khanat-opennel-code/code/nel/include/nel/3d/mesh_mrm_skinned.h

769 lines
23 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MESH_MRM_SKINNED_H
#define NL_MESH_MRM_SKINNED_H
#include "nel/misc/types_nl.h"
#include "nel/3d/shape.h"
#include "nel/3d/driver.h"
#include "nel/misc/aabbox.h"
#include "nel/misc/uv.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/material.h"
#include "nel/3d/index_buffer.h"
#include "nel/3d/animated_material.h"
#include "nel/3d/mesh_base.h"
#include "nel/3d/mesh.h"
#include "nel/3d/mrm_mesh.h"
#include "nel/3d/mrm_parameters.h"
#include "nel/3d/bone.h"
#include "nel/3d/mesh_geom.h"
#include "nel/3d/mrm_level_detail.h"
#include "nel/3d/shadow_skin.h"
#include <set>
#include <vector>
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CPlane;
using NLMISC::CMatrix;
class CMRMBuilder;
// Fast matrix in mesh_mrm_skin.cpp
class CMatrix3x4;
class CRawVertexNormalSkinned1;
class CRawVertexNormalSkinned2;
class CRawVertexNormalSkinned3;
class CRawVertexNormalSkinned4;
class CRawSkinnedNormalCache;
class CMeshMRMSkinnedInstance;
class CSkinSpecularRdrPass;
#define NL3D_MESH_MRM_SKINNED_WEIGHT_FACTOR (255.f)
#define NL3D_MESH_MRM_SKINNED_UV_FACTOR (8192.f)
#define NL3D_MESH_MRM_SKINNED_NORMAL_FACTOR (32767.f)
#define NL3D_MESH_MRM_SKINNED_DEFAULT_POS_SCALE (8.f/32767.f)
#define NL3D_MESH_MRM_SKINNED_MAX_MATRIX 4
#define NL3D_MESH_MRM_SKINNED_VERTEX_FORMAT (CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag|CVertexBuffer::TexCoord0Flag|CVertexBuffer::PaletteSkinFlag)
// ***************************************************************************
/**
* An MRM mesh geometry, with no materials information.
*
* To build a CMeshMRMSkinnedGeom, you should:
* - build a CMesh::CMeshBuild meshBuild (see CMesh)
* - call MeshMRMGeom.build(MeshBuild);
*
* NB: internally, build() use CMRMBuilder, a builder of MRM.
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CMeshMRMSkinnedGeom : public IMeshGeom
{
public:
/// Constructor
CMeshMRMSkinnedGeom();
~CMeshMRMSkinnedGeom();
/** Build a mesh, replacing old.
* this is much slower than CMeshGeom::build(), because it computes the MRM.
* \param params parameters of the MRM build process.
*/
void build(CMesh::CMeshBuild &m, uint numMaxMaterial, const CMRMParameters &params= CMRMParameters());
/// change materials Ids (called from CMesh::optimizeMaterialUsage())
void applyMaterialRemap(const std::vector<sint> &remap);
/** Change MRM Distance setup.
* NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle.
* \param distanceFinest The MRM has its max faces when dist<=distanceFinest.
* \param distanceMiddle The MRM has 50% of its faces at dist==distanceMiddle.
* \param distanceCoarsest The MRM has faces/Divisor (ie near 0) when dist>=distanceCoarsest.
*/
void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
/// \name From IMeshGeom
// @{
/// Init instance info.
virtual void initInstance(CMeshBaseInstance *mbi);
/// clip this mesh in a driver. true if visible.
virtual bool clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix) ;
/// render() this mesh in a driver, given an instance and his materials.
virtual void render(IDriver *drv, CTransformShape *trans, float polygonCount, uint32 rdrFlags, float globalAlpha);
/// render() this mesh as a skin
virtual void renderSkin(CTransformShape *trans, float alphaMRM);
/// get an approximation of the number of triangles this instance will render for a fixed distance.
virtual float getNumTriangles (float distance);
/// serial this meshGeom.
virtual void serial(NLMISC::IStream &f);
NLMISC_DECLARE_CLASS(CMeshMRMSkinnedGeom);
/// Scene profile
void profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, float polygonCount, uint32 rdrFlags);
// @}
/// \name Geometry accessors
// @{
/// get the extended axis aligned bounding box of the mesh
const NLMISC::CAABBoxExt& getBoundingBox() const
{
return _BBox;
}
/// get the vertex buffer used by the mrm mesh. NB: this VB store all Vertices used by All LODs.
void getVertexBuffer(CVertexBuffer &output) const;
/// get the skin weight buffer
void getSkinWeights (std::vector<CMesh::CSkinWeight> &skinWeights) const;
/// get the bone names of the meshMRM.
const std::vector<std::string> &getBonesName() const {return _BonesName;}
/** get the number of LOD.
