khanat-opennel-code/code/nel/src/3d/skeleton_model.cpp

2346 lines
66 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/misc/hierarchical_timer.h"
#include "nel/3d/skeleton_model.h"
#include "nel/3d/hrc_trav.h"
#include "nel/3d/clip_trav.h"
#include "nel/3d/anim_detail_trav.h"
#include "nel/3d/render_trav.h"
#include "nel/3d/skeleton_shape.h"
#include "nel/3d/scene.h"
#include "nel/3d/lod_character_manager.h"
#include "nel/3d/lod_character_shape.h"
#include "nel/misc/rgba.h"
#include "nel/misc/aabbox.h"
#include "nel/3d/vertex_stream_manager.h"
#include "nel/3d/mesh_base_instance.h"
#include "nel/3d/async_texture_manager.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
void CSkeletonModel::registerBasic()
{
CScene::registerModel(SkeletonModelId, TransformShapeId, CSkeletonModel::creator);
}
// ***************************************************************************
CTrackDefaultString CSkeletonModel::_DefaultSpawnScript;
// ***************************************************************************
IAnimatedValue *CSkeletonModel::getValue (uint valueId)
{
// what value ?
switch (valueId)
{
case SpawnScriptValue: return &_SpawnScript;
}
return CTransformShape::getValue(valueId);
}
// ***************************************************************************
const char *CSkeletonModel::getValueName (uint valueId) const
{
// what value ?
switch (valueId)
{
case SpawnScriptValue: return getSpawnScriptValueName();
}
return CTransformShape::getValueName(valueId);
}
// ***************************************************************************
ITrack *CSkeletonModel::getDefaultTrack (uint valueId)
{
// what value ?
switch (valueId)
{
case SpawnScriptValue: return &_DefaultSpawnScript;
}
return CTransformShape::getDefaultTrack(valueId);
}
// ***************************************************************************
void CSkeletonModel::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
{
/* add the Spawn Script value. The animation is evaluated at detail time, as the script evaluation.
This seems dangerous (create and delete models at evalDetail time) but works because:
- deletedModels() in a current CScene::render() are delayed to end of render()
and are "temp removed" from the render trav
- createdModels() in CSkeletonSpawnScript are delayed to the end of CScene::render()
- if a skeleton is not visible, or in LOD form, then its sticked SpawnedModels are not visible too,
whether or not they are too old regarding the animation time
*/
_SpawnScriptChannelId= addValue(chanMixer, SpawnScriptValue, OwnerBit, prefix, true);
// add standard
CTransformShape::registerToChannelMixer(chanMixer, prefix);
// Add any bones.
for(uint i=0;i<Bones.size();i++)
{
// append bonename.
Bones[i].registerToChannelMixer(chanMixer, prefix + Bones[i].getBoneName() + ".");
}
}
// ***************************************************************************
CSkeletonModel::CSkeletonModel()
{
IAnimatable::resize(AnimValueLast);
_DisplayedAsLodCharacter= false;
_LodCharacterDistance= 0;
_OOLodCharacterDistance= 0;
_IsEnableLOD=true;
_DefaultMRMSetup= true;
_SkinToRenderDirty= false;
_CLodVertexAlphaDirty= true;
_LodEmit= CRGBA::Black;
// Inform the transform that I am a skeleton
CTransform::setIsSkeleton(true);
// By default, no skins, hence, impossible to have transparent pass. But opaque pass is always possible
// because of CLod rendering
setOpacity(true);
setTransparency(false);
// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered
CTransform::setIsForceAnimDetail(true);
// LoadBalancing behavior. true because directly act on skins to draw all their MRM level
CTransform::setIsLoadbalancable(true);
// Lighting behavior. Lightable because skins/stickedObjects may surely need its LightContribution
CTransform::setIsLightable(true);
// Render behavior. Always renderable, because either render the skeleton as a CLod, or render skins
CTransform::setIsRenderable(true);
// build a bug-free level detail
buildDefaultLevelDetail();
// RenderFilter: We are a skeleton
_RenderFilterType= UScene::FilterSkeleton;
_AnimCtrlUsage= 0;
// ShadowMap
CTransform::setIsShadowMapCaster(true);
_ShadowMap= NULL;
// SpawnScript
_SSSWOPos= CVector::Null;
_SSSWODir= CVector::J;
_SpawnScriptChannelId= -1;
}
// ***************************************************************************
CSkeletonModel::~CSkeletonModel()
{
// if initModel() called
if(getOwnerScene())
{
// release the _SpawnScriptEvaluator (delete any instance sticked)
_SpawnScriptEvaluator.release(getOwnerScene());
// remove from scene
getOwnerScene()->eraseSkeletonModelToList(_ItSkeletonInScene);
}
// detach skeleton sons from skins.
while(_Skins.begin()!=_Skins.end())
{
detachSkeletonSon(*_Skins.begin());
}
// detach skeleton sons from sticked objects.
while(_StickedObjects.begin()!=_StickedObjects.end())
{
detachSkeletonSon(*_StickedObjects.begin());
}
// Free Lod instance
setLodCharacterShape(-1);
// delete the shadowMap
deleteShadowMap();
}
// ***************************************************************************
void CSkeletonModel::initModel()
{
// Link this skeleton to the CScene.
_ItSkeletonInScene= getOwnerScene()->appendSkeletonModelToList(this);
// Call base class
CTransformShape::initModel();
}
// ***************************************************************************
void CSkeletonModel::initBoneUsages()
{
// reset all to 0.
_BoneUsage.resize(Bones.size());
for(uint i=0; i<_BoneUsage.size(); i++)
{
_BoneUsage[i].Usage= 0;
_BoneUsage[i].ForcedUsage= 0;
_BoneUsage[i].CLodForcedUsage= 0;
_BoneUsage[i].MustCompute= 0;
_BoneUsage[i].ValidBoneSkinMatrix= 0;
}
// reserve space for bone to compute
_BoneToCompute.reserve(Bones.size());
_BoneToComputeDirty= false;
_CurLod= 0;
_CurLodInterp= 1.f;
// Default is 0.5 meters.
_LodInterpMultiplier= 1.f / 0.5f;
}
// ***************************************************************************
void CSkeletonModel::incBoneUsage(uint i, TBoneUsageType boneUsageType)
{
nlassert(i<_BoneUsage.size());
// Get ptr on according refCount
uint16 *usagePtr;
if(boneUsageType == UsageNormal)
usagePtr= &_BoneUsage[i].Usage;
else if(boneUsageType == UsageForced)
usagePtr= &_BoneUsage[i].ForcedUsage;
else
usagePtr= &_BoneUsage[i].CLodForcedUsage;
// If the bone was not used before, must update MustCompute.
if(*usagePtr==0)
_BoneToComputeDirty= true;
// Inc the refCount of the bone.
nlassert(*usagePtr<65535);
(*usagePtr)++;
}
// ***************************************************************************
void CSkeletonModel::decBoneUsage(uint i, TBoneUsageType boneUsageType)
{
nlassert(i<_BoneUsage.size());
// Get ptr on according refCount
uint16 *usagePtr;
if(boneUsageType == UsageNormal)
usagePtr= &_BoneUsage[i].Usage;
else if(boneUsageType == UsageForced)
usagePtr= &_BoneUsage[i].ForcedUsage;
else
usagePtr= &_BoneUsage[i].CLodForcedUsage;
// If the bone was used before (and now won't be more), must update MustCompute.
if(*usagePtr==1)
_BoneToComputeDirty= true;
// Inc the refCount of the bone.
nlassert(*usagePtr>0);
(*usagePtr)--;
}
// ***************************************************************************
void CSkeletonModel::flagBoneAndParents(uint32 boneId, std::vector<bool> &boneUsage) const
{
nlassert( boneUsage.size()==Bones.size() );
nlassert( boneId<Bones.size() );
// Flag this bone.
boneUsage[boneId]= true;
// if has father, flag it (recurs).
sint fatherId= Bones[boneId].getFatherId();
if(fatherId>=0)
flagBoneAndParents(fatherId, boneUsage);
}
// ***************************************************************************
void CSkeletonModel::incForcedBoneUsageAndParents(uint i, bool forceCLod)
{
// inc forced.
incBoneUsage(i, forceCLod?UsageCLodForced:UsageForced );
// recurs to father
sint fatherId= Bones[i].getFatherId();
// if not a root bone...
if(fatherId>=0)
incForcedBoneUsageAndParents(fatherId, forceCLod);
}
// ***************************************************************************
void CSkeletonModel::decForcedBoneUsageAndParents(uint i, bool forceCLod)
{
// dec forced
decBoneUsage(i, forceCLod?UsageCLodForced:UsageForced);
// recurs to father
sint fatherId= Bones[i].getFatherId();
// if not a root bone...
if(fatherId>=0)
decForcedBoneUsageAndParents(fatherId, forceCLod);
}
// ***************************************************************************
void CSkeletonModel::updateBoneToCompute()
{
// If already computed, skip
if(!_BoneToComputeDirty)
return;
// get the channelMixer owned by CTransform.
