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496 lines
17 KiB
C++
496 lines
17 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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#ifndef NL_RENDER_TRAV_H
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#define NL_RENDER_TRAV_H
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#include "nel/3d/trav_scene.h"
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#include "nel/3d/ordering_table.h"
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#include "nel/3d/layered_ordering_table.h"
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#include "nel/misc/rgba.h"
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#include "nel/3d/viewport.h"
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#include "nel/3d/light_contribution.h"
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#include "nel/3d/light.h"
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#include "nel/3d/mesh_block_manager.h"
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#include "nel/3d/shadow_map_manager.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/vertex_program.h"
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#include <vector>
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CPlane;
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using NLMISC::CMatrix;
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class IDriver;
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class CMaterial;
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class CTransform;
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class CLandscapeModel;
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class CVertexStreamManager;
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class CWaterModel;
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// ***************************************************************************
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/* Skin Manager setup
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* For the moment, the skin manager vertex buffer routes all its UV channel to UV0.
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* See void CVertexStreamManager::init(IDriver *driver, uint vertexFormat, uint maxVertices)
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* use 8 VBswap for minimal(=> no) lock() time. 2 is not enough (saw 7 ms lost because of this)
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* => size of the manager is 1280 Ko
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* NB: 5000 vertices max for a model is a strong limitation, but it's OK for now...
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*/
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#define NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT (CVertexBuffer::PositionFlag | CVertexBuffer::NormalFlag | CVertexBuffer::TexCoord0Flag)
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#define NL3D_MESH_SKIN_MANAGER_MAXVERTICES 5000
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#define NL3D_MESH_SKIN_MANAGER_NUMVB 8
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/* Same for Shadow Generation.
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* NB: need much less Vertices because: 1/ foolish to do more. 2/ Only position=> no UV/Normal discontinuities.
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* => size of the manager is 1.3 Mo
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* use 8 VBswap for minimal(=> no) lock() time. 2 is not enough (saw 7 ms lost because of this)
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* => size of the manager is 280 Ko
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*/
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#define NL3D_SHADOW_MESH_SKIN_MANAGER_VERTEXFORMAT (CVertexBuffer::PositionFlag)
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#define NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES 3000
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#define NL3D_SHADOW_MESH_SKIN_MANAGER_NUMVB 8
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/// Container for lighted vertex program.
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class CVertexProgramLighted : public CVertexProgram
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{
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public:
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static const uint MaxLight = 4;
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static const uint MaxPointLight = (MaxLight - 1);
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struct CIdxLighted
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{
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uint Ambient;
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uint Diffuse[MaxLight];
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uint Specular[MaxLight];
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uint DirOrPos[MaxLight]; // light 0, directional sun; light 1,2,3, omni point light
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uint EyePosition;
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uint DiffuseAlpha;
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};
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struct CFeaturesLighted
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{
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/// Number of point lights that this program is generated for, varies from 0 to 3.
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uint NumActivePointLights;
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bool SupportSpecular;
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bool Normalize;
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/// Start of constants to use for lighting with assembly shaders.
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uint CtStartNeLVP;
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};
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CVertexProgramLighted() { }
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virtual ~CVertexProgramLighted() { }
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virtual void buildInfo();
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const CIdxLighted &idxLighted() const { return m_IdxLighted; }
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const CFeaturesLighted &featuresLighted() const { return m_FeaturesLighted; }
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protected:
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CIdxLighted m_IdxLighted;
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CFeaturesLighted m_FeaturesLighted;
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};
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// ***************************************************************************
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/**
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* The Render traversal.
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* The purpose of this traversal is to render a list of models. This traversals is tightly linked to the cliptraversal.
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* The clipTraversals insert directly the models with CRenderTrav::addRenderModel(m). The traverse() method should
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* render all the render models with IDriver.
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*
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* This traversal has no graph of models
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*
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* \b USER \b RULES: Before using traverse() on a render traversal, you should:
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* - setFrustum() the camera shape (focale....)
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* - setCamMatrix() for the camera transform
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*
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* NB: see CScene for 3d conventions (orthonormal basis...)
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CRenderTrav : public CTravCameraScene
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{
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public:
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/// Constructor
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CRenderTrav();
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/// \name ITravScene Implementation.
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//@{
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/** First traverse the root (if any), then render the render list.
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* NB: no Driver clear buffers (color or ZBuffer) are done....
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* \param renderPart : The part of the scene that must be rendered
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* \param newRender true If scene render is beginning. Otherwise other parts of the scene have already been rendered.