*/
uint getNbLod() const { return (uint)_Lods.size() ; }
/** get the number of rendering pass of a LOD.
* \param lodId the id of the LOD.
*/
uint getNbRdrPass(uint lodId) const { return (uint)_Lods[lodId].RdrPass.size() ; }
/** get the primitive block associated with a rendering pass of a LOD.
* \param lodId the id of the LOD.
* \param renderingPassIndex the index of the rendering pass
*/
void getRdrPassPrimitiveBlock(uint lodId, uint renderingPassIndex, CIndexBuffer &block) const
{
_Lods[lodId].getRdrPassPrimitiveBlock(renderingPassIndex, block);
}
/** get the material ID associated with a rendering pass of a LOD.
* \param lodId the id of the LOD.
* \param renderingPassIndex the index of the rendering pass in the matrix block
*/
uint32 getRdrPassMaterial(uint lodId, uint renderingPassIndex) const
{
return _Lods[lodId].RdrPass[renderingPassIndex].MaterialId ;
}
/// Advanced. get the geomorphs for a special lod.
const std::vector<CMRMWedgeGeom> &getGeomorphs(uint lodId) const
{
return _Lods[lodId].Geomorphs;
}
// @}
/// \name Skinning Behavior
// @{
/// Compute skinning id
void computeBonesId (CSkeletonModel *skeleton);
/// update Skeleton Usage. increment or decrement. computeBonesId must has been called before.
void updateSkeletonUsage(CSkeletonModel *sm, bool increment);
/// return array of bones used by the skin. computeBonesId must has been called before.
const std::vector<sint32> &getSkinBoneUsage() const {return _BonesId;}
/// see CTransform::getSkinBoneSphere() doc for the meaning of this value. computeBonesId must has been called before.
const std::vector<NLMISC::CBSphere> &getSkinBoneSphere() const {return _BonesSphere;}
/// Called for edition purpose (slow O(NVertex) ). computeBonesId must has been called before.
bool getSkinBoneBBox(CSkeletonModel *skeleton, NLMISC::CAABBox &bbox, uint boneId) const;
// @}
/// \name Mesh Block Render Implementation
// @{
/** true if this meshGeom support meshBlock rendering.
* return false if skinned/meshMorphed.
*/
virtual bool supportMeshBlockRendering () const;
virtual bool sortPerMaterial() const { return false; }
virtual uint getNumRdrPassesForMesh() const { return 0; }
virtual uint getNumRdrPassesForInstance(CMeshBaseInstance * /* inst */) const { return 0; }
virtual void beginMesh(CMeshGeomRenderContext &/* rdrCtx */) {}
virtual void activeInstance(CMeshGeomRenderContext &/* rdrCtx */, CMeshBaseInstance * /* inst */, float /* polygonCount */, void * /* vbDst */) {}
virtual void renderPass(CMeshGeomRenderContext &/* rdrCtx */, CMeshBaseInstance * /* inst */, float /* polygonCount */, uint /* rdrPass */) {}
virtual void endMesh(CMeshGeomRenderContext &/* rdrCtx */) {}
// @}
/// get the MRM level detail information
const CMRMLevelDetail &getLevelDetail() const {return _LevelDetail;}
/// \name Special SkinGrouping Rendering
// @{
bool supportSkinGrouping() const;
sint renderSkinGroupGeom(CMeshMRMSkinnedInstance *mi, float alphaMRM, uint remainingVertices, uint8 *vbDest);
void renderSkinGroupPrimitives(CMeshMRMSkinnedInstance *mi, uint baseVertex, std::vector<CSkinSpecularRdrPass> &specularRdrPasses, uint skinIndex);
void renderSkinGroupSpecularRdrPass(CMeshMRMSkinnedInstance *mi, uint rdrPassId);
// @}
// Is this mesh Geom has a VertexProgram bound?
