334 lines
9.8 KiB
C++
334 lines
9.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/misc/bsphere.h"
|
|
#include "nel/misc/fast_mem.h"
|
|
#include "nel/misc/system_info.h"
|
|
#include "nel/misc/hierarchical_timer.h"
|
|
#include "nel/3d/mesh_mrm.h"
|
|
#include "nel/3d/mrm_builder.h"
|
|
#include "nel/3d/mrm_parameters.h"
|
|
#include "nel/3d/mesh_mrm_instance.h"
|
|
#include "nel/3d/scene.h"
|
|
#include "nel/3d/skeleton_model.h"
|
|
#include "nel/3d/stripifier.h"
|
|
#include "nel/3d/matrix_3x4.h"
|
|
#include "nel/3d/raw_skin.h"
|
|
|
|
|
|
using namespace NLMISC;
|
|
using namespace std;
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// CMatrix3x4SSE array correctly aligned
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
#define NL3D_SSE_ALIGNEMENT 16
|
|
/**
|
|
* A CMatrix3x4SSE array correctly aligned
|
|
* NB: SSE is no more used (no speed gain, some memory problem), but keep it for possible future usage.
|
|
*/
|
|
class CMatrix3x4SSEArray
|
|
{
|
|
private:
|
|
void *_AllocData;
|
|
void *_Data;
|
|
uint _Size;
|
|
uint _Capacity;
|
|
|
|
public:
|
|
CMatrix3x4SSEArray()
|
|
{
|
|
_AllocData= NULL;
|
|
_Data= NULL;
|
|
_Size= 0;
|
|
_Capacity= 0;
|
|
}
|
|
~CMatrix3x4SSEArray()
|
|
{
|
|
clear();
|
|
}
|
|
CMatrix3x4SSEArray(const CMatrix3x4SSEArray &other)
|
|
{
|
|
_AllocData= NULL;
|
|
_Data= NULL;
|
|
_Size= 0;
|
|
_Capacity= 0;
|
|
*this= other;
|
|
}
|
|
CMatrix3x4SSEArray &operator=(const CMatrix3x4SSEArray &other)
|
|
{
|
|
if( this == &other)
|
|
return *this;
|
|
resize(other.size());
|
|
// copy data from aligned pointers to aligned pointers.
|
|
memcpy(_Data, other._Data, size() * sizeof(CMatrix3x4SSE) );
|
|
|
|
return *this;
|
|
}
|
|
|
|
|
|
CMatrix3x4SSE *getPtr()
|
|
{
|
|
return (CMatrix3x4SSE*)_Data;
|
|
}
|
|
|
|
void clear()
|
|
{
|
|
delete [] ((uint8 *)_AllocData);
|
|
_AllocData= NULL;
|
|
_Data= NULL;
|
|
_Size= 0;
|
|
_Capacity= 0;
|
|
}
|
|
|
|
void resize(uint n)
|
|
{
|
|
// reserve ??
|
|
if(n>_Capacity)
|
|
reserve( max(2*_Capacity, n));
|
|
_Size= n;
|
|
}
|
|
|
|
void reserve(uint n)
|
|
{
|
|
if(n==0)
|
|
clear();
|
|
else if(n>_Capacity)
|
|
{
|
|
// Alloc new data.
|
|
void *newAllocData;
|
|
void *newData;
|
|
|
|
// Alloc for alignement.
|
|
newAllocData= new uint8 [n * sizeof(CMatrix3x4SSE) + NL3D_SSE_ALIGNEMENT-1];
|
|
if(newAllocData==NULL)
|
|
throw Exception("SSE Allocation Failed");
|
|
|
|
// Align ptr
|
|
newData= (void*) ( ((ptrdiff_t)newAllocData+NL3D_SSE_ALIGNEMENT-1) & (~(NL3D_SSE_ALIGNEMENT-1)) );
|
|
|
|
// copy valid data from old to new.
|
|
memcpy(newData, _Data, size() * sizeof(CMatrix3x4SSE) );
|
|
|
|
// release old.
|
|
if(_AllocData)
|
|
delete [] ((uint8*)_AllocData);
|
|
|
|
// change ptrs and capacity.
|
|
_Data= newData;
|
|
_AllocData= newAllocData;
|
|
_Capacity= n;
|
|
|
|
// TestYoyo
|
|
//nlwarning("YOYO Tst SSE P4: %X, %d", _Data, n);
|
|
}
|
|
}
|
|
|
|
uint size() const {return _Size;}
|
|
|
|
|
|
CMatrix3x4SSE &operator[](uint i) {return ((CMatrix3x4SSE*)_Data)[i];}
|
|
};
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Simple (slow) skinning version with position only.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CMeshMRMGeom::applySkin(CLod &lod, const CSkeletonModel *skeleton)
|
|
{
|
|
nlassert(_Skinned);
|
|
if(_SkinWeights.size()==0)
|
|
return;
|
|
|
|
// get vertexPtr.
