTrav->Scene->incrementProfileTriVBFormat(rdrTrav->Scene->BenchRes.MeshMRMProfileTriVBFormat,
|
|
NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT, triCount);
|
|
|
|
rdrTrav->Scene->BenchRes.NumMeshMRMVBufferStd++;
|
|
rdrTrav->Scene->BenchRes.NumMeshMRMRdrNormal++;
|
|
rdrTrav->Scene->BenchRes.NumMeshMRMTriRdrNormal+= triCount;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CMeshMRMSkinnedGeom::getSkinBoneBBox(CSkeletonModel *skeleton, NLMISC::CAABBox &bbox, uint boneId) const
|
|
{
|
|
bbox.setCenter(CVector::Null);
|
|
bbox.setHalfSize(CVector::Null);
|
|
|
|
if(!skeleton)
|
|
return false;
|
|
|
|
// get the bindpos of the wanted bone
|
|
nlassert(boneId<skeleton->Bones.size());
|
|
const CMatrix &invBindPos= skeleton->Bones[boneId].getBoneBase().InvBindPos;
|
|
|
|
|
|
// Find the Geomorph space: to process only real vertices, not geomorphed ones.
|
|
uint nGeomSpace= 0;
|
|
uint lod;
|
|
for (lod=0; lod<_Lods.size(); lod++)
|
|
{
|
|
nGeomSpace= max(nGeomSpace, (uint)_Lods[lod].Geomorphs.size());
|
|
}
|
|
|
|
// Prepare BBox compute
|
|
bool bbEmpty= true;
|
|
|
|
// Remap the vertex, and compute the wanted bone bbox
|
|
// for true vertices
|
|
const uint vertexCount = _VBufferFinal.getNumVertices();
|
|
const CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices();
|
|
for (uint vert=nGeomSpace; vert<vertexCount; vert++)
|
|
{
|
|
// get the vertex position.
|
|
CVector vertex;
|
|
_VBufferFinal.getPos (vertex, vertices[vert]);
|
|
|
|
// For each weight
|
|
uint weight;
|
|
for (weight=0; weight<NL3D_MESH_SKINNING_MAX_MATRIX; weight++)
|
|
{
|
|
// Active ?
|
|
if ((vertices[vert].Weights[weight]>0)||(weight==0))
|
|
{
|
|
// Check id is the wanted one
|
|
if(vertices[vert].Matrices[weight]==boneId)
|
|
{
|
|
// transform the vertex pos in BoneSpace
|
|
CVector p= invBindPos * vertex;
|
|
// extend the bone bbox.
|
|
if(bbEmpty)
|
|
{
|
|
bbox.setCenter(p);
|
|
bbEmpty= false;
|
|
}
|
|
else
|
|
{
|
|
bbox.extend(p);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
|
|
// return true if some influence found
|
|
return !bbEmpty;
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Mesh Block Render Interface
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CMeshMRMSkinnedGeom::supportMeshBlockRendering () const
|
|
{
|
|
/*
|
|
Yoyo: Don't Support It for MRM because too Slow!!
|
|
The problem is that lock() unlock() on each instance, on the same VBHeap IS AS SLOWER AS
|
|
VB switching.
|
|
|
|
TODO_OPTIMIZE: find a way to optimize MRM.
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// CMeshMRMSkinned.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
CMeshMRMSkinned::CMeshMRMSkinned()
|
|
{
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
bool CMeshMRMSkinned::isCompatible(const CMesh::CMeshBuild &m)
|
|
{
|
|
/* Optimised shape for skinned object with MRM, 1 UV coordinates, 1 to 4 skinning weight and 256 matrices
|
|
Tangeant space, vertex program, mesh block rendering and vertex buffer hard are not available. */
|
|
|
|
// Vertex format
|
|
if (m.VertexFlags != NL3D_MESH_MRM_SKINNED_VERTEX_FORMAT)
|
|
return false;
|
|
|
|
// No W
|
|
if (m.NumCoords[0] != 2)
|
|
return false;
|
|
|
|
// No blend shape
|
|
if (!m.BlendShapes.empty())
|
|
return false;
|
|
|
|
// Check number of vertices
|
|
if (m.Vertices.size() > NL3D_MESH_SKIN_MANAGER_MAXVERTICES)
|
|
return false;
|
|
|
|
// Ok
|
|
return true;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::build (CMeshBase::CMeshBaseBuild &mBase, CMesh::CMeshBuild &m,
|
|
const CMRMParameters ¶ms)
|
|
{
|
|
nlassert (isCompatible(m));
|
|
|
|
/// copy MeshBase info: materials ....
|
|
CMeshBase::buildMeshBase (mBase);
|
|
|
|
// Then build the geom.
|
|
_MeshMRMGeom.build (m, (uint)mBase.Materials.size(), params);
|
|
}
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::build (CMeshBase::CMeshBaseBuild &m, const CMeshMRMSkinnedGeom &mgeom)
|
|
{
|
|
/// copy MeshBase info: materials ....
|
|
CMeshBase::buildMeshBase(m);
|
|
|
|
// Then copy the geom.
|
|
_MeshMRMGeom= mgeom;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::optimizeMaterialUsage(std::vector<sint> &remap)
|
|
{
|
|
// For each material, count usage.
