427 lines
14 KiB
C++
427 lines
14 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/meshvp_wind_tree.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/driver.h"
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#include <cmath>
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#include "nel/misc/common.h"
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#include "nel/3d/render_trav.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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// Light VP fragment constants start at 24
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static const uint VPLightConstantStart= 24;
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// ***************************************************************************
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std::auto_ptr<CVertexProgram> CMeshVPWindTree::_VertexProgram[CMeshVPWindTree::NumVp];
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static const char* WindTreeVPCodeWave=
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"!!VP1.0 \n\
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# extract from color.R the 3 factors into R0.xyz \n\
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MAD R0, v[3].x, c[9].x, c[9].yzww; # col.R*3 \n\
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MIN R0, R0, c[8].yyyy; # clamp each to 0,1 \n\
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MAX R0, R0, c[8].xxxx; \n\
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\n\
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# Add influence of Bone Level1 \n\
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MAD R5, c[15], R0.x, v[0]; \n\
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\n\
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# Sample LevelPhase into R7.yz: 0 to 3. \n\
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MUL R7, v[3].xyzw, c[10].x; \n\
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\n\
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# Add influence of Bone Level2 \n\
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ARL A0.x, R7.y; \n\
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MAD R5, c[A0.x+16], R0.y, R5; \n\
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\n\
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# Add influence of Bone Level3 \n\
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ARL A0.x, R7.z; \n\
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MAD R5, c[A0.x+20], R0.z, R5; \n\
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\n\
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# Get normal in R6 for lighting. \n\
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MOV R6, v[2]; \n\
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";
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static const char* WindTreeVPCodeEnd=
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" # compute in Projection space \n\
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DP4 o[HPOS].x, c[0], R5; \n\
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DP4 o[HPOS].y, c[1], R5; \n\
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DP4 o[HPOS].z, c[2], R5; \n\
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DP4 o[HPOS].w, c[3], R5; \n\
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MOV o[TEX0], v[8]; \n\
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# 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\
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#MOV o[TEX1], v[9]; \n\
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DP4 o[FOGC].x, c[6], R5; \n\
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END \n\
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";
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// ***************************************************************************
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float CMeshVPWindTree::speedCos(float angle)
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{
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// \todo yoyo TODO_OPTIM
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return cosf(angle * 2*(float)Pi);
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}
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// ***************************************************************************
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CMeshVPWindTree::CMeshVPWindTree()
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{
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for(uint i=0; i<HrcDepth; i++)
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{
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Frequency[i]= 1;
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FrequencyWindFactor[i]= 0;
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PowerXY[i]= 0;
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PowerZ[i]= 0;
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Bias[i]= 0;
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// Init currentTime.
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_CurrentTime[i]= 0;
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}
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SpecularLighting= false;
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_LastSceneTime= 0;
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_MaxVertexMove= 0;
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}
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// ***************************************************************************
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CMeshVPWindTree::~CMeshVPWindTree()
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{
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}
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// ***************************************************************************
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void CMeshVPWindTree::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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(void)f.serialVersion(0);
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nlassert(HrcDepth==3);
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for(uint i=0; i<HrcDepth; i++)
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{
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f.serial(Frequency[i]);
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f.serial(FrequencyWindFactor[i]);
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f.serial(PowerXY[i]);
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f.serial(PowerZ[i]);
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f.serial(Bias[i]);
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}
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f.serial(SpecularLighting);
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}
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// ***************************************************************************
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void CMeshVPWindTree::initInstance(CMeshBaseInstance *mbi)
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{
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// init the vertexProgram code.
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static bool vpCreated= false;
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if(!vpCreated)
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{
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vpCreated= true;
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// All vpcode and begin() written for HrcDepth==3
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nlassert(HrcDepth==3);
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// combine fragments.
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string vpCode;
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// For all possible VP.
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for(uint i=0;i<NumVp;i++)
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{
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// setup of the VPLight fragment
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uint numPls= i/4;
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bool normalize= (i&1)!=0;
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bool specular= (i&2)!=0;
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// combine fragments
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vpCode= string(WindTreeVPCodeWave)
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+ CRenderTrav::getLightVPFragment(numPls, VPLightConstantStart, specular, normalize)
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+ WindTreeVPCodeEnd;
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_VertexProgram[i]= std::auto_ptr<CVertexProgram>(new CVertexProgram(vpCode.c_str()));
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}
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}
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// init a random phase.
