614 lines
20 KiB
C++
614 lines
20 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/landscapevb_allocator.h"
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#include "nel/3d/driver.h"
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#include "nel/misc/fast_mem.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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/*
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Once a reallocation of a VBHard occurs, how many vertices we add to the re-allocation, to avoid
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as possible reallocations.
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*/
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#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY 1024
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/*
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The start size of the array.
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*/
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#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_START 4048
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#define NL3D_VERTEX_FREE_MEMORY_RESERVE 1024
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/*// 65000 is a maximum because of GeForce limitations.
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#define NL3D_VERTEX_MAX_VERTEX_VBHARD 40000*/
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// ***************************************************************************
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CLandscapeVBAllocator::CLandscapeVBAllocator(TType type, const std::string &vbName)
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{
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_Type= type;
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_VBName= vbName;
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_VertexFreeMemory.reserve(NL3D_VERTEX_FREE_MEMORY_RESERVE);
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_ReallocationOccur= false;
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_NumVerticesAllocated= 0;
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_BufferLocked= false;
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_LastFarVB = NULL;
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_LastNearVB = NULL;
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for(uint i=0;i<MaxVertexProgram;i++)
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_VertexProgram[i]= NULL;
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}
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// ***************************************************************************
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CLandscapeVBAllocator::~CLandscapeVBAllocator()
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{
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clear();
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::updateDriver(IDriver *driver)
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{
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// test change of driver.
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nlassert(driver);
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if( _Driver==NULL || driver!=_Driver )
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{
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deleteVertexBuffer();
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_Driver= driver;
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// If change of driver, delete the VertexProgram first, if any
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deleteVertexProgram();
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// Then rebuild VB format, and VertexProgram, if needed.
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// Do it only if VP supported by GPU.
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setupVBFormatAndVertexProgram(_Driver->isVertexProgramSupported() && !_Driver->isVertexProgramEmulated());
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// must reallocate the VertexBuffer.
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if( _NumVerticesAllocated>0 )
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allocateVertexBuffer(_NumVerticesAllocated);
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}
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::clear()
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{
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// clear list.
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_VertexFreeMemory.clear();
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_NumVerticesAllocated= 0;
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// delete the VB.
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deleteVertexBuffer();
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// delete vertex Program, if any
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deleteVertexProgram();
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// clear other states.
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_ReallocationOccur= false;
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_Driver= NULL;
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::resetReallocation()
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{
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_ReallocationOccur= false;
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}
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// ***************************************************************************
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// ***************************************************************************
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// allocation.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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uint CLandscapeVBAllocator::allocateVertex()
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{
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// if no more free, allocate.
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if( _VertexFreeMemory.size()==0 )
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{
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// enlarge capacity.
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uint newResize;
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if(_NumVerticesAllocated==0)
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newResize= NL3D_LANDSCAPE_VERTEX_ALLOCATE_START;
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else
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newResize= NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY;
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_NumVerticesAllocated+= newResize;
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// re-allocate VB.
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#ifdef NL_LANDSCAPE_INDEX16
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nlassert(_NumVerticesAllocated <= 65535);
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#endif
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allocateVertexBuffer(_NumVerticesAllocated);
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// resize infos on vertices.
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_VertexInfos.resize(_NumVerticesAllocated);
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// Fill list of free elements.
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for(uint i=0;i<newResize;i++)
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{
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// create a new entry which points to this vertex.
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// the list is made so allocation is in growing order.
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_VertexFreeMemory.push_back( _NumVerticesAllocated - (i+1) );
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// Mark as free the new vertices. (Debug).
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_VertexInfos[_NumVerticesAllocated - (i+1)].Free= true;
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}
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}
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// get a vertex (pop_back).
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uint id= _VertexFreeMemory.back();
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// delete this vertex free entry.
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_VertexFreeMemory.pop_back();
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// check and Mark as not free the vertex. (Debug).
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nlassert(id<_NumVerticesAllocated);
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nlassert(_VertexInfos[id].Free);
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_VertexInfos[id].Free= false;
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return id;
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::deleteVertex(uint vid)
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{
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// check and Mark as free the vertex. (Debug).
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nlassert(vid<_NumVerticesAllocated);
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nlassert(!_VertexInfos[vid].Free);
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_VertexInfos[vid].Free= true;
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// Add this vertex to the free list.
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// create a new entry which points to this vertex.
