// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/misc/bsphere.h" #include "nel/misc/system_info.h" #include "nel/misc/hierarchical_timer.h" #include "nel/misc/fast_mem.h" #include "nel/3d/mesh_mrm_skinned.h" #include "nel/3d/mrm_builder.h" #include "nel/3d/mrm_parameters.h" #include "nel/3d/mesh_mrm_skinned_instance.h" #include "nel/3d/scene.h" #include "nel/3d/skeleton_model.h" #include "nel/3d/stripifier.h" #include "nel/3d/mesh_blender.h" #include "nel/3d/render_trav.h" #include "nel/misc/fast_floor.h" #include "nel/3d/raw_skinned.h" #include "nel/3d/shifted_triangle_cache.h" #include "nel/3d/texture_file.h" #include "nel/3d/matrix_3x4.h" using namespace NLMISC; using namespace std; namespace NL3D { H_AUTO_DECL( NL3D_MeshMRMGeom_RenderShadow ) // *************************************************************************** // *************************************************************************** // CMeshMRMSkinnedGeom::CLod // *************************************************************************** // *************************************************************************** // *************************************************************************** void CMeshMRMSkinnedGeom::CLod::serial(NLMISC::IStream &f) { /* Version 0: - base vdrsion. */ f.serialVersion(0); uint i; f.serial(NWedges); f.serialCont(RdrPass); f.serialCont(Geomorphs); f.serialCont(MatrixInfluences); // Serial array of InfluencedVertices. NB: code written so far for NL3D_MESH_SKINNING_MAX_MATRIX==4 only. nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4); for(i= 0; i &Vertices) { NLMISC::CAABBox ret; nlassert(Vertices.size()); ret.setCenter(Vertices[0]); for(sint i=0;i<(sint)Vertices.size();i++) { ret.extend(Vertices[i]); } return ret; } // *************************************************************************** CMeshMRMSkinnedGeom::CMeshMRMSkinnedGeom() { _BoneIdComputed = false; _BoneIdExtended = false; _PreciseClipping= false; _MeshDataId= 0; _SupportShadowSkinGrouping= false; } // *************************************************************************** CMeshMRMSkinnedGeom::~CMeshMRMSkinnedGeom() { } // *************************************************************************** void CMeshMRMSkinnedGeom::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest) { // check input. if(distanceFinest<0) return; if(distanceMiddle<=distanceFinest) return; if(distanceCoarsest<=distanceMiddle) return; // Change. _LevelDetail.DistanceFinest= distanceFinest; _LevelDetail.DistanceMiddle= distanceMiddle; _LevelDetail.DistanceCoarsest= distanceCoarsest; // compile _LevelDetail.compileDistanceSetup(); } // *************************************************************************** void CMeshMRMSkinnedGeom::build(CMesh::CMeshBuild &m, uint numMaxMaterial, const CMRMParameters ¶ms) { // Empty geometry? if(m.Vertices.size()==0 || m.Faces.size()==0) { _VBufferFinal.clear(); _Lods.clear(); _BBox.setCenter(CVector::Null); _BBox.setSize(CVector::Null); return; } nlassert(numMaxMaterial>0); /// 0. First, make bbox. //====================== // NB: this is equivalent as building BBox from MRM VBuffer, because CMRMBuilder create new vertices // which are just interpolation of original vertices. _BBox= makeBBox(m.Vertices); /// 1. Launch the MRM build process. //================================================ CMRMBuilder mrmBuilder; CMeshBuildMRM meshBuildMRM; std::vector bsList; mrmBuilder.compileMRM(m, bsList, params, meshBuildMRM, numMaxMaterial); nlassert (meshBuildMRM.Skinned); // Then build the packed vertex buffer //================================================ _VBufferFinal.build (meshBuildMRM.VBuffer, meshBuildMRM.SkinWeights); _Lods= meshBuildMRM.Lods; // Compute degradation control. //================================================ _LevelDetail.DistanceFinest= meshBuildMRM.DistanceFinest; _LevelDetail.DistanceMiddle= meshBuildMRM.DistanceMiddle; _LevelDetail.DistanceCoarsest= meshBuildMRM.DistanceCoarsest; nlassert(_LevelDetail.DistanceFinest>=0); nlassert(_LevelDetail.DistanceMiddle > _LevelDetail.DistanceFinest); nlassert(_LevelDetail.DistanceCoarsest > _LevelDetail.DistanceMiddle); // Compute OODistDelta and DistancePow _LevelDetail.compileDistanceSetup(); // For load balancing. //================================================ // compute Max Face Used _LevelDetail.MaxFaceUsed= 0; _LevelDetail.MinFaceUsed= 0; // Count of primitive block if(_Lods.size()>0) { uint pb; // Compute MinFaces. CLod &firstLod= _Lods[0]; for (pb=0; pb remap; // Current bone uint currentBone = 0; // Reserve memory _BonesName.reserve (m.BonesNames.size()); // For each vertices uint vert; CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices(); for (vert=0; vert<_VBufferFinal.getNumVertices(); vert++) { // Found one ? bool found=false; // For each weight uint weight; for (weight=0; weight0)||(weight==0)) { // Look for it std::map::iterator ite = remap.find (vertices[vert].Matrices[weight]); // Find ? if (ite == remap.end()) { // Insert it remap.insert (std::map::value_type (vertices[vert].Matrices[weight], currentBone)); // Check the id nlassert (vertices[vert].Matrices[weight]second; } // Found one found = true; } } // Found one ? nlassert (found); } // Remap the vertex influence by lods uint lod; for (lod=0; lod<_Lods.size(); lod++) { // For each matrix used uint matrix; for (matrix=0; matrix<_Lods[lod].MatrixInfluences.size(); matrix++) { // Remap std::map::iterator ite = remap.find (_Lods[lod].MatrixInfluences[matrix]); // Not find ? if (ite == remap.end()) { // Remove it _Lods[lod].MatrixInfluences.erase (_Lods[lod].MatrixInfluences.begin()+matrix); matrix--; continue; } // Remap _Lods[lod].MatrixInfluences[matrix] = ite->second; } } // Misc. //=================== // Some runtime not serialized compilation