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mbi->_VPWindTreePhase= frand(1);
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}
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// ***************************************************************************
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inline void CMeshVPWindTree::setupPerMesh(IDriver *driver, CScene *scene)
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{
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// process current times and current power. Only one time per render() and per CMeshVPWindTree.
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if(scene->getCurrentTime() != _LastSceneTime)
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{
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// Get info from scene
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float windPower= scene->getGlobalWindPower();
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float dt= (float)(scene->getCurrentTime() - _LastSceneTime);
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_LastSceneTime= scene->getCurrentTime();
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// Update each boneLevel time according to frequency.
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uint i;
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for(i=0; i<HrcDepth; i++)
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{
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_CurrentTime[i]+= dt*(Frequency[i] + FrequencyWindFactor[i]*windPower);
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// get it between 0 and 1. Important for float precision problems.
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_CurrentTime[i]= (float)fmod(_CurrentTime[i], 1);
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}
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// Update each boneLevel maximum amplitude vector.
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for(i=0; i<HrcDepth; i++)
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{
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_MaxDeltaPos[i]= scene->getGlobalWindDirection() * PowerXY[i] * windPower;
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_MaxDeltaPos[i].z= PowerZ[i] * windPower;
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}
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/* Update the Max amplitude distance
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in world space, since maxdeltaPos are applied in world space, see setupPerInstanceConstants()
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*/
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_MaxVertexMove= 0;
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for(i=0; i<HrcDepth; i++)
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{
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_MaxVertexMove+= _MaxDeltaPos[i].norm();
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}
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}
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// Setup common constants for each instances.
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// c[8] take useful constants.
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static float ct8[4]= {0, 1, 0.5f, 2};
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driver->setConstant(8, 1, ct8);
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// c[9] take other useful constants.
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static float ct9[4]= {3.f, 0.f, -1.f, -2.f};
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driver->setConstant(9, 1, ct9);
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// c[10] take Number of phase (4) for level2 and 3. -0.01 to avoid int value == 4.
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static float ct10[4]= {4-0.01f, 0, 0, 0};
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driver->setConstant(10, 1, ct10);
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}
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// ***************************************************************************
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inline void CMeshVPWindTree::setupPerInstanceConstants(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
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{
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// get instance info
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float instancePhase= mbi->_VPWindTreePhase;
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// maxDeltaPos in ObjectSpace. So same world Wind direction is applied to all objects
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static CMatrix invWorldMatrix;
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// Keep only rotation part. (just need it and faster invert)
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invWorldMatrix.setRot(mbi->getWorldMatrix());
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invWorldMatrix.invert();
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static CVector maxDeltaPosOS[HrcDepth];
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for(uint i=0; i<HrcDepth; i++)
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{
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maxDeltaPosOS[i]= invWorldMatrix.mulVector(_MaxDeltaPos[i]);
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}
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// Setup lighting and lighting constants
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setupLighting(scene, mbi, invertedModelMat);
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// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();
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driver->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
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// c[4..7] take the ModelView Matrix. After setupModelMatrix();00
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driver->setConstantFog(6);
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// c[15] take Wind of level 0.
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float f;
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f= _CurrentTime[0] + instancePhase;
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f= speedCos(f) + Bias[0];
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driver->setConstant(15, maxDeltaPosOS[0]*f );
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// c[16-19] take Wind of level 1.
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// Unrolled.
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float instTime1= _CurrentTime[1] + instancePhase;
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// phase 0.
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f= speedCos( instTime1+0 ) + Bias[1];
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driver->setConstant(16+0, maxDeltaPosOS[1]*f);
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// phase 1.
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f= speedCos( instTime1+0.25f ) + Bias[1];
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driver->setConstant(16+1, maxDeltaPosOS[1]*f);
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// phase 2.
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f= speedCos( instTime1+0.50f ) + Bias[1];
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driver->setConstant(16+2, maxDeltaPosOS[1]*f);
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// phase 3.
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f= speedCos( instTime1+0.75f ) + Bias[1];
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driver->setConstant(16+3, maxDeltaPosOS[1]*f);
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// c[20, 23] take Wind of level 2.