|
|
vector<bool> materialUsed;
|
|
materialUsed.resize(CMeshBase::_Materials.size(), false);
|
|
for(uint lod=0;lod<getNbLod();lod++)
|
|
{
|
|
for(uint rp=0;rp<getNbRdrPass(lod);rp++)
|
|
{
|
|
uint matId= getRdrPassMaterial(lod, rp);
|
|
// flag as used.
|
|
materialUsed[matId]= true;
|
|
}
|
|
}
|
|
|
|
// Apply it to meshBase
|
|
CMeshBase::applyMaterialUsageOptim(materialUsed, remap);
|
|
|
|
// Apply lut to meshGeom.
|
|
_MeshMRMGeom.applyMaterialRemap(remap);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CTransformShape *CMeshMRMSkinned::createInstance(CScene &scene)
|
|
{
|
|
// Create a CMeshMRMSkinnedInstance, an instance of a mesh.
|
|
//===============================================
|
|
CMeshMRMSkinnedInstance *mi= (CMeshMRMSkinnedInstance*)scene.createModel(NL3D::MeshMRMSkinnedInstanceId);
|
|
mi->Shape= this;
|
|
|
|
// instanciate the material part of the MeshMRM, ie the CMeshBase.
|
|
CMeshBase::instanciateMeshBase(mi, &scene);
|
|
|
|
|
|
// do some instance init for MeshGeom
|
|
_MeshMRMGeom.initInstance(mi);
|
|
|
|
// init the FilterType
|
|
mi->initRenderFilterType();
|
|
|
|
return mi;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CMeshMRMSkinned::clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix)
|
|
{
|
|
return _MeshMRMGeom.clip(pyramid, worldMatrix);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::render(IDriver *drv, CTransformShape *trans, bool passOpaque)
|
|
{
|
|
// 0 or 0xFFFFFFFF
|
|
uint32 mask= (0-(uint32)passOpaque);
|
|
uint32 rdrFlags;
|
|
// select rdrFlags, without ifs.
|
|
rdrFlags= mask & (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque);
|
|
rdrFlags|= ~mask & (IMeshGeom::RenderTransparentMaterial);
|
|
// render the mesh
|
|
_MeshMRMGeom.render(drv, trans, trans->getNumTrianglesAfterLoadBalancing(), rdrFlags, 1);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::serial(NLMISC::IStream &f)
|
|
{
|
|
/*
|
|
Version 0:
|
|
- base version.
|
|
*/
|
|
(void)f.serialVersion(0);
|
|
|
|
// serial Materials infos contained in CMeshBase.
|
|
CMeshBase::serialMeshBase(f);
|
|
|
|
|
|
// serial the geometry.
|
|
_MeshMRMGeom.serial(f);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
float CMeshMRMSkinned::getNumTriangles (float distance)
|
|
{
|
|
return _MeshMRMGeom.getNumTriangles (distance);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
const CMeshMRMSkinnedGeom& CMeshMRMSkinned::getMeshGeom () const
|
|
{
|
|
return _MeshMRMGeom;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::computeBonesId (CSkeletonModel *skeleton)
|
|
{
|
|
_MeshMRMGeom.computeBonesId (skeleton);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::updateSkeletonUsage (CSkeletonModel *skeleton, bool increment)
|
|
{
|
|
_MeshMRMGeom.updateSkeletonUsage(skeleton, increment);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)
|
|
{
|
|
_MeshMRMGeom.changeMRMDistanceSetup(distanceFinest, distanceMiddle, distanceCoarsest);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
IMeshGeom *CMeshMRMSkinned::supportMeshBlockRendering (CTransformShape *trans, float &polygonCount ) const
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinned::profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, bool passOpaque)
|
|
{
|
|
// 0 or 0xFFFFFFFF
|
|
uint32 mask= (0-(uint32)passOpaque);
|
|
uint32 rdrFlags;
|
|
// select rdrFlags, without ifs.
|
|
rdrFlags= mask & (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque);
|
|
rdrFlags|= ~mask & (IMeshGeom::RenderTransparentMaterial);
|
|
// profile the mesh
|
|
_MeshMRMGeom.profileSceneRender(rdrTrav, trans, trans->getNumTrianglesAfterLoadBalancing(), rdrFlags);
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// CMeshMRMSkinnedGeom RawSkin optimisation
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::dirtMeshDataId()
|
|
{
|
|
// see updateRawSkinNormal()
|
|
_MeshDataId++;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::updateRawSkinNormal(bool enabled, CMeshMRMSkinnedInstance *mi, sint curLodId)
|
|
{
|
|
if(!enabled)
|
|
{
|
|
// if the instance cache is not cleared, must clear.
|
|
mi->clearRawSkinCache();
|
|
}
|
|
else
|
|
{
|
|
// If the instance has no RawSkin, or has a too old RawSkin cache, must delete it, and recreate
|
|
if ((mi->_RawSkinCache == NULL) || (mi->_RawSkinCache->MeshDataId!=_MeshDataId))
|
|
{
|
|
// first delete if too old.
|
|
mi->clearRawSkinCache();
|
|
|
|
// Then recreate, and use _MeshDataId to verify that the instance works with same data.
|
|
mi->_RawSkinCache= new CRawSkinnedNormalCache;
|
|
mi->_RawSkinCache->MeshDataId= _MeshDataId;
|
|
mi->_RawSkinCache->LodId= -1;
|
|
}
|
|
|
|
|
|
/* If the instance rawSkin has a different Lod (or if -1), then must recreate it.