CChannelMixer *chanMixer= getChannelMixer();
// Get Lod infos from skeletonShape
CSkeletonShape *skeShape= (CSkeletonShape*)(IShape*)Shape;
const CSkeletonShape::CLod &lod= skeShape->getLod(_CurLod);
// reset _BoneToCompute
_BoneToCompute.clear();
// For all bones
for(uint i=0; i<_BoneUsage.size(); i++)
{
// If we are in CLod mode
if(isDisplayedAsLodCharacter())
// don't compute the bone
_BoneUsage[i].MustCompute= 0;
else
{
// set MustCompute to non 0 if (Usage && Lod) || ForcedUsage;
_BoneUsage[i].MustCompute= (_BoneUsage[i].Usage & lod.ActiveBones[i]) | _BoneUsage[i].ForcedUsage;
}
// if CLodForcedUsage for the bone, it must be computed, whatever _DisplayedAsLodCharacter state
_BoneUsage[i].MustCompute|= _BoneUsage[i].CLodForcedUsage;
// If the bone must be computed (if !0)
if(_BoneUsage[i].MustCompute)
{
// lodEnable the channels of this bone
if(chanMixer)
Bones[i].lodEnableChannels(chanMixer, true);
// This bone is computed => take his valid boneSkinMatrix.
_BoneUsage[i].ValidBoneSkinMatrix= i;
// Append to the list to compute.
//-------
CBoneCompute bc;
bc.Bone= &Bones[i];
sint fatherId= Bones[i].getFatherId();
// if a root bone...
if(fatherId==-1)
bc.Father= NULL;
else
bc.Father= &Bones[fatherId];
// MustInterpolate??
bc.MustInterpolate= false;
const CSkeletonShape::CLod *lodNext= NULL;
// if a lod exist after current lod, and if lod interpolation enabled
if( _CurLod < skeShape->getNumLods()-1 && _LodInterpMultiplier>0 )
{
// get next lod.
lodNext= &skeShape->getLod(_CurLod+1);
// Lod interpolation on this bone ?? only if at next lod, the bone is disabled.
// And only if it is not enabed because of a "Forced reason"
// Must also have a father, esle can't interpolate.
if(lodNext->ActiveBones[i]==0 && _BoneUsage[i].ForcedUsage==0 && _BoneUsage[i].CLodForcedUsage==0
&& bc.Father)
bc.MustInterpolate= true;
}
// append
_BoneToCompute.push_back(bc);
}
else
{
// lodDisable the channels of this bone
if(chanMixer)
Bones[i].lodEnableChannels(chanMixer, false);
// This bone is not computed => take the valid boneSkinMatrix of his father
sint fatherId= Bones[i].getFatherId();
if(fatherId<0)
// just take me, even if not computed.
_BoneUsage[i].ValidBoneSkinMatrix= i;
else
// NB: father ValidBoneSkinMatrix already computed because of the hierarchy order of Bones array.
_BoneUsage[i].ValidBoneSkinMatrix= _BoneUsage[fatherId].ValidBoneSkinMatrix;
}
}
// Enable SpawnScript animation only if we are not in CLod
if(_SpawnScriptChannelId>=0 && chanMixer)
chanMixer->lodEnableChannel(_SpawnScriptChannelId, !isDisplayedAsLodCharacter());
// computed
_BoneToComputeDirty= false;
}
// ***************************************************************************
bool CSkeletonModel::isBoneComputed(uint boneId) const
{
if(boneId>=_BoneUsage.size())
return false;
else
return _BoneUsage[boneId].MustCompute!=0 && isClipVisible();
}
// struct used by CSkeletonModel::forceComputeBone only
struct CForceComputeBoneInfo
{
CTransform *Transform;
uint StickBoneID; // if the transform is a skeleton, gives the bone to which child of interest is sticked
};
// ***************************************************************************
bool CSkeletonModel::forceComputeBone(uint boneId)
{
if(boneId >= _BoneUsage.size()) return false;
// build list of ancestor, then must build
std::vector<CForceComputeBoneInfo> ancestors;
// count the number of ancestors (to avoid unwanted alloc with vector)
uint numAncestors = 1;
CTransform *currTransform = this;
for(;;)
{
currTransform = currTransform->_HrcParent ? currTransform->_HrcParent : currTransform->_FatherSkeletonModel; // find father transform (maybe a skeleton or a std transform)
if (!currTransform) break; // root reached ?
++ numAncestors;
}
ancestors.reserve(numAncestors);
// build list of ancestor
currTransform = this;
uint currStickBone = boneId;
for(;;)
{
// if curr transform is a skeleton, animate all bone from stick bone to the root bone
if (currTransform->isSkeleton())
{
if (_ChannelMixer)
{
CSkeletonModel *skel = static_cast<CSkeletonModel *>(currTransform);
nlassert(boneId < skel->_BoneUsage.size());
nlassert(currStickBone < skel->Bones.size());
sint currBoneIndex = currStickBone;
// force channel mixer to eval for that bone
while (currBoneIndex != -1)
{
nlassert((uint) currBoneIndex < skel->Bones.size());
skel->Bones[currBoneIndex].forceAnimate(*_ChannelMixer);
currBoneIndex = skel->Bones[currBoneIndex].getFatherId();
}
}
}
else
{
// update stickBone ID (if father is a skeleton)
currStickBone = _FatherBoneId;
}
CForceComputeBoneInfo fcbi;
fcbi.StickBoneID = currStickBone;
fcbi.Transform = currTransform;
ancestors.push_back(fcbi);
currTransform = currTransform->_HrcParent ? currTransform->_HrcParent : currTransform->_FatherSkeletonModel; // find father transform (maybe a skeleton or a std transform)
if (!currTransform) break; // root reached ?
}
// bones must be recomputed from father bone to sons, so must traverse bones until root is reached to retrieve correct ordering
CBone *OrderedBone[MaxNumBones];
//
const CMatrix *parentWorldMatrix = &CMatrix::Identity;
for(std::vector<CForceComputeBoneInfo>::reverse_iterator it = ancestors.rbegin(); it != ancestors.rend(); ++it)
{
// update world matrix (NB : the call to getmatrix will update the local matrix)
it->Transform->setWorldMatrix(*parentWorldMatrix * it->Transform->getMatrix());
if (it->Transform->isSkeleton())
{
CSkeletonModel *skel = static_cast<CSkeletonModel *>(it->Transform);
// reorder bones
uint numBones = 0;
nlassert(it->StickBoneID < skel->Bones.size());
sint currBoneIndex = it->StickBoneID;
nlassert(currBoneIndex != -1);
do
{
nlassert(numBones < MaxNumBones);
nlassert((uint) currBoneIndex < skel->Bones.size());
OrderedBone[numBones] = &skel->Bones[currBoneIndex];
currBoneIndex = OrderedBone[numBones]->getFatherId();
++ numBones;
}
while (currBoneIndex != -1);
const CMatrix &modelWorldMatrix = it->Transform->getWorldMatrix();
// recompute bones
CBone *fatherBone = NULL;
while (numBones--)
{
OrderedBone[numBones]->compute(fatherBone, modelWorldMatrix, NULL);
fatherBone = OrderedBone[numBones];
}
parentWorldMatrix = &(OrderedBone[0]->getWorldMatrix());
}
else
{
parentWorldMatrix = &it->Transform->getWorldMatrix();
}
}
return true;
}
// ***************************************************************************
const NLMISC::CMatrix &CSkeletonModel::getActiveBoneSkinMatrix(uint boneId) const
{
// Get me or first father with MustCompute==true.
uint validBoneId= _BoneUsage[boneId].ValidBoneSkinMatrix;
// return his WorldMatrix.
return Bones[validBoneId].getBoneSkinMatrix();
}
// ***************************************************************************
bool CSkeletonModel::bindSkin(CTransform *mi)
{
nlassert(mi);
if( !mi->isSkinnable() )
return false;
// try to detach this object from any skeleton first (possibly me).
if(mi->_FatherSkeletonModel)
mi->_FatherSkeletonModel->detachSkeletonSon(mi);
// Then Add me.
_Skins.insert(mi);
// advert skin transform it is skinned.
mi->_FatherSkeletonModel= this;
// setApplySkin() use _FatherSkeletonModel to computeBonesId() and to update current skeleton bone usage.
mi->setApplySkin(true);
// Unlink the Skin from Hrc and clip, because SkeletonModel now does the job for him.
