// 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/3d/meshvp_wind_tree.h"
#include "nel/3d/mesh_base_instance.h"
#include "nel/3d/scene.h"
#include "nel/3d/driver.h"
#include
#include "nel/misc/common.h"
#include "nel/3d/render_trav.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ***************************************************************************
// Light VP fragment constants start at 24
static const uint VPLightConstantStart = 24;
// ***************************************************************************
NLMISC::CSmartPtr CMeshVPWindTree::_VertexProgram[CMeshVPWindTree::NumVp];
static const char* WindTreeVPCodeWave=
"!!VP1.0 \n\
# extract from color.R the 3 factors into R0.xyz \n\
MAD R0, v[3].x, c[9].x, c[9].yzww; # col.R*3 \n\
MIN R0, R0, c[8].yyyy; # clamp each to 0,1 \n\
MAX R0, R0, c[8].xxxx; \n\
\n\
# Add influence of Bone Level1 \n\
MAD R5, c[15], R0.x, v[0]; \n\
\n\
# Sample LevelPhase into R7.yz: 0 to 3. \n\
MUL R7, v[3].xyzw, c[10].x; \n\
\n\
# Add influence of Bone Level2 \n\
ARL A0.x, R7.y; \n\
MAD R5, c[A0.x+16], R0.y, R5; \n\
\n\
# Add influence of Bone Level3 \n\
ARL A0.x, R7.z; \n\
MAD R5, c[A0.x+20], R0.z, R5; \n\
\n\
# Get normal in R6 for lighting. \n\
MOV R6, v[2]; \n\
";
static const char* WindTreeVPCodeEnd=
" # compute in Projection space \n\
DP4 o[HPOS].x, c[0], R5; \n\
DP4 o[HPOS].y, c[1], R5; \n\
DP4 o[HPOS].z, c[2], R5; \n\
DP4 o[HPOS].w, c[3], R5; \n\
MOV o[TEX0], v[8]; \n\
# hulud : remove this line for the moment because it doesn't work under d3d, if it is needed, we will have to create 2 CVertexProgram objects.\n\
#MOV o[TEX1], v[9]; \n\
DP4 o[FOGC].x, c[6], R5; \n\
END \n\
";
class CVertexProgramWindTree : public CVertexProgramLighted
{
public:
struct CIdx
{
uint ProgramConstants[3];
uint WindLevel1;
uint WindLevel2[4];
uint WindLevel3[4];
};
CVertexProgramWindTree(uint numPls, bool specular, bool normalize);
virtual ~CVertexProgramWindTree() { };
virtual void buildInfo();
const CIdx &idx() const { return m_Idx; }
bool PerMeshSetup;
private:
CIdx m_Idx;
};
CVertexProgramWindTree::CVertexProgramWindTree(uint numPls, bool specular, bool normalize)
{
// lighted settings
m_FeaturesLighted.SupportSpecular = specular;
m_FeaturesLighted.NumActivePointLights = numPls;
m_FeaturesLighted.Normalize = normalize;
m_FeaturesLighted.CtStartNeLVP = VPLightConstantStart;
// constants cache
PerMeshSetup = false;
// nelvp
{
std::string vpCode = std::string(WindTreeVPCodeWave)
+ CRenderTrav::getLightVPFragmentNeLVP(numPls, VPLightConstantStart, specular, normalize)
+ WindTreeVPCodeEnd;
CSource *source = new CSource();
source->DisplayName = NLMISC::toString("nelvp/MeshVPWindTree/%i/%s/%s", numPls, specular ? "spec" : "nospec", normalize ? "normalize" : "nonormalize");
source->Profile = CVertexProgram::nelvp;
source->setSource(vpCode);
source->ParamIndices["modelViewProjection"] = 0;
source->ParamIndices["fog"] = 6;
addSource(source);
}
// TODO_VP_GLSL
}
void CVertexProgramWindTree::buildInfo()
{
CVertexProgramLighted::buildInfo();
if (profile() == nelvp)
{
m_Idx.ProgramConstants[0] = 8;
m_Idx.ProgramConstants[1] = 9;
m_Idx.ProgramConstants[2] = 10;
m_Idx.WindLevel1 = 15;
m_Idx.WindLevel2[0] = 16;
m_Idx.WindLevel2[1] = 17;
m_Idx.WindLevel2[2] = 18;
m_Idx.WindLevel2[3] = 19;
m_Idx.WindLevel3[0] = 20;
m_Idx.WindLevel3[1] = 21;
m_Idx.WindLevel3[2] = 22;
m_Idx.WindLevel3[3] = 23;
}
else
{
// TODO_VP_GLSL
}
}
// ***************************************************************************
float CMeshVPWindTree::speedCos(float angle)
{
// \todo yoyo TODO_OPTIM
return cosf(angle * 2*(float)Pi);
}
// ***************************************************************************
CMeshVPWindTree::CMeshVPWindTree()
{
for(uint i=0; i_VPWindTreePhase= frand(1);
}
// ***************************************************************************
inline void CMeshVPWindTree::setupPerMesh(IDriver *driver, CScene *scene)
{
// process current times and current power. Only one time per render() and per CMeshVPWindTree.