|
|
NB: The lod may change each frame per instance, but suppose not so many change, so we can cache those data.
|
|
*/
|
|
if( mi->_RawSkinCache->LodId != curLodId )
|
|
{
|
|
H_AUTO( NL3D_CMeshMRMGeom_updateRawSkinNormal );
|
|
|
|
CRawSkinnedNormalCache &skinLod= *mi->_RawSkinCache;
|
|
CLod &lod= _Lods[curLodId];
|
|
uint i;
|
|
sint rawIdx;
|
|
|
|
// Clear the raw skin mesh.
|
|
skinLod.clearArrays();
|
|
|
|
// Cache this lod
|
|
mi->_RawSkinCache->LodId= curLodId;
|
|
|
|
// For each matrix influence.
|
|
nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4);
|
|
|
|
// For each vertex, acknowledge if it is a src for geomorph.
|
|
static vector<uint8> softVertices;
|
|
softVertices.clear();
|
|
softVertices.resize( _VBufferFinal.getNumVertices(), 0 );
|
|
for(i=0;i<lod.Geomorphs.size();i++)
|
|
{
|
|
softVertices[lod.Geomorphs[i].Start]= 1;
|
|
softVertices[lod.Geomorphs[i].End]= 1;
|
|
}
|
|
|
|
// The remap from old index in _VBufferFinal to RawSkin vertices (without Geomorphs).
|
|
static vector<uint32> vertexRemap;
|
|
vertexRemap.resize( _VBufferFinal.getNumVertices() );
|
|
sint softSize[4];
|
|
sint hardSize[4];
|
|
sint softStart[4];
|
|
sint hardStart[4];
|
|
// count vertices
|
|
skinLod.TotalSoftVertices= 0;
|
|
skinLod.TotalHardVertices= 0;
|
|
for(i=0;i<4;i++)
|
|
{
|
|
softSize[i]= 0;
|
|
hardSize[i]= 0;
|
|
// Count.
|
|
for(uint j=0;j<lod.InfluencedVertices[i].size();j++)
|
|
{
|
|
uint vid= lod.InfluencedVertices[i][j];
|
|
if(softVertices[vid])
|
|
softSize[i]++;
|
|
else
|
|
hardSize[i]++;
|
|
}
|
|
skinLod.TotalSoftVertices+= softSize[i];
|
|
skinLod.TotalHardVertices+= hardSize[i];
|
|
skinLod.SoftVertices[i]= softSize[i];
|
|
skinLod.HardVertices[i]= hardSize[i];
|
|
}
|
|
// compute offsets
|
|
softStart[0]= 0;
|
|
hardStart[0]= skinLod.TotalSoftVertices;
|
|
for(i=1;i<4;i++)
|
|
{
|
|
softStart[i]= softStart[i-1]+softSize[i-1];
|
|
hardStart[i]= hardStart[i-1]+hardSize[i-1];
|
|
}
|
|
// compute remap
|
|
for(i=0;i<4;i++)
|
|
{
|
|
uint softIdx= softStart[i];
|
|
uint hardIdx= hardStart[i];
|
|
for(uint j=0;j<lod.InfluencedVertices[i].size();j++)
|
|
{
|
|
uint vid= lod.InfluencedVertices[i][j];
|
|
if(softVertices[vid])
|
|
vertexRemap[vid]= softIdx++;
|
|
else
|
|
vertexRemap[vid]= hardIdx++;
|
|
}
|
|
}
|
|
|
|
|
|
// Resize the dest array.
|
|
skinLod.Vertices1.resize((uint32)lod.InfluencedVertices[0].size());
|
|
skinLod.Vertices2.resize((uint32)lod.InfluencedVertices[1].size());
|
|
skinLod.Vertices3.resize((uint32)lod.InfluencedVertices[2].size());
|
|
skinLod.Vertices4.resize((uint32)lod.InfluencedVertices[3].size());
|
|
|
|
// Vertex buffer pointers
|
|
const CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices();
|
|
|
|
// 1 Matrix skinning.
|
|
//========
|
|
for(i=0;i<skinLod.Vertices1.size();i++)
|
|
{
|
|
// get the dest vertex.
|
|
uint vid= lod.InfluencedVertices[0][i];
|
|
// where to store?
|
|
rawIdx= vertexRemap[vid];
|
|
if(softVertices[vid])
|
|
rawIdx-= softStart[0];
|
|
else
|
|
rawIdx+= softSize[0]-hardStart[0];
|
|
|
|
// fill raw struct
|
|
const CPackedVertexBuffer::CPackedVertex &vertex = vertices[vid];
|
|
skinLod.Vertices1[rawIdx].MatrixId[0]= vertex.Matrices[0];
|
|
_VBufferFinal.getPos (skinLod.Vertices1[rawIdx].Vertex, vertex);
|
|
vertex.getNormal (skinLod.Vertices1[rawIdx].Normal);
|
|
vertex.getU (skinLod.Vertices1[rawIdx].UV.U);
|
|
vertex.getV (skinLod.Vertices1[rawIdx].UV.V);
|
|
}
|
|
|
|
// 2 Matrix skinning.
|
|
//========
|
|
for(i=0;i<skinLod.Vertices2.size();i++)
|
|
{
|
|
// get the dest vertex.
|
|
uint vid= lod.InfluencedVertices[1][i];
|
|
// where to store?