// First ensure that the transform is not frozen (unlink from some quadGrids etc...)
mi->unfreezeHRC();
// then never re-parse in validateList/Hrc/Clip
mi->unlinkFromUpdateList();
mi->hrcUnlink();
// ClipTrav is a graph, so must unlink from ALL olds models.
mi->clipUnlinkFromAll();
// Ensure flag is correct
mi->_ClipLinkedInSonsOfAncestorSkeletonModelGroup= false;
// must recompute lod vertex alpha when LodCharacter used
dirtLodVertexAlpha();
// must recompute list of skins.
dirtSkinRenderLists();
// Ok, skinned
return true;
}
// ***************************************************************************
void CSkeletonModel::stickObject(CTransform *mi, uint boneId)
{
// by default don't force display of "mi" if the skeleton become in CLod state
stickObjectEx(mi, boneId, false);
}
// ***************************************************************************
void CSkeletonModel::stickObjectEx(CTransform *mi, uint boneId, bool forceCLod)
{
nlassert(mi);
// if "mi" is a skeleton, forceCLod must be true, for correct animation purpose
if(dynamic_cast<CSkeletonModel*>(mi))
forceCLod= true;
// try to detach this object from any skeleton first (possibly me).
if(mi->_FatherSkeletonModel)
mi->_FatherSkeletonModel->detachSkeletonSon(mi);
// Then Add me.
_StickedObjects.insert(mi);
// increment the refCount usage of the bone
incForcedBoneUsageAndParents(boneId, forceCLod);
// advert transform of its sticked state.
mi->_FatherSkeletonModel= this;
mi->_FatherBoneId= boneId;
// advert him if it is "ForceCLod" sticked
mi->_ForceCLodSticked= forceCLod;
// link correctly Hrc only. ClipTrav grah updated in Hrc traversal.
hrcLinkSon( mi );
// must recompute lod vertex alpha when LodCharacter used
dirtLodVertexAlpha();
}
// ***************************************************************************
void CSkeletonModel::detachSkeletonSon(CTransform *tr)
{
nlassert(tr);
// If the instance is not binded/sticked to the skeleton, exit.
if(tr->_FatherSkeletonModel!=this)
return;
// try to erase from StickObject.
_StickedObjects.erase(tr);
// try to erase from Skins.
_Skins.erase(tr);
// If the instance is not skinned, then it is sticked
bool wasSkinned= tr->isSkinned()!=0;
if( !wasSkinned )
{
// Then decrement Bone Usage RefCount. Decrement from CLodForcedUsage if was sticked with forceCLod==true
decForcedBoneUsageAndParents(tr->_FatherBoneId, tr->_ForceCLodSticked);
}
else
{
// it is skinned, advert the skinning is no more OK.
// setApplySkin() use _FatherSkeletonModel to update current skeleton bone usage.
tr->setApplySkin(false);
}
// advert transform it is no more sticked/skinned.
tr->_FatherSkeletonModel= NULL;
tr->_ForceCLodSticked= false;
// link correctly Hrc / Clip / UpdateList...
getOwnerScene()->getRoot()->hrcLinkSon( tr );
if( !wasSkinned )
{
// No-op. ClipTrav graph/UpdateList updated in Hrc traversal.
}
else
{
// Skin case: must do the Job here.
// Update ClipTrav here.
getOwnerScene()->getRoot()->clipAddChild(tr);
// Must re-add to the update list.
tr->linkToUpdateList();
}
// must recompute lod vertex alpha when LodCharacter used
dirtLodVertexAlpha();
// must recompute list of skins if was skinned
if( wasSkinned )
dirtSkinRenderLists();
}
// ***************************************************************************
sint32 CSkeletonModel::getBoneIdByName(const std::string &name) const
{
CSkeletonShape *shp= safe_cast<CSkeletonShape*>((IShape*)Shape);
return shp->getBoneIdByName(name);
}
// ***************************************************************************
void CSkeletonModel::setInterpolationDistance(float dist)
{
dist= std::max(0.f, dist);
// disable interpolation?
if(dist==0)
_LodInterpMultiplier= 0.f;
else
_LodInterpMultiplier= 1.f / dist;
}
// ***************************************************************************
float CSkeletonModel::getInterpolationDistance() const
{
if(_LodInterpMultiplier==0)
return 0.f;
else
return 1.f / _LodInterpMultiplier;
}
// ***************************************************************************
void CSkeletonModel::traverseAnimDetail()
{
CSkeletonShape *skeShape= ((CSkeletonShape*)(IShape*)Shape);
/* NB: If "this" skeleton has an AncestorSkeletonModel displayed but "this" skeleton is clipped,
it will be still animDetailed.
So its possible sticked sons will be displayed with correct WorldMatrix (if not themselves clipped).
*/
/* If the Root Skeleton Model (ie me or my AncestorSM) is asked to render a ShadowMap, BUT I am
in CLod Form (and visible in HRC else won't be rendered in shadowMap...), then temporarly
Avoid CLod!! To really compute the bones for this frame only.
*/
bool tempAvoidCLod= false;
bool genShadow;
if(_AncestorSkeletonModel)
genShadow= _AncestorSkeletonModel->isGeneratingShadowMap();
else
genShadow= isGeneratingShadowMap();
// do the test.
if(genShadow && isDisplayedAsLodCharacter() && isHrcVisible() )
{
tempAvoidCLod= true;
// Disable it just the time of this AnimDetail
setDisplayLodCharacterFlag(false);
}
// Update Lod, and animate.
//===============
/*
CTransformShape::traverseAnimDetail() is torn in 2 here because
channels may be enabled/disabled by updateBoneToCompute()
*/
// First update Skeleton WorldMatrix (case where the skeleton is sticked).
CTransform::updateWorldMatrixFromFather();
// get dist from camera.
float dist= (getWorldMatrix().getPos() - getOwnerScene()->getClipTrav().CamPos).norm();
// Use dist to get current lod to use for this skeleton
uint newLod= skeShape->getLodForDistance( dist );
if(!_IsEnableLOD) newLod = 0;
if(newLod != _CurLod)
{
// set new lod to use.
_CurLod= newLod;
// dirt the skeleton.
_BoneToComputeDirty= true;
}
// If needed, let's know which bone has to be computed, and enable / disable (lod) channels in channelMixer.
updateBoneToCompute();
// Animate skeleton.
CTransformShape::traverseAnimDetailWithoutUpdateWorldMatrix();
// If in normal mode, must update the SpawnScript
if(!isDisplayedAsLodCharacter())
{
_SpawnScriptEvaluator.evaluate(this);
}
// Prepare Lod Bone interpolation.
//===============
float lodBoneInterp;
const CSkeletonShape::CLod *lodNext= NULL;
// if a lod exist after current lod, and if lod interpolation enabled
if( _CurLod < skeShape->getNumLods()-1 && _LodInterpMultiplier>0 && _IsEnableLOD)
{
// get next lod.
lodNext= &skeShape->getLod(_CurLod+1);
// get interp value to next.
lodBoneInterp= (lodNext->Distance - dist) * _LodInterpMultiplier;
NLMISC::clamp(lodBoneInterp, 0.f, 1.f);
// if still 1, keep cur matrix => disable interpolation
if(lodBoneInterp==1.f)
lodNext=NULL;
}
// else, no interpolation
else
{
lodBoneInterp=1.f;
}
_CurLodInterp= lodBoneInterp;
// Compute bones
//===============
// test if bones must be updated. either if animation change or if BoneUsage change.
// Retrieve the WorldMatrix of the current CTransformShape.
const CMatrix &modelWorldMatrix= getWorldMatrix();
// must test / update the hierarchy of Bones.
// Since they are orderd in depth-first order, we are sure that parent are computed before sons.
uint numBoneToCompute= (uint)_BoneToCompute.size();
CSkeletonModel::CBoneCompute *pBoneCompute= numBoneToCompute? &_BoneToCompute[0] : NULL;
// traverse only bones which need to be computed
for(;numBoneToCompute>0;numBoneToCompute--, pBoneCompute++)
{
// compute the bone with his father, if any
pBoneCompute->Bone->compute( pBoneCompute->Father, modelWorldMatrix, this);
// Lod interpolation on this bone .. only if interp is enabled now, and if bone wants it
if(lodNext && pBoneCompute->MustInterpolate)
{
// interpolate with my father matrix.
const CMatrix &fatherMatrix= pBoneCompute->Father->getBoneSkinMatrix();
pBoneCompute->Bone->interpolateBoneSkinMatrix(fatherMatrix, lodBoneInterp);
}
}
IAnimatable::clearFlag(CSkeletonModel::OwnerBit);
// Sticked Objects:
// they will update their WorldMatrix after, because of the AnimDetail traverse scheme:
// traverse visible Clip models, and if skeleton, traverse Hrc sons.