virtual bool hasMeshVertexProgram() const {return false;}
/// \name ShadowMap Skin rendering
// @{
/// Setup the ShadowMesh
void setShadowMesh(const std::vector<CShadowVertex> &shadowVertices, const std::vector<uint32> &triangles);
/// Get the num of shadow skin vertices
uint getNumShadowSkinVertices() const;
/// Render the ShadowSkin (SkinGroup like)
bool supportShadowSkinGrouping() const {return _SupportShadowSkinGrouping;}
sint renderShadowSkinGeom(CMeshMRMSkinnedInstance *mi, uint remainingVertices, uint8 *vbDest);
void renderShadowSkinPrimitives(CMeshMRMSkinnedInstance *mi, CMaterial &castMat, IDriver *drv, uint baseVertex);
/** Special use of skinning to compute intersection of a ray with it.
* Internaly Use same system than ShadowSkinning, see CShadowSkin::getRayIntersection()
*/
bool supportIntersectSkin() const {return supportShadowSkinGrouping();}
bool intersectSkin(CMeshMRMSkinnedInstance *mi, const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D);
// @}
// ************************
private:
friend class CMRMBuilder;
/// \name Structures for building a MRM mesh.
//@{
/// A block of primitives, sorted by material use.
class CRdrPass
{
public:
// The id of this material.
uint32 MaterialId;
// The list of primitives.
std::vector<uint16> PBlock;
// Serialize a rdrpass.
void serial(NLMISC::IStream &f)
{
(void)f.serialVersion(0);
f.serial(MaterialId);
f.serialCont(PBlock);
}
// Get num triangle
uint getNumTriangle () const
{
return (uint)PBlock.size()/3;
}
};
/// A block of vertices descriptor.
struct CVertexBlock
{
// The index of the start vertex.
uint32 VertexStart;
// Number of vertices.
uint32 NVertices;
void serial(NLMISC::IStream &f)
{
f.serial(VertexStart, NVertices);
}
};
/// A LOD of the MRM.
class CLod
{
public:
/// The number of vertex in The VB this Lod needs.
uint32 NWedges;
/// List of geomorph, for this LOD.
std::vector<CMRMWedgeGeom> Geomorphs;
/// List of rdr pass, for this LOD.
std::vector<CRdrPass> RdrPass;
/** Skinning: list of influenced vertices to compute, for this lod only. There is 4 array, 0th
* is for vertices which have only one matrix. 1st if for vertices which have only 2 matrix ....
*/
std::vector<uint32> InfluencedVertices[NL3D_MESH_SKINNING_MAX_MATRIX];
/// Skinning: list of Matrix which influence this Lod. So we know what matrix to compute.
std::vector<uint32> MatrixInfluences;
CLod()
{
}
// Serialize a Lod.
void serial(NLMISC::IStream &f);
// Used in CMeshMRMSkinnedGeom::build().
void optimizeTriangleOrder();
// Get the primitive block
void getRdrPassPrimitiveBlock (uint renderPass, CIndexBuffer &block) const;
// Build the primitive block
void buildPrimitiveBlock(uint renderPass, const CIndexBuffer &block);
};
friend class CLod;
/** A mesh information. NB: private. unlike CMesh::CMeshBuild, do not herit from CMeshBase::CMeshBuild, because
* computed internally with CMRMBuilder, and only geometry is of interest.
*/
struct CMeshBuildMRM
{
// This tells if the mesh is correctly skinned.
bool Skinned;
// This is the array of SkinWeights, same size as the VB.
std::vector<CMesh::CSkinWeight> SkinWeights;
// This VB is computed with CMRMBuilder and is ready to used
CVertexBuffer VBuffer;
// Lod array, computed with CMRMBuilder and ready to used
std::vector<CLod> Lods;
// The blend shapes
std::vector<CBlendShape> BlendShapes;
/// \Degradation control.