|
|
rawIdx= vertexRemap[vid];
|
|
if(softVertices[vid])
|
|
rawIdx-= softStart[1];
|
|
else
|
|
rawIdx+= softSize[1]-hardStart[1];
|
|
// fill raw struct
|
|
const CPackedVertexBuffer::CPackedVertex &vertex = vertices[vid];
|
|
skinLod.Vertices2[rawIdx].MatrixId[0]= vertex.Matrices[0];
|
|
skinLod.Vertices2[rawIdx].MatrixId[1]= vertex.Matrices[1];
|
|
_VBufferFinal.getPos (skinLod.Vertices2[rawIdx].Vertex, vertex);
|
|
vertex.getWeight (skinLod.Vertices2[rawIdx].Weights[0], 0);
|
|
vertex.getWeight (skinLod.Vertices2[rawIdx].Weights[1], 1);
|
|
vertex.getNormal (skinLod.Vertices2[rawIdx].Normal);
|
|
vertex.getU (skinLod.Vertices2[rawIdx].UV.U);
|
|
vertex.getV (skinLod.Vertices2[rawIdx].UV.V);
|
|
}
|
|
|
|
// 3 Matrix skinning.
|
|
//========
|
|
for(i=0;i<skinLod.Vertices3.size();i++)
|
|
{
|
|
// get the dest vertex.
|
|
uint vid= lod.InfluencedVertices[2][i];
|
|
// where to store?
|
|
rawIdx= vertexRemap[vid];
|
|
if(softVertices[vid])
|
|
rawIdx-= softStart[2];
|
|
else
|
|
rawIdx+= softSize[2]-hardStart[2];
|
|
// fill raw struct
|
|
const CPackedVertexBuffer::CPackedVertex &vertex = vertices[vid];
|
|
skinLod.Vertices3[rawIdx].MatrixId[0]= vertex.Matrices[0];
|
|
skinLod.Vertices3[rawIdx].MatrixId[1]= vertex.Matrices[1];
|
|
skinLod.Vertices3[rawIdx].MatrixId[2]= vertex.Matrices[2];
|
|
_VBufferFinal.getPos (skinLod.Vertices3[rawIdx].Vertex, vertex);
|
|
vertex.getWeight (skinLod.Vertices3[rawIdx].Weights[0], 0);
|
|
vertex.getWeight (skinLod.Vertices3[rawIdx].Weights[1], 1);
|
|
vertex.getWeight (skinLod.Vertices3[rawIdx].Weights[2], 2);
|
|
vertex.getNormal (skinLod.Vertices3[rawIdx].Normal);
|
|
vertex.getU (skinLod.Vertices3[rawIdx].UV.U);
|
|
vertex.getV (skinLod.Vertices3[rawIdx].UV.V);
|
|
}
|
|
|
|
// 4 Matrix skinning.
|
|
//========
|
|
for(i=0;i<skinLod.Vertices4.size();i++)
|
|
{
|
|
// get the dest vertex.
|
|
uint vid= lod.InfluencedVertices[3][i];
|
|
// where to store?
|
|
rawIdx= vertexRemap[vid];
|
|
if(softVertices[vid])
|
|
rawIdx-= softStart[3];
|
|
else
|
|
rawIdx+= softSize[3]-hardStart[3];
|
|
// fill raw struct
|
|
const CPackedVertexBuffer::CPackedVertex &vertex = vertices[vid];
|
|
skinLod.Vertices4[rawIdx].MatrixId[0]= vertex.Matrices[0];
|
|
skinLod.Vertices4[rawIdx].MatrixId[1]= vertex.Matrices[1];
|
|
skinLod.Vertices4[rawIdx].MatrixId[2]= vertex.Matrices[2];
|
|
skinLod.Vertices4[rawIdx].MatrixId[3]= vertex.Matrices[3];
|
|
_VBufferFinal.getPos (skinLod.Vertices4[rawIdx].Vertex, vertex);
|
|
vertex.getWeight (skinLod.Vertices4[rawIdx].Weights[0], 0);
|
|
vertex.getWeight (skinLod.Vertices4[rawIdx].Weights[1], 1);
|
|
vertex.getWeight (skinLod.Vertices4[rawIdx].Weights[2], 2);
|
|
vertex.getWeight (skinLod.Vertices4[rawIdx].Weights[3], 3);
|
|
vertex.getNormal (skinLod.Vertices4[rawIdx].Normal);
|
|
vertex.getU (skinLod.Vertices4[rawIdx].UV.U);
|
|
vertex.getV (skinLod.Vertices4[rawIdx].UV.V);
|
|
}
|
|
|
|
// Remap Geomorphs.
|
|
//========
|
|
uint numGeoms= (uint)lod.Geomorphs.size();
|
|
skinLod.Geomorphs.resize( numGeoms );
|
|
for(i=0;i<numGeoms;i++)
|
|
{
|
|
// NB: don't add "numGeoms" to the index because RawSkin look in a TempArray in RAM, which start at 0...
|
|
skinLod.Geomorphs[i].Start= vertexRemap[lod.Geomorphs[i].Start];
|
|
skinLod.Geomorphs[i].End= vertexRemap[lod.Geomorphs[i].End];
|
|
}
|
|
|
|
// Remap RdrPass.
|
|
//========
|
|
skinLod.RdrPass.resize(lod.RdrPass.size());
|
|
for(i=0;i<skinLod.RdrPass.size();i++)
|
|
{
|
|
// remap tris.