// Restore the Initial CLod flag if needed (see above)
if(tempAvoidCLod)
{
setDisplayLodCharacterFlag(true);
}
// Update Animated Skins.
//===============
for(uint i=0;i<_AnimDetailSkins.size();i++)
{
// traverse it. NB: updateWorldMatrixFromFather() is called but no-op because isSkinned()
_AnimDetailSkins[i]->traverseAnimDetail();
}
}
// ***************************************************************************
void CSkeletonModel::computeAllBones(const CMatrix &modelWorldMatrix)
{
// must test / update the hierarchy of Bones.
// Since they are orderd in depth-first order, we are sure that parent are computed before sons.
for(uint i=0;i<Bones.size();i++)
{
sint fatherId= Bones[i].getFatherId();
// if a root bone...
if(fatherId==-1)
// Compute root bone worldMatrix. Do not allow special AnimCtrl
Bones[i].compute( NULL, modelWorldMatrix, NULL);
else
// Compute bone worldMatrix. Do not allow special AnimCtrl
Bones[i].compute( &Bones[fatherId], modelWorldMatrix, NULL);
}
}
// ***************************************************************************
void CSkeletonModel::setLodCharacterDistance(float dist)
{
_LodCharacterDistance= max(dist, 0.f);
if(_LodCharacterDistance>0)
_OOLodCharacterDistance= 1.0f/_LodCharacterDistance;
else
_OOLodCharacterDistance= 0;
}
// ***************************************************************************
void CSkeletonModel::setLodCharacterShape(sint shapeId)
{
// get a ptr on the scene which owns us, and so on the lodManager.
CScene *scene= getOwnerScene();
CLodCharacterManager *mngr= scene->getLodCharacterManager();
// if mngr not setuped, noop (lod not possible).
if(!mngr)
return;
// If a shape was setup, free the instance
if(_CLodInstance.ShapeId>=0)
{
mngr->releaseInstance(_CLodInstance);
_CLodInstance.ShapeId= -1;
}
// assign
_CLodInstance.ShapeId= shapeId;
// if a real shape is setuped, alloc an instance
if(_CLodInstance.ShapeId>=0)
{
mngr->initInstance(_CLodInstance);
}
}
// ***************************************************************************
void CSkeletonModel::computeLodTexture()
{
// is lod setuped
if(_CLodInstance.ShapeId<0)
return;
// get a ptr on the scene which owns us, and so on the lodManager.
CScene *scene= getOwnerScene();
CLodCharacterManager *mngr= scene->getLodCharacterManager();
// mngr must be setuped since shape Id is >-1
nlassert(mngr);
/* Get the asyncTextureManager. This is a Hack. We use the AsyncTextureManager to store very low version of Textures
(kept in DXTC1 format for minimum memory overhead).
HENCE Lod Texture can work only with Async Textured instances!!
*/
CAsyncTextureManager *asyncMngr= scene->getAsyncTextureManager();
// if not setuped, cancel
if(!asyncMngr)
return;
// **** start process. If cannot (TextureId==no more texture space), just quit.
if(!mngr->startTextureCompute(_CLodInstance))
return;
uint maxNumBmpToReset= 0;
// **** For all skins which have a LodTexture setuped
ItTransformSet it= _Skins.begin();
for(;it!=_Skins.end();it++)
{
// the skin should be a meshBaseInstance setuped to asyncTexturing
CMeshBaseInstance *mbi= dynamic_cast<CMeshBaseInstance*>(*it);
if(mbi && mbi->getAsyncTextureMode() && mbi->Shape)
{
CMeshBase *mb= (CMeshBase*)(IShape*)(mbi->Shape);
// get the LodTexture info of this shape.
const CLodCharacterTexture *lodText= mb->getLodCharacterTexture();
// if setuped
if(lodText)
{
// Ok, compute influence of this instance on the Lod.
// ---- Build all bmps of the instance with help of the asyncTextureManager
uint numMats= (uint)mbi->Materials.size();
// 256 materials possibles for the lod Manager
numMats= min(numMats, 256U);
// for endTexturecompute
maxNumBmpToReset= max(maxNumBmpToReset, numMats);
// process each materials
for(uint i=0;i<numMats;i++)
{
// get the manager bitmap to write to
CLodCharacterTmpBitmap &dstBmp= mngr->getTmpBitmap(uint8(i));
// if the material stage 0 is not textured, or has not a valid async id, build the bitmap with a color.
sint asyncTextId= mbi->getAsyncTextureId(i,0);
const CBitmap *coarseBitmap= NULL;
if(asyncTextId!=-1)
{
// get it from async manager
coarseBitmap= asyncMngr->getCoarseBitmap(asyncTextId);
}
// So if we have no bmp here, build with material color, else build a texture
if(!coarseBitmap)
{
dstBmp.build(mbi->Materials[i].getDiffuse());
}
else
{
dstBmp.build(*coarseBitmap);
}
}
// ---- add the lodTextureInfo to the current texture computed
mngr->addTextureCompute(_CLodInstance, *lodText);
}
}
}
// **** compile the process
mngr->endTextureCompute(_CLodInstance, maxNumBmpToReset);
}
// ***************************************************************************
void CSkeletonModel::setLodCharacterAnimId(uint animId)
{
_CLodInstance.AnimId= animId;
}
// ***************************************************************************
void CSkeletonModel::setLodCharacterAnimTime(TGlobalAnimationTime time)
{
_CLodInstance.AnimTime= time;
}
// ***************************************************************************
void CSkeletonModel::setLodCharacterWrapMode(bool wrapMode)
{
_CLodInstance.WrapMode= wrapMode;
}
// ***************************************************************************
float CSkeletonModel::computeDisplayLodCharacterPriority() const
{
// if enabled
if(_LodCharacterDistance>0 && _CLodInstance.ShapeId>=0)
{
CVector globalPos;
// Get object position, test visibility;
// If has a skeleton ancestor, take his world position instead, because ours is invalid.
if( _AncestorSkeletonModel != NULL)
{
// if the ancestore is clipped, quit
if( !_AncestorSkeletonModel->isClipVisible() )
return 0;
// take ancestor world position
globalPos= _AncestorSkeletonModel->getWorldMatrix().getPos();
}
else
{
// if the skeleton is clipped, quit
if( !isClipVisible() )
return 0;
// take our world position
globalPos= getWorldMatrix().getPos();
}
// compute distance from camera.
float dist= (getOwnerScene()->getClipTrav().CamPos - globalPos).norm();
// compute priority
return dist*_OOLodCharacterDistance;
}
else
return 0;
}
// ***************************************************************************
void CSkeletonModel::setDisplayLodCharacterFlag(bool displayCLod)
{
// if enabled
if(_LodCharacterDistance>0 && _CLodInstance.ShapeId>=0)
{
// If the flag has changed since last frame, must recompute bone Usage.
if(_DisplayedAsLodCharacter != displayCLod)
_BoneToComputeDirty= true;
// set new state
_DisplayedAsLodCharacter= displayCLod;
}
}
// ***************************************************************************
void CSkeletonModel::traverseRender()
{
H_AUTO( NL3D_Skeleton_Render );
// render as CLod, or render Skins.
if(isDisplayedAsLodCharacter())
renderCLod();
else
renderSkins();
}
// ***************************************************************************
void CSkeletonModel::computeCLodVertexAlpha(CLodCharacterManager *mngr)
{
// if shape id set.
if(_CLodInstance.ShapeId<0)
return;
// get the lod shape,a nd check exist in the manager
const CLodCharacterShape *lodShape= mngr->getShape(_CLodInstance.ShapeId);
if(lodShape)
{
// start process.
//-----------------
lodShape->startBoneAlpha(_CLodInstance.VertexAlphas);
// build an Id map, from Skeleton Ids to the lodShapes ids. (because may be differents)
static vector<sint> boneMap;
// reset to -1 (ie not found)
boneMap.clear();
boneMap.resize(Bones.size(), -1);
uint i;
// for all skeletons bones.
for(i=0; i<boneMap.size(); i++)
{
boneMap[i]= lodShape->getBoneIdByName(Bones[i].getBoneName());;
}
// Parse all skins
//-----------------
ItTransformSet it;
for(it= _Skins.begin(); it!=_Skins.end(); it++)
{
CTransform *skin= *it;
// get array of bone used for this skin.
const vector<sint32> *skinUsage= skin->getSkinBoneUsage();
// check correct skin
if(skinUsage)
{
// For all bones used
for(uint i=0; i<skinUsage->size(); i++)
{
// the id in the vector point to a bone in the skeleton. Hence use the boneMap to translate it
// in the lodShape ids.
sint idInLod= boneMap[(*skinUsage)[i]];
// only if id found in the lod shape
if(idInLod>=0)
// add color to this bone.
lodShape->addBoneAlpha(idInLod, _CLodInstance.VertexAlphas);
}
}
}
// Parse all sticked objects
//-----------------
for(it= _StickedObjects.begin(); it!=_StickedObjects.end(); it++)
{
CTransform *object= *it;
// get on which bone this object is linked.
