91 lines
2.8 KiB
C++
91 lines
2.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/3d/shadow_skin.h"
|
|
#include "nel/3d/skeleton_model.h"
|
|
#include "nel/3d/ray_mesh.h"
|
|
#include "nel/misc/fast_mem.h"
|
|
#include "nel/misc/vector_2f.h"
|
|
|
|
using namespace NLMISC;
|
|
using namespace std;
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
// ***************************************************************************
|
|
// The number of byte to process per block
|
|
const uint NL_BlockByteL1= 4096;
|
|
|
|
// Number of vertices per block to process For ShadowMap generation
|
|
uint CShadowSkin::NumCacheVertexShadow= NL_BlockByteL1 / sizeof(CShadowVertex);
|
|
|
|
|
|
// ***************************************************************************
|
|
void CShadowSkin::applySkin(CVector *dst, std::vector<CMatrix3x4> &boneMat3x4)
|
|
{
|
|
if(Vertices.empty())
|
|
return;
|
|
uint numVerts= (uint)Vertices.size();
|
|
CShadowVertex *src= &Vertices[0];
|
|
|
|
// Then do the skin
|
|
for(;numVerts>0;)
|
|
{
|
|
// number of vertices to process for this block.
|
|
uint nBlockInf= min(NumCacheVertexShadow, numVerts);
|
|
// next block.
|
|
numVerts-= nBlockInf;
|
|
|
|
// cache the data in L1 cache.
|
|
CFastMem::precache(src, nBlockInf * sizeof(CShadowVertex));
|
|
|
|
// for all InfluencedVertices only.
|
|
for(;nBlockInf>0;nBlockInf--, src++, dst++)
|
|
{
|
|
boneMat3x4[ src->MatrixId ].mulSetPoint( src->Vertex, *dst );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CShadowSkin::getRayIntersection(const CMatrix &toRaySpace, CSkeletonModel &skeleton,
|
|
const std::vector<uint32> &matrixInfluences, float &dist2D, float &distZ, bool computeDist2D)
|
|
{
|
|
// *** render the shadow skin into a temp RAM buffer
|
|
// enlarge temp buffer
|
|
static std::vector<CVector> skinInRaySpace;
|
|
if(Vertices.size()>skinInRaySpace.size())
|
|
skinInRaySpace.resize(Vertices.size());
|
|
|
|
// compute matrixes
|
|
static vector<CMatrix3x4> boneMat3x4;
|
|
computeBoneMatrixes3x4PreMul(boneMat3x4, toRaySpace, matrixInfluences, &skeleton);
|
|
|
|
// apply the skinning
|
|
applySkin(&skinInRaySpace[0], boneMat3x4);
|
|
|
|
// *** return the distance to the ray intersection
|
|
return CRayMesh::getRayIntersection(skinInRaySpace, Triangles, dist2D, distZ, computeDist2D);
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|