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2737 lines
86 KiB
C++
2737 lines
86 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/vegetable_manager.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/texture_file.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/3d/vegetable_quadrant.h"
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#include "nel/3d/dru.h"
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#include "nel/3d/radix_sort.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/vegetable_blend_layer_model.h"
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#include "nel/3d/vegetable_light_ex.h"
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#include "nel/misc/hierarchical_timer.h"
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#include <algorithm>
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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#define NL3D_VEGETABLE_CLIP_BLOCK_BLOCKSIZE 16
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#define NL3D_VEGETABLE_SORT_BLOCK_BLOCKSIZE 64
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#define NL3D_VEGETABLE_INSTANCE_GROUP_BLOCKSIZE 128
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// ***************************************************************************
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CVegetableManager::CVegetableManager(uint maxVertexVbHardUnlit, uint maxVertexVbHardLighted,
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uint nbBlendLayers, float blendLayerDistMax) :
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_ClipBlockMemory(NL3D_VEGETABLE_CLIP_BLOCK_BLOCKSIZE),
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_SortBlockMemory(NL3D_VEGETABLE_SORT_BLOCK_BLOCKSIZE),
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_InstanceGroupMemory(NL3D_VEGETABLE_INSTANCE_GROUP_BLOCKSIZE),
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_GlobalDensity(1.f),
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_NumZSortBlendLayers(nbBlendLayers), _ZSortLayerDistMax(blendLayerDistMax),
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_ZSortScene(NULL)
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{
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uint i;
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// Init all the allocators
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nlassert((uint)(CVegetableVBAllocator::VBTypeCount) == 2);
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_VBHardAllocator[CVegetableVBAllocator::VBTypeLighted].init( CVegetableVBAllocator::VBTypeLighted, maxVertexVbHardLighted );
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_VBHardAllocator[CVegetableVBAllocator::VBTypeUnlit].init( CVegetableVBAllocator::VBTypeUnlit, maxVertexVbHardUnlit );
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// Init soft one, with no vbHard vertices.
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_VBSoftAllocator[CVegetableVBAllocator::VBTypeLighted].init( CVegetableVBAllocator::VBTypeLighted, 0 );
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_VBSoftAllocator[CVegetableVBAllocator::VBTypeUnlit].init( CVegetableVBAllocator::VBTypeUnlit, 0 );
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// NB Vertex programs are initilized during the first call to update driver.
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// setup the material. Unlit (doesn't matter, lighting in VP) Alpha Test.
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_VegetableMaterial.initUnlit();
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_VegetableMaterial.setAlphaTest(true);
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_VegetableMaterial.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
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// default light.
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_DirectionalLight= (CVector(0,1, -1)).normed();
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_GlobalAmbient.set(64, 64, 64, 255);
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_GlobalDiffuse.set(150, 150, 150, 255);
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// Wind.
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_WindDirection.set(1,0,0);
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_WindFrequency= 1;
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_WindPower= 1;
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_WindBendMin= 0;
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_Time= 0;
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_WindPrecRenderTime= 0;
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_WindAnimTime= 0;
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// Init CosTable.
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for(i=0; i<NL3D_VEGETABLE_VP_LUT_SIZE; i++)
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{
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_CosTable[i]= (float)cos( i*2*Pi / NL3D_VEGETABLE_VP_LUT_SIZE );
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}
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// init to NULL _ZSortModelLayers.
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_NumZSortBlendLayers= max(1U, _NumZSortBlendLayers);
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_ZSortModelLayers.resize(_NumZSortBlendLayers, NULL);
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_ZSortModelLayersUW.resize(_NumZSortBlendLayers, NULL);
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// UL
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_ULFrequency= 0;
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_ULNVerticesToUpdate=0;
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_ULNTotalVertices= 0;
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_ULRootIg= NULL;
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_ULCurrentIgRdrPass= 0;
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_ULCurrentIgInstance= 0;
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_ULPrecTime= 0;
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_ULPrecTimeInit= false;
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_ULTime= 0;
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// Misc.
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_NumVegetableFaceRendered= 0;
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for (uint k = 0; k < NL3D_VEGETABLE_NRDRPASS; ++k)
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{
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_VertexProgram[k][0] = NULL;
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_VertexProgram[k][1] = NULL;
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}
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}
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// ***************************************************************************
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CVegetableManager::~CVegetableManager()
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{
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// delete All VP
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for(sint i=0; i <NL3D_VEGETABLE_NRDRPASS; i++)
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{
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_VertexProgram[i][0] = NULL; // smart ptr
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_VertexProgram[i][1] = NULL;
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}
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// delete ZSort models.
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if(_ZSortScene)
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{
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// remove models from scene.
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for(uint i= 0; i<_NumZSortBlendLayers; i++)
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{
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_ZSortScene->deleteModel(_ZSortModelLayers[i]);
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_ZSortModelLayers[i]= NULL;
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_ZSortScene->deleteModel(_ZSortModelLayersUW[i]);
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_ZSortModelLayersUW[i]= NULL;
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}
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_ZSortScene= NULL;
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}
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}
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// ***************************************************************************
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void CVegetableManager::createVegetableBlendLayersModels(CScene *scene)
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{
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// setup scene
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nlassert(scene);
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_ZSortScene= scene;
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// create the layers models.
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for(uint i=0;i<_NumZSortBlendLayers; i++)
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{
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// assert not already done.
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nlassert(_ZSortModelLayers[i]==NULL);
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nlassert(_ZSortModelLayersUW[i]==NULL);
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_ZSortModelLayers[i]= (CVegetableBlendLayerModel*)scene->createModel(VegetableBlendLayerModelId);
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_ZSortModelLayersUW[i]= (CVegetableBlendLayerModel*)scene->createModel(VegetableBlendLayerModelId);
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// init owner.
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_ZSortModelLayers[i]->VegetableManager= this;
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_ZSortModelLayersUW[i]->VegetableManager= this;
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// Set UnderWater layer for _ZSortModelLayersUW
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_ZSortModelLayersUW[i]->setOrderingLayer(2);
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}
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}
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// ***************************************************************************
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CVegetableVBAllocator &CVegetableManager::getVBAllocatorForRdrPassAndVBHardMode(uint rdrPass, uint vbHardMode)
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{
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// If software VB
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if(vbHardMode==0)
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{
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_LIGHTED)
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return _VBSoftAllocator[CVegetableVBAllocator::VBTypeLighted];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED)
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return _VBSoftAllocator[CVegetableVBAllocator::VBTypeLighted];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT)
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return _VBSoftAllocator[CVegetableVBAllocator::VBTypeUnlit];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED)
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return _VBSoftAllocator[CVegetableVBAllocator::VBTypeUnlit];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
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return _VBSoftAllocator[CVegetableVBAllocator::VBTypeUnlit];
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}
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// If hard VB
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else
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{
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_LIGHTED)
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return _VBHardAllocator[CVegetableVBAllocator::VBTypeLighted];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED)
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return _VBHardAllocator[CVegetableVBAllocator::VBTypeLighted];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT)
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return _VBHardAllocator[CVegetableVBAllocator::VBTypeUnlit];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED)
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return _VBHardAllocator[CVegetableVBAllocator::VBTypeUnlit];
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if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
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return _VBHardAllocator[CVegetableVBAllocator::VBTypeUnlit];
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}
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// abnormal case
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nlstop;
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// To avoid warning;
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return _VBSoftAllocator[0];
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}
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// ***************************************************************************
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// ***************************************************************************
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// Vertex Program.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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/*
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Vegetable, without bend for now.
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Inputs
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--------
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v[0] == Pos to Center of the vegetable in world space.
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v[10] == Center of the vegetable in world space.
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v[2] == Normal (present if lighted only)
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v[3] == Color (if unlit) or DiffuseColor (if lighted)
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v[4] == SecondaryColor (==ambient if Lighted, and use only Alpha part for DLM if Unlit)
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v[8] == Tex0 (xy)
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v[9] == BendInfo (xyz) = {BendWeight/2, BendPhase, BendFrequencyFactor}
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NB: /2 because compute a quaternion
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Changes: If unlit, then small changes:
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v[0] == Pos to center, with v[0].w == BendWeight * v[0].norm()
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v[9] == BendInfo/BlendInfo (xyzw) = {v[0].norm(), BendPhase, BendFrequencyFactor, BlendDist}
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NB: v[9].w. is used only in Unlit+2Sided+AlphaBlend. But prefer do this for gestion purpose:
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to have only one VBAllocator for all modes.
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NB: Color and Secondary color Alpha Part contains Dynamic LightMap UV, (in 8 bits).
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Constant:
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--------
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Setuped at beginning of CVegetableManager::render()
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c[0..3]= ModelViewProjection Matrix.
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c[6]= Fog vector.
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c[8]= {0, 1, 0.5, 2}
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c[9]= unit world space Directionnal light.
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c[10]= camera pos in world space.
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c[11]= {1/DistBlendTransition}
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NB: DiffuseColor and AmbientColor of vertex must have been pre-multiplied by lightColor
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// Bend:
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c[16]= quaternion axis. w==1, and z must be 0
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c[17]= { timeAnim , WindPower, WindPower*(1-WindBendMin)/2, 0 }
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c[18]= High order Taylor cos coefficient: { -1/2, 1/24, -1/720, 1/40320 }
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c[19]= Low order Taylor cos coefficient: { 1, -1/2, 1/24, -1/720 }
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c[20]= Low order Taylor sin coefficient: { 1, -1/6, 1/120, -1/5040 }
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c[21]= Special constant vector for quatToMatrix: { 0, 1, -1, 0 }
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c[22]= {0.5, Pi, 2*Pi, 1/(2*Pi)}
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c[23]= {64, 0, 0, 0} (size of the LUT)
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// Bend Lut:
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c[32..95] 64 Lut entries for cos-like animation
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Fog Note:
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-----------
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Fog should be disabled, because not computed (for speed consideration and becasue micro-vegetation should never
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be in Fog).