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*/
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void traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows);
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//@}
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/// \name RenderList.
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//@{
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/// Clear the list of rendered models
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void clearRenderList();
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/** Add a model to the list of rendered models. \b DOESN'T \b CHECK if already inserted.
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*/
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void addRenderModel(CTransform *m)
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{
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// for possible removeRenderModel()
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m->_IndexLSBInRenderList= uint8(_CurrentNumVisibleModels&255);
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// add the model in the list
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RenderList[_CurrentNumVisibleModels]= m;
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_CurrentNumVisibleModels++;
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}
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// for createModel().
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void reserveRenderList(uint numModels);
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/* This is for the rare case where objects are deleted during CScene::render(). called by deleteModel()
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* This method don't need to be called by ~CTransform
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*/
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void removeRenderModel(CTransform *m);
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/// Special for water (list of water to render)
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void clearWaterModelList();
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//@}
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// setup the Driver for render
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void setDriver(IDriver *drv) {Driver= drv;}
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IDriver *getDriver() {return Driver;}
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// Yoyo: temporary. May be used later if we decide to support a PBuffer to render texture for ShadowMap
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IDriver *getAuxDriver() {return Driver;}
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void setViewport (const CViewport& viewport)
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{
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_Viewport = viewport;
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}
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CViewport getViewport () const
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{
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return _Viewport;
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}
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bool isCurrentPassOpaque() { return _CurrentPassOpaque; }
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/** Set the order or rendering for transparent objects.
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* In real case, with direct order, we have:
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* - Underwater is rendered.
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* - Water is rendered.
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* - Objects above water are rendered.
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*/
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void setLayersRenderingOrder(bool directOrder = true) { _LayersRenderingOrder = directOrder; }
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bool getLayersRenderingOrder() const { return _LayersRenderingOrder; }
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/** Setup transparency sorting
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* \param maxPriority Defines the valid range for priority in the [0, n] interval. By default, there's no prioriy sorting (0 -> single priority, 255 -> 256 possible priorities)
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* Objects with highers priority are displayed before any other object with lower priority,
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* whatever their distance is.
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* \param NbDistanceEntries Defines the granularity for distance sorting. A value of N with a view distance of D meters means
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* that the sorting accuracy will be of D / N meters at worst (when visible objects occupy the whole distance range)
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* NB : The memory allocated is a multiple of NumPriority * NbDistanceEntries * 2 (2 if because of water ordering)
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*/
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void setupTransparencySorting(uint8 maxPriority = 0, uint NbDistanceEntries = 1024);
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/// \name Render Lighting Setup.
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// @{
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// False by default. setuped by CScene
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bool LightingSystemEnabled;
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// Global ambient. Default is (50,50,50).
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NLMISC::CRGBA AmbientGlobal;
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// The Sun Setup.
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NLMISC::CRGBA SunAmbient, SunDiffuse, SunSpecular;
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// set the direction of the sun. dir is normalized.
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void setSunDirection(const CVector &dir);
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const CVector getSunDirection() const {return _SunDirection;}
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// @}
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/** Set/Replace the MeshSkinManager. NULL by default => skinning is slower.
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* The ptr is handled but not deleted.
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* There should be one MeshSkinManager per driver.
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*/
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void setMeshSkinManager(CVertexStreamManager *msm);
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/// get the MeshSkinManager
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CVertexStreamManager *getMeshSkinManager() const {return _MeshSkinManager;}
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/// get the CShadowMapManager
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CShadowMapManager &getShadowMapManager() {return _ShadowMapManager;}
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const CShadowMapManager &getShadowMapManager() const {return _ShadowMapManager;}
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/// the MeshSkinManager for Shadow. Same Behaviour than std MeshSkinManager. NB: the Shadow MSM is inited with AuxDriver.
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void setShadowMeshSkinManager(CVertexStreamManager *msm);
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CVertexStreamManager *getShadowMeshSkinManager() const {return _ShadowMeshSkinManager;}
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// add a landscape. Special for CLandscapeModel::traverseRender();
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void addRenderLandscape(CLandscapeModel *model);
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/// \name Temp Debug
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//@{
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// Test Memory of water model render list (because someone crash it...)
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// Yoyo: this crash seems to be fixed, but i leave the code, in case of.....
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void debugWaterModelMemory(const char *tag, bool dumpList= false);
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//@}
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// ******************
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public:
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/// \name Render Lighting Setup. FOR MODEL TRAVERSING ONLY.