|
|
//===========================
|
|
CVertexBufferReadWrite vba;
|
|
_VBufferFinal.lock (vba);
|
|
uint8 *destVertexPtr= (uint8*)vba.getVertexCoordPointer();
|
|
uint flags= _VBufferFinal.getVertexFormat();
|
|
sint32 vertexSize= _VBufferFinal.getVertexSize();
|
|
// must have XYZ.
|
|
nlassert(flags & CVertexBuffer::PositionFlag);
|
|
|
|
|
|
// compute src array.
|
|
CMesh::CSkinWeight *srcSkinPtr;
|
|
CVector *srcVertexPtr;
|
|
srcSkinPtr= &_SkinWeights[0];
|
|
srcVertexPtr= &_OriginalSkinVertices[0];
|
|
|
|
|
|
|
|
// Compute useful Matrix for this lod.
|
|
//===========================
|
|
// Those arrays map the array of bones in skeleton.
|
|
static vector<CMatrix3x4> boneMat3x4;
|
|
computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton);
|
|
|
|
|
|
// apply skinning.
|
|
//===========================
|
|
// assert, code below is written especially for 4 per vertex.
|
|
nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4);
|
|
for(uint i=0;i<NL3D_MESH_SKINNING_MAX_MATRIX;i++)
|
|
{
|
|
uint nInf= (uint)lod.InfluencedVertices[i].size();
|
|
if( nInf==0 )
|
|
continue;
|
|
uint32 *infPtr= &(lod.InfluencedVertices[i][0]);
|
|
|
|
// apply the skin to the vertices
|
|
switch(i)
|
|
{
|
|
//=========
|
|
case 0:
|
|
// Special case for Vertices influenced by one matrix. Just copy result of mul.
|
|
// for all InfluencedVertices only.
|
|
for(;nInf>0;nInf--, infPtr++)
|
|
{
|
|
uint index= *infPtr;
|
|
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
|
|
CVector *srcVertex= srcVertexPtr + index;
|
|
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
|
|
CVector *dstVertex= (CVector*)(dstVertexVB);
|
|
|
|
|
|
// Vertex.
|
|
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
|
|
}
|
|
break;
|
|
|
|
//=========
|
|
case 1:
|
|
// for all InfluencedVertices only.
|
|
for(;nInf>0;nInf--, infPtr++)
|
|
{
|
|
uint index= *infPtr;
|
|
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
|
|
CVector *srcVertex= srcVertexPtr + index;
|
|
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
|
|
CVector *dstVertex= (CVector*)(dstVertexVB);
|
|
|
|
|
|
// Vertex.
|
|
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
|
|
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
|
|
}
|
|
break;
|
|
|
|
//=========
|
|
case 2:
|
|
// for all InfluencedVertices only.
|
|
for(;nInf>0;nInf--, infPtr++)
|
|
{
|
|
uint index= *infPtr;
|
|
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
|
|
CVector *srcVertex= srcVertexPtr + index;
|
|
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
|
|
CVector *dstVertex= (CVector*)(dstVertexVB);
|
|
|
|
|
|
// Vertex.
|
|
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
|
|
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
|
|
boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
|
|
}
|
|
break;
|
|
|
|
//=========
|
|
case 3:
|
|
// for all InfluencedVertices only.
|
|
for(;nInf>0;nInf--, infPtr++)
|
|
{
|
|
uint index= *infPtr;
|
|
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
|
|
CVector *srcVertex= srcVertexPtr + index;
|
|
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
|
|
CVector *dstVertex= (CVector*)(dstVertexVB);
|
|
|
|
|
|
// Vertex.
|
|
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
|
|
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
|
|
boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
|
|
boneMat3x4[ srcSkin->MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin->Weights[3], *dstVertex);
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Old school Template skinning: SSE or not.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// RawSkin Cache constants
|
|
//===============
|
|
// The number of byte to process per block
|
|
const uint NL_BlockByteL1= 4096;
|
|
|
|
// Number of vertices per block to process with 1 matrix.
|
|
uint CMeshMRMGeom::NumCacheVertexNormal1= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin1);
|
|
// Number of vertices per block to process with 2 matrix.
|
|
uint CMeshMRMGeom::NumCacheVertexNormal2= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin2);
|
|
// Number of vertices per block to process with 3 matrix.
|
|
uint CMeshMRMGeom::NumCacheVertexNormal3= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin3);
|
|
// Number of vertices per block to process with 4 matrix.
|
|
uint CMeshMRMGeom::NumCacheVertexNormal4= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin4);
|
|
|
|
|
|
/* Old School template: include the same file with define switching,
|
|
Was used before to reuse same code for and without SSE.
|
|
useless now because SSE removed, but keep it for possible future work on it.
|
|
*/
|
|
#define ADD_MESH_MRM_SKIN_TEMPLATE
|
|
#include "mesh_mrm_skin_template.cpp"
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Misc.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
} // NL3D
|
|
|