// @{
/// The MRM has its max faces when dist<=DistanceFinest.
float DistanceFinest;
/// The MRM has 50% of its faces at dist==DistanceMiddle.
float DistanceMiddle;
/// The MRM has faces/Divisor when dist>=DistanceCoarsest.
float DistanceCoarsest;
// @}
};
//@}
public:
/// The packed vertex buffer
class CPackedVertexBuffer
{
public:
/// The Final VBuffer
struct CPackedVertex
{
sint16 X, Y, Z;
sint16 Nx, Ny, Nz;
sint16 U, V;
uint8 Matrices[NL3D_MESH_MRM_SKINNED_MAX_MATRIX];
uint8 Weights[NL3D_MESH_MRM_SKINNED_MAX_MATRIX];
// Decompact it
inline void getPos (CVector &dest, float factor) const
{
dest.x = (float)X * factor;
dest.y = (float)Y * factor;
dest.z = (float)Z * factor;
}
inline void getNormal (CVector &dest) const
{
dest.x = (float)Nx * (1.f/NL3D_MESH_MRM_SKINNED_NORMAL_FACTOR);
dest.y = (float)Ny * (1.f/NL3D_MESH_MRM_SKINNED_NORMAL_FACTOR);
dest.z = (float)Nz * (1.f/NL3D_MESH_MRM_SKINNED_NORMAL_FACTOR);
}
inline void getU (float &_u) const
{
_u = (float)U * (1.f/NL3D_MESH_MRM_SKINNED_UV_FACTOR);
}
inline void getV (float &_v) const
{
_v = (float)V * (1.f/NL3D_MESH_MRM_SKINNED_UV_FACTOR);
}
inline void getWeight (float &dest, uint index) const
{
dest = (float)Weights[index] * (1.f/NL3D_MESH_MRM_SKINNED_WEIGHT_FACTOR);
}
// Compact it
void setNormal (const CVector &pos);
void setUV (float _u, float _v);
void setWeight (uint weightId, float weight);
void setPos (const CVector &pos, float scaleFactor);
// Serial it
void serial(NLMISC::IStream &f);
};
// Build it
void build (const CVertexBuffer &buffer, const std::vector<CMesh::CSkinWeight> &skinWeight);
// Clear it
void clear ()
{
_PackedBuffer.clear();
}
// Reset
void contReset()
{
NLMISC::contReset (_PackedBuffer);
}
// Access it
const CPackedVertex *getPackedVertices() const
{
if (_PackedBuffer.empty())
return NULL;
else
return &(_PackedBuffer[0]);
}
// Access it
CPackedVertex *getPackedVertices()
{
if (_PackedBuffer.empty())
return NULL;
else
return &(_PackedBuffer[0]);
}
// Acces it
uint getNumVertices() const
{
return (uint)_PackedBuffer.size();
}
// Decompact position
inline void getPos (CVector &dest, const CPackedVertex &src) const
{
src.getPos (dest, _DecompactScale);
}
// Serialize it
void serial(NLMISC::IStream &f);
private:
/// Decompact position values
float _DecompactScale;
//
std::vector<CPackedVertex> _PackedBuffer;
};
private:
// The packed vertex buffer
CPackedVertexBuffer _VBufferFinal;
/// This boolean is true if the bones id have been passed in the skeleton
bool _BoneIdComputed;
/// true if the _BonesIdExt have been computed (for bone Usage).
bool _BoneIdExtended;
/// Last lod rendered. used with renderSkinGroup*() only
uint8 _LastLodComputed;
/// This array give the name of the local bones
std::vector<std::string> _BonesName;
/// This array give the index in the skeleton of the local bones used. computed at first computeBoneId()
std::vector<sint32> _BonesId;
/// Same as _BonesId but with parent of bones added. (used for bone usage)
std::vector<sint32> _BonesIdExt;
/// see CTransform::getSkinBoneSphere() doc for the meaning of this value
std::vector<NLMISC::CBSphere> _BonesSphere;
/// List of Lods.
std::vector<CLod> _Lods;
/// For clipping. this is the BB of all vertices of all Lods.
NLMISC::CAABBoxExt _BBox;
/// \Degradation control.