if(scene->getCurrentTime() != _LastSceneTime)
{
// Get info from scene
float windPower= scene->getGlobalWindPower();
float dt= (float)(scene->getCurrentTime() - _LastSceneTime);
_LastSceneTime= scene->getCurrentTime();
// Update each boneLevel time according to frequency.
uint i;
for(i=0; igetGlobalWindDirection() * PowerXY[i] * windPower;
_MaxDeltaPos[i].z= PowerZ[i] * windPower;
}
/* Update the Max amplitude distance
in world space, since maxdeltaPos are applied in world space, see setupPerInstanceConstants()
*/
_MaxVertexMove= 0;
for(i=0; isetUniform4f(IDriver::VertexProgram, program->idx().ProgramConstants[0],
0, 1, 0.5f, 2);
// c[9] take other useful constants.
driver->setUniform4f(IDriver::VertexProgram, program->idx().ProgramConstants[1],
3.f, 0.f, -1.f, -2.f);
// c[10] take Number of phase (4) for level2 and 3. -0.01 to avoid int value == 4.
driver->setUniform4f(IDriver::VertexProgram, program->idx().ProgramConstants[2],
4-0.01f, 0, 0, 0);
}
// ***************************************************************************
inline void CMeshVPWindTree::setupPerInstanceConstants(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
{
CVertexProgramWindTree *program = _ActiveVertexProgram;
nlassert(program);
// get instance info
float instancePhase= mbi->_VPWindTreePhase;
// maxDeltaPos in ObjectSpace. So same world Wind direction is applied to all objects
static CMatrix invWorldMatrix;
// Keep only rotation part. (just need it and faster invert)
invWorldMatrix.setRot(mbi->getWorldMatrix());
invWorldMatrix.invert();
static CVector maxDeltaPosOS[HrcDepth];
for(uint i=0; isetUniformMatrix(IDriver::VertexProgram, program->getUniformIndex(CProgramIndex::ModelViewProjection),
IDriver::ModelViewProjection, IDriver::Identity);
// c[4..7] take the ModelView Matrix. After setupModelMatrix();00
driver->setUniformFog(IDriver::VertexProgram, program->getUniformIndex(CProgramIndex::Fog));
// c[15] take Wind of level 0.
float f;
f= _CurrentTime[0] + instancePhase;
f= speedCos(f) + Bias[0];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel1,
maxDeltaPosOS[0]*f );
// c[16-19] take Wind of level 1.
// Unrolled.
float instTime1= _CurrentTime[1] + instancePhase;
// phase 0.
f= speedCos( instTime1+0 ) + Bias[1];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[0],
maxDeltaPosOS[1]*f);
// phase 1.
f= speedCos( instTime1+0.25f ) + Bias[1];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[1],
maxDeltaPosOS[1]*f);
// phase 2.
f= speedCos( instTime1+0.50f ) + Bias[1];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[2],
maxDeltaPosOS[1]*f);
// phase 3.
f= speedCos( instTime1+0.75f ) + Bias[1];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[3],
maxDeltaPosOS[1]*f);
// c[20, 23] take Wind of level 2.