compileRunTime(); } // *************************************************************************** void CMeshMRMSkinnedGeom::applyMaterialRemap(const std::vector &remap) { for(uint lod=0;lod=0); matId= remap[matId]; } } } // *************************************************************************** void CMeshMRMSkinnedGeom::applyGeomorph(std::vector &geoms, float alphaLod) { applyGeomorphWithVBHardPtr(geoms, alphaLod); } // *************************************************************************** void CMeshMRMSkinnedGeom::applyGeomorphWithVBHardPtr(std::vector &geoms, float alphaLod) { // no geomorphs? quit. if(geoms.size()==0) return; clamp(alphaLod, 0.f, 1.f); sint a= (uint)floor((256.f*alphaLod)+0.5f); sint a1= 256 - a; // info from VBuffer. uint8 *vertexPtr= (uint8*)_VBufferFinal.getPackedVertices(); sint32 vertexSize= sizeof(CPackedVertexBuffer::CPackedVertex); // use a faster method applyGeomorphPosNormalUV0Int(geoms, vertexPtr, vertexPtr, vertexSize, a, a1); } // *************************************************************************** void CMeshMRMSkinnedGeom::applyGeomorphPosNormalUV0(std::vector &geoms, uint8 *vertexPtr, uint8 *vertexDestPtr, sint32 vertexSize, float a, float a1) { nlassert(vertexSize==32); // For all geomorphs. uint nGeoms= (uint)geoms.size(); CMRMWedgeGeom *ptrGeom= &(geoms[0]); uint8 *destPtr= vertexDestPtr; for(; nGeoms>0; nGeoms--, ptrGeom++, destPtr+= vertexSize ) { // Consider the Pos/Normal/UV as an array of 8 float to interpolate. float *start= (float*)(vertexPtr + (ptrGeom->Start<<5)); float *end= (float*)(vertexPtr + (ptrGeom->End<<5)); float *dst= (float*)(destPtr); // unrolled dst[0]= start[0] * a + end[0]* a1; dst[1]= start[1] * a + end[1]* a1; dst[2]= start[2] * a + end[2]* a1; dst[3]= start[3] * a + end[3]* a1; dst[4]= start[4] * a + end[4]* a1; dst[5]= start[5] * a + end[5]* a1; dst[6]= start[6] * a + end[6]* a1; dst[7]= start[7] * a + end[7]* a1; } } // *************************************************************************** void CMeshMRMSkinnedGeom::applyGeomorphPosNormalUV0Int(std::vector &geoms, uint8 *vertexPtr, uint8 *vertexDestPtr, sint32 vertexSize, sint a, sint a1) { // For all geomorphs. uint nGeoms= (uint)geoms.size(); CMRMWedgeGeom *ptrGeom= &(geoms[0]); uint8 *destPtr= vertexDestPtr; for(; nGeoms>0; nGeoms--, ptrGeom++, destPtr+= vertexSize ) { // Consider the Pos/Normal/UV as an array of 8 float to interpolate. sint16 *start= (sint16*)(vertexPtr + (ptrGeom->Start*vertexSize)); sint16 *end= (sint16*)(vertexPtr + (ptrGeom->End*vertexSize)); sint16 *dst= (sint16*)(destPtr); /* Hulud * This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning) */ // unrolled dst[0]= (sint16)(((sint)(start[0]) * a + (sint)(end[0]) * a1)>>8); dst[1]= (sint16)(((sint)(start[1]) * a + (sint)(end[1]) * a1)>>8); dst[2]= (sint16)(((sint)(start[2]) * a + (sint)(end[2]) * a1)>>8); dst[3]= (sint16)(((sint)(start[3]) * a + (sint)(end[3]) * a1)>>8); dst[4]= (sint16)(((sint)(start[4]) * a + (sint)(end[4]) * a1)>>8); dst[5]= (sint16)(((sint)(start[5]) * a + (sint)(end[5]) * a1)>>8); dst[6]= (sint16)(((sint)(start[6]) * a + (sint)(end[6]) * a1)>>8); dst[7]= (sint16)(((sint)(start[7]) * a + (sint)(end[7]) * a1)>>8); } } // *************************************************************************** void CMeshMRMSkinnedGeom::initInstance(CMeshBaseInstance *mbi) { } // *************************************************************************** bool CMeshMRMSkinnedGeom::clip(const std::vector &pyramid, const CMatrix &worldMatrix) { // Speed Clip: clip just the sphere. CBSphere localSphere(_BBox.getCenter(), _BBox.getRadius()); CBSphere worldSphere; // transform the sphere in WorldMatrix (with nearly good scale info). localSphere.applyTransform(worldMatrix, worldSphere); // if out of only plane, entirely out. for(sint i=0;i<(sint)pyramid.size();i++) { // We are sure that pyramid has normalized plane normals. // if SpherMax OUT return false. float d= pyramid[i]*worldSphere.Center; if(d>worldSphere.Radius) return false; } // test if must do a precise clip, according to mesh size. if( _PreciseClipping ) { CPlane localPlane; // if out of only plane, entirely out. for(sint i=0;i<(sint)pyramid.size();i++) { // Transform the pyramid in Object space. localPlane= pyramid[i]*worldMatrix; // localPlane must be normalized, because worldMatrix mya have a scale. localPlane.normalize(); // if the box is not partially inside the plane, quit if( !_BBox.clipBack(localPlane) ) return false; } } return true; } // *************************************************************************** inline sint CMeshMRMSkinnedGeom::chooseLod(float alphaMRM, float &alphaLod) { // Choose what Lod to draw. alphaMRM*= _Lods.size()-1; sint numLod= (sint)ceil(alphaMRM); if(numLod==0) { numLod= 0; alphaLod= 0; } else { // Lerp beetween lod i-1 and lod i. alphaLod= alphaMRM-(numLod-1); } /// Ensure numLod is correct if(numLod>=(sint)_Lods.size()) { numLod= (sint)_Lods.size()-1; alphaLod= 1; } return numLod; } // *************************************************************************** void CMeshMRMSkinnedGeom::render(IDriver *drv, CTransformShape *trans, float polygonCount, uint32 rdrFlags, float globalAlpha) { nlassert(drv); if(_Lods.size()==0) return; // get the meshMRM instance. CMeshBaseInstance *mi= safe_cast(trans); // get the result of the Load Balancing. float alphaMRM= _LevelDetail.getLevelDetailFromPolyCount(polygonCount); // choose the lod. float alphaLod; sint numLod= chooseLod(alphaMRM, alphaLod); // Render the choosen Lod. CLod &lod= _Lods[numLod]; if(lod.RdrPass.size()==0) return; // get the skeleton model to which I am binded (else NULL). CSkeletonModel *skeleton; skeleton = mi->getSkeletonModel(); // The mesh must not be skinned for render() nlassert(!