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333 lines
8.9 KiB
C++
333 lines
8.9 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/mesh_multi_lod_instance.h"
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#include "nel/3d/mesh_multi_lod.h"
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#include "nel/3d/coarse_mesh_manager.h"
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#include "nel/3d/scene.h"
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#include "nel/misc/debug.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CMeshMultiLodInstance::CMeshMultiLodInstance ()
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{
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// No flags
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Flags=0;
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_CoarseMeshDistance = -1.f;
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_LastCoarseMesh= NULL;
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_LastCoarseMeshNumVertices= 0;
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}
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// ***************************************************************************
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CMeshMultiLodInstance::~CMeshMultiLodInstance ()
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{
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}
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// ***************************************************************************
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void CMeshMultiLodInstance::registerBasic()
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{
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CScene::registerModel (MeshMultiLodInstanceId, MeshBaseInstanceId, CMeshMultiLodInstance::creator);
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}
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// ***************************************************************************
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CRGBA CMeshMultiLodInstance::getCoarseMeshLighting()
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{
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CScene *scene= getOwnerScene();
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nlassert(scene);
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// compute his sun contribution result, and update
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CRGBA sunContrib= scene->getSunDiffuse();
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// simulate/average diffuse lighting over the mesh by dividing diffuse by 2.
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sunContrib.modulateFromuiRGBOnly(sunContrib, getLightContribution().SunContribution/2 );
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// Add Ambient
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sunContrib.addRGBOnly(sunContrib, scene->getSunAmbient());
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sunContrib.A= 255;
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return sunContrib;
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}
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// ***************************************************************************
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void CMeshMultiLodInstance::traverseLoadBalancing()
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{
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// Call previous
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CMeshBaseInstance::traverseLoadBalancing ();
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// If this is the second pass of LoadBalancing, choose the Lods, according to getNumTrianglesAfterLoadBalancing()
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CLoadBalancingTrav &loadTrav= getOwnerScene()->getLoadBalancingTrav();
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if(loadTrav.getLoadPass()==1)
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{
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// Get a pointer on the shape
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CMeshMultiLod *shape=safe_cast<CMeshMultiLod*> ((IShape*)Shape);
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// Reset render pass
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if (!getBypassLODOpacityFlag())
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{
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setTransparency(false);
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setOpacity(false);
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}
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// Get the wanted number of polygons
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float polygonCount= getNumTrianglesAfterLoadBalancing ();
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// Look for the good slot
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uint meshCount=(uint)shape->_MeshVector.size();
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Lod0=0;
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if (meshCount>1)
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{
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// Look for good i
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while ( polygonCount < shape->_MeshVector[Lod0].EndPolygonCount )
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{
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Lod0++;
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if (Lod0==meshCount-1)
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break;
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}
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}
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// The slot
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CMeshMultiLod::CMeshSlot &slot=shape->_MeshVector[Lod0];
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// Get the distance with polygon count
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float distance=(polygonCount-slot.B)/slot.A;
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// Get the final polygon count
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if (slot.MeshGeom)
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PolygonCountLod0=slot.MeshGeom->getNumTriangles (distance);
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// Second slot in use ?
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Lod1=0xffffffff;
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// The next slot
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CMeshMultiLod::CMeshSlot *nextSlot=NULL;
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// Next slot exist ?
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if (Lod0!=meshCount-1)
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{
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nextSlot=&(shape->_MeshVector[Lod0+1]);
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}
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// Max dist before blend
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float startBlend;
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if (nextSlot)
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startBlend=slot.DistMax-nextSlot->BlendLength;
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else
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startBlend=slot.DistMax-slot.BlendLength;
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// In blend zone ?
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if ( startBlend < distance )
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{
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// Alpha factor for main Lod
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BlendFactor = (slot.DistMax-distance)/(slot.DistMax-startBlend);
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if (BlendFactor<0)
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BlendFactor=0;
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nlassert (BlendFactor<=1);
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// Render this mesh
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if (slot.MeshGeom)
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{
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if (slot.Flags&CMeshMultiLod::CMeshSlot::BlendOut)
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{
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// Render the geom mesh with alpha blending with goodPolyCount
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if (!getBypassLODOpacityFlag()) setTransparency(true);
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Flags|=CMeshMultiLodInstance::Lod0Blend;
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}
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else
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{
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// Render the geom mesh without alpha blending with goodPolyCount
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if (!getBypassLODOpacityFlag()) setTransparency (slot.isTransparent());
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setOpacity (slot.isOpaque());
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Flags&=~CMeshMultiLodInstance::Lod0Blend;
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}
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}
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else
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Lod0=0xffffffff;
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// Next mesh, BlendIn actived ?