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Speed Note:
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-----------
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Max program length (lighted/2Sided) is:
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29 (bend-quaternion) +
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16 (rotNormal + bend + lit 2Sided) +
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5 (proj + tex)
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2 (Dynamic lightmap copy)
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51
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Normal program length (unlit/2Sided/No Alpha Blend) is:
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12 (bend-delta) +
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1 (unlit) +
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5 (proj + tex)
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2 (Dynamic lightmap copy)
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20
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AlphaBlend program length (unlit/2Sided/Alpha Blend) is:
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12 (bend-delta) +
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1 (unlit) +
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5 (Alpha Blend)
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5 (proj + tex)
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2 (Dynamic lightmap copy)
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26
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*/
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// ***********************
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/*
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Fast (but less accurate) Bend program:
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Result: bend pos into R5,
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*/
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// ***********************
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const char* NL3D_FastBendProgram=
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"!!VP1.0 \n\
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# compute time of animation: time*freqfactor + phase. \n\
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MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\
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\n\
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# animation: use the 64 LUT entries \n\
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EXP R0.y, R0.x; # fract part=> R0.y= [0,1[ \n\
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MUL R0, R0.y, c[23].xyyy; # R0.x= [0,64[ \n\
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ARL A0.x, R0.x; # A0.x= index in the LUT \n\
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EXP R0.y, R0.x; # R0.y= R0.x-A0.x= fp (fract part) \n\
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# lookup and lerp in one it: R0= value + fp * dv. \n\
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MAD R0.xy, R0.y, c[A0.x+32].zwww, c[A0.x+32].xyww; \n\
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\n\
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# The direction and power of the wind is encoded in the LUT. \n\
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# Scale now by vertex BendFactor (stored in v[0].w) \n\
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MAD R5, R0, v[0].w, v[0].xyzw; \n\
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# compute 1/norm, and multiply by original norm stored in v[9].x \n\
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DP3 R0.x, R5, R5; \n\
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RSQ R0.x, R0.x; \n\
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MUL R0.x, R0.x, v[9].x; \n\
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# mul by this factor, and add to center \n\
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MAD R5, R0.xxxw, R5, v[10]; \n\
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\n\
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# make local to camera pos. Important for ZBuffer precision \n\
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ADD R5, R5, -c[10]; \n\
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";
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// Test
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/*const char* NL3D_FastBendProgram=
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"!!VP1.0 \n\
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# compute time of animation: time + phase. \n\
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ADD R0.x, c[17].x, v[9].y; # R0.x= time of animation \n\
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\n\
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# animation: f(x)= cos(x). compute a high precision cosinus \n\
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EXP R0.y, R0.x; # fract part=> R0.y= [0,1] <=> [-Pi, Pi] \n\
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MAD R0.x, R0.y, c[22].z, -c[22].y; # R0.x= a= [-Pi, Pi] \n\
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# R0 must get a2, a4, a6, a8 \n\
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MUL R0.x, R0.x, R0.x; # R0.x= a2 \n\
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MUL R0.y, R0.x, R0.x; # R0= a2, a4 \n\
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MUL R0.zw, R0.y, R0.xxxy; # R0= a2, a4, a6, a8 \n\
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# Taylor serie: cos(x)= 1 - (1/2) a2 + (1/24) a4 - (1/720) a6 + (1/40320) a8. \n\
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DP4 R0.x, R0, c[18]; # R0.x= cos(x) - 1. \n\
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\n\
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\n\
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# original norm \n\
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DP3 R2.x, v[0], v[0]; \n\
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RSQ R2.y, R2.x; \n\
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MUL R2.x, R2.x, R2.y; \n\
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# norm, mul by factor, and add to relpos \n\
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ADD R1.x, R0.x, c[8].w; \n\
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MUL R0.x, v[9].x, R2.x; \n\
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MUL R1, R1, R0.x; \n\
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ADD R5.xyz, R1, v[0]; \n\
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# mod norm \n\
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DP3 R0.x, R5, R5; \n\
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RSQ R0.x, R0.x; \n\
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MUL R0.x, R0.x, R2.x; \n\
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MAD R5, R0.x, R5, v[10]; \n\
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";*/
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// ***********************
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/*
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Bend start program:
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Result: bend pos into R5, and R7,R8,R9 is the rotation matrix for possible normal lighting.
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*/
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// ***********************
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// Splitted in 2 parts because of the 2048 char limit
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const char* NL3D_BendProgramP0=
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"!!VP1.0 \n\
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# compute time of animation: time*freqfactor + phase. \n\
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MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\
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\n\
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# animation: f(x)= cos(x). compute a high precision cosinus \n\
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EXP R0.y, R0.x; # fract part=> R0.y= [0,1] <=> [-Pi, Pi] \n\
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MAD R0.x, R0.y, c[22].z, -c[22].y; # R0.x= a= [-Pi, Pi] \n\
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# R0 must get a2, a4, a6, a8 \n\
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MUL R0.x, R0.x, R0.x; # R0.x= a2 \n\
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MUL R0.y, R0.x, R0.x; # R0= a2, a4 \n\
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MUL R0.zw, R0.y, R0.xxxy; # R0= a2, a4, a6, a8 \n\
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# Taylor serie: cos(x)= 1 - (1/2) a2 + (1/24) a4 - (1/720) a6 + (1/40320) a8. \n\
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DP4 R0.x, R0, c[18]; # R0.x= cos(x) - 1. \n\
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\n\
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# R0.x= [-2, 0]. And we want a result in BendWeight/2*WindPower*[WindBendMin, 1] \n\
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MAD R0.x, R0.x, c[17].z, c[17].y; # R0.x= WindPower*[WindBendMin, 1] \n\
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MUL R0.x, R0.x, v[9].x; # R0.x= angle= BendWeight/2*WindPower*[WindBendMin, 1] \n\
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\n\
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# compute good precision sinus and cosinus, in R0.xy. \n\
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# suppose that BendWeightMax/2== 2Pi/3 => do not need to fmod() nor \n\
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# to have high order taylor serie \n\
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DST R1.xy, R0.x, R0.x; # R1= 1, a2 \n\
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MUL R1.z, R1.y, R1.y; # R1= 1, a2, a4 \n\
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MUL R1.w, R1.y, R1.z; # R1= 1, a2, a4, a6 (cos serie) \n\
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MUL R2, R1, R0.x; # R2= a, a3, a5, a7 (sin serie) \n\
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DP4 R0.x, R1, c[19]; # R0.x= cos(a) \n\
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DP4 R0.y, R2, c[20]; # R0.y= sin(a) \n\
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";
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const char* NL3D_BendProgramP1=
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" \n\
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# build our quaternion \n\
|
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# multiply the angleAxis by sin(a) / cos(a), where a is actually a/2 \n\
|
|
# remind: c[16].z== angleAxis.z== 0 \n\
|
|
MUL R0, c[16], R0.yyyx; # R0= quaternion.xyzw \n\
|
|
\n\
|
|
# build our matrix from this quaternion, into R7,R8,R9 \n\
|
|
# Quaternion TO matrix 3x3 in 7 ope, with quat.z==0 \n\
|
|
MUL R1, R0, c[8].w; # R1= quat2= 2*quat == 2*x, 2*y, 0, 2*w \n\
|
|
MUL R2, R1, R0.x; # R2= quatX= xx, xy, 0, wx \n\
|
|
MUL R3, R1, R0.y; # R3= quatY= xy, yy, 0, wy \n\
|
|
# NB: c[21]= {0, 1, -1, 0} \n\
|
|
# Write to w, then w = 0, this avoid an unitialized component \n\
|
|
MAD R7.xyzw, c[21].zyyw, R3.yxww, c[21].yxxw; \n\
|
|
# R7.x= a11 = 1.0f - (yy) \n\
|
|
# R7.y= a12 = xy \n\
|
|
# R7.z= a13 = wy \n\
|
|
# NB: c[21]= {0, 1, -1, 0} \n\
|
|
# Write to w, then w = 0, this avoid an unitialized component \n\
|
|
MAD R8.xyzw, c[21].yzzw, R2.yxww, c[21].xyxw; \n\
|
|
# R8.x= a21 = xy \n\
|
|
# R8.y= a22 = 1.0f - (xx) \n\
|
|
# R8.z= a23 = - wx \n\
|
|
# NB: c[21]= {0, 1, -1, 0} \n\
|
|
# Write to w, then w = 0, this avoid an unitialized component \n\
|
|
ADD R9.xyzw, R2.zwxw, R3.wzyw; # a31= 0+wy, a32= wx+0, a33= xx + yy, because z==0 \n\
|
|
MAD R9.xyzw, R9.xyzw, c[21].zyzw, c[21].xxyw; \n\
|
|
# R9.x= a31 = - wy \n\
|
|
# R9.y= a32 = wx \n\
|
|
# R9.z= a33 = 1.0f - (xx + yy) \n\
|
|
# transform pos \n\
|
|
DP3 R5.x, R7, v[0]; \n\
|
|
DP3 R5.y, R8, v[0]; \n\
|
|
DP3 R5.z, R9, v[0]; # R5= bended relative pos to center. \n\
|
|
#temp, to optimize \n\
|
|
MOV R5.w, c[21].w; \n\
|
|
# add pos to center pos. \n\
|
|
ADD R5, R5, v[10]; # R5= world pos. R5.w= R5.w+v[10].w= 0+1= 1 \n\
|
|
# make local to camera pos. Important for ZBuffer precision \n\
|
|
ADD R5, R5, -c[10]; \n\
|
|
";
|
|
|
|
|
|
// Concat the 2 strings
|
|
const string NL3D_BendProgram= string(NL3D_BendProgramP0) + string(NL3D_BendProgramP1);
|
|
|
|
|
|
|
|
// ***********************
|
|
/*
|
|
Lighted start program:
|
|
bend pos and normal, normalize and lit
|
|
*/
|
|
// ***********************
|
|
// Common start program.
|
|
const char* NL3D_LightedStartVegetableProgram=
|
|
" \n\
|
|
# bend Pos into R5. Now do it for normal \n\
|
|
DP3 R0.x, R7, v[2]; \n\
|
|
DP3 R0.y, R8, v[2]; \n\
|
|
DP3 R0.z, R9, v[2]; # R0= matRot * normal. \n\
|
|
# Do the rot 2 times for normal (works fine) \n\
|
|
DP3 R6.x, R7, R0; \n\
|
|
DP3 R6.y, R8, R0; \n\
|
|
DP3 R6.z, R9, R0; # R6= bended normal. \n\
|
|
\n\
|
|
# Normalize normal, and dot product, into R0.x \n\
|
|
# w hasn't been written \n\
|
|
DP3 R0.x, R6.xyzz, R6.xyzz; # R0.x= R6.sqrnorm() \n\
|
|
RSQ R0.x, R0.x; # R0.x= 1/norm() \n\
|
|
MUL R6, R6.xyzz, R0.x; # R6= R6.normed() \n\
|
|
DP3 R0.x, R6, c[9]; \n\
|
|
\n\
|
|
#FrontFacing \n\
|
|
MAX R0.y, -R0.x, c[8].x; # R0.y= diffFactor= max(0, -R6*LightDir) \n\
|
|
MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\
|
|
ADD o[COL0].xyz, R1, v[4]; # col0.RGB= AmbientColor + diffFactor*DiffuseColor \n\
|
|
MOV o[COL0].w, c[8].y; \n\
|
|
";
|
|
|
|
|
|
// ***********************
|
|
/*
|
|
Unlit start program:
|
|
bend pos into R5, and copy color(s)
|
|
*/
|
|
// ***********************
|
|
|
|
|
|
// Unlit no alpha blend.
|
|
const char* NL3D_UnlitVegetableProgram=
|
|
" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\
|
|
\n\
|
|
MOV o[COL0].w, c[8].y; \n\
|
|
";
|
|
|
|
|
|
// Unlit with AlphaBlend.
|
|
const char* NL3D_UnlitAlphaBlendVegetableProgram=
|
|
" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\
|
|
\n\
|
|
#Blend transition. NB: in R5, we already have the position relative to the camera \n\
|
|
DP3 R0.x, R5, R5; # R0.x= sqr(dist to viewer). \n\
|
|
RSQ R0.y, R0.x; \n\
|
|
MUL R0.x, R0.x, R0.y; # R0.x= dist to viewer \n\
|
|
# setup alpha Blending. Distance of appartition is encoded in the vertex. \n\
|
|
MAD o[COL0].w, R0.x, c[11].x, v[9].w; \n\
|
|
";
|
|
|
|
|
|
|
|
// ***********************
|
|
/*
|
|
Common end of program: project, texture. Take pos from R5
|
|
*/
|
|
// ***********************
|
|
const char* NL3D_CommonEndVegetableProgram=
|
|
" # compute in Projection space \n\
|
|
DP4 o[HPOS].x, c[0], R5; \n\
|
|
DP4 o[HPOS].y, c[1], R5; \n\
|
|
DP4 o[HPOS].z, c[2], R5; \n\
|
|
DP4 o[HPOS].w, c[3], R5; \n\
|
|
# copy Dynamic lightmap UV in stage0, from colors Alpha part. \n\
|
|
MAD o[TEX0].xzw, v[3].w, c[8].yxxx, c[8].xxxy; \n\
|
|
MOV o[TEX0].y, v[4].w; \n\
|
|
# copy diffuse texture uv to stage 1. \n\
|
|
MOV o[TEX1], v[8]; \n\
|
|
";
|
|
|
|
// fogged version
|
|
const char* NL3D_VegetableProgramFog =
|
|
" DP4 o[FOGC].x, c[6], R5; \n\
|
|
";
|
|
|
|
|
|
// ***********************
|
|
/*
|
|
Speed test VP, No bend,no lighting.