|
|
skinLod.RdrPass[i].setFormat(NL_SKINNED_MESH_MRM_INDEX_FORMAT);
|
|
skinLod.RdrPass[i].setNumIndexes(lod.RdrPass[i].getNumTriangle()*3);
|
|
const uint16 *srcTriPtr= &(lod.RdrPass[i].PBlock[0]);
|
|
CIndexBufferReadWrite ibaWrite;
|
|
skinLod.RdrPass[i].lock (ibaWrite);
|
|
#ifndef NL_SKINNED_MESH_MRM_INDEX16
|
|
nlassert(ibaWrite.getFormat() == CIndexBuffer::Indices32);
|
|
uint32 *dstTriPtr= (uint32 *) ibaWrite.getPtr();
|
|
uint32 numIndices= lod.RdrPass[i].PBlock.size();
|
|
for(uint j=0;j<numIndices;j++, srcTriPtr++, dstTriPtr++)
|
|
{
|
|
uint vid= (uint)*srcTriPtr;
|
|
// If this index refers to a Geomorphed vertex, don't modify!
|
|
if(vid<numGeoms)
|
|
*dstTriPtr= vid;
|
|
else
|
|
*dstTriPtr= vertexRemap[vid] + numGeoms;
|
|
}
|
|
#else
|
|
nlassert(ibaWrite.getFormat() == CIndexBuffer::Indices16);
|
|
uint16 *dstTriPtr= (uint16 *) ibaWrite.getPtr();
|
|
uint32 numIndices= (uint32)lod.RdrPass[i].PBlock.size();
|
|
for(uint j=0;j<numIndices;j++, srcTriPtr++, dstTriPtr++)
|
|
{
|
|
uint vid= (uint)*srcTriPtr;
|
|
// If this index refers to a Geomorphed vertex, don't modify!
|
|
if(vid<numGeoms)
|
|
*dstTriPtr= vid;
|
|
else
|
|
*dstTriPtr= (uint16) (vertexRemap[vid] + numGeoms);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// CMeshMRMSkinnedGeom Shadow Skin Rendering
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::setShadowMesh(const std::vector<CShadowVertex> &shadowVertices, const std::vector<uint32> &triangles)
|
|
{
|
|
_ShadowSkin.Vertices= shadowVertices;
|
|
_ShadowSkin.Triangles= triangles;
|
|
// update flag. Support Shadow SkinGrouping if Shadow setuped, and if not too many vertices.
|
|
_SupportShadowSkinGrouping= !_ShadowSkin.Vertices.empty() &&
|
|
NL3D_SHADOW_MESH_SKIN_MANAGER_VERTEXFORMAT==CVertexBuffer::PositionFlag &&
|
|
_ShadowSkin.Vertices.size() <= NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
uint CMeshMRMSkinnedGeom::getNumShadowSkinVertices() const
|
|
{
|
|
return (uint)_ShadowSkin.Vertices.size();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
sint CMeshMRMSkinnedGeom::renderShadowSkinGeom(CMeshMRMSkinnedInstance *mi, uint remainingVertices, uint8 *vbDest)
|
|
{
|
|
uint numVerts= (uint)_ShadowSkin.Vertices.size();
|
|
|
|
// if no verts, no draw
|
|
if(numVerts==0)
|
|
return 0;
|
|
|
|
// if no lods, there should be no verts, but still ensure no bug in skinning
|
|
if(_Lods.empty())
|
|
return 0;
|
|
|
|
// If the Lod is too big to render in the VBufferHard
|
|
if(numVerts>remainingVertices)
|
|
// return Failure
|
|
return -1;
|
|
|
|
// get the skeleton model to which I am skinned
|
|
CSkeletonModel *skeleton;
|
|
skeleton = mi->getSkeletonModel();
|
|
// must be skinned for renderSkin()
|
|
nlassert(skeleton);
|
|
|
|
|
|
// Profiling
|
|
//===========
|
|
H_AUTO_USE( NL3D_MeshMRMGeom_RenderShadow );
|
|
|
|
|
|
// Skinning.
|
|
//===========
|
|
|
|
// For all matrix this Mesh use. (the shadow geometry cannot use other Matrix than the mesh use).
|
|
// NB: take the best lod since the lower lods cannot use other Matrix than the higher one.
|
|
static vector<CMatrix3x4> boneMat3x4;
|
|
CLod &lod= _Lods[_Lods.size()-1];
|
|
computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton);
|
|
|
|
_ShadowSkin.applySkin((CVector*)vbDest, boneMat3x4);
|
|
|
|
|
|
// How many vertices are added to the VBuffer ???
|
|
return numVerts;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMSkinnedGeom::renderShadowSkinPrimitives(CMeshMRMSkinnedInstance *mi, CMaterial &castMat, IDriver *drv, uint baseVertex)
|
|
{
|
|
nlassert(drv);
|
|
|
|
if(_ShadowSkin.Triangles.empty())
|
|
return;
|
|
|
|
// Profiling
|
|
//===========
|
|
H_AUTO_USE( NL3D_MeshMRMGeom_RenderShadow );
|
|
|
|
// NB: the skeleton matrix has already been setuped by CSkeletonModel
|
|
// NB: the normalize flag has already been setuped by CSkeletonModel
|
|
|
|
// TODO_SHADOW: optim: Special triangle cache for shadow!