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// @{
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// Max VP Light setup Infos.
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enum {MaxVPLight = CVertexProgramLighted::MaxLight};
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/** reset the lighting setup in the driver (all lights are disabled).
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* called at beginning of traverse(). Must be called by any model (before and after rendering)
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* that wish to use CDriver::setLight() instead of the standard behavior with changeLightSetup()
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*/
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void resetLightSetup();
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/** setup the driver to the given lightContribution.
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* if lightContribution==NULL, then all currently enabled lights are disabled.
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* NB: lightContribution is cached, so if same than preceding, no-op.
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* cache cleared at each frame with resetLightSetup().
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* NB: models which are sticked or skinned on a skeleton have same lightContribution
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* because lightSetup is made on the skeleton only. Hence the interest of this cache.
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*
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* \param useLocalAttenuation if true, use Hardware Attenuation, else use global one
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* (attenuation with AttFactor)
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*/
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void changeLightSetup(CLightContribution *lightContribution, bool useLocalAttenuation);
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/// Must call before beginVPLightSetup
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void prepareVPLightSetup();
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/** setup the driver VP constants to get info from current LightSetup.
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* Only 0..3 Light + SunLights are supported. The VP do NOT support distance/Spot attenuation
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* Also it does not handle World Matrix with non uniform scale correctly since lighting is made in ObjectSpace
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*
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* \param ctStart the program use ctes from ctStart to ctStart+NumCtes.
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* \param supportSpecular asitsounds. PointLights and dirLight are localViewer
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* \param invObjectWM the inverse of object matrix: lights are mul by this. Vp compute in object space.
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*/
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void beginVPLightSetup(CVertexProgramLighted *program, const CMatrix &invObjectWM);
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/** change the driver VP LightSetup constants which depends on material.
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* \param excludeStrongest This remove the strongest light from the setup. The typical use is to have it computed by using perpixel lighting.
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*/
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void changeVPLightSetupMaterial(const CMaterial &mat, bool excludeStrongest);
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/** tool to get a VP fragment which compute lighting with following rules:
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* IN:
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* - R5 vertex in objectSpace (ie untransformed)
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* - R6 normal in objectSpace (ie untransformed)
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* OUT:
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* - R6 normal normalized
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* - o[COL0] and o[COL1] are setuped. NB: BF0 and BF1 not computed/setuped.
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* Scratch:
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* - R0, R1, R2, R3, R4
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*
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* For information, constant mapping is (add ctStart):
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*
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* == Strongest light included ==
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*
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* if !supportSpecular:
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* - 0: AmbientColor.
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* - 1..4: DiffuseColor of 4 lights.
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* - 5: - (directional Light direction) in objectSpace
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* - 6..8: light position (3 pointLihgts) in objectSpace
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* - 9: material Diffuse Alpha copied to output. cte is: {0,0, 1, alphaMat}
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* TOTAL: 10 constants used.
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* if supportSpecular:
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* - 0: AmbientColor.
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* - 1..4: DiffuseColor of 4 lights.
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* - 5..8: SpecularColor of 4 lights. NB: SpecularColor[5].w get the specular exponent of the material
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* - 9: - (directional Light direction) in objectSpace
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* - 10: material Diffuse Alpha copied to output. cte is: {0,0, 1, alphaMat}
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* - 11: eye position in objectSpace
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* - 12..14: light position (3 pointLihgts) in objectSpace
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* TOTAL: 15 constants used.
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*
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*
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* NB: the number of active light does not change the number of constantes used. But the VP code returned is
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* modified accordingly.
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*
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* \param numActivePoinLights tells how many point light from 0 to 3 this VP must handle. NB: the Sun directionnal is not option
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* NB: nlassert(numActiveLights<=MaxVPLight-1).
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*/
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static std::string getLightVPFragmentNeLVP(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize);
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// TODO_VP_GLSL
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/** This returns a reference to a driver light, by its index
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* \see getStrongestLightIndex
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*/
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const CLight &getDriverLight(sint index) const
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{
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nlassert(index >= 0 && index < NL3D_MAX_LIGHT_CONTRIBUTION+1);
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return _DriverLight[index];
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}
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/// return an index to the current strongest settuped light (or -1 if there's none)
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sint getStrongestLightIndex() const;
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/** Get current color, diffuse and specular of the strongest light in the scene.