|
|
*/
|
|
// ***********************
|
|
const char* NL3D_SimpleStartVegetableProgram=
|
|
"!!VP1.0 \n\
|
|
# compute in Projection space \n\
|
|
MAD R5, v[0], c[8].yyyx, c[8].xxxy; \n\
|
|
ADD R5.xyz, R5, v[10]; \n\
|
|
# make local to camera pos \n\
|
|
ADD R5, R5, -c[10]; \n\
|
|
MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\
|
|
";
|
|
|
|
class CVertexProgramVeget : public CVertexProgram
|
|
{
|
|
public:
|
|
struct CIdx
|
|
{
|
|
// 0-3 modelViewProjection
|
|
// 4
|
|
// 5
|
|
// 6 fog
|
|
// 7
|
|
uint ProgramConstants0; // 8
|
|
uint DirectionalLight; // 9
|
|
uint ViewCenter; // 10
|
|
uint NegInvTransDist; // 11
|
|
// 12
|
|
// 13
|
|
// 14
|
|
// 15
|
|
uint AngleAxis; // 16
|
|
uint Wind; // 17
|
|
uint CosCoeff0; // 18
|
|
uint CosCoeff1; // 19
|
|
uint CosCoeff2; // 20
|
|
uint QuatConstants; // 21
|
|
uint PiConstants; // 22
|
|
uint LUTSize; // 23 (value = 64)
|
|
uint LUT[NL3D_VEGETABLE_VP_LUT_SIZE]; // 32+
|
|
};
|
|
CVertexProgramVeget(uint vpType, bool fogEnabled)
|
|
{
|
|
// nelvp
|
|
{
|
|
CSource *source = new CSource();
|
|
source->Profile = nelvp;
|
|
source->DisplayName = "nelvp/Veget";
|
|
|
|
// Init the Vertex Program.
|
|
string vpgram;
|
|
// start always with Bend.
|
|
if( vpType==NL3D_VEGETABLE_RDRPASS_LIGHTED || vpType==NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED )
|
|
{
|
|
source->DisplayName += "/Bend";
|
|
vpgram= NL3D_BendProgram;
|
|
}
|
|
else
|
|
{
|
|
source->DisplayName += "/FastBend";
|
|
vpgram= NL3D_FastBendProgram;
|
|
}
|
|
|
|
// combine the VP according to Type
|
|
switch(vpType)
|
|
{
|
|
case NL3D_VEGETABLE_RDRPASS_LIGHTED:
|
|
case NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED:
|
|
source->DisplayName += "/Lighted";
|
|
vpgram+= string(NL3D_LightedStartVegetableProgram);
|
|
break;
|
|
case NL3D_VEGETABLE_RDRPASS_UNLIT:
|
|
case NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED:
|
|
source->DisplayName += "/Unlit";
|
|
vpgram+= string(NL3D_UnlitVegetableProgram);
|
|
break;
|
|
case NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT:
|
|
source->DisplayName += "/UnlitAlphaBlend";
|
|
vpgram+= string(NL3D_UnlitAlphaBlendVegetableProgram);
|
|
break;
|
|
}
|
|
|
|
// common end of VP
|
|
vpgram+= string(NL3D_CommonEndVegetableProgram);
|
|
|
|
if (fogEnabled)
|
|
{
|
|
source->DisplayName += "/Fog";
|
|
vpgram+= string(NL3D_VegetableProgramFog);
|
|
}
|
|
|
|
vpgram+="\nEND\n";
|
|
|
|
source->setSource(vpgram);
|
|
|
|
source->ParamIndices["modelViewProjection"] = 0;
|
|
source->ParamIndices["fog"] = 6;
|
|
source->ParamIndices["programConstants0"] = 8;
|
|
source->ParamIndices["directionalLight"] = 9;
|
|
source->ParamIndices["viewCenter"] = 10;
|
|
source->ParamIndices["negInvTransDist"] = 11;
|
|
source->ParamIndices["angleAxis"] = 16;
|
|
source->ParamIndices["wind"] = 17;
|
|
source->ParamIndices["cosCoeff0"] = 18;
|
|
source->ParamIndices["cosCoeff1"] = 19;
|
|
source->ParamIndices["cosCoeff2"] = 20;
|
|
source->ParamIndices["quatConstants"] = 21;
|
|
source->ParamIndices["piConstants"] = 22;
|
|
source->ParamIndices["lutSize"] = 23;
|
|
for (uint i = 0; i < NL3D_VEGETABLE_VP_LUT_SIZE; ++i)
|
|
{
|
|
source->ParamIndices[NLMISC::toString("lut[%i]", i)] = 32 + i;
|
|
}
|
|
|
|
addSource(source);
|
|
}
|
|
// TODO_VP_GLSL
|
|
}
|
|
virtual ~CVertexProgramVeget()
|
|
{
|
|
|
|
}
|
|
virtual void buildInfo()
|
|
{
|
|
m_Idx.ProgramConstants0 = getUniformIndex("programConstants0");
|
|
nlassert(m_Idx.ProgramConstants0 != ~0);
|
|
m_Idx.DirectionalLight = getUniformIndex("directionalLight");
|
|
nlassert(m_Idx.DirectionalLight != ~0);
|
|
m_Idx.ViewCenter = getUniformIndex("viewCenter");
|
|
nlassert(m_Idx.ViewCenter != ~0);
|
|
m_Idx.NegInvTransDist = getUniformIndex("negInvTransDist");
|
|
nlassert(m_Idx.NegInvTransDist != ~0);
|
|
m_Idx.AngleAxis = getUniformIndex("angleAxis");
|
|
nlassert(m_Idx.AngleAxis != ~0);
|
|
m_Idx.Wind = getUniformIndex("wind");
|
|
nlassert(m_Idx.Wind != ~0);
|
|
m_Idx.CosCoeff0 = getUniformIndex("cosCoeff0");
|
|
nlassert(m_Idx.CosCoeff0 != ~0);
|
|
m_Idx.CosCoeff1 = getUniformIndex("cosCoeff1");
|
|
nlassert(m_Idx.CosCoeff1 != ~0);
|
|
m_Idx.CosCoeff2 = getUniformIndex("cosCoeff2");
|
|
nlassert(m_Idx.CosCoeff2 != ~0);
|
|
m_Idx.QuatConstants = getUniformIndex("quatConstants");
|
|
nlassert(m_Idx.QuatConstants != ~0);
|
|
m_Idx.PiConstants = getUniformIndex("piConstants");
|
|
nlassert(m_Idx.PiConstants != ~0);
|
|
m_Idx.LUTSize = getUniformIndex("lutSize");
|
|
nlassert(m_Idx.LUTSize != ~0);
|
|
for (uint i = 0; i < NL3D_VEGETABLE_VP_LUT_SIZE; ++i)
|
|
{
|
|
m_Idx.LUT[i] = getUniformIndex(NLMISC::toString("lut[%i]", i));
|
|
nlassert(m_Idx.LUT[i] != ~0);
|
|
}
|
|
}
|
|
const CIdx &idx() const { return m_Idx; }
|
|
private:
|
|
CIdx m_Idx;
|
|
};
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::initVertexProgram(uint vpType, bool fogEnabled)
|
|
{
|
|
nlassert(_LastDriver); // update driver should have been called at least once !
|
|
|
|
// create VP.
|
|
_VertexProgram[vpType][fogEnabled ? 1 : 0] = new CVertexProgramVeget(vpType, fogEnabled);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Instanciation
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
CVegetableClipBlock *CVegetableManager::createClipBlock()
|
|
{
|
|
// create a clipblock
|
|
CVegetableClipBlock *ret;
|
|
ret= _ClipBlockMemory.allocate();
|
|
|
|
// append to list.
|
|
_EmptyClipBlockList.append(ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::deleteClipBlock(CVegetableClipBlock *clipBlock)
|
|
{
|
|
if(!clipBlock)
|
|
return;
|
|
|
|
// verify no more sortBlocks in this clipblock
|
|
nlassert(clipBlock->_SortBlockList.size() == 0);
|
|
|
|
// unlink from _EmptyClipBlockList, because _InstanceGroupList.size() == 0 ...
|
|
_EmptyClipBlockList.remove(clipBlock);
|
|
|
|
// delete
|
|
_ClipBlockMemory.free(clipBlock);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CVegetableSortBlock *CVegetableManager::createSortBlock(CVegetableClipBlock *clipBlock, const CVector ¢er, float radius)
|
|
{
|
|
nlassert(clipBlock);
|
|
|
|
// create a clipblock
|
|
CVegetableSortBlock *ret;
|
|
ret= _SortBlockMemory.allocate();
|
|
ret->_Owner= clipBlock;
|
|
ret->_Center= center;
|
|
ret->_Radius= radius;
|
|
|
|
// append to list.
|
|
clipBlock->_SortBlockList.append(ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::deleteSortBlock(CVegetableSortBlock *sortBlock)
|
|
{
|
|
if(!sortBlock)
|
|
return;
|
|
|
|
// verify no more IGs in this sortblock
|
|
nlassert(sortBlock->_InstanceGroupList.size() == 0);
|
|
|
|
// unlink from clipBlock
|
|
sortBlock->_Owner->_SortBlockList.remove(sortBlock);
|
|
|
|
// delete
|
|
_SortBlockMemory.free(sortBlock);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CVegetableInstanceGroup *CVegetableManager::createIg(CVegetableSortBlock *sortBlock)
|
|
{
|
|
nlassert(sortBlock);
|
|
CVegetableClipBlock *clipBlock= sortBlock->_Owner;
|
|
|
|
|
|
// create an IG
|
|
CVegetableInstanceGroup *ret;
|
|
ret= _InstanceGroupMemory.allocate();
|
|
ret->_SortOwner= sortBlock;
|
|
ret->_ClipOwner= clipBlock;
|
|
|
|
// if the clipBlock is empty, change list, because won't be no more.
|
|
if(clipBlock->_NumIgs==0)
|
|
{
|
|
// remove from empty list
|
|
_EmptyClipBlockList.remove(clipBlock);
|
|
// and append to not empty one.
|
|
_ClipBlockList.append(clipBlock);
|
|
}
|
|
|
|
// inc the number of igs appended to the clipBlock.
|
|
clipBlock->_NumIgs++;
|
|
|
|
// link ig to sortBlock.
|
|
sortBlock->_InstanceGroupList.append(ret);
|
|
|
|
// Special Init: The ZSort rdrPass must start with the same HardMode than SortBlock.
|
|
ret->_RdrPass[NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT].HardMode= sortBlock->ZSortHardMode;
|
|
|
|
return ret;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::deleteIg(CVegetableInstanceGroup *ig)
|
|
{
|
|
if(!ig)
|
|
return;
|
|
|
|
// update lighting mgt: no more vertices.
|
|
// -----------
|
|
// If I delete the ig which is the current root
|
|
if(_ULRootIg == ig)
|
|
{
|
|
// switch to next
|
|
_ULRootIg= ig->_ULNext;
|
|
// if still the same, it means that the circular list is now empty
|
|
if(_ULRootIg == ig)
|
|
_ULRootIg= NULL;
|
|
// Reset UL instance info.
|
|
_ULCurrentIgRdrPass= 0;
|
|
_ULCurrentIgInstance= 0;
|
|
}
|
|
// remove UL vertex count of the deleted ig
|
|
_ULNTotalVertices-= ig->_ULNumVertices;
|
|
// unlink the ig for lighting update.