|
|
static CIndexBuffer shiftedTris;
|
|
shiftedTris.setPreferredMemory(CIndexBuffer::RAMVolatile, false);
|
|
if (shiftedTris.getName().empty()) NL_SET_IB_NAME(shiftedTris, "CMeshMRMSkinnedGeom::renderShadowSkinPrimitives::shiftedTris");
|
|
//if(shiftedTris.getNumIndexes()<_ShadowSkin.Triangles.size())
|
|
//{
|
|
shiftedTris.setFormat(NL_SKINNED_MESH_MRM_INDEX_FORMAT);
|
|
shiftedTris.setNumIndexes((uint32)_ShadowSkin.Triangles.size());
|
|
//}
|
|
{
|
|
CIndexBufferReadWrite iba;
|
|
shiftedTris.lock(iba);
|
|
const uint32 *src= &_ShadowSkin.Triangles[0];
|
|
TSkinnedMeshMRMIndexType *dst= (TSkinnedMeshMRMIndexType*) iba.getPtr();
|
|
for(uint n= (uint)_ShadowSkin.Triangles.size();n>0;n--, src++, dst++)
|
|
{
|
|
*dst= (TSkinnedMeshMRMIndexType)(*src + baseVertex);
|
|
}
|
|
}
|
|
|
|
// Render Triangles with cache
|
|
//===========
|
|
|
|
uint numTris= (uint)_ShadowSkin.Triangles.size()/3;
|
|
|
|
// Render with the Materials of the MeshInstance.
|
|
drv->activeIndexBuffer(shiftedTris);
|
|
drv->renderTriangles(castMat, 0, numTris);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CMeshMRMSkinnedGeom::intersectSkin(CMeshMRMSkinnedInstance *mi, const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D)
|
|
{
|
|
// no inst/verts/lod => no intersection
|
|
if(!mi || _ShadowSkin.Vertices.empty() || _Lods.empty())
|
|
return false;
|
|
CSkeletonModel *skeleton= mi->getSkeletonModel();
|
|
if(!skeleton)
|
|
return false;
|
|
|
|
// Compute skinning with all matrix this Mesh use. (the shadow geometry cannot use other Matrix than the mesh use).
|
|
// NB: take the best lod (_Lods.back()) since the lower lods cannot use other Matrix than the higher one.
|
|
return _ShadowSkin.getRayIntersection(toRaySpace, *skeleton, _Lods.back().MatrixInfluences, dist2D, distZ, computeDist2D);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// CMeshMRMSkinnedGeom::CPackedVertexBuffer
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMSkinnedGeom::CPackedVertexBuffer::serial(NLMISC::IStream &f)
|
|
{
|
|
// Version
|
|
f.serialVersion(0);
|
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|
|
f.serialCont (_PackedBuffer);
|
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f.serial (_DecompactScale);
|
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}
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// ***************************************************************************
|
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void CMeshMRMSkinnedGeom::CPackedVertexBuffer::CPackedVertex::serial(NLMISC::IStream &f)
|
|
{
|
|
// Version
|
|
f.serialVersion(0);
|
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|
|
f.serial (X);
|
|
f.serial (Y);
|
|
f.serial (Z);
|
|
f.serial (Nx);
|
|
f.serial (Ny);
|
|
f.serial (Nz);
|
|
f.serial (U);
|
|
f.serial (V);
|
|
uint i;
|
|
for (i=0; i<NL3D_MESH_MRM_SKINNED_MAX_MATRIX; i++)
|
|
{
|
|
f.serial (Matrices[i]);
|
|
f.serial (Weights[i]);
|
|
}
|
|
}
|
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|
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// ***************************************************************************
|
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|
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void CMeshMRMSkinnedGeom::CPackedVertexBuffer::CPackedVertex::setNormal (const CVector &src)
|
|
{
|
|
CVector pos = src;
|
|
pos *= NL3D_MESH_MRM_SKINNED_NORMAL_FACTOR;
|
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pos.x = (float)floor(pos.x+0.5f);
|
|
pos.y = (float)floor(pos.y+0.5f);
|
|
pos.z = (float)floor(pos.z+0.5f);
|
|
clamp (pos.x, -32768.f, 32767.f);
|
|
clamp (pos.y, -32768.f, 32767.f);
|
|
clamp (pos.z, -32768.f, 32767.f);
|
|
Nx = (sint16)pos.x;
|
|
Ny = (sint16)pos.y;
|
|
Nz = (sint16)pos.z;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMSkinnedGeom::CPackedVertexBuffer::CPackedVertex::setPos (const NLMISC::CVector &pos, float scaleFactor)
|
|
{
|
|
CVector _pos = pos;
|
|
_pos /= scaleFactor;
|
|
_pos.x = (float)floor(_pos.x+0.5f);
|
|
_pos.y = (float)floor(_pos.y+0.5f);
|
|
_pos.z = (float)floor(_pos.z+0.5f);
|
|
clamp (_pos.x, -32768.f, 32767.f);
|
|
clamp (_pos.y, -32768.f, 32767.f);
|
|
clamp (_pos.z, -32768.f, 32767.f);
|
|
X = (sint16)_pos.x;
|
|
Y = (sint16)_pos.y;
|
|
Z = (sint16)_pos.z;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMSkinnedGeom::CPackedVertexBuffer::CPackedVertex::setUV (float _u, float _v)
|
|
{
|
|
float u = _u * NL3D_MESH_MRM_SKINNED_UV_FACTOR;
|
|
float v = _v * NL3D_MESH_MRM_SKINNED_UV_FACTOR;
|
|
u = (float)floor(u+0.5f);
|
|