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_VertexFreeMemory.push_back( vid );
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::lockBuffer(CFarVertexBufferInfo &farVB)
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{
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nlassert( _Type==Far0 || _Type==Far1 );
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// force unlock
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unlockBuffer();
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_LastFarVB = &farVB;
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farVB.setupVertexBuffer(_VB, _VertexProgram[0]!=NULL );
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_BufferLocked= true;
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::lockBuffer(CNearVertexBufferInfo &tileVB)
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{
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nlassert(_Type==Tile);
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// force unlock
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unlockBuffer();
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_LastNearVB = &tileVB;
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tileVB.setupVertexBuffer(_VB, _VertexProgram[0]!=NULL );
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_BufferLocked= true;
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::unlockBuffer()
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{
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if(_BufferLocked)
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{
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if (_LastFarVB)
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_LastFarVB->setupNullPointers();
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_LastFarVB = NULL;
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if (_LastNearVB)
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_LastNearVB->setupNullPointers();
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_LastNearVB = NULL;
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_BufferLocked= false;
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// VertexBuffer mgt.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CLandscapeVBAllocator::activate(uint vpId)
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{
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nlassert(_Driver);
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nlassert(!_BufferLocked);
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// If enabled, activate Vertex program first.
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if(_VertexProgram[vpId])
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{
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//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[vpId]->getProgram().c_str());
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nlverify(_Driver->activeVertexProgram(_VertexProgram[vpId]));
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}
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_Driver->activeVertexBuffer(_VB);
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::deleteVertexBuffer()
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{
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// must unlock VBhard before.
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unlockBuffer();
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// delete the soft one.
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_VB.deleteAllVertices();
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}
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// ***************************************************************************
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void CLandscapeVBAllocator::allocateVertexBuffer(uint32 numVertices)
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{
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// no allocation must be done if the Driver is not setuped, or if the driver has been deleted by refPtr.
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nlassert(_Driver);
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// allocate() =>_ReallocationOccur= true;
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_ReallocationOccur= true;
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// must unlock VBhard before.
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unlockBuffer();
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// This always works.
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_VB.setPreferredMemory(CVertexBuffer::AGPPreferred, false);
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_VB.setNumVertices(numVertices);
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_VB.setName (_VBName);
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}
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// ***************************************************************************
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// ***************************************************************************
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// Vertex Program.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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/*
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Common Part. Inputs and constants.
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Inputs
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--------
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Standard:
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v[0] == StartPos. Hence, It is the SplitPoint of the father face.
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v[8] == Tex0 (xy)
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v[9] == Tex1 (xy) (different meanings for Far and Tile).
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v[13] == Tex2 (xy) (just for Tile mode).
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Geomorph:
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v[10] == { GeomFactor, MaxNearLimit }
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* where GeomFactor == max(SizeFaceA, SizeFaceB) * OORefineThreshold.
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It's means vertices are re-computed when the RefineThreshold setup change.
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* MaxNearLimit= max(nearLimitFaceA, nearLimitFaceB)
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v[11].xyz == EndPos-StartPos
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Alpha: NB: Since only useful for Far1, v[12] is not in the VB for Far0 and Tile VertexBuffer.
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v[12] == { TransitionSqrMin, OOTransitionSqrDelta}
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* TransitionSqrMin, OOTransitionSqrDelta : Alpha transition, see preRender().
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There is only 3 values possibles. It depends on Far1 type. Changed in preRender()
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Constant:
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--------
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Setuped at beginning of CLandscape::render()
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c[0..3]= ModelViewProjection Matrix.
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c[4]= {0, 1, 0.5, 0}
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c[5]= RefineCenter
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c[6]= {TileDistFarSqr, OOTileDistDeltaSqr, *, *}
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c[7]= ???
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c[8..11]= ModelView Matrix (for Fog).
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c[12]= PZBModelPosition: landscape center / delta Position to apply before multipliying by mviewMatrix
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Fog Note:
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-----------
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Fog is computed on geomorphed position R1.
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R1.w==1, and suppose that ModelViewMatrix has no Projection Part.
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Then Homogenous-coordinate == Non-Homogenous-coordinate.
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Hence we need only (FogVector*R1).z to get the FogC value.
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=> computed in just on instruction.
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*/
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// ***********************
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/*
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Common start of the program for Far0, Far1 and Tile mode.
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It compute the good Geomorphed position.
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At the end of this program, nothing is written in the output register, and we have in the Temp Registers:
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- R0= scratch
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- R1= CurrentPos geomorphed
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- R2.x= sqrDist= (startPos - RefineCenter).sqrnorm(). Useful for alpha computing.