|
|
ig->unlinkUL();
|
|
|
|
|
|
// For all render pass of this instance, delete his vertices
|
|
// -----------
|
|
for(sint rdrPass=0; rdrPass < NL3D_VEGETABLE_NRDRPASS; rdrPass++)
|
|
{
|
|
// rdrPass
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
|
|
// which allocator?
|
|
CVegetableVBAllocator &vbAllocator= getVBAllocatorForRdrPassAndVBHardMode(rdrPass, vegetRdrPass.HardMode);
|
|
|
|
// For all vertices of this rdrPass, delete it
|
|
sint numVertices;
|
|
numVertices= vegetRdrPass.Vertices.size();
|
|
// all vertices must have been setuped.
|
|
nlassert((uint)numVertices == vegetRdrPass.NVertices);
|
|
for(sint i=0; i<numVertices;i++)
|
|
{
|
|
vbAllocator.deleteVertex(vegetRdrPass.Vertices[i]);
|
|
}
|
|
vegetRdrPass.Vertices.clear();
|
|
}
|
|
|
|
CVegetableClipBlock *clipBlock= ig->_ClipOwner;
|
|
CVegetableSortBlock *sortBlock= ig->_SortOwner;
|
|
|
|
// If I have got some faces in ZSort rdrPass
|
|
if(ig->_HasZSortPassInstances)
|
|
// after my deletion, the sortBlock must be updated.
|
|
sortBlock->_Dirty= true;
|
|
|
|
|
|
// unlink from sortBlock, and delete.
|
|
sortBlock->_InstanceGroupList.remove(ig);
|
|
_InstanceGroupMemory.free(ig);
|
|
|
|
|
|
// decRef the clipBlock
|
|
clipBlock->_NumIgs--;
|
|
// if the clipBlock is now empty, change list
|
|
if(clipBlock->_NumIgs==0)
|
|
{
|
|
// remove from normal list
|
|
_ClipBlockList.remove(clipBlock);
|
|
// and append to empty list.
|
|
_EmptyClipBlockList.append(clipBlock);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CVegetableShape *CVegetableManager::getVegetableShape(const std::string &shape)
|
|
{
|
|
ItShapeMap it= _ShapeMap.find(shape);
|
|
// if found
|
|
if(it != _ShapeMap.end())
|
|
return &it->second;
|
|
// else insert
|
|
{
|
|
// insert.
|
|
CVegetableShape *ret;
|
|
it= ( _ShapeMap.insert(make_pair(shape, CVegetableShape()) ) ).first;
|
|
ret= &it->second;
|
|
|
|
// fill.
|
|
try
|
|
{
|
|
if( !ret->loadShape(shape) )
|
|
{
|
|
// Warning
|
|
nlwarning ("CVegetableManager::getVegetableShape could not load shape file '%s'", shape.c_str ());
|
|
|
|
// Remove from map
|
|
_ShapeMap.erase (shape);
|
|
|
|
// Return NULL
|
|
ret = NULL;
|
|
}
|
|
}
|
|
catch (const Exception &e)
|
|
{
|
|
// Warning
|
|
nlwarning ("CVegetableManager::getVegetableShape error while loading shape file '%s' : '%s'", shape.c_str (), e.what ());
|
|
|
|
// Remove from map
|
|
_ShapeMap.erase (shape);
|
|
|
|
// Return NULL
|
|
ret = NULL;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CVegetableManager::getRdrPassInfoForShape(CVegetableShape *shape, TVegetableWater vegetWaterState,
|
|
bool &instanceLighted, bool &instanceDoubleSided, bool &instanceZSort,
|
|
bool &destLighted, bool &precomputeLighting)
|
|
{
|
|
instanceLighted= shape->Lighted;
|
|
instanceDoubleSided= shape->DoubleSided;
|
|
// Disable ZSorting when we intersect water.
|
|
instanceZSort= shape->AlphaBlend && vegetWaterState!=IntersectWater;
|
|
destLighted= instanceLighted && !shape->PreComputeLighting;
|
|
precomputeLighting= instanceLighted && shape->PreComputeLighting;
|
|
|
|
// get correct rdrPass
|
|
uint rdrPass;
|
|
// get according to lighted / doubleSided state
|
|
if(destLighted)
|
|
{
|
|
if(instanceDoubleSided)
|
|
rdrPass= NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED;
|
|
else
|
|
rdrPass= NL3D_VEGETABLE_RDRPASS_LIGHTED;
|
|
}
|
|
else
|
|
{
|
|
if(instanceDoubleSided)
|
|
{
|
|
if(instanceZSort)
|
|
rdrPass= NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT;
|
|
else
|
|
rdrPass= NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED;
|
|
}
|
|
else
|
|
rdrPass= NL3D_VEGETABLE_RDRPASS_UNLIT;
|
|
}
|
|
|
|
return rdrPass;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::reserveIgAddInstances(CVegetableInstanceGroupReserve &vegetIgReserve, CVegetableShape *shape, TVegetableWater vegetWaterState, uint numInstances)
|
|
{
|
|
bool instanceLighted;
|
|
bool instanceDoubleSided;
|
|
bool instanceZSort;
|
|
bool destLighted;
|
|
bool precomputeLighting;
|
|
|
|
// get correct rdrPass / info
|
|
uint rdrPass;
|
|
rdrPass= getRdrPassInfoForShape(shape, vegetWaterState, instanceLighted, instanceDoubleSided,
|
|
instanceZSort, destLighted, precomputeLighting);
|
|
|
|
// veget rdrPass
|
|
CVegetableInstanceGroupReserve::CVegetableRdrPass &vegetRdrPass= vegetIgReserve._RdrPass[rdrPass];
|
|
|
|
// Reserve space in the rdrPass.
|
|
vegetRdrPass.NVertices+= numInstances * shape->VB.getNumVertices();
|
|
vegetRdrPass.NTriangles+= numInstances * (uint)shape->TriangleIndices.size()/3;
|
|
// if the instances are lighted, reserve space for lighting updates
|
|
if(instanceLighted)
|
|
vegetRdrPass.NLightedInstances+= numInstances;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::reserveIgCompile(CVegetableInstanceGroup *ig, const CVegetableInstanceGroupReserve &vegetIgReserve)
|
|
{
|
|
uint rdrPass;
|
|
|
|
|
|
// Check.
|
|
//===========
|
|
// For all rdrPass of the ig, check empty
|
|
for(rdrPass= 0; rdrPass<NL3D_VEGETABLE_NRDRPASS; rdrPass++)
|
|
{
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
|
|
nlassert(vegetRdrPass.TriangleIndices.getNumIndexes()==0);
|
|
nlassert(vegetRdrPass.TriangleLocalIndices.size()==0);
|
|
nlassert(vegetRdrPass.Vertices.size()==0);
|
|
nlassert(vegetRdrPass.LightedInstances.size()==0);
|
|
}
|
|
// Do the same for all quadrants of the zsort rdrPass.
|
|
nlassert(ig->_TriangleQuadrantOrderArray.size()==0);
|
|
nlassert(ig->_TriangleQuadrantOrderNumTriangles==0);
|
|
|
|
|
|
// Reserve.
|
|
//===========
|
|
// For all rdrPass of the ig, reserve.
|
|
for(rdrPass= 0; rdrPass<NL3D_VEGETABLE_NRDRPASS; rdrPass++)
|
|
{
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
|
|
uint numVertices= vegetIgReserve._RdrPass[rdrPass].NVertices;
|
|
uint numTris= vegetIgReserve._RdrPass[rdrPass].NTriangles;
|
|
uint numLightedInstances= vegetIgReserve._RdrPass[rdrPass].NLightedInstances;
|
|
// reserve triangles indices and vertices for this rdrPass.
|
|
vegetRdrPass.TriangleIndices.setFormat(vegetRdrPass.HardMode ? CIndexBuffer::Indices16 : CIndexBuffer::Indices32);
|
|
vegetRdrPass.TriangleIndices.setNumIndexes(numTris*3);
|
|
vegetRdrPass.TriangleLocalIndices.resize(numTris*3);
|
|
vegetRdrPass.Vertices.resize(numVertices);
|
|
// reserve ligthedinstances space.
|
|
vegetRdrPass.LightedInstances.resize(numLightedInstances);
|
|
}
|
|
|
|
// Reserve space for the zsort rdrPass sorting.
|
|
uint numZSortTris= vegetIgReserve._RdrPass[NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT].NTriangles;
|
|
// allocate sufficient space for all quadrants (1 alloc for all quadrants).
|
|
ig->_TriangleQuadrantOrderArray.resize(numZSortTris * NL3D_VEGETABLE_NUM_QUADRANT);
|
|
|
|
// And init ptrs.
|
|
if(numZSortTris>0)
|
|
{
|
|
sint16 *start= ig->_TriangleQuadrantOrderArray.getPtr();
|
|
// init ptr to each qaudrant
|
|
for(uint i=0; i<NL3D_VEGETABLE_NUM_QUADRANT; i++)
|
|
{
|
|
ig->_TriangleQuadrantOrders[i]= start + i*numZSortTris;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
inline void computeVegetVertexLighting(const CVector &rotNormal,
|
|
const CVector &sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA,
|
|
CVegetableLightEx &vegetLex, CRGBA diffusePL[2], CRGBA *dst)
|
|
{
|
|
float dpSun;
|
|
float dpPL[2];
|
|
CRGBA col;
|
|
CRGBA resColor;
|
|
|
|
|
|
// compute front-facing coloring.
|
|
{
|
|
// Compute Sun Light.
|
|
dpSun= rotNormal*sunDir;
|
|
float f= max(0.f, -dpSun);
|
|
col.modulateFromuiRGBOnly(primaryRGBA, NLMISC::OptFastFloor(f*256));
|
|
// Add it with ambient
|
|
resColor.addRGBOnly(col, secondaryRGBA);
|
|
|
|
// Add influence of 2 lights only. (unrolled for better BTB use)
|
|
// Compute Light 0 ?
|
|
if(vegetLex.NumLights>=1)
|
|
{
|
|
dpPL[0]= rotNormal*vegetLex.Direction[0];
|
|
f= max(0.f, -dpPL[0]);
|
|
col.modulateFromuiRGBOnly(diffusePL[0], NLMISC::OptFastFloor(f*256));
|
|
resColor.addRGBOnly(col, resColor);
|
|
// Compute Light 1 ?
|
|
if(vegetLex.NumLights>=2)
|
|
{
|
|
dpPL[1]= rotNormal*vegetLex.Direction[1];
|
|
f= max(0.f, -dpPL[1]);
|
|
col.modulateFromuiRGBOnly(diffusePL[1], NLMISC::OptFastFloor(f*256));
|
|
resColor.addRGBOnly(col, resColor);
|
|
}
|
|
}
|
|
|
|
// Keep correct U of Dynamic Lightmap UV encoded in primaryRGBA Alpha part.
|
|
resColor.A= primaryRGBA.A;
|
|
|
|
// copy to dest
|
|
*dst= resColor;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
inline void computeVegetVertexLightingForceBestSided(const CVector &rotNormal,
|
|
const CVector &sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA,
|
|
CVegetableLightEx &vegetLex, CRGBA diffusePL[2], CRGBA *dst)
|
|
{
|
|
float dpSun;
|
|
float dpPL[2];
|
|
CRGBA col;
|
|
CRGBA resColor;
|
|
|
|
|
|
// compute best-facing coloring.
|
|
{
|
|
// Compute Sun Light.
|
|
dpSun= rotNormal*sunDir;
|
|
// ForceBestSided: take the absolute value (max of -val,val)
|
|
float f= (float)fabs(dpSun);
|
|
col.modulateFromuiRGBOnly(primaryRGBA, NLMISC::OptFastFloor(f*256));
|
|
// Add it with ambient
|
|
resColor.addRGBOnly(col, secondaryRGBA);
|
|
|
|
// Add influence of 2 lights only. (unrolled for better BTB use)
|
|
// Compute Light 0 ?