// use the boneMap to translate id to lodShape id.
sint idInLod= boneMap[object->_FatherBoneId];
// only if id found in the lod shape
if(idInLod>=0)
// add color to this bone.
lodShape->addBoneAlpha(idInLod, _CLodInstance.VertexAlphas);
}
}
}
// ***************************************************************************
void CSkeletonModel::updateSkinRenderLists()
{
// If need to update array of skins to compute
if(_SkinToRenderDirty)
{
uint i;
_SkinToRenderDirty= false;
// Reset the LevelDetail.
_LevelDetail.MinFaceUsed= 0;
_LevelDetail.MaxFaceUsed= 0;
// If must follow default MRM setup from skins.
if(_DefaultMRMSetup)
{
_LevelDetail.DistanceCoarsest= 0;
_LevelDetail.DistanceMiddle= 0;
_LevelDetail.DistanceFinest= 0;
}
// reset Bone Sphere of skeleton.
static std::vector<bool> sphereEmpty;
sphereEmpty.clear();
sphereEmpty.resize(Bones.size(), true);
for(i=0;i<Bones.size();i++)
{
// Default sphere is centered on the bone pos, and has 0 radius.
Bones[i]._MaxSphere.Center= CVector::Null;
Bones[i]._MaxSphere.Radius= 0;
}
// Parse to count new size of the arrays, and to build MRM info, and bone Max sphere
uint opaqueSize= 0;
uint transparentSize= 0;
uint animDetailSize= 0;
ItTransformSet it;
// also test if can support fast intersection
_SupportFastIntersect= !_Skins.empty();
for(it= _Skins.begin();it!=_Skins.end();it++)
{
CTransform *skin= *it;
// If the skin is hidden, don't add it to any list!
if(skin->getVisibility()==CHrcTrav::Hide)
continue;
// if transparent, then must fill in transparent list.
if(skin->isTransparent())
transparentSize++;
// else may fill in opaquelist. NB: for optimisation, don't add in opaqueList
// if added to the transperent list (all materials are rendered)
else if(skin->isOpaque())
opaqueSize++;
// if animDetailable, then must fill list
if(skin->isAnimDetailable())
animDetailSize++;
// if the skin support MRM, then must update levelDetal number of faces
CTransformShape *trShape= dynamic_cast<CTransformShape*>(skin);
if(trShape)
{
const CMRMLevelDetail *skinLevelDetail= trShape->getMRMLevelDetail();
if(skinLevelDetail)
{
// Add Faces to the Skeleton level detail
_LevelDetail.MinFaceUsed+= skinLevelDetail->MinFaceUsed;
_LevelDetail.MaxFaceUsed+= skinLevelDetail->MaxFaceUsed;
// MRM Max skin setup.
if(_DefaultMRMSetup)
{
// Get the maximum distance setup (ie the one which degrades the less)
_LevelDetail.DistanceCoarsest= max(_LevelDetail.DistanceCoarsest, skinLevelDetail->DistanceCoarsest);
_LevelDetail.DistanceMiddle= max(_LevelDetail.DistanceMiddle, skinLevelDetail->DistanceMiddle);
_LevelDetail.DistanceFinest= max(_LevelDetail.DistanceFinest, skinLevelDetail->DistanceFinest);
}
}
}
// Enlarge Bone BBox
const std::vector<sint32> *boneUsage= skin->getSkinBoneUsage();
const std::vector<NLMISC::CBSphere> *boneSphere= skin->getSkinBoneSphere();
if(boneUsage && boneSphere)
{
nlassert(boneUsage->size()==boneSphere->size());
for(i=0;i<boneUsage->size();i++)
{
const CBSphere &sphere= (*boneSphere)[i];
sint boneId= (*boneUsage)[i];
nlassert(boneId<(sint)Bones.size());
// if valid boneId, and sphere not empty (ie not -1 radius)
if(boneId>-1 && sphere.Radius>=0)
{
if(sphereEmpty[boneId])
{
sphereEmpty[boneId]= false;
Bones[boneId]._MaxSphere= sphere;
}
else
{
Bones[boneId]._MaxSphere.setUnion(Bones[boneId]._MaxSphere, sphere);
}
}
}
}
// Whole skeleton model Support Fast intersection only if all
// displayed skins support skin intersection
_SupportFastIntersect= _SupportFastIntersect && skin->supportIntersectSkin();
}
// MRM Max skin setup.
if(_DefaultMRMSetup)
{
// compile LevelDetail.
if(_LevelDetail.MaxFaceUsed==0)
// build a bug-free level detail
buildDefaultLevelDetail();
else
_LevelDetail.compileDistanceSetup();
}
// alloc array.
_OpaqueSkins.clear();
_TransparentSkins.clear();
_AnimDetailSkins.clear();
_OpaqueSkins.resize(opaqueSize);
_TransparentSkins.resize(transparentSize);
_AnimDetailSkins.resize(animDetailSize);
// ReParse, to fill array.
uint opaqueId= 0;
uint transparentId= 0;
uint animDetailId= 0;
for(it= _Skins.begin();it!=_Skins.end();it++)
{
CTransform *skin= *it;
// If the skin is hidden, don't add it to any list!
if(skin->getVisibility()==CHrcTrav::Hide)
continue;
// if transparent, then must fill in transparent list.
if(skin->isTransparent())
{
nlassert(transparentId<transparentSize);
_TransparentSkins[transparentId++]= skin;
}
// else may fill in opaquelist. NB: for optimisation, don't add in opaqueList
// if added to the transperent list (all materials are rendered)
else if(skin->isOpaque())
{
nlassert(opaqueId<opaqueSize);
_OpaqueSkins[opaqueId++]= skin;
}
// if animDetailable, then must fill list
if(skin->isAnimDetailable())
{
nlassert(animDetailId<animDetailSize);
_AnimDetailSkins[animDetailId++]= skin;
}
}
// set the Transparency to the skeleton only if has at least one transparent skin
setTransparency( transparentSize>0 );
}
}
// ***************************************************************************
void CSkeletonModel::buildDefaultLevelDetail()
{
// Avoid divide by zero.
_LevelDetail.MinFaceUsed= 0;
_LevelDetail.MaxFaceUsed= 0;
_LevelDetail.DistanceFinest= 1;
_LevelDetail.DistanceMiddle= 2;
_LevelDetail.DistanceCoarsest= 3;
_LevelDetail.compileDistanceSetup();
}
// ***************************************************************************
void CSkeletonModel::renderCLod()
{
CRenderTrav &renderTrav= getOwnerScene()->getRenderTrav();
IDriver *drv= renderTrav.getDriver();
CScene *scene= getOwnerScene();
// Transparent pass? quit
if(!renderTrav.isCurrentPassOpaque())
return;
// the lod manager. no op if not here
CLodCharacterManager *mngr= scene->getLodCharacterManager();
if(!mngr)
return;
// Get global lighting on the instance. Suppose SunAmbient only.
//=================
const CLightContribution *lightContrib;
// the std case is to take my model lightContribution
if(_AncestorSkeletonModel==NULL)
lightContrib= &getSkeletonLightContribution();
// but if skinned/sticked (directly or not) to a skeleton, take its.
else
lightContrib= &_AncestorSkeletonModel->getSkeletonLightContribution();
// compute his main light contribution result. Try first with sun
CRGBA mainAmbient= scene->getSunAmbient();
CRGBA mainDiffuse= scene->getSunDiffuse();
// modulate sun contribution
mainDiffuse.modulateFromuiRGBOnly(mainDiffuse, lightContrib->SunContribution );
CVector mainLightDir= scene->getSunDirection();
// Add ambient with Lod Emit
mainAmbient.addRGBOnly(mainAmbient, _LodEmit);
/* During night, and in the buildings, it may be better to use one of the other Points lights
Test only with the first pointLight, for faster compute, even if It may fail in some cases.
*/
CPointLight *mainPL= lightContrib->PointLight[0];
if(mainPL)
{
CRGBA plDiffuse;
// get the diffuse of the pointLight, attenuated from distance and importance.
plDiffuse.modulateFromuiRGBOnly(mainPL->getDiffuse(), lightContrib->AttFactor[0]);
plDiffuse.A = 255;
// compare the 2 diffuse
uint d0= mainDiffuse.R + mainDiffuse.G + mainDiffuse.B;
uint d1= plDiffuse.R + plDiffuse.G + plDiffuse.B;
// if the pointLight is lighter, take it.
if(d1>d0)
{
// leave ambient, but take diffuse and pointLight fake Direction
mainDiffuse= plDiffuse;
mainLightDir= getWorldMatrix().getPos() - mainPL->getPosition();
mainLightDir.normalize();
}
}
// compute colors of the lods.