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Pgr Len= 18.
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NB: 9 ope for normal errorMetric, and 9 ope for smoothing with TileNear.
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The C code for this Program is: (v[] means data is a vertex input, c[] means it is a constant)
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{
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// Compute Basic ErrorMetric.
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sqrDist= (v[StartPos] - c[RefineCenter]).sqrnorm()
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ErrorMetric= v[GeomFactor] / sqrDist
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// Compute ErrorMetric modified by TileNear transition.
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f= (c[TileDistFarSqr] - sqrDist) * c[OOTileDistDeltaSqr]
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clamp(f, 0, 1);
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// ^4 gives better smooth result
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f= sqr(f); f= sqr(f);
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// interpolate the errorMetric
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ErrorMetricModified= v[MaxNearLimit]*f + ErrorMetric*(1-f);
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// Take the max errorMetric.
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ErrorMetric= max(ErrorMetric, ErrorMetricModified);
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// Interpolate StartPos to EndPos, between 1 and 2.
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f= ErrorMetric - 1;
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clamp(f, 0, 1);
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R1= f * v[EndPos-StartPos] + StartPos;
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}
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*/
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const char* NL3D_LandscapeCommonStartProgram=
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"!!VP1.0 \n\
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# compute Basic geomorph into R0.x \n\
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ADD R0, v[0], -c[5]; # R0 = startPos - RefineCenter \n\
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DP3 R2.x, R0, R0; # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\
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RCP R0.x, R2.x; # R0.x= 1 / sqrDist \n\
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MUL R0.x, v[10].x, R0.x; # R0.x= ErrorMetric= GeomFactor / sqrDist \n\
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\n\
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# compute Transition Factor To TileNear Geomorph, into R0.z \n\
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ADD R0.z, c[6].x, -R2.x; # R0.z= TileDistFarSqr - sqrDist \n\
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MUL R0.z, R0.z, c[6].y; # R0.z= f= (TileDistFarSqr - sqrDist ) * OOTileDistDeltaSqr \n\
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MAX R0.z, R0.z, c[4].x; \n\
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MIN R0.z, R0.z, c[4].y; # R0.z= f= clamp(f, 0, 1); \n\
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MUL R0.z, R0.z, R0.z; \n\
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MUL R0.z, R0.z, R0.z; # R0.z= finalFactor= f^4 \n\
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\n\
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# Apply the transition factor to the ErrorMetric => R0.w= ErrorMetricModified. \n\
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ADD R0.w, v[10].y, -R0.x; # R0.w= maxNearLimit - ErrorMetric \n\
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MAD R0.w, R0.z, R0.w, R0.x; # R0.w= finalFactor * (maxNearLimit - ErrorMetric) + ErrorMetric \n\
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\n\
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# R0.w may be < R0.x; (when the point is very near). Must take the bigger errorMetric. \n\
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MAX R0.x, R0.x, R0.w; # R0.x= ErrorMetric Max \n\
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\n\
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# apply geomorph into R1 \n\
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ADD R0.x, R0.x, -c[4].y; # R0.x= ErrorMetric Max - 1 \n\
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MAX R0.x, R0.x, c[4].x; \n\
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MIN R0.x, R0.x, c[4].y; # R0.x= geomBlend= clamp(R0.x, 0, 1); \n\
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\n\
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# NB: Can't use MAD R1.xyz, v[11], R0.x, v[0], because can't acces 2 inputs in one op. \n\
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# Hence, can use a MAD to Sub the Landscape Center _PZBModelPosition \n\
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# write to R1.w is useless (but needed to avoid a read error when multiplied by 0) \n\
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# in the next instruction \n\
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MAD R1.xyzw, v[11], R0.x, -c[12]; \n\
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# set w to 1 by using c[4] = { 0, 1, 0.5, 0} \n\
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MAD R1, R1, c[4].yyyx, v[0]; # R1= geomBlend * (EndPos-StartPos) + StartPos \n\
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";
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// ***********************
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// Test Speed.