|
|
if(vegetLex.NumLights>=1)
|
|
{
|
|
dpPL[0]= rotNormal*vegetLex.Direction[0];
|
|
// ForceBestSided: take the absolute value (max of -val,val)
|
|
f= (float)fabs(dpPL[0]);
|
|
col.modulateFromuiRGBOnly(diffusePL[0], NLMISC::OptFastFloor(f*256));
|
|
resColor.addRGBOnly(col, resColor);
|
|
// Compute Light 1 ?
|
|
if(vegetLex.NumLights>=2)
|
|
{
|
|
dpPL[1]= rotNormal*vegetLex.Direction[1];
|
|
f= (float)fabs(dpPL[1]);
|
|
col.modulateFromuiRGBOnly(diffusePL[1], NLMISC::OptFastFloor(f*256));
|
|
resColor.addRGBOnly(col, resColor);
|
|
}
|
|
}
|
|
|
|
// Keep correct U of Dynamic Lightmap UV encoded in primaryRGBA Alpha part.
|
|
resColor.A= primaryRGBA.A;
|
|
|
|
// copy to dest
|
|
*dst= resColor;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::addInstance(CVegetableInstanceGroup *ig,
|
|
CVegetableShape *shape, const NLMISC::CMatrix &mat,
|
|
const NLMISC::CRGBAF &ambientColor, const NLMISC::CRGBAF &diffuseColor,
|
|
float bendFactor, float bendPhase, float bendFreqFactor, float blendDistMax,
|
|
TVegetableWater vegetWaterState, CVegetableUV8 dlmUV)
|
|
{
|
|
sint i;
|
|
|
|
|
|
// Some setup.
|
|
//--------------------
|
|
bool instanceLighted;
|
|
bool instanceDoubleSided;
|
|
bool instanceZSort;
|
|
bool destLighted;
|
|
bool precomputeLighting;
|
|
|
|
// get correct rdrPass / info
|
|
uint rdrPass;
|
|
rdrPass= getRdrPassInfoForShape(shape, vegetWaterState, instanceLighted, instanceDoubleSided,
|
|
instanceZSort, destLighted, precomputeLighting);
|
|
// bestSided Precompute lighting or not??
|
|
bool bestSidedPrecomputeLighting= precomputeLighting && shape->BestSidedPreComputeLighting;
|
|
|
|
|
|
// veget rdrPass
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
|
|
|
|
// color.
|
|
// setup using OptFastFloor.
|
|
CRGBA ambientRGBA, diffuseRGBA;
|
|
CRGBA primaryRGBA, secondaryRGBA;
|
|
// diffuseColor
|
|
diffuseRGBA.R= (uint8)NLMISC::OptFastFloor(diffuseColor.R*255);
|
|
diffuseRGBA.G= (uint8)NLMISC::OptFastFloor(diffuseColor.G*255);
|
|
diffuseRGBA.B= (uint8)NLMISC::OptFastFloor(diffuseColor.B*255);
|
|
diffuseRGBA.A= 255;
|
|
// ambientColor
|
|
ambientRGBA.R= (uint8)NLMISC::OptFastFloor(ambientColor.R*255);
|
|
ambientRGBA.G= (uint8)NLMISC::OptFastFloor(ambientColor.G*255);
|
|
ambientRGBA.B= (uint8)NLMISC::OptFastFloor(ambientColor.B*255);
|
|
ambientRGBA.A= 255;
|
|
|
|
// For Lighted, modulate with global light.
|
|
if(instanceLighted)
|
|
{
|
|
primaryRGBA.modulateFromColorRGBOnly(diffuseRGBA, _GlobalDiffuse);
|
|
secondaryRGBA.modulateFromColorRGBOnly(ambientRGBA, _GlobalAmbient);
|
|
}
|
|
// if the instance is not lighted, then don't take care of lighting
|
|
else
|
|
{
|
|
primaryRGBA.R= diffuseRGBA.R;
|
|
primaryRGBA.G= diffuseRGBA.G;
|
|
primaryRGBA.B= diffuseRGBA.B;
|
|
// may not be useful (2Sided lighting no more supported)
|
|
secondaryRGBA= primaryRGBA;
|
|
}
|
|
|
|
// Copy Dynamic Lightmap UV in Alpha part (save memory for an extra cost of 1 VP instruction)
|
|
primaryRGBA.A= dlmUV.U;
|
|
secondaryRGBA.A= dlmUV.V;
|
|
|
|
// get ref on the vegetLex.
|
|
CVegetableLightEx &vegetLex= ig->VegetableLightEx;
|
|
// Color of pointLights modulated by diffuse.
|
|
CRGBA diffusePL[2];
|
|
diffusePL[0] = CRGBA::Black;
|
|
diffusePL[1] = CRGBA::Black;
|
|
if(vegetLex.NumLights>=1)
|
|
{
|
|
diffusePL[0].modulateFromColorRGBOnly(diffuseRGBA, vegetLex.Color[0]);
|
|
if(vegetLex.NumLights>=2)
|
|
{
|
|
diffusePL[1].modulateFromColorRGBOnly(diffuseRGBA, vegetLex.Color[1]);
|
|
}
|
|
}
|
|
|
|
// normalize bendFreqFactor
|
|
bendFreqFactor*= NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC;
|
|
bendFreqFactor= (float)floor(bendFreqFactor + 0.5f);
|
|
bendFreqFactor/= NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC;
|
|
|
|
|
|
// Get allocator, and manage VBhard overriding.
|
|
//--------------------
|
|
CVegetableVBAllocator *allocator;
|
|
// if still in Sfot mode, keep it.
|
|
if(!vegetRdrPass.HardMode)
|
|
{
|
|
// get the soft allocator.
|
|
allocator= &getVBAllocatorForRdrPassAndVBHardMode(rdrPass, 0);
|
|
}
|
|
else
|
|
{
|
|
// Get VB allocator Hard for this rdrPass
|
|
allocator= &getVBAllocatorForRdrPassAndVBHardMode(rdrPass, 1);
|
|
// Test if the instance don't add too many vertices for this VBHard
|
|
if(allocator->exceedMaxVertexInBufferHard(shape->VB.getNumVertices()))
|
|
{
|
|
// if exceed, then must pass ALL the IG in software mode. vertices/faces are correclty updated.
|
|
// special: if rdrPass is the ZSort one,
|
|
if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
|
|
{
|
|
nlassert(ig->_SortOwner->ZSortHardMode);
|
|
|
|
// must do it on ALL igs of the sortBlock, for less VBuffer mode switching.
|
|
CVegetableInstanceGroup *pIg= ig->_SortOwner->_InstanceGroupList.begin();
|
|
while(pIg)
|
|
{
|
|
// let's pass them in software mode.
|
|
swapIgRdrPassHardMode(pIg, rdrPass);
|
|
// next
|
|
pIg= (CVegetableInstanceGroup*)pIg->Next;
|
|
}
|
|
|
|
// Then all The sortBlock is in SoftMode.
|
|
ig->_SortOwner->ZSortHardMode= false;
|
|
}
|
|
else
|
|
{
|
|
// just do it on this Ig (can mix hardMode in a SortBlock for normal rdrPass)
|
|
swapIgRdrPassHardMode(ig, rdrPass);
|
|
}
|
|
|
|
// now, we can use the software only Allocator to append our instance
|
|
allocator= &getVBAllocatorForRdrPassAndVBHardMode(rdrPass, 0);
|
|
}
|
|
}
|
|
|
|
|
|
// get correct dstVB
|
|
const CVertexBuffer &dstVBInfo= allocator->getSoftwareVertexBuffer();
|
|
|
|
|
|
// Transform vertices to a vegetable instance, and enlarge clipBlock
|
|
//--------------------
|
|
// compute matrix to multiply normals, ie (M-1)t
|
|
CMatrix normalMat;
|
|
// need just rotation scale matrix.
|
|
normalMat.setRot(mat);
|
|
normalMat.invert();
|
|
normalMat.transpose();
|
|
// compute Instance position
|
|
CVector instancePos;
|
|
mat.getPos(instancePos);
|
|
|
|
|
|
// At least, the bbox of the clipBlock must include the center of the shape.
|
|
ig->_ClipOwner->extendSphere(instancePos);
|
|
|
|
|
|
// Vertex/triangle Info.
|
|
uint numNewVertices= shape->VB.getNumVertices();
|
|
uint numNewTris= (uint)shape->TriangleIndices.size()/3;
|
|
uint numNewIndices= (uint)shape->TriangleIndices.size();
|
|
|
|
// src info.
|
|
uint srcNormalOff= (instanceLighted? shape->VB.getNormalOff() : 0);
|
|
uint srcTex0Off= shape->VB.getTexCoordOff(0);
|
|
uint srcTex1Off= shape->VB.getTexCoordOff(1);
|
|
|
|
// dst info
|
|
uint dstNormalOff= (destLighted? dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_NORMAL) : 0);
|
|
uint dstColor0Off= dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_COLOR0);
|
|
uint dstColor1Off= dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_COLOR1);
|
|
uint dstTex0Off= dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_TEX0);
|
|
uint dstBendOff= dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_BENDINFO);
|
|
uint dstCenterOff= dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_CENTER);
|
|
|
|
// For D3D, If the VertexBuffer is in BGRA mode
|
|
if(allocator->isBGRA())
|
|
{
|
|
// then swap only the B and R (no cpu cycle added per vertex)
|
|
primaryRGBA.swapBR();
|
|
secondaryRGBA.swapBR();
|
|
diffusePL[0].swapBR();
|
|
diffusePL[1].swapBR();
|
|
}
|
|
|
|
// Useful for !destLighted only.
|
|
CVector deltaPos;
|
|
float deltaPosNorm=0.0;
|
|
|
|
|
|
// Useful for ZSORT rdrPass, the worldVertices.
|
|
static vector<CVector> worldVertices;
|
|
if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
|
|
{
|
|
worldVertices.resize(numNewVertices);
|
|
}
|
|
|
|
CVertexBufferRead vba;
|
|
shape->VB.lock (vba);
|
|
|
|
// For all vertices of shape, transform and store manager indices in temp shape.
|
|
for(i=0; i<(sint)numNewVertices;i++)
|
|
{
|
|
// allocate a Vertex
|
|
uint vid= allocator->allocateVertex();
|
|
|
|
CVertexBufferReadWrite vbaOut;
|
|
allocator->getSoftwareVertexBuffer ().lock(vbaOut);
|
|
|
|
// store in tmp shape.
|
|
shape->InstanceVertices[i]= vid;
|
|
|
|
// Fill this vertex.
|
|
const uint8 *srcPtr= (uint8*)vba.getVertexCoordPointer(i);
|
|
uint8 *dstPtr= (uint8*)vbaOut.getVertexCoordPointer(vid);
|
|
|
|
// Get bendWeight for this vertex.
|
|
float vertexBendWeight= ((CUV*)(srcPtr + srcTex1Off))->U * bendFactor;
|
|
|
|
// Pos.
|
|
//-------
|
|
// Separate Center and relative pos.