//=================
// NB: even if texturing is sufficient, still important for AlphaTest.
// If must recompute alpha because of change of skin added/deleted
if(_CLodVertexAlphaDirty)
{
// recompute vertex alpha
computeCLodVertexAlpha(mngr);
// set _CLodVertexAlphaDirty to false.
_CLodVertexAlphaDirty= false;
}
// render the Lod in the LodManager.
//=================
// render must have been intialized
nlassert(mngr->isRendering());
// add the instance to the manager.
if(!mngr->addRenderCharacterKey(_CLodInstance, getWorldMatrix(),
mainAmbient, mainDiffuse, mainLightDir) )
{
// If failed to add it because no more vertex space in the manager, retry.
// close vertexBlock, compile render
mngr->endRender();
// and restart.
mngr->beginRender(drv, renderTrav.CamPos);
// retry. but no-op if refail.
mngr->addRenderCharacterKey(_CLodInstance, getWorldMatrix(),
mainAmbient, mainDiffuse, mainLightDir);
}
}
// ***************************************************************************
void CSkeletonModel::renderSkins()
{
// Render skins according to the pass.
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
// get a ptr on the driver
IDriver *drv= rdrTrav.getDriver();
nlassert(drv);
// Compute the levelOfDetail
float alphaMRM= _LevelDetail.getLevelDetailFromPolyCount(getNumTrianglesAfterLoadBalancing());
// force normalisation of normals..
bool bkupNorm= drv->isForceNormalize();
drv->forceNormalize(true);
// rdr good pass
if(rdrTrav.isCurrentPassOpaque())
{
// Compute in Pass Opaque only the light contribution.
// Easier for skeleton: suppose lightable, no local attenuation
// the std case is to take my model lightContribution
if(_AncestorSkeletonModel==NULL)
setupCurrentLightContribution(&_LightContribution, false);
// but if sticked (directly or not) to a skeleton, take its.
else
setupCurrentLightContribution(&_AncestorSkeletonModel->_LightContribution, false);
// Activate Driver setup: light and modelMatrix
changeLightSetup( &rdrTrav );
rdrTrav.getDriver()->setupModelMatrix(getWorldMatrix());
// Render all totaly opaque skins.
renderSkinList(_OpaqueSkins, alphaMRM);
}
else
{
// NB: must have some transparent skins, since thee skeletonModel is traversed in the transparent pass.
// Activate Driver setup: light and modelMatrix
changeLightSetup( &rdrTrav );
rdrTrav.getDriver()->setupModelMatrix(getWorldMatrix());
// render all opaque/transparent skins
renderSkinList(_TransparentSkins, alphaMRM);
}
// bkup force normalisation.
drv->forceNormalize(bkupNorm);
}
// ***************************************************************************
void CSkeletonModel::renderSkinList(NLMISC::CObjectVector<CTransform*, false> &skinList, float alphaMRM)
{
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
// if the SkinManager is not possible at all, just rendered the std way.
if( !rdrTrav.getMeshSkinManager() )
{
for(uint i=0;i<skinList.size();i++)
{
skinList[i]->renderSkin(alphaMRM);
}
}
else
{
// get the meshSkinManager
CVertexStreamManager &meshSkinManager= *rdrTrav.getMeshSkinManager();
// array (rarely allocated) of skins with grouping support
static std::vector<CTransform*> skinsToGroup;
static std::vector<uint> baseVertices;
skinsToGroup.clear();
baseVertices.clear();
// get the maxVertices the manager support
uint maxVertices= meshSkinManager.getMaxVertices();
uint vertexSize= meshSkinManager.getVertexSize();
// render any skins which do not support SkinGrouping, and fill array of skins to group
for(uint i=0;i<skinList.size();i++)
{
// If don't support, or if too big to fit in the manager, just renderSkin()
if(!skinList[i]->supportSkinGrouping())
{
H_AUTO( NL3D_Skin_NotGrouped );
skinList[i]->renderSkin(alphaMRM);
}
else
{
skinsToGroup.push_back(skinList[i]);
}
}
H_AUTO( NL3D_Skin_Grouped );
// For each skin, have an index which gives the decal of the vertices in the buffer
baseVertices.resize(skinsToGroup.size());
// while there is skin to render in group
uint skinId= 0;
while(skinId<skinsToGroup.size())
{
// space left in the manager
uint remainingVertices= maxVertices;
uint currentBaseVertex= 0;
// First pass, fill The VB.
//------------
// lock buffer
uint8 *vbDest= meshSkinManager.lock();
// For all skins until the buffer is full
uint startSkinId= skinId;
while(skinId<skinsToGroup.size())
{
// if success to fill the AGP
sint numVerticesAdded= skinsToGroup[skinId]->renderSkinGroupGeom(alphaMRM, remainingVertices,
vbDest + vertexSize*currentBaseVertex );
// -1 means that this skin can't render because no space left for her. Then stop for this block
if(numVerticesAdded==-1)
break;
// Else ok, get the currentBaseVertex for this skin
baseVertices[skinId]= currentBaseVertex;
// and jump to the next place
currentBaseVertex+= numVerticesAdded;
remainingVertices-= numVerticesAdded;
// go to the next skin
skinId++;
}
// release buffer. ATI: release only vertices used.
meshSkinManager.unlock(currentBaseVertex);
// Second pass, render the primitives.
//------------
meshSkinManager.activate();
/* Render any primitives that are not specular. Group specular ones into specularRdrPasses.
NB: this speed a lot (specular setup is heavy)!
*/
static std::vector<CSkinSpecularRdrPass> specularRdrPasses;
specularRdrPasses.clear();
for(uint i=startSkinId;i<skinId;i++)
{
// render the skin in the current buffer
skinsToGroup[i]->renderSkinGroupPrimitives(baseVertices[i], specularRdrPasses, i);
}
// If any skin Specular rdrPass to render
if(!specularRdrPasses.empty())
{
// Sort by Specular Map. HTimerInfo: take 0.0% time
sort(specularRdrPasses.begin(), specularRdrPasses.end());
// Batch Specular! HTimerInfo: take 0.2%
rdrTrav.getDriver()->startSpecularBatch();
// Render all of them
for(uint i=0;i<specularRdrPasses.size();i++)
{
CSkinSpecularRdrPass &specRdrPass= specularRdrPasses[i];
// render the associated skin in the current buffer
skinsToGroup[specRdrPass.SkinIndex]->renderSkinGroupSpecularRdrPass(specRdrPass.RdrPassIndex);
}
// End Batch Specular! HTimerInfo: take 0.0%
rdrTrav.getDriver()->endSpecularBatch();
}
// End of this block, swap to the next buffer. HTimerInfo: take 0.0%
meshSkinManager.swapVBHard();
}
}
}
// ***************************************************************************
float CSkeletonModel::getNumTriangles (float distance)
{
// If the skeleton is displayed as a CLod suppose 0 triangles.
if( isDisplayedAsLodCharacter() )
return 0;
else
// NB: this is an approximation, but this is continious.
return _LevelDetail.getNumTriangles(distance);
}
// ***************************************************************************
void CSkeletonModel::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();
// Never more use MAX skin setup.