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* These values are modulated by the current material color, so these values are valid only after
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* changeVPLightSetupMaterial() has been called
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*/
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void getStrongestLightColors(NLMISC::CRGBA &diffuse, NLMISC::CRGBA &specular);
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/** return the number of VP lights currently activated (sunlight included)
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* Value correct after beginVPLightSetup() only
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*/
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uint getNumVPLights() const {return _VPNumLights;}
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// @}
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/// \name MeshBlock Manager. FOR MODEL TRAVERSING AND MESHS ONLY.
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// @{
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/// The manager of meshBlock. Used to add instances.
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CMeshBlockManager MeshBlockManager;
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// @}
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// ReSetup the Driver Frustum/Camera. Called internally and by ShadowMapManager only.
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void setupDriverCamera();
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private:
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// A grow only list of models to be rendered.
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std::vector<CTransform*> RenderList;
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uint32 _CurrentNumVisibleModels;
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// Ordering Table to sort transparent objects
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COrderingTable<CTransform> OrderOpaqueList;
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std::vector<CLayeredOrderingTable<CTransform> > _OrderTransparentListByPriority;
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uint8 _MaxTransparencyPriority;
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IDriver *Driver;
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CViewport _Viewport;
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// Temporary for the render
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bool _CurrentPassOpaque;
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bool _LayersRenderingOrder;
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/// \name Render Lighting Setup.
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// @{
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// The last setup.
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CLightContribution *_CacheLightContribution;
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bool _LastLocalAttenuation;
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// The number of light enabled
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uint _NumLightEnabled;
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// More precise setup
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uint _LastSunFactor;
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NLMISC::CRGBA _LastFinalAmbient;
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CPointLight *_LastPointLight[NL3D_MAX_LIGHT_CONTRIBUTION];
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uint8 _LastPointLightFactor[NL3D_MAX_LIGHT_CONTRIBUTION];
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bool _LastPointLightLocalAttenuation[NL3D_MAX_LIGHT_CONTRIBUTION];
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CVector _SunDirection;
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// driver Lights setuped in changeLightSetup()
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CLight _DriverLight[NL3D_MAX_LIGHT_CONTRIBUTION+1];
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// index of the strongest light (when used)
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mutable uint _StrongestLightIndex;
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mutable bool _StrongestLightTouched;
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// Current vp setuped with beginVPLightSetup()
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NLMISC::CRefPtr<CVertexProgramLighted> _VPCurrent;
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// Current ctStart setuped with beginVPLightSetup()
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//uint _VPCurrentCtStart;
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// Current num of VP lights enabled.
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uint _VPNumLights;
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// Current support of specular
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// bool _VPSupportSpecular;
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// Sum of all ambiant of all lights + ambiantGlobal.
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NLMISC::CRGBAF _VPFinalAmbient;
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// Diffuse/Spec comp of all light / 255.
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NLMISC::CRGBAF _VPLightDiffuse[MaxVPLight];
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NLMISC::CRGBAF _VPLightSpecular[MaxVPLight];
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NLMISC::CRGBA _StrongestLightDiffuse;
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NLMISC::CRGBA _StrongestLightSpecular;
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// Cache for changeVPLightSetupMaterial()
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bool _VPMaterialCacheDirty;
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uint32 _VPMaterialCacheEmissive;
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uint32 _VPMaterialCacheAmbient;
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uint32 _VPMaterialCacheDiffuse;
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uint32 _VPMaterialCacheSpecular;
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float _VPMaterialCacheShininess;
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// @}
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/// The manager of skin. NULL by default.
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CVertexStreamManager *_MeshSkinManager;
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/// The ShadowMap Manager.
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CShadowMapManager _ShadowMapManager;
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/// The SkinManager, but For Shadow rendering
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CVertexStreamManager *_ShadowMeshSkinManager;
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/** \name Special Landscape RenderList.
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* The Landscape list is separated from std render List for optimisation purpose.
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* See Doc in traverse() method.
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*/
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//@{
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// clear the list
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void clearRenderLandscapeList();
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// render the landscapes
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void renderLandscapes();
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// A grow only list of landscapes to be rendered.
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std::vector<CLandscapeModel*> _LandscapeRenderList;
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// @}
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/// \name Temp Debug
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//@{
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struct CWaterModelDump
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{
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void *Address;
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void *ClippedPolyBegin;
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void *ClippedPolyEnd;
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};
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std::vector<CWaterModelDump> _DebugWaterModelList;
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//@}
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public:
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CWaterModel *_FirstWaterModel;
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};
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}
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#endif // NL_RENDER_TRAV_H
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/* End of render_trav.h */
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