(mi->isSkinned() && skeleton)); // Profiling //=========== H_AUTO( NL3D_MeshMRMGeom_RenderNormal ); // Skinning. //=========== // set the instance worldmatrix. drv->setupModelMatrix(trans->getWorldMatrix()); // Geomorph. //=========== // Geomorph the choosen Lod (if not the coarser mesh). if(numLod>0) { applyGeomorph(lod.Geomorphs, alphaLod); } // force normalisation of normals.. bool bkupNorm= drv->isForceNormalize(); drv->forceNormalize(true); // Setup meshVertexProgram //=========== // Render the lod. //=========== // active VB. /* Hulud * This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning) */ CVertexBuffer tmp; getVertexBuffer (tmp); drv->activeVertexBuffer(tmp); // Global alpha used ? uint32 globalAlphaUsed= rdrFlags & IMeshGeom::RenderGlobalAlpha; uint8 globalAlphaInt=(uint8)NLMISC::OptFastFloor(globalAlpha*255); // Render all pass. if (globalAlphaUsed) { bool gaDisableZWrite= (rdrFlags & IMeshGeom::RenderGADisableZWrite)?true:false; // for all passes for(uint i=0;iMaterials[rdrPass.MaterialId].getBlend() == false) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) || ( (mi->Materials[rdrPass.MaterialId].getBlend() == true) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) ) { // CMaterial Ref CMaterial &material=mi->Materials[rdrPass.MaterialId]; // Use a MeshBlender to modify material and driver. CMeshBlender blender; blender.prepareRenderForGlobalAlpha(material, drv, globalAlpha, globalAlphaInt, gaDisableZWrite); /* Hulud * This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning) */ CIndexBuffer block; lod.getRdrPassPrimitiveBlock (i, block); // Render drv->activeIndexBuffer(block); drv->renderTriangles(material, 0, block.getNumIndexes()/3); // Resetup material/driver blender.restoreRender(material, drv, gaDisableZWrite); } } } else { for(uint i=0;iMaterials[rdrPass.MaterialId].getBlend() == false) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) || ( (mi->Materials[rdrPass.MaterialId].getBlend() == true) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) ) { // CMaterial Ref CMaterial &material=mi->Materials[rdrPass.MaterialId]; /* Hulud * This is slow but, we don't care because this method is called for debug purpose only (watch skin without skinning) */ CIndexBuffer block; lod.getRdrPassPrimitiveBlock (i, block); // Render with the Materials of the MeshInstance. drv->activeIndexBuffer(block); drv->renderTriangles(material, 0, block.getNumIndexes()/3); } } } // bkup force normalisation. drv->forceNormalize(bkupNorm); } // *************************************************************************** void CMeshMRMSkinnedGeom::renderSkin(CTransformShape *trans, float alphaMRM) { } // *************************************************************************** bool CMeshMRMSkinnedGeom::supportSkinGrouping() const { return true; } // *************************************************************************** sint CMeshMRMSkinnedGeom::renderSkinGroupGeom(CMeshMRMSkinnedInstance *mi, float alphaMRM, uint remainingVertices, uint8 *vbDest) { H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpGeom ) // since not tested in supportSkinGrouping(), must test _Lods.empty(): no lod, no draw if(_Lods.empty()) return 0; // get a ptr on scene CScene *ownerScene= mi->getOwnerScene(); // get a ptr on renderTrav CRenderTrav *renderTrav= &ownerScene->getRenderTrav(); // get a ptr on the driver IDriver *drv= renderTrav->getDriver(); nlassert(drv); // choose the lod. float alphaLod; sint numLod= chooseLod(alphaMRM, alphaLod); _LastLodComputed= numLod; // Render the choosen Lod. CLod &lod= _Lods[numLod]; if(lod.RdrPass.size()==0) // return no vertices added return 0; // If the Lod is too big to render in the VBufferHard if(lod.NWedges>remainingVertices) // return Failure return -1; // get the skeleton model to which I am skinned CSkeletonModel *skeleton; skeleton = mi->getSkeletonModel(); // must be skinned for renderSkin() nlassert(mi->isSkinned() && skeleton); // Profiling //=========== H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpGeom_go ); // Skinning. //=========== // Use RawSkin if possible: only if no morph, and only Vertex/Normal updateRawSkinNormal(true, mi, numLod); // NB: the skeleton matrix has already been setuped by CSkeletonModel // NB: the normalize flag has already been setuped by CSkeletonModel // applySkin with RawSkin. //-------- nlassert(mi->_RawSkinCache); H_AUTO( NL3D_RawSkinning ); // RawSkin do all the job in optimized way: Skinning, copy to VBHard and Geomorph. // skinning with normal, but no tangent space applyRawSkinWithNormal (lod, *(mi->_RawSkinCache), skeleton, vbDest, alphaLod); // Vertices are packed in RawSkin mode (ie no holes due to MRM!) return (sint)mi->_RawSkinCache->Geomorphs.size() + mi->_RawSkinCache->TotalSoftVertices + mi->_RawSkinCache->TotalHardVertices; } // *************************************************************************** void CMeshMRMSkinnedGeom::renderSkinGroupPrimitives(CMeshMRMSkinnedInstance *mi, uint baseVertex, std::vector &specularRdrPasses, uint skinIndex) { H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpPrimitives ); // get a ptr on scene CScene *ownerScene= mi->getOwnerScene(); // get a ptr on renderTrav CRenderTrav *renderTrav= &ownerScene->getRenderTrav(); // get a ptr on the driver IDriver *drv= renderTrav->getDriver(); nlassert(drv); // Get the lod choosen in renderSkinGroupGeom() CLod &lod= _Lods[_LastLodComputed]; // must update primitive cache updateShiftedTriangleCache(mi, _LastLodComputed, baseVertex); nlassert(mi->_ShiftedTriangleCache); // Render Triangles with cache //=========== for(uint i=0;iMaterials[rdrPass.MaterialId]; // TestYoyo. Material Speed Test /*if( material.getDiffuse()!