_DefaultMRMSetup= false;
}
// ***************************************************************************
void CSkeletonModel::resetDefaultMRMDistanceSetup()
{
_DefaultMRMSetup= true;
// Must use Skins linked to know the MRM setup.
dirtSkinRenderLists();
}
// ***************************************************************************
bool CSkeletonModel::computeRenderedBBox(NLMISC::CAABBox &bbox, bool computeInWorld)
{
// reset bbox
CAABBox tmpBBox;
tmpBBox.setCenter(CVector::Null);
tmpBBox.setHalfSize(CVector::Null);
bool empty= true;
// Not visible => empty bbox
if(!isClipVisible())
return false;
// For all bones
uint i;
for(i=0;i<Bones.size();i++)
{
if(isBoneComputed(i))
{
CVector pos;
if(computeInWorld)
pos= Bones[i].getWorldMatrix().getPos();
else
pos= Bones[i].getLocalSkeletonMatrix().getPos();
if(empty)
{
empty= false;
tmpBBox.setCenter(pos);
}
else
tmpBBox.extend(pos);
}
}
// End!
if(!empty)
{
bbox= tmpBBox;
return true;
}
else
return false;
}
// ***************************************************************************
void CSkeletonModel::getWorldMaxBoneSpheres(std::vector<NLMISC::CBSphere> &dest) const
{
dest.clear();
// Not visible => empty bbox
if(!isClipVisible())
return;
dest.resize(_BoneToCompute.size());
for(uint i=0;i<_BoneToCompute.size();i++)
{
CBone *bone= _BoneToCompute[i].Bone;
bone->_MaxSphere.applyTransform(bone->getWorldMatrix(), dest[i]);
}
}
// ***************************************************************************
bool CSkeletonModel::computeRenderedBBoxWithBoneSphere(NLMISC::CAABBox &bbox, bool computeInWorld)
{
// Not visible => empty bbox
if(!isClipVisible())
return false;
if(_BoneToCompute.empty())
return false;
if (_Skins.empty())
return false;
updateSkinRenderLists();
// **** Compute The BBox with Bones of the skeleton
CVector minBB(0.f, 0.f, 0.f), maxBB(0.f, 0.f, 0.f);
for(uint i=0;i<_BoneToCompute.size();i++)
{
CBone *bone= _BoneToCompute[i].Bone;
// compute the world / local sphere
const CMatrix &boneMat = computeInWorld ? bone->getWorldMatrix() : bone->getLocalSkeletonMatrix();
CBSphere sphere;
bone->_MaxSphere.applyTransform(boneMat, sphere);
// compute bone min max bounding cube.
CVector minBone, maxBone;
minBone= maxBone= sphere.Center;
float r= sphere.Radius;
minBone.x-= r;
minBone.y-= r;
minBone.z-= r;
maxBone.x+= r;
maxBone.y+= r;
maxBone.z+= r;
// set or extend
if(i==0)
{
minBB= minBone;
maxBB= maxBone;
}
else
{
minBB.minof(minBB, minBone);
maxBB.maxof(maxBB, maxBone);
}
}
// build the bbox
bbox.setMinMax(minBB, maxBB);
return true;
}
// ***************************************************************************
bool CSkeletonModel::computeCurrentBBox(NLMISC::CAABBox &bbox, bool forceCompute /* = false*/, bool computeInWorld)
{
// animate all bones channels (detail only channels). don't bother cur lod state.
CChannelMixer *chanmix= getChannelMixer();
if (chanmix)
{
// Force detail evaluation.
chanmix->resetEvalDetailDate();
chanmix->eval(true, 0);
chanmix->resetEvalDetailDate();
}
// compute all skeleton bones
computeAllBones(CMatrix::Identity);
// reset bbox
CAABBox tmpBBox;
tmpBBox.setCenter(CVector::Null);
tmpBBox.setHalfSize(CVector::Null);
bool empty= true;
// For all bones
uint i;
for(i=0;i<Bones.size();i++)
{
// Is the bone used ?? (whatever bone lod, or CLod state)
uint16 mustCompute = forceCompute ? 1 : _BoneUsage[i].Usage | _BoneUsage[i].ForcedUsage | _BoneUsage[i].CLodForcedUsage;
// If the bone is used.
if(mustCompute)
{
CVector pos;
if(computeInWorld)
pos= Bones[i].getWorldMatrix().getPos();
else
pos= Bones[i].getLocalSkeletonMatrix().getPos();
if(empty)
{
empty= false;
tmpBBox.setCenter(pos);
}
else
tmpBBox.extend(pos);
}
}
// End!
if(!empty)
{
bbox= tmpBBox;
return true;
}
else
return false;
}
// ***************************************************************************
void CSkeletonModel::getLightHotSpotInWorld(CVector &modelPos, float &modelRadius) const
{
// If the bone 0 is computed (pelvis), then return its worldMatrix
if(isBoneComputed(0))
{
modelPos= Bones[0].getWorldMatrix().getPos();
}
else
{
/* Else return the skeleton pos. NB: this seems useless since bone 0 not computed means no Skins.
But lighting computation is still done and may use a VisualCollisionEntity.
This system cache some infos according to position. This is why we must return a position
near the skeleton (else cache crash each frame => slowdown...)
*/
modelPos= _WorldMatrix.getPos();
}
// Consider Skeletons as not big lightable
modelRadius= 0;
}
// ***************************************************************************
void CSkeletonModel::setBoneAnimCtrl(uint boneId, IAnimCtrl *ctrl)
{
if(boneId>=Bones.size())
return;
CBone &bone= Bones[boneId];
// Update refCount
if(ctrl && !bone._AnimCtrl)
_AnimCtrlUsage++;
else if(!ctrl && bone._AnimCtrl)
_AnimCtrlUsage--;
// set
bone._AnimCtrl= ctrl;
}
// ***************************************************************************
IAnimCtrl *CSkeletonModel::getBoneAnimCtrl(uint boneId) const
{
if(boneId>=Bones.size())
return NULL;
return Bones[boneId]._AnimCtrl;
}
// ***************************************************************************
bool CSkeletonModel::fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D)
{
if(!_SupportFastIntersect)
return false;
// no intersection by default
dist2D= FLT_MAX;
distZ= FLT_MAX;
// The skinning must be done in final RaySpace.
CMatrix toRaySpace;
// compute the ray matrix
CVector dirn= dir;
if(dirn.isNull())
dirn= CVector::K;
dirn.normalize();
toRaySpace.setArbitraryRotK(dirn);
toRaySpace.setPos(p0);
// The skinning must be done in ray space: (RayMat-1)*skelWorldMatrix;
toRaySpace.invert();
toRaySpace*= getWorldMatrix();
// displayed as a CLod?
if(isDisplayedAsLodCharacter())
{
// must do the test with the CLod, because Bones are not animated at all (hence skinning would be false)
CLodCharacterManager *mngr= getOwnerScene()->getLodCharacterManager();
if(!mngr)
return false;
// test the instance
if(!mngr->fastIntersect(_CLodInstance, toRaySpace, dist2D, distZ, computeDist2D))
return false;
}
else
{
// For all skins
ItTransformSet it;
for(it= _Skins.begin();it!=_Skins.end();it++)
{
CTransform *skin= *it;
// If the skin is hidden, don't test intersection!
if(skin->getVisibility()==CHrcTrav::Hide)
continue;
if(!skin->supportIntersectSkin())
continue;
// compute intersection with this skin
float skinDist2D, skinDistZ;
if(skin->intersectSkin(toRaySpace, skinDist2D, skinDistZ, computeDist2D))
{
// true intersection found?
if(skinDist2D==0)
{
dist2D= 0;
distZ= min(distZ, skinDistZ);
}
// else lower the distance to the skins?
else if(dist2D>0)
{
dist2D= min(dist2D, skinDist2D);
}
}
}
}
// no intersection found? set Z to 0 (to be clean)
if(dist2D>0)
distZ= 0;
return true;
}
// ***************************************************************************
void CSkeletonModel::remapSkinBones(const std::vector<string> &bonesName, std::vector<sint32> &bonesId, std::vector<uint> &remap)
{
// Resize boneId to the good size.
bonesId.resize(bonesName.size());
remap.resize(bonesName.size());
// **** For each bones, compute remap
for (uint bone=0; bone<remap.size(); bone++)
{
// Look for the bone
sint32 boneId = getBoneIdByName (bonesName[bone]);
// Setup the _BoneId.
bonesId[bone]= boneId;
// Bones found ?
if (boneId != -1)
{
// Set the bone id
remap[bone] = (uint32)boneId;
}
else
{
// Put id 0
remap[bone] = 0;
// Error
nlwarning ("Bone %s not found in the skeleton.", bonesName[bone].c_str());
}
}
}
// ***************************************************************************
// ***************************************************************************
// ShadowMap
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CSkeletonModel::generateShadowMap(const CVector &lightDir)
{
H_AUTO( NL3D_Skeleton_GenerateShadow );
// get the driver for Texture Render
CScene *scene= getOwnerScene();
CRenderTrav &renderTrav= scene->getRenderTrav();
IDriver *driver= renderTrav.getAuxDriver();
if(!Shape)
return;
// update ShadowMap data if needed.
// ****
updateShadowMap(driver);
// compute the ProjectionMatrix.
// ****
// Compute the BBox in World, with bounding Box of Bones, and with BoundingBox of sticked Objects
CAABBox bbWorld;
computeWorldBBoxForShadow(bbWorld);
// Here the bbox is defined in world, hence must remove the World Pos.
CMatrix localPosMatrix;
localPosMatrix.setPos(-getWorldMatrix().getPos());
// setup cameraMatrix with BBox and Enlarge For 1 pixel
CMatrix cameraMatrix;
_ShadowMap->buildCasterCameraMatrix(lightDir, localPosMatrix, bbWorld, cameraMatrix);
// Render.