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if (nextSlot && shape->_MeshVector[Lod0+1].MeshGeom && (nextSlot->Flags&CMeshMultiLod::CMeshSlot::BlendIn))
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{
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// Render the geom mesh with alpha blending with nextSlot->BeginPolygonCount
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PolygonCountLod1=nextSlot->MeshGeom->getNumTriangles (distance);
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Lod1=Lod0+1;
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if (!getBypassLODOpacityFlag()) setTransparency(true);
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}
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}
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else
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{
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if (slot.MeshGeom)
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{
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// Render without blend with goodPolyCount
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if (!getBypassLODOpacityFlag())
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{
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setTransparency (slot.isTransparent());
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setOpacity (slot.isOpaque());
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}
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Flags&=~CMeshMultiLodInstance::Lod0Blend;
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}
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else
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Lod0=0xffffffff;
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}
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}
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}
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// ***************************************************************************
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void CMeshMultiLodInstance::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)
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{
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if(Shape)
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{
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// Get a pointer on the shape.
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CMeshMultiLod *pMesh =safe_cast<CMeshMultiLod*> ((IShape*)Shape);
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// Affect the mesh directly.
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pMesh->changeMRMDistanceSetup(distanceFinest, distanceMiddle, distanceCoarsest);
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}
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}
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// ***************************************************************************
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float CMeshMultiLodInstance::getNumTriangles (float distance)
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{
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CMeshMultiLod *shape = safe_cast<CMeshMultiLod*> ((IShape*)Shape);
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return shape->getNumTrianglesWithCoarsestDist(distance, _CoarseMeshDistance);
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}
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// ***************************************************************************
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void CMeshMultiLodInstance::initRenderFilterType()
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{
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if(Shape)
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{
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CMeshMultiLod *shape = safe_cast<CMeshMultiLod*> ((IShape*)Shape);
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// Look only the First LOD to know if it has a VP or not
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bool hasVP= false;
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bool coarseMesh;
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if(shape->getNumSlotMesh()>0 && shape->getSlotMesh(0, coarseMesh))
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{
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IMeshGeom *meshGeom= shape->getSlotMesh(0, coarseMesh);
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// hasVP possible only if not a coarseMesh.
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if(!coarseMesh)
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hasVP= meshGeom->hasMeshVertexProgram();
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}
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if(hasVP)
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_RenderFilterType= UScene::FilterMeshLodVP;
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else
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_RenderFilterType= UScene::FilterMeshLodNoVP;
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}
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}
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// ***************************************************************************
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void CMeshMultiLodInstance::setUVCoarseMesh( CMeshGeom &geom, uint vtDstSize, uint dstUvOff )
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{
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// *** Copy UVs to the vertices
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// Src vertex buffer
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const CVertexBuffer &vbSrc=geom.getVertexBuffer();
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CVertexBufferRead vba;
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vbSrc.lock (vba);
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// Check the vertex format and src Vertices
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nlassert (vbSrc.getVertexFormat() & (CVertexBuffer::PositionFlag|CVertexBuffer::TexCoord0Flag) );
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nlassert (vbSrc.getNumVertices()==_LastCoarseMeshNumVertices);
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// src Vertex size
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uint vtSrcSize=vbSrc.getVertexSize ();
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// Copy vector
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const uint8 *vSrc = (const uint8 *)vba.getTexCoordPointer(0,0);
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uint8 *vDest = &_CoarseMeshVB[0];
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vDest+= dstUvOff;
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// Transform it
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for (uint i=0; i<_LastCoarseMeshNumVertices; i++)
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{
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// Transform position
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*(CUV*)vDest = *(const CUV*)vSrc;
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// Next point
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vSrc+=vtSrcSize;
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vDest+=vtDstSize;
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}
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}
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// ***************************************************************************
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void CMeshMultiLodInstance::setPosCoarseMesh( CMeshGeom &geom, const CMatrix &matrix, uint vtDstSize )
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{
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// *** Transform the vertices
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// Src vertex buffer
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const CVertexBuffer &vbSrc=geom.getVertexBuffer();
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CVertexBufferRead vba;
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vbSrc.lock (vba);
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// Check the vertex format and src Vertices
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nlassert (vbSrc.getVertexFormat() & (CVertexBuffer::PositionFlag|CVertexBuffer::TexCoord0Flag) );
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nlassert (vbSrc.getNumVertices()==_LastCoarseMeshNumVertices);
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// src Vertex size
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uint vtSrcSize=vbSrc.getVertexSize ();
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// Copy vector
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const uint8 *vSrc = (const uint8 *)vba.getVertexCoordPointer (0);
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uint8 *vDest = &_CoarseMeshVB[0];
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// Transform it
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for (uint i=0; i<_LastCoarseMeshNumVertices; i++)
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{
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// Transform position
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*(CVector*)vDest = matrix.mulPoint (*(const CVector*)vSrc);
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// Next point
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vSrc+=vtSrcSize;
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vDest+=vtDstSize;
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}
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}
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// ***************************************************************************
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void CMeshMultiLodInstance::setColorCoarseMesh( CRGBA color, uint vtDstSize, uint dstColorOff )
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{
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// *** Copy color to vertices
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// Copy vector
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uint8 *vDest = &_CoarseMeshVB[0];
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vDest+= dstColorOff;
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// Transform it
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for (uint i=0; i<_LastCoarseMeshNumVertices; i++)
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{
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// Transform position
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*(CRGBA*)vDest = color;
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// Next point
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vDest+=vtDstSize;
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}
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}
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} // NL3D
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