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/*"!!VP1.0 \n\
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# compute Basic geomorph into R0.x \n\
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ADD R0, v[0], -c[5]; # R0 = startPos - RefineCenter \n\
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DP3 R2.x, R0, R0; # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\
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MOV R1, v[0]; # R1= geomBlend * (EndPos-StartPos) + StartPos \n\
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";
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*/
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const string NL3D_LandscapeTestSpeedProgram=
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" MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\
|
||
|
MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\
|
||
|
";
|
||
|
|
||
|
|
||
|
// ***********************
|
||
|
/*
|
||
|
Far0:
|
||
|
just project, copy uv0 and uv1
|
||
|
NB: leave o[COL0] undefined because the material don't care diffuse RGBA here
|
||
|
*/
|
||
|
// ***********************
|
||
|
const char* NL3D_LandscapeFar0EndProgram=
|
||
|
" # compute in Projection space \n\
|
||
|
DP4 o[HPOS].x, c[0], R1; \n\
|
||
|
DP4 o[HPOS].y, c[1], R1; \n\
|
||
|
DP4 o[HPOS].z, c[2], R1; \n\
|
||
|
DP4 o[HPOS].w, c[3], R1; \n\
|
||
|
MOV o[TEX0], v[8]; \n\
|
||
|
MOV o[TEX1], v[9]; \n\
|
||
|
DP4 o[FOGC].x, c[10], R1; \n\
|
||
|
END \n\
|
||
|
";
|
||
|
|
||
|
|
||
|
// ***********************
|
||
|
/*
|
||
|
Far1:
|
||
|
Compute Alpha transition.
|
||
|
Project, copy uv0 and uv1,
|
||
|
NB: leave o[COL0] RGB undefined because the material don't care diffuse RGB
|
||
|
*/
|
||
|
// ***********************
|
||
|
const char* NL3D_LandscapeFar1EndProgram=
|
||
|
" # compute Alpha Transition \n\
|
||
|
ADD R0.x, R2.x, -v[12].x; # R0.x= sqrDist-TransitionSqrMin \n\
|
||
|
MUL R0.x, R0.x, v[12].y; # R0.x= (sqrDist-TransitionSqrMin) * OOTransitionSqrDelta \n\
|
||
|
MAX R0.x, R0.x, c[4].x; \n\
|
||
|
MIN o[COL0].w, R0.x, c[4].y; # col.A= clamp(R0.x, 0, 1); \n\
|
||
|
\n\
|
||
|
# compute in Projection space \n\
|
||
|
DP4 o[HPOS].x, c[0], R1; \n\
|
||
|
DP4 o[HPOS].y, c[1], R1; \n\
|
||
|
DP4 o[HPOS].z, c[2], R1; \n\
|
||
|
DP4 o[HPOS].w, c[3], R1; \n\
|
||
|
MOV o[TEX0], v[8]; \n\
|
||
|
MOV o[TEX1], v[9]; \n\
|
||
|
DP4 o[FOGC].x, c[10], R1; \n\
|
||
|
END \n\
|
||
|
";
|
||
|
|
||
|
|
||
|
// ***********************
|
||
|
/*
|
||
|
Tile:
|
||
|
just project, copy uv0, uv1.
|
||
|
NB: leave o[COL0] undefined because the material don't care diffuse RGBA here
|
||
|
*/
|
||
|
// ***********************
|
||
|
const char* NL3D_LandscapeTileEndProgram=
|
||
|
" # compute in Projection space \n\
|
||
|
DP4 o[HPOS].x, c[0], R1; \n\
|
||
|
DP4 o[HPOS].y, c[1], R1; \n\
|
||
|
DP4 o[HPOS].z, c[2], R1; \n\
|
||
|
DP4 o[HPOS].w, c[3], R1; \n\
|
||
|
MOV o[TEX0], v[8]; \n\
|
||
|
MOV o[TEX1], v[9]; \n\
|
||
|
DP4 o[FOGC].x, c[10], R1; \n\
|
||
|
END \n\
|
||
|
";
|
||
|
|
||
|
/// Same version but write Tex0 to take uv2, ie v[13], for lightmap pass
|
||
|
const char* NL3D_LandscapeTileLightMapEndProgram=
|
||
|
" # compute in Projection space \n\
|
||
|
DP4 o[HPOS].x, c[0], R1; \n\
|
||
|
DP4 o[HPOS].y, c[1], R1; \n\
|
||
|
DP4 o[HPOS].z, c[2], R1; \n\
|
||
|
DP4 o[HPOS].w, c[3], R1; \n\
|
||
|
MOV o[TEX0], v[12]; \n\
|
||
|
MOV o[TEX1], v[9]; \n\
|
||
|
DP4 o[FOGC].x, c[10], R1; \n\
|
||
|
END \n\
|
||
|
";
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CLandscapeVBAllocator::deleteVertexProgram()
|
||
|
{
|
||
|
for(uint i=0;i<MaxVertexProgram;i++)
|
||
|
{
|
||
|
if(_VertexProgram[i])
|
||
|
{
|
||
|
delete _VertexProgram[i];
|
||
|
_VertexProgram[i]= NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CLandscapeVBAllocator::setupVBFormatAndVertexProgram(bool withVertexProgram)
|
||
|
{
|
||
|
// If not vertexProgram mode
|
||
|
if(!withVertexProgram)
|
||
|
{
|
||
|
// setup normal VB format.