|
|
CVector relPos= mat.mulVector(*(CVector*)srcPtr); // mulVector, because translation in v[center]
|
|
// compute bendCenterPos
|
|
CVector bendCenterPos;
|
|
if(shape->BendCenterMode == CVegetableShapeBuild::BendCenterNull)
|
|
bendCenterPos= CVector::Null;
|
|
else
|
|
{
|
|
CVector v= *(CVector*)srcPtr;
|
|
v.z= 0;
|
|
bendCenterPos= mat.mulVector(v); // mulVector, because translation in v[center]
|
|
}
|
|
// copy
|
|
deltaPos= relPos-bendCenterPos;
|
|
*(CVector*)dstPtr= deltaPos;
|
|
*(CVector*)(dstPtr + dstCenterOff)= instancePos + bendCenterPos;
|
|
// if !destLighted, then VP is different
|
|
if(!destLighted)
|
|
{
|
|
deltaPosNorm= deltaPos.norm();
|
|
// copy bendWeight in v.w
|
|
CVectorH *vh= (CVectorH*)dstPtr;
|
|
// Mul by deltaPosNorm, to draw an arc circle.
|
|
vh->w= vertexBendWeight * deltaPosNorm;
|
|
}
|
|
|
|
// Enlarge the clipBlock of the IG.
|
|
// Since small shape, enlarge with each vertices. simpler and maybe faster.
|
|
// TODO_VEGET: bend and clipping ...
|
|
ig->_ClipOwner->extendBBoxOnly(instancePos + relPos);
|
|
|
|
// prepare for ZSort
|
|
if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
|
|
{
|
|
worldVertices[i]= instancePos + relPos;
|
|
}
|
|
|
|
|
|
// Color-ligthing.
|
|
//-------
|
|
if(!precomputeLighting)
|
|
{
|
|
// just copy the primary color (means diffuse part if lighted)
|
|
*(CRGBA*)(dstPtr + dstColor0Off)= primaryRGBA;
|
|
// normal and secondary color
|
|
if(destLighted)
|
|
{
|
|
// normal
|
|
*(CVector*)(dstPtr + dstNormalOff)= normalMat.mulVector( *(CVector*)(srcPtr + srcNormalOff) );
|
|
}
|
|
// If destLighted, secondaryRGBA is the ambient
|
|
// else secondaryRGBA is used only for Alpha (DLM uv.v).
|
|
*(CRGBA*)(dstPtr + dstColor1Off)= secondaryRGBA;
|
|
}
|
|
else
|
|
{
|
|
nlassert(!destLighted);
|
|
|
|
// compute normal.
|
|
CVector rotNormal= normalMat.mulVector( *(CVector*)(srcPtr + srcNormalOff) );
|
|
// must normalize() because scale is possible.
|
|
rotNormal.normalize();
|
|
|
|
// Do the compute.
|
|
if(!bestSidedPrecomputeLighting)
|
|
{
|
|
computeVegetVertexLighting(rotNormal,
|
|
_DirectionalLight, primaryRGBA, secondaryRGBA,
|
|
vegetLex, diffusePL, (CRGBA*)(dstPtr + dstColor0Off) );
|
|
}
|
|
else
|
|
{
|
|
computeVegetVertexLightingForceBestSided(rotNormal,
|
|
_DirectionalLight, primaryRGBA, secondaryRGBA,
|
|
vegetLex, diffusePL, (CRGBA*)(dstPtr + dstColor0Off) );
|
|
}
|
|
|
|
// copy secondaryRGBA, used only for Alpha (DLM uv.v).
|
|
*(CRGBA*)(dstPtr + dstColor1Off)= secondaryRGBA;
|
|
}
|
|
|
|
|
|
// Texture.
|
|
//-------
|
|
*(CUV*)(dstPtr + dstTex0Off)= *(CUV*)(srcPtr + srcTex0Off);
|
|
|
|
// Bend.
|
|
//-------
|
|
CVector *dstBendPtr= (CVector*)(dstPtr + dstBendOff);
|
|
// setup bend Phase.
|
|
dstBendPtr->y= bendPhase;
|
|
// setup bend Weight.
|
|
// if !destLighted, then VP is different, vertexBendWeight is stored in v[0].w
|
|
if(destLighted)
|
|
dstBendPtr->x= vertexBendWeight;
|
|
else
|
|
// the VP need the norm of relPos in v[9].x
|
|
dstBendPtr->x= deltaPosNorm;
|
|
// setup bendFreqFactor
|
|
dstBendPtr->z= bendFreqFactor;
|
|
/// If AlphaBlend / ZSort rdrPass, then setup AlphaBlend computing.
|
|
if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
|
|
{
|
|
// get ptr on v[9].w NB: in Unlit mode, it has 4 components.
|
|
CVectorH *dstBendPtr= (CVectorH*)(dstPtr + dstBendOff);
|
|
// setup the constant of linear formula:
|
|
// Alpha= -1/blendTransDist * dist + blendDistMax/blendTransDist
|
|
dstBendPtr->w= blendDistMax/NL3D_VEGETABLE_BLOCK_BLEND_TRANSITION_DIST;
|
|
}
|
|
|
|
|
|
// fill the vertex in AGP.
|
|
//-------
|
|
allocator->flushVertex(vid);
|
|
}
|
|
|
|
|
|
// must recompute the sphere according to the bbox.
|
|
ig->_ClipOwner->updateSphere();
|
|
|
|
|
|
// If ZSort, compute Triangle Centers and Orders for quadrant
|
|
//--------------------
|
|
if(rdrPass==NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
|
|
{
|
|
// inform the SB that it must be updated.
|
|
ig->_SortOwner->_Dirty= true;
|
|
// For deletion, inform the ig that it has instances which impact the SB.
|
|
ig->_HasZSortPassInstances= true;
|
|
|
|
// change UnderWater falg of the SB
|
|
if(vegetWaterState == AboveWater)
|
|
ig->_SortOwner->_UnderWater= false;
|
|
else if(vegetWaterState == UnderWater)
|
|
ig->_SortOwner->_UnderWater= true;
|
|
|
|
// static to avoid reallocation
|
|
static vector<CVector> triangleCenters;
|
|
triangleCenters.resize(numNewTris);
|
|
|
|
// compute triangle centers
|
|
for(uint i=0; i<numNewTris; i++)
|
|
{
|
|
// get index in shape.
|
|
uint v0= shape->TriangleIndices[i*3+0];
|
|
uint v1= shape->TriangleIndices[i*3+1];
|
|
uint v2= shape->TriangleIndices[i*3+2];
|
|
|
|
// get world coord.
|
|
const CVector &vert0= worldVertices[v0];
|
|
const CVector &vert1= worldVertices[v1];
|
|
const CVector &vert2= worldVertices[v2];
|
|
|
|
// compute center
|
|
triangleCenters[i]= (vert0 + vert1 + vert2) / 3;
|
|
// relative to center of the sortBlock (for sint16 compression)
|
|
triangleCenters[i]-= ig->_SortOwner->_Center;
|
|
}
|
|
|
|
|
|
// resize the array. Actually only modify the number of triangles really setuped.
|
|
uint offTri= ig->_TriangleQuadrantOrderNumTriangles;
|
|
ig->_TriangleQuadrantOrderNumTriangles+= numNewTris;
|
|
// verify user has correclty used reserveIg system.
|
|
nlassert(ig->_TriangleQuadrantOrderNumTriangles * NL3D_VEGETABLE_NUM_QUADRANT <= ig->_TriangleQuadrantOrderArray.size());
|
|
|
|
|
|
// compute distance for each quadrant. Since we are not sure of the sortBlockSize, mul with a (big: 16) security.
|
|
// NB: for landscape practical usage, this left us with more than 1mm precision.
|
|
float distFactor=32768/(16*ig->_SortOwner->_Radius);
|
|
for(uint quadId=0; quadId<NL3D_VEGETABLE_NUM_QUADRANT; quadId++)
|
|
{
|
|
const CVector &quadDir= CVegetableQuadrant::Dirs[quadId];
|
|
|
|
// For all tris.
|
|
for(uint i=0; i<numNewTris; i++)
|
|
{
|
|
// compute the distance with orientation of the quadrant. (DotProduct)
|
|
float dist= triangleCenters[i] * quadDir;
|
|
// compress to sint16.
|
|
ig->_TriangleQuadrantOrders[quadId][offTri + i]= (sint16)NLMISC::OptFastFloor(dist*distFactor);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Append list of indices and list of triangles to the IG
|
|
//--------------------
|
|
|
|
// TODO_VEGET_OPTIM: system reallocation of array is very bad...
|
|
|
|
|
|
// compute dest start idx.
|
|
uint offVertex= vegetRdrPass.NVertices;
|
|
uint offTri= vegetRdrPass.NTriangles;
|
|
uint offTriIdx= offTri*3;
|
|
|
|
// verify user has correclty used reserveIg system.
|
|
nlassert(offVertex + numNewVertices <= vegetRdrPass.Vertices.size());
|
|
nlassert(offTriIdx + numNewIndices <= vegetRdrPass.TriangleIndices.getNumIndexes());
|
|
nlassert(offTriIdx + numNewIndices <= vegetRdrPass.TriangleLocalIndices.size());
|
|
|
|
|
|
// insert list of vertices to delete in ig vertices.
|
|
vegetRdrPass.Vertices.copy(offVertex, offVertex+numNewVertices, &shape->InstanceVertices[0]);
|
|
|
|
// insert array of triangles in ig.
|
|
// for all indices, fill IG
|
|
CIndexBufferReadWrite ibaWrite;
|
|
vegetRdrPass.TriangleIndices.lock (ibaWrite);
|
|
if (vegetRdrPass.TriangleIndices.getFormat() == CIndexBuffer::Indices16)
|
|
{
|
|
uint16 *ptr = (uint16 *) ibaWrite.getPtr();
|
|
for(i=0; i<(sint)numNewIndices; i++)
|
|
{
|
|
// get the index of the vertex in the shape
|
|
uint vid= shape->TriangleIndices[i];
|
|
// re-direction, using InstanceVertices;
|
|
#ifdef NL_DEBUG
|
|
nlassert(shape->InstanceVertices[vid] <= 0xffff);
|
|
#endif
|
|
ptr[offTriIdx + i]= (uint16) shape->InstanceVertices[vid];
|
|
// local re-direction: adding vertexOffset.
|
|
vegetRdrPass.TriangleLocalIndices[offTriIdx + i]= offVertex + vid;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint32 *ptr = (uint32 *) ibaWrite.getPtr();
|
|
for(i=0; i<(sint)numNewIndices; i++)
|
|
{
|
|
// get the index of the vertex in the shape
|
|
uint vid= shape->TriangleIndices[i];
|
|
// re-direction, using InstanceVertices;
|
|
ptr[offTriIdx + i]= shape->InstanceVertices[vid];
|
|
// local re-direction: adding vertexOffset.
|
|
vegetRdrPass.TriangleLocalIndices[offTriIdx + i]= offVertex + vid;
|
|
}
|
|
}
|
|
|
|
// new triangle and vertex size.
|
|
vegetRdrPass.NTriangles+= numNewTris;
|
|
vegetRdrPass.NVertices+= numNewVertices;
|
|
|
|
|
|
// if lighted, must add a lightedInstance for lighting update.
|
|
//--------------------
|
|
if(instanceLighted)
|
|
{
|
|
// first, update Ig.
|
|
ig->_ULNumVertices+= numNewVertices;
|
|
// and update the vegetable manager.
|
|
_ULNTotalVertices+= numNewVertices;
|
|
// link at the end of the circular list: link before the current root.
|
|
if(_ULRootIg==NULL)
|
|
_ULRootIg= ig;
|
|
else
|
|
ig->linkBeforeUL(_ULRootIg);
|
|
|
|
// check good use of reserveIg.
|
|
nlassert(vegetRdrPass.NLightedInstances < vegetRdrPass.LightedInstances.size());
|
|
|
|
// Fill instance info
|
|
CVegetableInstanceGroup::CVegetableLightedInstance &vli=
|
|
vegetRdrPass.LightedInstances[vegetRdrPass.NLightedInstances];
|
|
vli.Shape= shape;
|
|
vli.NormalMat= normalMat;
|
|
// copy colors unmodulated by global light.