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// Unrolled.
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float instTime2= _CurrentTime[2] + instancePhase;
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// phase 0.
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f= speedCos( instTime2+0 ) + Bias[2];
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driver->setConstant(20+0, maxDeltaPosOS[2]*f);
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// phase 1.
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f= speedCos( instTime2+0.25f ) + Bias[2];
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driver->setConstant(20+1, maxDeltaPosOS[2]*f);
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// phase 2.
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f= speedCos( instTime2+0.50f ) + Bias[2];
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driver->setConstant(20+2, maxDeltaPosOS[2]*f);
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// phase 3.
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f= speedCos( instTime2+0.75f ) + Bias[2];
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driver->setConstant(20+3, maxDeltaPosOS[2]*f);
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}
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// ***************************************************************************
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bool CMeshVPWindTree::begin(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat, const NLMISC::CVector & /*viewerPos*/)
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{
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if (!(driver->isVertexProgramSupported() && !driver->isVertexProgramEmulated())) return false;
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// precompute mesh
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setupPerMesh(driver, scene);
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// Setup instance constants
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setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
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// Activate the good VertexProgram
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//===============
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// Get how many pointLights are setuped now.
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nlassert(scene != NULL);
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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sint numPls= renderTrav->getNumVPLights()-1;
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clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
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// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
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uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
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// correct VP id for correct unmber of pls.
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idVP= numPls*4 + idVP;
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// activate VP.
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driver->activeVertexProgram(_VertexProgram[idVP].get());
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return true;
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}
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// ***************************************************************************
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void CMeshVPWindTree::end(IDriver *driver)
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{
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// Disable the VertexProgram
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driver->activeVertexProgram(NULL);
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}
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// ***************************************************************************
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// tool fct
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static inline void SetupForMaterial(const CMaterial &mat, CScene *scene)
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{
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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renderTrav->changeVPLightSetupMaterial(mat, false /* don't exclude strongest */);
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}
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// ***************************************************************************
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void CMeshVPWindTree::setupForMaterial(const CMaterial &mat,
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IDriver *drv,
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CScene *scene,
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CVertexBuffer *)
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{
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SetupForMaterial(mat, scene);
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}
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// ***************************************************************************
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void CMeshVPWindTree::setupLighting(CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
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{
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nlassert(scene != NULL);
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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// setup cte for lighting
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renderTrav->beginVPLightSetup(VPLightConstantStart, SpecularLighting, invertedModelMat);
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}
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// ***************************************************************************
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// ***************************************************************************
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// MBR interface
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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bool CMeshVPWindTree::supportMeshBlockRendering() const
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{
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return true;
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}
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// ***************************************************************************
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bool CMeshVPWindTree::isMBRVpOk(IDriver *driver) const
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{
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return driver->isVertexProgramSupported() && !driver->isVertexProgramEmulated();
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}
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// ***************************************************************************
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void CMeshVPWindTree::beginMBRMesh(IDriver *driver, CScene *scene)
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{
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// precompute mesh
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setupPerMesh(driver, scene);
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/* Since need a VertexProgram Activation before activeVBHard, activate a default one
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bet the common one will be "NoPointLight, NoSpecular, No ForceNormalize" => 0.
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*/
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_LastMBRIdVP= 0;
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// activate VP.
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driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP].get());
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}
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// ***************************************************************************
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void CMeshVPWindTree::beginMBRInstance(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
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{
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// setup first constants for this instance
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setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
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// Get how many pointLights are setuped now.
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nlassert(scene != NULL);
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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sint numPls= renderTrav->getNumVPLights()-1;
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clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
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// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
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uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
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// correct VP id for correct number of pls.
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idVP= numPls*4 + idVP;
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// re-activate VP if idVP different from last setup
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if( idVP!=_LastMBRIdVP )
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{
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_LastMBRIdVP= idVP;
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driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP].get());
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}
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}
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// ***************************************************************************
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void CMeshVPWindTree::endMBRMesh(IDriver *driver)
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{
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// Disable the VertexProgram
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driver->activeVertexProgram(NULL);
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}
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// ***************************************************************************
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float CMeshVPWindTree::getMaxVertexMove()
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{
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return _MaxVertexMove;
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}
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} // NL3D
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