v = (float)floor(v+0.5f);
|
|
clamp (u, -32768.f, 32767.f);
|
|
clamp (v, -32768.f, 32767.f);
|
|
U = (sint16)u;
|
|
V = (sint16)v;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMSkinnedGeom::CPackedVertexBuffer::CPackedVertex::setWeight (uint weightId, float weight)
|
|
{
|
|
weight = weight * NL3D_MESH_MRM_SKINNED_WEIGHT_FACTOR;
|
|
weight = (float)floor(weight+0.5f);
|
|
clamp (weight, 0.f, 255.f);
|
|
Weights[weightId] = (uint8)weight;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMSkinnedGeom::CPackedVertexBuffer::build (const CVertexBuffer &buffer, const std::vector<CMesh::CSkinWeight> &skinWeight)
|
|
{
|
|
const uint numVertices = buffer.getNumVertices();
|
|
nlassert (numVertices == skinWeight.size());
|
|
nlassert ((buffer.getVertexFormat() & (CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag|CVertexBuffer::TexCoord0Flag)) == (CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag|CVertexBuffer::TexCoord0Flag));
|
|
|
|
_PackedBuffer.resize (numVertices);
|
|
|
|
// default scale
|
|
_DecompactScale = NL3D_MESH_MRM_SKINNED_DEFAULT_POS_SCALE;
|
|
|
|
CVertexBufferRead vba;
|
|
buffer.lock (vba);
|
|
|
|
if (numVertices)
|
|
{
|
|
// Get the min max of the bbox
|
|
CVector _min = *vba.getVertexCoordPointer(0);
|
|
CVector _max = _min;
|
|
|
|
// For each vertex
|
|
uint i;
|
|
for (i=1; i<numVertices; i++)
|
|
{
|
|
// Update min max
|
|
const CVector &vect = *vba.getVertexCoordPointer(i);
|
|
_min.minof(_min, vect);
|
|
_max.maxof(_max, vect);
|
|
}
|
|
|
|
// Scale enough ?
|
|
float max_width = std::max((float)fabs(_min.x), std::max((float)fabs(_min.y), (float)fabs(_min.z)));
|
|
max_width = std::max(max_width, std::max((float)fabs(_max.x), std::max((float)fabs(_max.y), (float)fabs(_max.z))));
|
|
_DecompactScale = std::max(_DecompactScale, max_width / 32767.f);
|
|
|
|
// Pack
|
|
for (i=0; i<numVertices; i++)
|
|
{
|
|
CPackedVertex &vertex = _PackedBuffer[i];
|
|
|
|
// Position
|
|
vertex.setPos (*vba.getVertexCoordPointer(i), _DecompactScale);
|
|
|
|
// Normal
|
|
vertex.setNormal (*vba.getNormalCoordPointer(i));
|
|
|
|
// UV
|
|
const float *uv = (const float*)vba.getTexCoordPointer(i, 0);
|
|
vertex.setUV (uv[0], uv[1]);
|
|
|
|
// Matrices
|
|
uint j;
|
|
sint weightSum = 0;
|
|
for (j=0; j<NL3D_MESH_MRM_SKINNED_MAX_MATRIX; j++)
|
|
{
|
|
vertex.Matrices[j] = (uint8)skinWeight[i].MatrixId[j];
|
|
vertex.setWeight (j, skinWeight[i].Weights[j]);
|
|
weightSum += (sint)vertex.Weights[j];
|
|
}
|
|
|
|
// Weight error
|
|
weightSum = 255 - weightSum;
|
|
|
|
// Add error to the first weight
|
|
nlassert ((sint)vertex.Weights[0] + weightSum <= 255);
|
|
nlassert ((sint)vertex.Weights[0] + weightSum > 0);
|
|
vertex.Weights[0] += weightSum;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMSkinnedGeom::getVertexBuffer(CVertexBuffer &output) const
|
|
{
|
|
output.setVertexFormat (CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag|CVertexBuffer::TexCoord0Flag);
|
|
const uint numVertices = _VBufferFinal.getNumVertices();
|
|
output.setNumVertices (numVertices);
|
|
|
|
// Set all UV routing on 0
|
|
uint i;
|
|
for (i=0; i<CVertexBuffer::MaxStage; i++)
|
|
output.setUVRouting (i, 0);
|
|
|
|
CVertexBufferReadWrite vba;
|
|
output.lock (vba);
|
|
const CPackedVertexBuffer::CPackedVertex *vertex = _VBufferFinal.getPackedVertices();
|
|
for (i=0; i<numVertices; i++)
|
|
{
|
|
_VBufferFinal.getPos(*vba.getVertexCoordPointer(i), vertex[i]);
|
|
vertex[i].getNormal(*vba.getNormalCoordPointer(i));
|
|
float *texCoord = (float*)vba.getTexCoordPointer(i,0);
|
|
vertex[i].getU(texCoord[0]);
|
|
vertex[i].getV(texCoord[1]);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMSkinnedGeom::getSkinWeights (std::vector<CMesh::CSkinWeight> &skinWeights) const
|
|
{
|
|
const uint vertexCount = _VBufferFinal.getNumVertices();
|
|
skinWeights.resize (vertexCount);
|
|
const CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices();
|
|
uint i;
|
|
for (i=0; i<vertexCount; i++)
|
|
{
|
|
const CPackedVertexBuffer::CPackedVertex &vertex = vertices[i];
|
|
|
|
uint j;
|
|
// Matrices
|
|
for (j=0; j<NL3D_MESH_MRM_SKINNED_MAX_MATRIX; j++)
|
|
{
|
|
skinWeights[i].MatrixId[j] = vertex.Matrices[j];
|
|
vertex.getWeight (skinWeights[i].Weights[j], j);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// CMatrix3x4SSE array correctly aligned
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
#define NL3D_SSE_ALIGNEMENT 16
|
|
/**
|
|
* A CMatrix3x4SSEArray array correctly aligned
|
|
* NB: SSE is no more used (no speed gain, some memory problem), but keep it for possible future usage.