|
|
vli.MatAmbient= ambientRGBA;
|
|
vli.MatDiffuse= diffuseRGBA;
|
|
// store dynamic lightmap UV
|
|
vli.DlmUV= dlmUV;
|
|
// where vertices of this instances are wrote in the VegetRdrPass
|
|
vli.StartIdInRdrPass= offVertex;
|
|
|
|
// Inc size setuped.
|
|
vegetRdrPass.NLightedInstances++;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::swapIgRdrPassHardMode(CVegetableInstanceGroup *ig, uint rdrPass)
|
|
{
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
|
|
|
|
// the allocator where vertices come from
|
|
CVegetableVBAllocator &srcAllocator= getVBAllocatorForRdrPassAndVBHardMode(rdrPass, vegetRdrPass.HardMode);
|
|
// the allocator where vertices will go
|
|
CVegetableVBAllocator &dstAllocator= getVBAllocatorForRdrPassAndVBHardMode(rdrPass, !vegetRdrPass.HardMode);
|
|
|
|
// vertex size
|
|
uint vbSize= srcAllocator.getSoftwareVertexBuffer().getVertexSize();
|
|
nlassert(vbSize == dstAllocator.getSoftwareVertexBuffer().getVertexSize());
|
|
|
|
CVertexBufferRead vbaIn;
|
|
srcAllocator.getSoftwareVertexBuffer ().lock(vbaIn);
|
|
|
|
// for all vertices of the IG, change of VBAllocator
|
|
uint i;
|
|
// Do it only for current Vertices setuped!!! because a swapIgRdrPassHardMode awlays arise when the ig is
|
|
// in construcion.
|
|
// Hence here, we may have vegetRdrPass.NVertices < vegetRdrPass.Vertices.size() !!!
|
|
for(i=0;i<vegetRdrPass.NVertices;i++)
|
|
{
|
|
// get idx in src allocator.
|
|
uint srcId= vegetRdrPass.Vertices[i];
|
|
// allocate a vertex in the dst allocator.
|
|
uint dstId= dstAllocator.allocateVertex();
|
|
|
|
CVertexBufferReadWrite vbaOut;
|
|
dstAllocator.getSoftwareVertexBuffer ().lock(vbaOut);
|
|
|
|
// copy from VBsoft of src to dst.
|
|
const void *vbSrc= vbaIn.getVertexCoordPointer(srcId);
|
|
void *vbDst= vbaOut.getVertexCoordPointer(dstId);
|
|
memcpy(vbDst, vbSrc, vbSize);
|
|
// release src vertex.
|
|
srcAllocator.deleteVertex(srcId);
|
|
|
|
// and copy new dest id in Vertices array.
|
|
vegetRdrPass.Vertices[i]= dstId;
|
|
|
|
// and flush this vertex into VBHard (if dst is aVBHard).
|
|
dstAllocator.flushVertex(dstId);
|
|
}
|
|
|
|
// For all triangles, bind correct triangles.
|
|
nlassert(vegetRdrPass.TriangleIndices.getNumIndexes() == vegetRdrPass.TriangleLocalIndices.size());
|
|
// Do it only for current Triangles setuped!!! same reason as vertices
|
|
// For all setuped triangles indices
|
|
CIndexBufferReadWrite ibaWrite;
|
|
// For hard mode, uses faster 16 bit indices because the VB is not bigger than 65K
|
|
vegetRdrPass.TriangleIndices.setFormat(vegetRdrPass.HardMode ? CIndexBuffer::Indices32 : CIndexBuffer::Indices16); // NB : this is not an error here : vegetRdrPass.HardMode has not been inverted yet
|
|
vegetRdrPass.TriangleIndices.lock (ibaWrite);
|
|
if (ibaWrite.getFormat() == CIndexBuffer::Indices16)
|
|
{
|
|
uint16 *ptr = (uint16 *) ibaWrite.getPtr();
|
|
for(i=0;i<vegetRdrPass.NTriangles*3;i++)
|
|
{
|
|
// get the index in Vertices.
|
|
uint localVid= vegetRdrPass.TriangleLocalIndices[i];
|
|
// get the index in new VBufffer (dstAllocator), and copy to TriangleIndices
|
|
ptr[i]= (uint16) vegetRdrPass.Vertices[localVid];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint32 *ptr = (uint32 *) ibaWrite.getPtr();
|
|
for(i=0;i<vegetRdrPass.NTriangles*3;i++)
|
|
{
|
|
// get the index in Vertices.
|
|
uint localVid= vegetRdrPass.TriangleLocalIndices[i];
|
|
// get the index in new VBufffer (dstAllocator), and copy to TriangleIndices
|
|
ptr[i]= (uint32) vegetRdrPass.Vertices[localVid];
|
|
}
|
|
}
|
|
|
|
// Since change is made, flag the IG rdrpass
|
|
vegetRdrPass.HardMode= !vegetRdrPass.HardMode;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setGlobalDensity(float density)
|
|
{
|
|
clamp(density, 0.f, 1.f);
|
|
_GlobalDensity= density;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Render
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CVegetableManager::doubleSidedRdrPass(uint rdrPass)
|
|
{
|
|
nlassert(rdrPass<NL3D_VEGETABLE_NRDRPASS);
|
|
return (rdrPass == NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED) ||
|
|
(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED) ||
|
|
(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::updateDriver(IDriver *driver)
|
|
{
|
|
// update all driver
|
|
uint i;
|
|
for(i=0; i <CVegetableVBAllocator::VBTypeCount; i++)
|
|
{
|
|
_VBHardAllocator[i].updateDriver(driver);
|
|
_VBSoftAllocator[i].updateDriver(driver);
|
|
}
|
|
|
|
// if driver changed, recreate vertex programs
|
|
if (driver != _LastDriver)
|
|
{
|
|
_LastDriver = driver;
|
|
for(i=0; i <NL3D_VEGETABLE_NRDRPASS; i++)
|
|
{
|
|
// both fog & no fog
|
|
initVertexProgram(i, true);
|
|
initVertexProgram(i, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::loadTexture(const string &texName)
|
|
{
|
|
// setup a CTextureFile (smartPtr-ized).
|
|
ITexture *tex= new CTextureFile(texName);
|
|
loadTexture(tex);
|
|
// setup good params.
|
|
tex->setFilterMode(ITexture::Linear, ITexture::LinearMipMapLinear);
|
|
tex->setWrapS(ITexture::Clamp);
|
|
tex->setWrapT(ITexture::Clamp);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::loadTexture(ITexture *itex)
|
|
{
|
|
// setup a ITexture (smartPtr-ized).
|
|
// Store in stage1, for dynamicLightmaping
|
|
_VegetableMaterial.setTexture(1, itex);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setDirectionalLight(const CRGBA &ambient, const CRGBA &diffuse, const CVector &light)
|
|
{
|
|
_DirectionalLight= light;
|
|
_DirectionalLight.normalize();
|
|
// Setup ambient/Diffuse.
|
|
_GlobalAmbient= ambient;
|
|
_GlobalDiffuse= diffuse;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::lockBuffers()
|
|
{
|
|
// lock all buffers
|
|
for(uint i=0; i <CVegetableVBAllocator::VBTypeCount; i++)
|
|
{
|
|
_VBHardAllocator[i].lockBuffer();
|
|
_VBSoftAllocator[i].lockBuffer();
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::unlockBuffers()
|
|
{
|
|
// unlock all buffers
|
|
for(uint i=0; i <CVegetableVBAllocator::VBTypeCount; i++)
|
|
{
|
|
_VBHardAllocator[i].unlockBuffer();
|
|
_VBSoftAllocator[i].unlockBuffer();
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
class CSortVSB
|
|
{
|
|
public:
|
|
CVegetableSortBlock *Sb;
|
|
|
|
CSortVSB() : Sb(NULL) {}
|
|
CSortVSB(CVegetableSortBlock *sb) : Sb(sb) {}
|
|
|
|
|
|
// for sort()
|
|
bool operator<(const CSortVSB &o) const
|
|
{
|
|
return Sb->_SortKey>o.Sb->_SortKey;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setupVertexProgramConstants(IDriver *driver, bool fogEnabled)
|
|
{
|
|
nlassert(_ActiveVertexProgram);
|
|
|
|
|
|
// Standard
|
|
// setup VertexProgram constants.
|
|
// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();
|
|
driver->setUniformMatrix(IDriver::VertexProgram, _ActiveVertexProgram->getUniformIndex(CProgramIndex::ModelViewProjection), IDriver::ModelViewProjection, IDriver::Identity);
|
|
// c[6] take the Fog vector. After setupModelMatrix();
|
|
if (fogEnabled)
|
|
{
|
|
driver->setUniformFog(IDriver::VertexProgram, _ActiveVertexProgram->getUniformIndex(CProgramIndex::Fog));
|
|
}
|
|
// c[8] take useful constants.
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().ProgramConstants0, 0, 1, 0.5f, 2);
|
|
// c[9] take normalized directional light
|
|
driver->setUniform3f(IDriver::VertexProgram, _ActiveVertexProgram->idx().DirectionalLight, _DirectionalLight);
|
|
// c[10] take pos of camera
|
|
driver->setUniform3f(IDriver::VertexProgram, _ActiveVertexProgram->idx().ViewCenter, _ViewCenter);
|
|
// c[11] take factor for Blend formula
|
|
driver->setUniform1f(IDriver::VertexProgram, _ActiveVertexProgram->idx().NegInvTransDist, -1.f/NL3D_VEGETABLE_BLOCK_BLEND_TRANSITION_DIST);
|
|
|
|
|
|
|
|
// Bend.
|
|
// c[16]= quaternion axis. w==1, and z must be 0
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().AngleAxis, _AngleAxis, 1);
|
|
// c[17]= {timeAnim, WindPower, WindPower*(1-WindBendMin)/2, 0)}
|
|
driver->setUniform3f(IDriver::VertexProgram, _ActiveVertexProgram->idx().Wind, (float)_WindAnimTime, _WindPower, _WindPower * (1 - _WindBendMin) / 2);
|
|
// c[18]= High order Taylor cos coefficient: { -1/2, 1/24, -1/720, 1/40320 }
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().CosCoeff0, -1/2.f, 1/24.f, -1/720.f, 1/40320.f );
|
|
// c[19]= Low order Taylor cos coefficient: { 1, -1/2, 1/24, -1/720 }
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().CosCoeff1, 1, -1/2.f, 1/24.f, -1/720.f );
|
|
// c[20]= Low order Taylor sin coefficient: { 1, -1/6, 1/120, -1/5040 }
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().CosCoeff2, 1, -1/6.f, 1/120.f, -1/5040.f );
|
|
// c[21]= Special constant vector for quatToMatrix: { 0, 1, -1, 0 }
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().QuatConstants, 0.f, 1.f, -1.f, 0.f);
|
|
// c[22]= {0.5f, Pi, 2*Pi, 1/(2*Pi)}
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().PiConstants, 0.5f, (float)Pi, (float)(2*Pi), (float)(1/(2*Pi)));
|
|
// c[23]= {NL3D_VEGETABLE_VP_LUT_SIZE, 0, 0, 0}. NL3D_VEGETABLE_VP_LUT_SIZE==64.
|
|
driver->setUniform1f(IDriver::VertexProgram, _ActiveVertexProgram->idx().LUTSize, NL3D_VEGETABLE_VP_LUT_SIZE);
|
|
|
|
|
|
// Fill constant. Start at 32.