=CRGBA(250, 251, 252) ) { material.setDiffuse(CRGBA(250, 251, 252)); // Set all texture the same. static CSmartPtr pTexFile= new CTextureFile("fy_hom_visage_c1_fy_e1.tga"); material.setTexture(0, pTexFile ); // Remove Specular. if(material.getShader()==CMaterial::Specular) { CSmartPtr tex= material.getTexture(0); material.setShader(CMaterial::Normal); material.setTexture(0, tex ); } // Remove MakeUp material.setTexture(1, NULL); }*/ // If the material is a specular material, don't render it now! if(material.getShader()==CMaterial::Specular) { // Add it to the rdrPass to sort! CSkinSpecularRdrPass specRdrPass; specRdrPass.SkinIndex= skinIndex; specRdrPass.RdrPassIndex= i; // Get the handle of the specular Map as the sort Key ITexture *specTex= material.getTexture(1); if(!specTex) specRdrPass.SpecId= 0; else specRdrPass.SpecId= drv->getTextureHandle( *specTex ); // Append it to the list specularRdrPasses.push_back(specRdrPass); } else { // Get the shifted triangles. CShiftedTriangleCache::CRdrPass &shiftedRdrPass= mi->_ShiftedTriangleCache->RdrPass[i]; // Render with the Materials of the MeshInstance. drv->activeIndexBuffer(mi->_ShiftedTriangleCache->RawIndices); drv->renderTriangles(material, shiftedRdrPass.Triangles, shiftedRdrPass.NumTriangles); } } } // *************************************************************************** void CMeshMRMSkinnedGeom::renderSkinGroupSpecularRdrPass(CMeshMRMSkinnedInstance *mi, uint rdrPassId) { H_AUTO( NL3D_MeshMRMGeom_rdrSkinGrpSpecularRdrPass ); // get a ptr on scene CScene *ownerScene= mi->getOwnerScene(); // get a ptr on renderTrav CRenderTrav *renderTrav= &ownerScene->getRenderTrav(); // get a ptr on the driver IDriver *drv= renderTrav->getDriver(); nlassert(drv); // Get the lod choosen in renderSkinGroupGeom() CLod &lod= _Lods[_LastLodComputed]; // _ShiftedTriangleCache must have been computed in renderSkinGroupPrimitives nlassert(mi->_ShiftedTriangleCache); // Render Triangles with cache //=========== CRdrPass &rdrPass= lod.RdrPass[rdrPassId]; // CMaterial Ref CMaterial &material=mi->Materials[rdrPass.MaterialId]; // Get the shifted triangles. CShiftedTriangleCache::CRdrPass &shiftedRdrPass= mi->_ShiftedTriangleCache->RdrPass[rdrPassId]; // Render with the Materials of the MeshInstance. drv->activeIndexBuffer(mi->_ShiftedTriangleCache->RawIndices); drv->renderTriangles(material, shiftedRdrPass.Triangles, shiftedRdrPass.NumTriangles); } // *************************************************************************** void CMeshMRMSkinnedGeom::updateShiftedTriangleCache(CMeshMRMSkinnedInstance *mi, sint curLodId, uint baseVertex) { // if the instance has a cache, but not sync to us, delete it. if( mi->_ShiftedTriangleCache && ( mi->_ShiftedTriangleCache->MeshDataId != _MeshDataId || mi->_ShiftedTriangleCache->LodId != curLodId || mi->_ShiftedTriangleCache->BaseVertex != baseVertex) ) { mi->clearShiftedTriangleCache(); } // If the instance has not a valid cache, must create it. if( !mi->_ShiftedTriangleCache ) { mi->_ShiftedTriangleCache= new CShiftedTriangleCache; // Fill the cache Key. mi->_ShiftedTriangleCache->MeshDataId= _MeshDataId; mi->_ShiftedTriangleCache->LodId= curLodId; mi->_ShiftedTriangleCache->BaseVertex= baseVertex; // Build list of PBlock. From Lod, or from RawSkin cache. static vector pbList; pbList.clear(); nlassert(mi->_RawSkinCache); pbList.resize(mi->_RawSkinCache->RdrPass.size()); for(uint i=0;i_RawSkinCache->RdrPass[i]; } // Build RdrPass mi->_ShiftedTriangleCache->RdrPass.resize((uint32)pbList.size()); // First pass, count number of triangles, and fill header info uint totalTri= 0; uint i; for(i=0;i_ShiftedTriangleCache->RdrPass[i].NumTriangles= pbList[i]->getNumIndexes()/3; totalTri+= pbList[i]->getNumIndexes()/3; } // Allocate triangles indices. mi->_ShiftedTriangleCache->RawIndices.setFormat(NL_SKINNED_MESH_MRM_INDEX_FORMAT); mi->_ShiftedTriangleCache->RawIndices.setNumIndexes(totalTri*3); CIndexBufferReadWrite iba; mi->_ShiftedTriangleCache->RawIndices.lock(iba); // Second pass, fill ptrs, and fill Arrays uint indexTri= 0; for(i=0;i_ShiftedTriangleCache->RdrPass[i]; dstRdrPass.Triangles= indexTri*3; // Fill the array uint numTris= pbList[i]->getNumIndexes()/3; if(numTris) { uint nIds= numTris*3; // index, and fill CIndexBufferRead ibaRead; pbList[i]->lock (ibaRead); #ifndef NL_SKINNED_MESH_MRM_INDEX16 nlassert(iba.getFormat() == CIndexBuffer::Indices32); const uint32 *pSrcTri= (const uint32 *) ibaRead.getPtr(); uint32 *pDstTri= (uint32 *) iba.getPtr() + dstRdrPass.Triangles; for(;nIds>0;nIds--,pSrcTri++,pDstTri++) *pDstTri= *pSrcTri + baseVertex; #else nlassert(iba.getFormat() == CIndexBuffer::Indices16); const uint16 *pSrcTri= (const uint16 *) ibaRead.getPtr(); uint16 *pDstTri= (uint16 *) iba.getPtr() + dstRdrPass.Triangles; for(;nIds>0;nIds--,pSrcTri++,pDstTri++) *pDstTri= *pSrcTri + baseVertex; #endif } // Next indexTri+= dstRdrPass.NumTriangles; } } } // *************************************************************************** void CMeshMRMSkinnedGeom::serial(NLMISC::IStream &f) { // because of complexity, serial is separated in save / load. /* Version 0: - base version. */ f.serialVersion(0); // serial bones names f.serialCont (_BonesName); if (f.isReading()) { // Bones index are in skeleton model id list _BoneIdComputed = false; // Must always recompute usage of parents of bones used. _BoneIdExtended = false; } // serial Basic info. // ================== f.serial(_BBox); f.serial(_LevelDetail.MaxFaceUsed); f.serial(_LevelDetail.MinFaceUsed); f.serial(_LevelDetail.DistanceFinest); f.serial(_LevelDetail.DistanceMiddle); f.serial(_LevelDetail.DistanceCoarsest); f.serial(_LevelDetail.OODistanceDelta); f.serial(_LevelDetail.DistancePow); // Prepare the VBuffer. if (f.isReading()) _VBufferFinal.contReset(); _VBufferFinal.serial(f); // serial Shadow Skin Information f.serialCont (_ShadowSkin.Vertices); f.serialCont (_ShadowSkin.Triangles); // resest the Lod arrays. NB: each Lod is empty, and ready to receive Lod data. // ================== if (f.isReading()) { contReset(_Lods); } f.serialCont (_Lods); if (f.isReading()) { // Inform that the mesh data has changed dirtMeshDataId(); // Some runtime not serialized compilation compileRunTime(); } } // *************************************************************************** float CMeshMRMSkinnedGeom::getNumTriangles (float distance) { // NB: this is an approximation, but this is continious. return _LevelDetail.getNumTriangles(distance); } // *************************************************************************** void CMeshMRMSkinnedGeom::computeBonesId (CSkeletonModel *skeleton) { // Already computed ? if (!