// ****
// setup the orhtogonal frustum and viewMatrix to include all the object.
driver->setFrustum(0,1,0,1,0,1,false);
driver->setupViewMatrix(cameraMatrix.inverted());
// render the Skinned meshs, and also the Sticked Objects/Skeletons
CMaterial &castMat= renderTrav.getShadowMapManager().getCasterShadowMaterial();
renderIntoSkeletonShadowMap(this, castMat);
// Infos.
// ****
// Compute the BackPoint: the first point to be shadowed.
CVector backPoint= bbWorld.getCenter();
// get the 3/4 bottom of the shape
backPoint.z-= bbWorld.getHalfSize().z/2;
// Use the 3/4 bottom of the BBox minus the light direction in XY.
CVector ldir= lightDir;
ldir.z= 0;
ldir.normalize();
// NB: This way seems to works quite well, even if the worldBBox is changing every frame.
float lenXY= (CVector(bbWorld.getHalfSize().x, bbWorld.getHalfSize().y, 0)).norm();
backPoint-= ldir*lenXY;
// localPos.
backPoint-= getWorldMatrix().getPos();
// Compute LocalProjectionMatrix and other infos from cameraMatrix and backPoint?
_ShadowMap->buildProjectionInfos(cameraMatrix, backPoint, getShadowMapMaxDepth());
}
// ***************************************************************************
CShadowMap *CSkeletonModel::getShadowMap()
{
return _ShadowMap;
}
// ***************************************************************************
void CSkeletonModel::createShadowMap()
{
// create the shadowMap
if(!_ShadowMap)
{
_ShadowMap= new CShadowMap(&getOwnerScene()->getRenderTrav().getShadowMapManager());
getOwnerScene()->registerShadowCasterToList(this);
}
}
// ***************************************************************************
void CSkeletonModel::deleteShadowMap()
{
if(_ShadowMap)
{
delete _ShadowMap;
_ShadowMap= NULL;
getOwnerScene()->unregisterShadowCasterToList(this);
}
}
// ***************************************************************************
void CSkeletonModel::updateShadowMap(IDriver * /* driver */)
{
nlassert(_ShadowMap);
// create/update texture
if(_ShadowMap->getTextureSize()!=getOwnerScene()->getShadowMapTextureSize())
{
_ShadowMap->initTexture(getOwnerScene()->getShadowMapTextureSize());
}
}
// ***************************************************************************
void CSkeletonModel::renderShadowSkins(CMaterial &castMat)
{
H_AUTO( NL3D_Skin_RenderShadow );
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
// Render Shadow in auxiliary driver.
IDriver *driver= rdrTrav.getAuxDriver();
// if the SkinManager is not possible at all, just rendered the std way
if( !rdrTrav.getShadowMeshSkinManager() )
{
// can occurs?????
// ABORT!! ... avoid Mesh Shadowing (free shadowMap)? Replace with a dummy Shadow?
// For now, no-op...
}
else
{
uint i;
// get the meshSkinManager
CVertexStreamManager &meshSkinManager= *rdrTrav.getShadowMeshSkinManager();
// array (rarely allocated) of skins with grouping support
static std::vector<CTransform*> skinsToGroup;
static std::vector<uint> baseVertices;
skinsToGroup.clear();
baseVertices.clear();
// get the maxVertices the manager support
uint maxVertices= meshSkinManager.getMaxVertices();
uint vertexSize= meshSkinManager.getVertexSize();
// fill array of skins to group (suppose all support else won't be rendered)
for(i=0;i<_OpaqueSkins.size();i++)
{
if(_OpaqueSkins[i]->supportShadowSkinGrouping())
skinsToGroup.push_back(_OpaqueSkins[i]);
}
for(i=0;i<_TransparentSkins.size();i++)
{
if(_TransparentSkins[i]->supportShadowSkinGrouping())
skinsToGroup.push_back(_TransparentSkins[i]);
}
// For each skin, have an index which gives the decal of the vertices in the buffer
baseVertices.resize(skinsToGroup.size());
// while there is skin to render in group
uint skinId= 0;
while(skinId<skinsToGroup.size())
{
// space left in the manager
uint remainingVertices= maxVertices;
uint currentBaseVertex= 0;
// First pass, fill The VB.
//------------
// lock buffer
uint8 *vbDest= meshSkinManager.lock();
// For all skins until the buffer is full
uint startSkinId= skinId;
while(skinId<skinsToGroup.size())
{
// if success to fill the AGP
sint numVerticesAdded= skinsToGroup[skinId]->renderShadowSkinGeom(remainingVertices,
vbDest + vertexSize*currentBaseVertex );
// -1 means that this skin can't render because no space left for her. Then stop for this block
if(numVerticesAdded==-1)
break;
// Else ok, get the currentBaseVertex for this skin
baseVertices[skinId]= currentBaseVertex;
// and jump to the next place
currentBaseVertex+= numVerticesAdded;
remainingVertices-= numVerticesAdded;
// go to the next skin
skinId++;
}
// release buffer. ATI: release only vertices used.
meshSkinManager.unlock(currentBaseVertex);
// Second pass, render the primitives.
//------------
meshSkinManager.activate();
// Render any primitives
for(uint i=startSkinId;i<skinId;i++)
{
// render the skin in the current buffer
skinsToGroup[i]->renderShadowSkinPrimitives(castMat, driver, baseVertices[i]);
}
// End of this block, swap to the next buffer
meshSkinManager.swapVBHard();
}
}
}
// ***************************************************************************
bool CSkeletonModel::computeWorldBBoxForShadow(NLMISC::CAABBox &worldBB)
{
uint i;
// If even not visible, no-op
if(!isHrcVisible() || !Shape)
return false;
// **** Compute The BBox with Bones of the skeleton
CVector minBB(0.f, 0.f, 0.f), maxBB(0.f, 0.f, 0.f);
for(i=0;i<_BoneToCompute.size();i++)
{
CBone *bone= _BoneToCompute[i].Bone;
// compute the world sphere
const CMatrix &worldMat= bone->getWorldMatrix();
CBSphere worldSphere;
bone->_MaxSphere.applyTransform(worldMat, worldSphere);
// compute bone min max bounding cube.
CVector minBone, maxBone;
minBone= maxBone= worldSphere.Center;
float r= worldSphere.Radius;
minBone.x-= r;
minBone.y-= r;
minBone.z-= r;
maxBone.x+= r;
maxBone.y+= r;
maxBone.z+= r;
// set or extend
if(i==0)
{
minBB= minBone;
maxBB= maxBone;
}
else
{
minBB.minof(minBB, minBone);
maxBB.maxof(maxBB, maxBone);
}
}
// build the bbox
worldBB.setMinMax(minBB, maxBB);
/*
// Fake Version. Faster (-0.2 ms for 8 compute each frame) but false.
for(i=0;i<_BoneToCompute.size();i++)
{
CBone *bone= _BoneToCompute[i].Bone;
const CMatrix &worldMat= bone->getWorldMatrix();
if(i==0)
worldBB.setCenter(worldMat.getPos());
else
worldBB.extend(worldMat.getPos());
}
worldBB.setHalfSize(worldBB.getHalfSize() *1.5f);
*/
// **** Add to this bbox the ones of the Sticked objects.
ItTransformSet it;
for(it= _StickedObjects.begin();it!=_StickedObjects.end();it++)
{
CTransform *stickModel= *it;
// Do the same for this son (NB: recurs, may be a skeleton too!!)
CAABBox stickBB;
if(stickModel->computeWorldBBoxForShadow(stickBB))
{
// Make union of the 2
worldBB= CAABBox::computeAABBoxUnion(worldBB, stickBB);
}
}
// Done!
return true;
}
// ***************************************************************************
void CSkeletonModel::renderIntoSkeletonShadowMap(CSkeletonModel *rootSkeleton, CMaterial &castMat)
{
// If even not visible, no-op
if(!isHrcVisible() || !Shape)
return;
// render into aux Driver
IDriver *driver= getOwnerScene()->getRenderTrav().getAuxDriver();
// **** Render the Skeleton Skins
// The model Matrix is special here. It must be the Skeleton World Matrix, minus The Root Skeleton pos.
CMatrix localPosMatrix;
localPosMatrix.setRot( getWorldMatrix() );
// NB: if this==rootSkeleton, then the final pos will be CVector::Null
localPosMatrix.setPos( getWorldMatrix().getPos() - rootSkeleton->getWorldMatrix().getPos() );
driver->setupModelMatrix(localPosMatrix);
// render the skins.
renderShadowSkins(castMat);
// **** Render The Sticked Objects.
ItTransformSet it;
for(it= _StickedObjects.begin();it!=_StickedObjects.end();it++)
{
CTransform *stickModel= *it;
stickModel->renderIntoSkeletonShadowMap(rootSkeleton, castMat);
}
}
} // NL3D