// @{
CMRMLevelDetail _LevelDetail;
// @}
/// \name Hard VB
// @{
/// NB: HERE FOR PACKING ONLY. For clipping. Estimate if we must do a Precise clipping (ie with bboxes)
bool _PreciseClipping;
// @}
/// \name ShadowMap Skin rendering
// @{
CShadowSkin _ShadowSkin;
bool _SupportShadowSkinGrouping;
// @}
private:
/// choose the lod according to the alphaMRM [0,1] given.
sint chooseLod(float alphaMRM, float &alphaLod);
/// Apply the geomorph to the _VBuffer, or the VBhard, if exist/used
void applyGeomorph(std::vector<CMRMWedgeGeom> &geoms, float alphaLod);
/// Apply the geomorph to the VBhard ptr, if not NULL
void applyGeomorphWithVBHardPtr(std::vector<CMRMWedgeGeom> &geoms, float alphaLod);
/// Faster, but common geomorph apply
void applyGeomorphPosNormalUV0Int(std::vector<CMRMWedgeGeom> &geoms, uint8 *vertexPtr, uint8 *vertexDestPtr, sint32 vertexSize, sint a, sint a1);
/// Faster, but common geomorph apply
void applyGeomorphPosNormalUV0(std::vector<CMRMWedgeGeom> &geoms, uint8 *vertexPtr, uint8 *vertexDestPtr, sint32 vertexSize, float a, float a1);
/** The same as apply skin, but with normal modified. Normal is not normalized.
* 4 versions from slower to faster.
*/
void applyRawSkinWithNormal(CLod &lod, CRawSkinnedNormalCache &rawSkinLod, const CSkeletonModel *skeleton, uint8 *vbHard, float alphaLod);
// Some runtime not serialized compilation
void compileRunTime();
// SkinGroup
void updateShiftedTriangleCache(CMeshMRMSkinnedInstance *mi, sint curLodId, uint baseVertex);
private:
/// \name RawSkin optimisation.
// @{
/// Each time the mesh is loaded/built, this increment
uint _MeshDataId;
/// compute RawSkin info in the MRMInstance according to current skin setup.
void updateRawSkinNormal(bool enabled, CMeshMRMSkinnedInstance *mi, sint curLodId);
/// Increment the refCount, so instances RawSkins are no longer valid
void dirtMeshDataId();
// ApplySkin method
void applyArrayRawSkinNormal1(CRawVertexNormalSkinned1 *src, uint8 *destVertexPtr,
CMatrix3x4 *boneMat3x4, uint nInf);
void applyArrayRawSkinNormal2(CRawVertexNormalSkinned2 *src, uint8 *destVertexPtr,
CMatrix3x4 *boneMat3x4, uint nInf);
void applyArrayRawSkinNormal3(CRawVertexNormalSkinned3 *src, uint8 *destVertexPtr,
CMatrix3x4 *boneMat3x4, uint nInf);
void applyArrayRawSkinNormal4(CRawVertexNormalSkinned4 *src, uint8 *destVertexPtr,
CMatrix3x4 *boneMat3x4, uint nInf);
public:
static uint NumCacheVertexNormal1;
static uint NumCacheVertexNormal2;
static uint NumCacheVertexNormal3;
static uint NumCacheVertexNormal4;
// @}
};
// ***************************************************************************
/**
* An instanciable MRM mesh.
*
* To build a CMeshMRMSkinned, you should:
* - build a CMesh::CMeshBuild meshBuild (see CMesh)
* - call MeshMRM.build(MeshBuild);
* - call if you want setAnimatedMaterial() etc...
*
* NB: internally, build() use CMRMBuilder, a builder of MRM.
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CMeshMRMSkinned : public CMeshBase
{
public:
/// Constructor
CMeshMRMSkinned();
/** Return true if the CMesh::CMeshBuild is compatible with the CMeshMRMSkinned.
* If not, build a CMeshMRM. You must test this before call build().
*/
static bool isCompatible(const CMesh::CMeshBuild &m);
/** Build a mesh, replacing old. WARNING: This has a side effect of deleting AnimatedMaterials.
* Call isCompatible() before this method.
* this is much slower than CMesh::build(), because it computes the MRM.
* \param params parameters of the MRM build process.