|
||
|
if(_Type==Far0)
|
||
|
// v3f/t2f0/t2f1
|
||
|
_VB.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
|
||
|
else if(_Type==Far1)
|
||
|
// v3f/t2f/t2f1/c4ub
|
||
|
_VB.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::PrimaryColorFlag );
|
||
|
else
|
||
|
// v3f/t2f0/t2f1/t2f2
|
||
|
_VB.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::TexCoord2Flag);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Else Setup our Vertex Program, and good VBuffers, according to _Type.
|
||
|
|
||
|
if(_Type==Far0)
|
||
|
{
|
||
|
// Build the Vertex Format.
|
||
|
_VB.clearValueEx();
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_STARTPOS, CVertexBuffer::Float3); // v[0]= StartPos.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_TEX0, CVertexBuffer::Float2); // v[8]= Tex0.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_TEX1, CVertexBuffer::Float2); // v[9]= Tex1.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_GEOMINFO, CVertexBuffer::Float2); // v[10]= GeomInfos.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_DELTAPOS, CVertexBuffer::Float3); // v[11]= EndPos-StartPos.
|
||
|
_VB.initEx();
|
||
|
|
||
|
// Init the Vertex Program.
|
||
|
string vpgram= string(NL3D_LandscapeCommonStartProgram) +
|
||
|
string(NL3D_LandscapeFar0EndProgram);
|
||
|
_VertexProgram[0]= new CVertexProgram(vpgram.c_str());
|
||
|
}
|
||
|
else if(_Type==Far1)
|
||
|
{
|
||
|
// Build the Vertex Format.
|
||
|
_VB.clearValueEx();
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_STARTPOS, CVertexBuffer::Float3); // v[0]= StartPos.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_TEX0, CVertexBuffer::Float2); // v[8]= Tex0.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_TEX1, CVertexBuffer::Float2); // v[9]= Tex1.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_GEOMINFO, CVertexBuffer::Float2); // v[10]= GeomInfos.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_DELTAPOS, CVertexBuffer::Float3); // v[11]= EndPos-StartPos.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_ALPHAINFO, CVertexBuffer::Float2); // v[12]= AlphaInfos.
|
||
|
_VB.initEx();
|
||
|
|
||
|
// Init the Vertex Program.
|
||
|
string vpgram= string(NL3D_LandscapeCommonStartProgram) +
|
||
|
string(NL3D_LandscapeFar1EndProgram);
|
||
|
_VertexProgram[0]= new CVertexProgram(vpgram.c_str());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Build the Vertex Format.
|
||
|
_VB.clearValueEx();
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_STARTPOS, CVertexBuffer::Float3); // v[0]= StartPos.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_TEX0, CVertexBuffer::Float2); // v[8]= Tex0.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_TEX1, CVertexBuffer::Float2); // v[9]= Tex1.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_TEX2, CVertexBuffer::Float2); // v[12]= Tex2.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_GEOMINFO, CVertexBuffer::Float2); // v[10]= GeomInfos.
|
||
|
_VB.addValueEx(NL3D_LANDSCAPE_VPPOS_DELTAPOS, CVertexBuffer::Float3); // v[11]= EndPos-StartPos.
|
||
|
_VB.initEx();
|
||
|
|
||
|
// Init the Vertex Program.
|
||
|
string vpgram= string(NL3D_LandscapeCommonStartProgram) +
|
||
|
string(NL3D_LandscapeTileEndProgram);
|
||
|
_VertexProgram[0]= new CVertexProgram(vpgram.c_str());
|
||
|
|
||
|
// Init the Vertex Program for lightmap pass
|
||
|
vpgram= string(NL3D_LandscapeCommonStartProgram) +
|
||
|
string(NL3D_LandscapeTileLightMapEndProgram);
|
||
|
_VertexProgram[1]= new CVertexProgram(vpgram.c_str());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
} // NL3D
|