|
|
*/
|
|
class CMatrix3x4SSEArray
|
|
{
|
|
private:
|
|
void *_AllocData;
|
|
void *_Data;
|
|
uint _Size;
|
|
uint _Capacity;
|
|
|
|
public:
|
|
CMatrix3x4SSEArray()
|
|
{
|
|
_AllocData= NULL;
|
|
_Data= NULL;
|
|
_Size= 0;
|
|
_Capacity= 0;
|
|
}
|
|
~CMatrix3x4SSEArray()
|
|
{
|
|
clear();
|
|
}
|
|
CMatrix3x4SSEArray(const CMatrix3x4SSEArray &other)
|
|
{
|
|
_AllocData= NULL;
|
|
_Data= NULL;
|
|
_Size= 0;
|
|
_Capacity= 0;
|
|
*this= other;
|
|
}
|
|
CMatrix3x4SSEArray &operator=(const CMatrix3x4SSEArray &other)
|
|
{
|
|
if( this == &other)
|
|
return *this;
|
|
resize(other.size());
|
|
// copy data from aligned pointers to aligned pointers.
|
|
memcpy(_Data, other._Data, size() * sizeof(CMatrix3x4SSE) );
|
|
|
|
return *this;
|
|
}
|
|
|
|
|
|
CMatrix3x4SSE *getPtr()
|
|
{
|
|
return (CMatrix3x4SSE*)_Data;
|
|
}
|
|
|
|
void clear()
|
|
{
|
|
delete [] ((uint8 *) _AllocData);
|
|
_AllocData= NULL;
|
|
_Data= NULL;
|
|
_Size= 0;
|
|
_Capacity= 0;
|
|
}
|
|
|
|
void resize(uint n)
|
|
{
|
|
// reserve ??
|
|
if(n>_Capacity)
|
|
reserve( max(2*_Capacity, n));
|
|
_Size= n;
|
|
}
|
|
|
|
void reserve(uint n)
|
|
{
|
|
if(n==0)
|
|
clear();
|
|
else if(n>_Capacity)
|
|
{
|
|
// Alloc new data.
|
|
void *newAllocData;
|
|
void *newData;
|
|
|
|
// Alloc for alignement.
|
|
newAllocData= new uint8 [n * sizeof(CMatrix3x4SSE) + NL3D_SSE_ALIGNEMENT-1];
|
|
if(newAllocData==NULL)
|
|
throw Exception("SSE Allocation Failed");
|
|
|
|
// Align ptr
|
|
newData= (void*) ( ((ptrdiff_t)newAllocData+NL3D_SSE_ALIGNEMENT-1) & (~(NL3D_SSE_ALIGNEMENT-1)) );
|
|
|
|
// copy valid data from old to new.
|
|
memcpy(newData, _Data, size() * sizeof(CMatrix3x4SSE) );
|
|
|
|
// release old.
|
|
if(_AllocData)
|
|
delete [] ((uint8*)_AllocData);
|
|
|
|
// change ptrs and capacity.
|
|
_Data= newData;
|
|
_AllocData= newAllocData;
|
|
_Capacity= n;
|
|
|
|
// TestYoyo
|
|
//nlwarning("YOYO Tst SSE P4: %X, %d", _Data, n);
|
|
}
|
|
}
|
|
|
|
uint size() const {return _Size;}
|
|
|
|
|
|
CMatrix3x4SSE &operator[](uint i) {return ((CMatrix3x4SSE*)_Data)[i];}
|
|
};
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Old school Template skinning: SSE or not.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// RawSkin Cache constants
|
|
//===============
|
|
// The number of byte to process per block
|
|
const uint NL_BlockByteL1= 4096;
|
|
|
|
// Number of vertices per block to process with 1 matrix.
|
|
uint CMeshMRMSkinnedGeom::NumCacheVertexNormal1= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned1);
|
|
// Number of vertices per block to process with 2 matrix.
|
|
uint CMeshMRMSkinnedGeom::NumCacheVertexNormal2= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned2);
|
|
// Number of vertices per block to process with 3 matrix.
|
|
uint CMeshMRMSkinnedGeom::NumCacheVertexNormal3= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned3);
|
|
// Number of vertices per block to process with 4 matrix.
|
|
uint CMeshMRMSkinnedGeom::NumCacheVertexNormal4= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned4);
|
|
|
|
|
|
/* Old School template: include the same file with define switching,
|
|
Was used before to reuse same code for and without SSE.
|
|
Useless now because SSE removed, but keep it for possible future work on it.
|
|
*/
|
|
#define ADD_MESH_MRM_SKINNED_TEMPLATE
|
|
#include "mesh_mrm_skinned_template.cpp"
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
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|