*/
void build ( CMeshBase::CMeshBaseBuild &mBase, CMesh::CMeshBuild &m,
const CMRMParameters &params= CMRMParameters() );
/** Build a mesh, replacing old. build from a CMeshBaseBuild (materials info) and a previously builded CMeshMRMSkinnedGeom.
* WARNING: This has a side effect of deleting AnimatedMaterials.
* this is much slower than CMesh::build(), because it computes the MRM.
* \param params parameters of the MRM build process.
*/
void build (CMeshBase::CMeshBaseBuild &m, const CMeshMRMSkinnedGeom &mgeom);
/** Optimize material use. If a material in CMeshBase is not used by any renderPasses, it is removed, and ids are updated.
* WARNING: This has a side effect of deleting AnimatedMaterials.
* \param remap a remap material Id: newId= remap[oldId]. -1 means "no more used"
*/
void optimizeMaterialUsage(std::vector<sint> &remap);
/// Compute skinning id
void computeBonesId (CSkeletonModel *skeleton);
/// update Skeleton Usage. increment or decrement.
void updateSkeletonUsage(CSkeletonModel *sm, bool increment);
/** Change MRM Distance setup.
* NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle.
* \param distanceFinest The MRM has its max faces when dist<=distanceFinest.
* \param distanceMiddle The MRM has 50% of its faces at dist==distanceMiddle.
* \param distanceCoarsest The MRM has faces/Divisor (ie near 0) when dist>=distanceCoarsest.
*/
void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
/// \name From IShape
// @{
/// Create a CMeshInstance, which contains materials.
virtual CTransformShape *createInstance(CScene &scene);
/// clip this mesh in a driver.
virtual bool clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix) ;
/// render() this mesh in a driver.
virtual void render(IDriver *drv, CTransformShape *trans, bool passOpaque);
/// get an approximation of the number of triangles this instance will render for a fixed distance.
virtual float getNumTriangles (float distance);
/// serial this mesh.
virtual void serial(NLMISC::IStream &f);
NLMISC_DECLARE_CLASS(CMeshMRMSkinned);
/// Get bbox.
virtual void getAABBox(NLMISC::CAABBox &bbox) const {bbox= getBoundingBox().getAABBox();}
/// profiling
virtual void profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, bool opaquePass);
// @}
/// \name Geometry accessors
// @{
/// get the extended axis aligned bounding box of the mesh
const NLMISC::CAABBoxExt& getBoundingBox() const
{
return _MeshMRMGeom.getBoundingBox();
}
/// get the vertex buffer used by the mrm mesh. NB: this VB store all Vertices used by All LODs.
void getVertexBuffer(CVertexBuffer &output) const { _MeshMRMGeom.getVertexBuffer(output); }
/** get the number of LOD.
*/
uint getNbLod() const { return _MeshMRMGeom.getNbLod() ; }
/** get the number of rendering pass of a LOD.
* \param lodId the id of the LOD.
*/
uint getNbRdrPass(uint lodId) const { return _MeshMRMGeom.getNbRdrPass(lodId) ; }
/** get the primitive block associated with a rendering pass of a LOD.
* \param lodId the id of the LOD.
* \param renderingPassIndex the index of the rendering pass
*/
void getRdrPassPrimitiveBlock(uint lodId, uint renderingPassIndex, CIndexBuffer &block) const
{
_MeshMRMGeom.getRdrPassPrimitiveBlock(lodId, renderingPassIndex, block);
}
/** get the material ID associated with a rendering pass of a LOD.
* \param lodId the id of the LOD.
* \param renderingPassIndex the index of the rendering pass in the matrix block
*/
uint32 getRdrPassMaterial(uint lodId, uint renderingPassIndex) const
{
return _MeshMRMGeom.getRdrPassMaterial(lodId, renderingPassIndex) ;
}
/// Get the mesh geom
const CMeshMRMSkinnedGeom& getMeshGeom () const;
// @}
/// \name Mesh Block Render Interface
// @{
virtual IMeshGeom *supportMeshBlockRendering (CTransformShape *trans, float &polygonCount ) const;
// @}
// ************************
private:
CMeshMRMSkinnedGeom _MeshMRMGeom;
};
} // NL3D
#endif // NL_MESH_MRM_SKINNED_H
/* End of mesh_mrm_skinned.h */