_BoneIdComputed) { // Get a pointer on the skeleton nlassert (skeleton); if (skeleton) { // **** For each bones, compute remap std::vector remap; skeleton->remapSkinBones(_BonesName, _BonesId, remap); // **** Remap the vertices, and compute Bone Spheres. // Find the Geomorph space: to process only real vertices, not geomorphed ones. uint nGeomSpace= 0; uint lod; for (lod=0; lod<_Lods.size(); lod++) { nGeomSpace= max(nGeomSpace, (uint)_Lods[lod].Geomorphs.size()); } // Prepare Sphere compute static std::vector boneBBoxes; static std::vector boneBBEmpty; boneBBoxes.clear(); boneBBEmpty.clear(); boneBBoxes.resize(_BonesId.size()); boneBBEmpty.resize(_BonesId.size(), true); // Remap the vertex, and compute the bone spheres. see CTransform::getSkinBoneSphere() doc. // for true vertices uint vert; const uint vertexCount = _VBufferFinal.getNumVertices(); CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices(); for (vert=nGeomSpace; vert0)||(weight==0)) { // Check id uint srcId= vertices[vert].Matrices[weight]; nlassert (srcId < remap.size()); // remap vertices[vert].Matrices[weight] = remap[srcId]; // if the boneId is valid (ie found) if(_BonesId[srcId]>=0) { // transform the vertex pos in BoneSpace CVector p= skeleton->Bones[_BonesId[srcId]].getBoneBase().InvBindPos * vertex; // extend the bone bbox. if(boneBBEmpty[srcId]) { boneBBoxes[srcId].setCenter(p); boneBBEmpty[srcId]= false; } else { boneBBoxes[srcId].extend(p); } } } else break; } } // Compile spheres _BonesSphere.resize(_BonesId.size()); for(uint bone=0;bone<_BonesSphere.size();bone++) { // If the bone is empty, mark with -1 in the radius. if(boneBBEmpty[bone]) { _BonesSphere[bone].Radius= -1; } else { _BonesSphere[bone].Center= boneBBoxes[bone].getCenter(); _BonesSphere[bone].Radius= boneBBoxes[bone].getRadius(); } } // **** Remap the vertex influence by lods for (lod=0; lod<_Lods.size(); lod++) { // For each matrix used uint matrix; for (matrix=0; matrix<_Lods[lod].MatrixInfluences.size(); matrix++) { // Check nlassert (_Lods[lod].MatrixInfluences[matrix] boneUsage; boneUsage.resize(skeleton->Bones.size(), false); // for all Bones marked as valid. uint i; for(i=0; i<_BonesId.size(); i++) { // if not a valid boneId, skip it. if(_BonesId[i]<0) continue; // mark him and his father in boneUsage. skeleton->flagBoneAndParents(_BonesId[i], boneUsage); } // fill _BonesIdExt with bones of _BonesId and their parents. _BonesIdExt.clear(); for(i=0; i=sm->Bones.size()) nlerror(" Skin is incompatible with Skeleton: tries to use bone %d", boneId); // increment or decrement not Forced, because CMeshGeom use getActiveBoneSkinMatrix(). if(increment) sm->incBoneUsage(boneId, CSkeletonModel::UsageNormal); else sm->decBoneUsage(boneId, CSkeletonModel::UsageNormal); } } // *************************************************************************** void CMeshMRMSkinnedGeom::compileRunTime() { _PreciseClipping= _BBox.getRadius() >= NL3D_MESH_PRECISE_CLIP_THRESHOLD; // The Mesh must follow those restrictions, to support group skinning nlassert (_VBufferFinal.getNumVertices() < NL3D_MESH_SKIN_MANAGER_MAXVERTICES); // Support Shadow SkinGrouping if Shadow setuped, and if not too many vertices. _SupportShadowSkinGrouping= !_ShadowSkin.Vertices.empty() && NL3D_SHADOW_MESH_SKIN_MANAGER_VERTEXFORMAT==CVertexBuffer::PositionFlag && _ShadowSkin.Vertices.size() <= NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES; } // *************************************************************************** void CMeshMRMSkinnedGeom::profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, float polygonCount, uint32 rdrFlags) { // if no _Lods, no draw if(_Lods.empty()) return; // get the result of the Load Balancing. float alphaMRM= _LevelDetail.getLevelDetailFromPolyCount(polygonCount); // choose the lod. float alphaLod; sint numLod= chooseLod(alphaMRM, alphaLod); // Render the choosen Lod. CLod &lod= _Lods[numLod]; // get the mesh instance. CMeshBaseInstance *mi= safe_cast(trans); // Profile all pass. uint triCount= 0; for (uint i=0;iMaterials[rdrPass.MaterialId].getBlend() == false) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) || ( (mi->Materials[rdrPass.MaterialId].getBlend() == true) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) ) { triCount+= rdrPass.getNumTriangle(); } } // Profile if(triCount) { // tri per VBFormat rdrTrav->Scene->incrementProfileTriVBFormat(rdrTrav->Scene->BenchRes.MeshMRMProfileTriVBFormat, NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT, triCount); rdrTrav->Scene->BenchRes.NumMeshMRMVBufferStd++; rdrTrav->Scene->BenchRes.NumMeshMRMRdrNormal++; rdrTrav->Scene->BenchRes.NumMeshMRMTriRdrNormal+= triCount; } } // *************************************************************************** bool CMeshMRMSkinnedGeom::getSkinBoneBBox(CSkeletonModel *skeleton, NLMISC::CAABBox &bbox, uint boneId) const { bbox.setCenter(CVector::Null); bbox.setHalfSize(CVector::Null); if(!skeleton) return false; // get the bindpos of the wanted bone nlassert(boneIdBones.size()); const CMatrix &invBindPos= skeleton->Bones[boneId].getBoneBase().InvBindPos; // Find the Geomorph space: to process only real vertices, not geomorphed ones. uint