// Unrolled.
float instTime2= _CurrentTime[2] + instancePhase;
// phase 0.
f= speedCos( instTime2+0 ) + Bias[2];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[0],
maxDeltaPosOS[2]*f);
// phase 1.
f= speedCos( instTime2+0.25f ) + Bias[2];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[1],
maxDeltaPosOS[2]*f);
// phase 2.
f= speedCos( instTime2+0.50f ) + Bias[2];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[2],
maxDeltaPosOS[2]*f);
// phase 3.
f= speedCos( instTime2+0.75f ) + Bias[2];
driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[3],
maxDeltaPosOS[2]*f);
}
// ***************************************************************************
bool CMeshVPWindTree::begin(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat, const NLMISC::CVector & /*viewerPos*/)
{
if (driver->isVertexProgramEmulated()) return false;
// Activate the good VertexProgram
//===============
// Get how many pointLights are setuped now.
nlassert(scene != NULL);
CRenderTrav *renderTrav= &scene->getRenderTrav();
renderTrav->prepareVPLightSetup();
sint numPls= renderTrav->getNumVPLights()-1;
clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
// correct VP id for correct unmber of pls.
idVP= numPls*4 + idVP;
// activate VP.
if (driver->activeVertexProgram(_VertexProgram[idVP]))
{
_ActiveVertexProgram = _VertexProgram[idVP];
}
else
{
// vertex program not supported
_ActiveVertexProgram = NULL;
return false;
}
// precompute mesh
setupPerMesh(driver, scene);
// Setup instance constants
setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
return true;
}
// ***************************************************************************
void CMeshVPWindTree::end(IDriver *driver)
{
// Disable the VertexProgram
driver->activeVertexProgram(NULL);
_ActiveVertexProgram = NULL;
}
// ***************************************************************************
// tool fct
static inline void SetupForMaterial(const CMaterial &mat, CScene *scene)
{
CRenderTrav *renderTrav= &scene->getRenderTrav();
renderTrav->changeVPLightSetupMaterial(mat, false /* don't exclude strongest */);
}
// ***************************************************************************
void CMeshVPWindTree::setupForMaterial(const CMaterial &mat,
IDriver *drv,
CScene *scene,
CVertexBuffer *)
{
SetupForMaterial(mat, scene);
}
// ***************************************************************************
void CMeshVPWindTree::setupLighting(CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
{
nlassert(scene != NULL);
CRenderTrav *renderTrav= &scene->getRenderTrav();
// setup cte for lighting
CVertexProgramWindTree *program = _ActiveVertexProgram;
renderTrav->beginVPLightSetup(program, invertedModelMat);
}
// ***************************************************************************
// ***************************************************************************
// MBR interface
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
bool CMeshVPWindTree::supportMeshBlockRendering() const
{
return true;
}
// ***************************************************************************
bool CMeshVPWindTree::isMBRVpOk(IDriver *driver) const
{
initVertexPrograms();
if (driver->isVertexProgramEmulated())
{
return false;
}
for (uint i = 0; i < NumVp; ++i)
{
if (!driver->compileVertexProgram(_VertexProgram[i]))
{
return false;
}
}
return true;
}
// ***************************************************************************
void CMeshVPWindTree::beginMBRMesh(IDriver *driver, CScene *scene)
{
/* Since need a VertexProgram Activation before activeVBHard, activate a default one
bet the common one will be "NoPointLight, NoSpecular, No ForceNormalize" => 0.
*/
_LastMBRIdVP = 0;
// activate VP.
driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP]);
_ActiveVertexProgram = _VertexProgram[_LastMBRIdVP];
// precompute mesh
setupPerMesh(driver, scene);
_VertexProgram[_LastMBRIdVP]->PerMeshSetup = true;
}
// ***************************************************************************
void CMeshVPWindTree::beginMBRInstance(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
{
// Get how many pointLights are setuped now.
nlassert(scene != NULL);
CRenderTrav *renderTrav= &scene->getRenderTrav();
renderTrav->prepareVPLightSetup();
sint numPls= renderTrav->getNumVPLights()-1;
clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
uint idVP = (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
// correct VP id for correct number of pls.
idVP = numPls*4 + idVP;
// re-activate VP if idVP different from last setup
if (idVP != _LastMBRIdVP)
{
_LastMBRIdVP= idVP;
driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP]);
_ActiveVertexProgram = _VertexProgram[_LastMBRIdVP];
if (!_VertexProgram[_LastMBRIdVP]->PerMeshSetup)
{
// precompute mesh
setupPerMesh(driver, scene);
_VertexProgram[_LastMBRIdVP]->PerMeshSetup = true;
}
}
// setup first constants for this instance
setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
}
// ***************************************************************************
void CMeshVPWindTree::endMBRMesh(IDriver *driver)
{
// Disable the VertexProgram
driver->activeVertexProgram(NULL);
_ActiveVertexProgram = NULL;
}
// ***************************************************************************
float CMeshVPWindTree::getMaxVertexMove()
{
return _MaxVertexMove;
}
} // NL3D