nGeomSpace= 0; uint lod; for (lod=0; lod<_Lods.size(); lod++) { nGeomSpace= max(nGeomSpace, (uint)_Lods[lod].Geomorphs.size()); } // Prepare BBox compute bool bbEmpty= true; // Remap the vertex, and compute the wanted bone bbox // for true vertices const uint vertexCount = _VBufferFinal.getNumVertices(); const CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices(); for (uint vert=nGeomSpace; vert0)||(weight==0)) { // Check id is the wanted one if(vertices[vert].Matrices[weight]==boneId) { // transform the vertex pos in BoneSpace CVector p= invBindPos * vertex; // extend the bone bbox. if(bbEmpty) { bbox.setCenter(p); bbEmpty= false; } else { bbox.extend(p); } } } else break; } } // return true if some influence found return !bbEmpty; } // *************************************************************************** // *************************************************************************** // Mesh Block Render Interface // *************************************************************************** // *************************************************************************** // *************************************************************************** bool CMeshMRMSkinnedGeom::supportMeshBlockRendering () const { /* Yoyo: Don't Support It for MRM because too Slow!! The problem is that lock() unlock() on each instance, on the same VBHeap IS AS SLOWER AS VB switching. TODO_OPTIMIZE: find a way to optimize MRM. */ return false; } // *************************************************************************** // *************************************************************************** // CMeshMRMSkinned. // *************************************************************************** // *************************************************************************** // *************************************************************************** CMeshMRMSkinned::CMeshMRMSkinned() { } // *************************************************************************** bool CMeshMRMSkinned::isCompatible(const CMesh::CMeshBuild &m) { /* Optimised shape for skinned object with MRM, 1 UV coordinates, 1 to 4 skinning weight and 256 matrices Tangeant space, vertex program, mesh block rendering and vertex buffer hard are not available. */ // Vertex format if (m.VertexFlags != NL3D_MESH_MRM_SKINNED_VERTEX_FORMAT) return false; // No W if (m.NumCoords[0] != 2) return false; // No blend shape if (!m.BlendShapes.empty()) return false; // Check number of vertices if (m.Vertices.size() > NL3D_MESH_SKIN_MANAGER_MAXVERTICES) return false; // Ok return true; } // *************************************************************************** void CMeshMRMSkinned::build (CMeshBase::CMeshBaseBuild &mBase, CMesh::CMeshBuild &m, const CMRMParameters ¶ms) { nlassert (isCompatible(m)); /// copy MeshBase info: materials .... CMeshBase::buildMeshBase (mBase); // Then build the geom. _MeshMRMGeom.build (m, (uint)mBase.Materials.size(), params); } // *************************************************************************** void CMeshMRMSkinned::build (CMeshBase::CMeshBaseBuild &m, const CMeshMRMSkinnedGeom &mgeom) { /// copy MeshBase info: materials .... CMeshBase::buildMeshBase(m); // Then copy the geom. _MeshMRMGeom= mgeom; } // *************************************************************************** void CMeshMRMSkinned::optimizeMaterialUsage(std::vector &remap) { // For each material, count usage. vector materialUsed; materialUsed.resize(CMeshBase::_Materials.size(), false); for(uint lod=0;lodShape= this; // instanciate the material part of the MeshMRM, ie the CMeshBase. CMeshBase::instanciateMeshBase(mi, &scene); // do some instance init for MeshGeom _MeshMRMGeom.initInstance(mi); // init the FilterType mi->initRenderFilterType(); return mi; } // *************************************************************************** bool CMeshMRMSkinned::clip(const std::vector &pyramid, const CMatrix &worldMatrix) { return _MeshMRMGeom.clip(pyramid, worldMatrix); } // *************************************************************************** void CMeshMRMSkinned::render(IDriver *drv, CTransformShape *trans, bool passOpaque) { // 0 or 0xFFFFFFFF uint32 mask= (0-(uint32)passOpaque); uint32 rdrFlags; // select rdrFlags, without ifs. rdrFlags= mask & (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque); rdrFlags|= ~mask & (IMeshGeom::RenderTransparentMaterial); // render the mesh _MeshMRMGeom.render(drv, trans, trans->getNumTrianglesAfterLoadBalancing(), rdrFlags, 1); } // *************************************************************************** void CMeshMRMSkinned::serial(NLMISC::IStream &f) { /* Version 0: - base version. */ (void)f.serialVersion(0); // serial Materials infos contained in CMeshBase. CMeshBase::serialMeshBase(f); // serial the geometry. _MeshMRMGeom.serial(f); } // *************************************************************************** float CMeshMRMSkinned::getNumTriangles (float distance) { return _MeshMRMGeom.getNumTriangles (distance); } // *************************************************************************** const CMeshMRMSkinnedGeom& CMeshMRMSkinned::getMeshGeom () const { return _MeshMRMGeom; } // *************************************************************************** void CMeshMRMSkinned::computeBonesId (CSkeletonModel *skeleton) { _MeshMRMGeom.computeBonesId (skeleton); } // *************************************************************************** void CMeshMRMSkinned::updateSkeletonUsage (CSkeletonModel *skeleton, bool increment) { _MeshMRMGeom.updateSkeletonUsage(skeleton, increment); } // *************************************************************************** void CMeshMRMSkinned::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest) { _MeshMRMGeom.changeMRMDistanceSetup(distanceFinest, distanceMiddle, distanceCoarsest); } // *************************************************************************** IMeshGeom *CMeshMRMSkinned::supportMeshBlockRendering (CTransformShape *trans, float &polygonCount ) const { return NULL; } // *************************************************************************** void CMeshMRMSkinned::profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, bool passOpaque) { // 0 or 0xFFFFFFFF uint32 mask= (0-(uint32)passOpaque); uint32 rdrFlags; // select rdrFlags, without ifs. rdrFlags= mask & (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque); rdrFlags|= ~mask & (IMeshGeom::RenderTransparentMaterial); // profile the mesh _MeshMRMGeom.profileSceneRender(rdrTrav, trans, trans->getNumTrianglesAfterLoadBalancing(), rdrFlags); } // *************************************************************************** // *************************************************************************** // CMeshMRMSkinnedGeom RawSkin optimisation // *************************************************************************** // *************************************************************************** // *************************************************************************** void CMeshMRMSkinnedGeom::dirtMeshDataId() { // see updateRawSkinNormal() _MeshDataId++; } // *************************************************************************** void CMeshMRMSkinnedGeom::updateRawSkinNormal(bool enabled, CMeshMRMSkinnedInstance *mi, sint curLodId) { if(!enabled) { // if the instance cache is not cleared, must clear. mi->clearRawSkinCache(); } else { // If the instance has no RawSkin, or has a too old RawSkin cache, must delete it, and recreate if ((mi->_RawSkinCache == NULL) || (mi->_RawSkinCache->MeshDataId!=_MeshDataId)) { // first delete if too old. mi->clearRawSkinCache(); // Then recreate, and use _MeshDataId to verify that the instance works with same data. mi->_RawSkinCache= new CRawSkinnedNormalCache; mi->_RawSkinCache->MeshDataId= _MeshDataId; mi->_RawSkinCache->LodId= -1; } /* If the instance rawSkin has a different Lod (or if -1), then must recreate it. NB: The lod may change each frame per instance, but suppose not so many change, so we can cache those data. */ if( mi->_RawSkinCache->LodId != curLodId ) { H_AUTO( NL3D_CMeshMRMGeom_updateRawSkinNormal ); CRawSkinnedNormalCache &skinLod= *mi->_RawSkinCache; CLod &lod= _Lods[curLodId]; uint i; sint rawIdx; // Clear the raw skin mesh. skinLod.clearArrays(); // Cache this lod mi->_RawSkinCache->LodId= curLodId; // For each matrix influence. nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4); // For each vertex, acknowledge if it is a src for geomorph. static vector softVertices; softVertices.clear(); softVertices.resize( _VBufferFinal.getNumVertices(), 0 ); for(i=0;i vertexRemap; vertexRemap.resize( _VBufferFinal.getNumVertices() ); sint softSize[4]; sint hardSize[4]; sint softStart[4]; sint hardStart[4]; // count vertices skinLod.TotalSoftVertices= 0; skinLod.TotalHardVertices= 0; for(i=0;i<4;i++) { softSize[i]= 0; hardSize[i]= 0; // Count. for(uint j=0;j &shadowVertices, const std::vector &triangles) { _ShadowSkin.Vertices= shadowVertices; _ShadowSkin.Triangles= triangles; // update flag. Support Shadow SkinGrouping if Shadow setuped, and if not too many vertices. _SupportShadowSkinGrouping= !_ShadowSkin.Vertices.empty() && NL3D_SHADOW_MESH_SKIN_MANAGER_VERTEXFORMAT==CVertexBuffer::PositionFlag && _ShadowSkin.Vertices.size() <= NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES; } // *************************************************************************** uint CMeshMRMSkinnedGeom::getNumShadowSkinVertices() const { return (uint)_ShadowSkin.Vertices.size(); } // *************************************************************************** sint CMeshMRMSkinnedGeom::renderShadowSkinGeom(CMeshMRMSkinnedInstance *mi, uint remainingVertices, uint8 *vbDest) { uint numVerts= (uint)_ShadowSkin.Vertices.size(); // if no verts, no draw if(numVerts==0) return 0; // if no lods, there should be no verts, but still ensure no bug in skinning if(_Lods.empty()) return 0; // If the Lod is too big to render in the VBufferHard if(numVerts>remainingVertices) // return Failure return -1; // get the skeleton model to which I am skinned CSkeletonModel *skeleton; skeleton = mi->getSkeletonModel(); // must be skinned for renderSkin() nlassert(skeleton); // Profiling //=========== H_AUTO_USE( NL3D_MeshMRMGeom_RenderShadow ); // Skinning. //=========== // For all matrix this Mesh use. (the shadow geometry cannot use other Matrix than the mesh use). // NB: take the best lod since the lower lods cannot use other Matrix than the higher one. static vector boneMat3x4; CLod &lod= _Lods[_Lods.size()-1]; computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton); _ShadowSkin.applySkin((CVector*)vbDest, boneMat3x4); // How many vertices are added to the VBuffer ??? return numVerts; } // *************************************************************************** void CMeshMRMSkinnedGeom::renderShadowSkinPrimitives(CMeshMRMSkinnedInstance *mi, CMaterial &castMat, IDriver *drv, uint baseVertex) { nlassert(drv); if(_ShadowSkin.Triangles.empty()) return; // Profiling //=========== H_AUTO_USE( NL3D_MeshMRMGeom_RenderShadow ); // NB: the skeleton matrix has already been setuped by CSkeletonModel // NB: the normalize flag has already been setuped by CSkeletonModel // TODO_SHADOW: optim: Special triangle cache for shadow! static CIndexBuffer shiftedTris; shiftedTris.setPreferredMemory(CIndexBuffer::RAMVolatile, false); if (shiftedTris.getName().empty()) NL_SET_IB_NAME(shiftedTris, "CMeshMRMSkinnedGeom::renderShadowSkinPrimitives::shiftedTris"); //if(shiftedTris.getNumIndexes()<_ShadowSkin.Triangles.size()) //{ shiftedTris.setFormat(NL_SKINNED_MESH_MRM_INDEX_FORMAT); shiftedTris.setNumIndexes((uint32)_ShadowSkin.Triangles.size()); //} { CIndexBufferReadWrite iba; shiftedTris.lock(iba); const uint32 *src= &_ShadowSkin.Triangles[0]; TSkinnedMeshMRMIndexType *dst= (TSkinnedMeshMRMIndexType*) iba.getPtr(); for(uint n= (uint)_ShadowSkin.Triangles.size();n>0;n--, src++, dst++) { *dst= (TSkinnedMeshMRMIndexType)(*src + baseVertex); } } // Render Triangles with cache //=========== uint numTris= (uint)_ShadowSkin.Triangles.size()/3; // Render with the Materials of the MeshInstance. drv->activeIndexBuffer(shiftedTris); drv->renderTriangles(castMat, 0, numTris); } // *************************************************************************** bool CMeshMRMSkinnedGeom::intersectSkin(CMeshMRMSkinnedInstance *mi, const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D) { // no inst/verts/lod => no intersection if(!mi || _ShadowSkin.Vertices.empty() || _Lods.empty()) return false; CSkeletonModel *skeleton= mi->getSkeletonModel(); if(!skeleton) return false; // Compute skinning with all matrix this Mesh use. (the shadow geometry cannot use other Matrix than the mesh use). // NB: take the best lod (_Lods.back()) since the lower lods cannot use other Matrix than the higher one. return _ShadowSkin.getRayIntersection(toRaySpace, *skeleton, _Lods.back().MatrixInfluences, dist2D, distZ, computeDist2D); } // *************************************************************************** // *************************************************************************** // CMeshMRMSkinnedGeom::CPackedVertexBuffer // *************************************************************************** // *************************************************************************** void CMeshMRMSkinnedGeom::CPackedVertexBuffer::serial(NLMISC::IStream &f) { // Version f.serialVersion(0); f.serialCont (_PackedBuffer); f.serial (_DecompactScale); } // *************************************************************************** void CMeshMRMSkinnedGeom::CPackedVertexBuffer::CPackedVertex::serial(NLMISC::IStream &f) { // Version f.serialVersion(0); f.serial (X); f.serial (Y); f.serial (Z); f.serial (Nx); f.serial (Ny); f.serial (Nz); f.serial (U); f.serial (V); uint i; for (i=0; i &skinWeight) { const uint numVertices = buffer.getNumVertices(); nlassert (numVertices == skinWeight.size()); nlassert ((buffer.getVertexFormat() & (CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag|CVertexBuffer::TexCoord0Flag)) == (CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag|CVertexBuffer::TexCoord0Flag)); _PackedBuffer.resize (numVertices); // default scale _DecompactScale = NL3D_MESH_MRM_SKINNED_DEFAULT_POS_SCALE; CVertexBufferRead vba; buffer.lock (vba); if (numVertices) { // Get the min max of the bbox CVector _min = *vba.getVertexCoordPointer(0); CVector _max = _min; // For each vertex uint i; for (i=1; i 0); vertex.Weights[0] += weightSum; } } } // *************************************************************************** void CMeshMRMSkinnedGeom::getVertexBuffer(CVertexBuffer &output) const { output.setVertexFormat (CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag|CVertexBuffer::TexCoord0Flag); const uint numVertices = _VBufferFinal.getNumVertices(); output.setNumVertices (numVertices); // Set all UV routing on 0 uint i; for (i=0; i &skinWeights) const { const uint vertexCount = _VBufferFinal.getNumVertices(); skinWeights.resize (vertexCount); const CPackedVertexBuffer::CPackedVertex *vertices = _VBufferFinal.getPackedVertices(); uint i; for (i=0; i_Capacity) reserve( max(2*_Capacity, n)); _Size= n; } void reserve(uint n) { if(n==0) clear(); else if(n>_Capacity) { // Alloc new data. void *newAllocData; void *newData; // Alloc for alignement. newAllocData= new uint8 [n * sizeof(CMatrix3x4SSE) + NL3D_SSE_ALIGNEMENT-1]; if(newAllocData==NULL) throw Exception("SSE Allocation Failed"); // Align ptr newData= (void*) ( ((ptrdiff_t)newAllocData+NL3D_SSE_ALIGNEMENT-1) & (~(NL3D_SSE_ALIGNEMENT-1)) ); // copy valid data from old to new. memcpy(newData, _Data, size() * sizeof(CMatrix3x4SSE) ); // release old. if(_AllocData) delete [] ((uint8*)_AllocData); // change ptrs and capacity. _Data= newData; _AllocData= newAllocData; _Capacity= n; // TestYoyo //nlwarning("YOYO Tst SSE P4: %X, %d", _Data, n); } } uint size() const {return _Size;} CMatrix3x4SSE &operator[](uint i) {return ((CMatrix3x4SSE*)_Data)[i];} }; // *************************************************************************** // *************************************************************************** // Old school Template skinning: SSE or not. // *************************************************************************** // *************************************************************************** // RawSkin Cache constants //=============== // The number of byte to process per block const uint NL_BlockByteL1= 4096; // Number of vertices per block to process with 1 matrix. uint CMeshMRMSkinnedGeom::NumCacheVertexNormal1= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned1); // Number of vertices per block to process with 2 matrix. uint CMeshMRMSkinnedGeom::NumCacheVertexNormal2= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned2); // Number of vertices per block to process with 3 matrix. uint CMeshMRMSkinnedGeom::NumCacheVertexNormal3= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned3); // Number of vertices per block to process with 4 matrix. uint CMeshMRMSkinnedGeom::NumCacheVertexNormal4= NL_BlockByteL1 / sizeof(CRawVertexNormalSkinned4); /* Old School template: include the same file with define switching, Was used before to reuse same code for and without SSE. Useless now because SSE removed, but keep it for possible future work on it. */ #define ADD_MESH_MRM_SKINNED_TEMPLATE #include "mesh_mrm_skinned_template.cpp" } // NL3D