|
|
for(uint i=0; i<NL3D_VEGETABLE_VP_LUT_SIZE; i++)
|
|
{
|
|
CVector2f cur= _WindTable[i];
|
|
CVector2f delta= _WindDeltaTable[i];
|
|
driver->setUniform4f(IDriver::VertexProgram, _ActiveVertexProgram->idx().LUT[i], cur.x, cur.y, delta.x, delta.y);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::render(const CVector &viewCenter, const CVector &frontVector, const std::vector<CPlane> &pyramid,
|
|
ITexture *textureDLM, IDriver *driver)
|
|
{
|
|
H_AUTO( NL3D_Vegetable_Render );
|
|
|
|
CVegetableClipBlock *rootToRender= NULL;
|
|
|
|
// get normalized front vector.
|
|
CVector frontVectorNormed= frontVector.normed();
|
|
|
|
// For Speed debug only.
|
|
/*extern bool YOYO_ATTest;
|
|
if(YOYO_ATTest)
|
|
return;
|
|
*/
|
|
|
|
// Clip.
|
|
//--------------------
|
|
// For all current not empty clipBlocks, clip against pyramid, and insert visibles in list.
|
|
CVegetableClipBlock *ptrClipBlock= _ClipBlockList.begin();
|
|
while(ptrClipBlock)
|
|
{
|
|
// if the clipBlock is visible and not empty
|
|
if(ptrClipBlock->clip(pyramid))
|
|
{
|
|
// insert into visible list.
|
|
ptrClipBlock->_RenderNext= rootToRender;
|
|
rootToRender= ptrClipBlock;
|
|
}
|
|
|
|
// next
|
|
ptrClipBlock= (CVegetableClipBlock*)ptrClipBlock->Next;
|
|
}
|
|
|
|
|
|
// If no clip block visible, just skip!!
|
|
if(rootToRender==NULL)
|
|
return;
|
|
|
|
|
|
// Prepare Render
|
|
//--------------------
|
|
|
|
// profile.
|
|
CPrimitiveProfile ppIn, ppOut;
|
|
driver->profileRenderedPrimitives(ppIn, ppOut);
|
|
uint precNTriRdr= ppOut.NTriangles;
|
|
|
|
|
|
// Disable Fog.
|
|
bool bkupFog;
|
|
bkupFog= driver->fogEnabled();
|
|
|
|
bool fogged = bkupFog && driver->getFogStart() < _ZSortLayerDistMax;
|
|
|
|
|
|
driver->enableFog(fogged);
|
|
|
|
|
|
// Used by setupVertexProgramConstants(). The center of camera.
|
|
// Used for AlphaBlending, and for ZBuffer precision problems.
|
|
_ViewCenter= viewCenter;
|
|
|
|
|
|
// The manager is identity in essence. But for ZBuffer improvements, must set it as close
|
|
// to the camera. In the VertexProgram, _ViewCenter is substracted from bent vertex pos. So take it as position.
|
|
_ManagerMatrix.identity();
|
|
_ManagerMatrix.setPos(_ViewCenter);
|
|
|
|
|
|
// set model matrix to the manager matrix.
|
|
driver->setupModelMatrix(_ManagerMatrix);
|
|
|
|
|
|
// set the driver for all allocators
|
|
updateDriver(driver);
|
|
|
|
|
|
// Compute Bend Anim.
|
|
|
|
// AnimFrequency factor.
|
|
// Doing it incrementally allow change of of frequency each frame with good results.
|
|
_WindAnimTime+= (_Time - _WindPrecRenderTime)*_WindFrequency;
|
|
_WindAnimTime= fmod((float)_WindAnimTime, (float)NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC);
|
|
// NB: Leave timeBend (_WindAnimTime) as a time (ie [0..1]), because VP do a "EXP time".
|
|
// For incremental computing.
|
|
_WindPrecRenderTime= _Time;
|
|
|
|
|
|
// compute the angleAxis corresponding to direction
|
|
// perform a 90deg rotation to get correct angleAxis
|
|
_AngleAxis.set(-_WindDirection.y,_WindDirection.x,0);
|
|
|
|
|
|
// Fill LUT WindTable.
|
|
uint i;
|
|
for(i=0; i<NL3D_VEGETABLE_VP_LUT_SIZE; i++)
|
|
{
|
|
/* NB: this formula works quite well, because vertex BendFactor is expressed in Radian/2.
|
|
And since animFactor==(_CosTable[i] + 1) E [0..2], we have here an arc-circle computing:
|
|
dmove= Radius * AngleRadian/2 * animFactor. So at max of animFactor (ie 2), we have:
|
|
dmove= Radius * AngleRadian, which is by definition an arc-circle computing...
|
|
And so this approximate the Bend-quaternion Vertex Program.
|
|
*/
|
|
float windForce= (_CosTable[(i+32)%64] + 1);
|
|
// Modify with _WindPower / _WindBendMin.
|
|
windForce= _WindBendMin*2 + windForce * (1-_WindBendMin);
|
|
windForce*= _WindPower;
|
|
// Compute direction of the wind, and multiply by windForce.
|
|
_WindTable[i]= CVector2f(_WindDirection.x, _WindDirection.y) * windForce;
|
|
}
|
|
// compute delta
|
|
for(i=0; i<NL3D_VEGETABLE_VP_LUT_SIZE; i++)
|
|
{
|
|
CVector2f cur= _WindTable[i];
|
|
CVector2f delta= _WindTable[ (i+1)%NL3D_VEGETABLE_VP_LUT_SIZE ] - cur;
|
|
_WindDeltaTable[i]= delta;
|
|
}
|
|
|
|
|
|
// Setup TexEnvs for Dynamic lightmapping
|
|
//--------------------
|
|
// if the dynamic lightmap is provided
|
|
if(textureDLM)
|
|
{
|
|
// stage0 RGB is Diffuse + DLM.
|
|
_VegetableMaterial.setTexture(0, textureDLM);
|
|
_VegetableMaterial.texEnvOpRGB(0, CMaterial::Add);
|
|
_VegetableMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
|
|
_VegetableMaterial.texEnvArg1RGB(0, CMaterial::Diffuse, CMaterial::SrcColor);
|
|
// stage1 RGB is Previous * Texture
|
|
_VegetableMaterial.texEnvOpRGB(1, CMaterial::Modulate);
|
|
_VegetableMaterial.texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
|
|
_VegetableMaterial.texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
|
|
}
|
|
else
|
|
{
|
|
// reset stage0 (to skip it)
|
|
_VegetableMaterial.setTexture(0, NULL);
|
|
// stage1 RGB is Diffuse * Texture
|
|
_VegetableMaterial.texEnvOpRGB(1, CMaterial::Modulate);
|
|
_VegetableMaterial.texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
|
|
_VegetableMaterial.texEnvArg1RGB(1, CMaterial::Diffuse, CMaterial::SrcColor);
|
|
}
|
|
// stage1 Alpha is always "Modulate texture with diffuse Alpha"
|
|
_VegetableMaterial.texEnvOpAlpha(1, CMaterial::Modulate);
|
|
_VegetableMaterial.texEnvArg0Alpha(1, CMaterial::Texture, CMaterial::SrcAlpha);
|
|
_VegetableMaterial.texEnvArg1Alpha(1, CMaterial::Diffuse, CMaterial::SrcAlpha);
|
|
|
|
|
|
|
|
// Render !ZSORT pass
|
|
//--------------------
|
|
|
|
// setup material (may have change because of ZSORT / alphaBlend pass)
|
|
_VegetableMaterial.setBlend(false);
|
|
_VegetableMaterial.setZWrite(true);
|
|
_VegetableMaterial.setAlphaTestThreshold(0.5f);
|
|
|
|
bool uprogst = driver->isUniformProgramState();
|
|
bool progstateset[NL3D_VEGETABLE_NRDRPASS];
|
|
for (sint rdrPass = 0; rdrPass < NL3D_VEGETABLE_NRDRPASS; ++rdrPass)
|
|
{
|
|
progstateset[rdrPass] = false;
|
|
}
|
|
|
|
/*
|
|
Prefer sort with Soft / Hard first.
|
|
Also, Prefer do VBsoft last, for better GPU //ism with Landscape.
|
|
*/
|
|
// For both allocators: Hard(1) then Soft(0)
|
|
for(sint vbHardMode= 1; vbHardMode>=0; vbHardMode--)
|
|
{
|
|
// For all renderPass.
|
|
for(sint rdrPass=0; rdrPass < NL3D_VEGETABLE_NRDRPASS; rdrPass++)
|
|
{
|
|
// skip ZSORT rdrPass, done after.
|
|
if(rdrPass == NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT)
|
|
continue;
|
|
|
|
// which allocator?
|
|
CVegetableVBAllocator &vbAllocator= getVBAllocatorForRdrPassAndVBHardMode(rdrPass, vbHardMode);
|
|
|
|
|
|
// Do the pass only if there is some vertices to draw.
|
|
if(vbAllocator.getNumUserVerticesAllocated()>0)
|
|
{
|
|
// additional setup to the material
|
|
bool doubleSided= doubleSidedRdrPass(rdrPass);
|
|
// set the 2Sided flag in the material
|
|
_VegetableMaterial.setDoubleSided( doubleSided );
|
|
|
|
// activate Vertex program first.
|
|
//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[rdrPass]->getProgram().c_str());
|
|
|
|
_ActiveVertexProgram = _VertexProgram[rdrPass][fogged ? 1 : 0];
|
|
nlverify(driver->activeVertexProgram(_ActiveVertexProgram));
|
|
|
|
// Set VP constants
|
|
if (!progstateset[uprogst ? rdrPass : 0])
|
|
{
|
|
setupVertexProgramConstants(driver, uprogst ? fogged : true);
|
|
}
|
|
|
|
// Activate the unique material.
|
|
driver->setupMaterial(_VegetableMaterial);
|
|
|
|
// Activate the good VBuffer
|
|
vbAllocator.activate();
|
|
|
|
// For all visibles clipBlock, render their instance groups.
|
|
ptrClipBlock= rootToRender;
|
|
while(ptrClipBlock)
|
|
{
|
|
// For all sortBlock of the clipBlock
|
|
CVegetableSortBlock *ptrSortBlock= ptrClipBlock->_SortBlockList.begin();
|
|
while(ptrSortBlock)
|
|
{
|
|
// For all igs of the sortBlock
|
|
CVegetableInstanceGroup *ptrIg= ptrSortBlock->_InstanceGroupList.begin();
|
|
while(ptrIg)
|
|
{
|
|
// rdrPass
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ptrIg->_RdrPass[rdrPass];
|
|
|
|
// if this rdrPass is in same HardMode as we process now.
|
|
if( (vegetRdrPass.HardMode && vbHardMode==1) || (!vegetRdrPass.HardMode && vbHardMode==0) )
|
|
{
|
|
// Ok, Render the faces.
|
|
if(vegetRdrPass.NTriangles)
|
|
{
|
|
driver->activeIndexBuffer(vegetRdrPass.TriangleIndices);
|
|
#ifdef NL_DEBUG
|
|
if (vegetRdrPass.HardMode)
|
|
{
|
|
nlassert(vegetRdrPass.TriangleIndices.getFormat() == CIndexBuffer::Indices16);
|
|
}
|
|
else
|
|
{
|
|
nlassert(vegetRdrPass.TriangleIndices.getFormat() == CIndexBuffer::Indices32);
|
|
}
|
|
#endif
|
|
driver->renderSimpleTriangles(0,
|
|
vegetRdrPass.NTriangles);
|
|
}
|
|
}
|
|
|
|
// next ig.
|
|
ptrIg= (CVegetableInstanceGroup*)ptrIg->Next;
|
|
}
|
|
|
|
// next sortBlock
|
|
ptrSortBlock= (CVegetableSortBlock *)(ptrSortBlock->Next);
|
|
}
|
|
|
|
// next clipBlock to render
|
|
ptrClipBlock= ptrClipBlock->_RenderNext;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Render ZSort pass.
|
|
//--------------------
|
|
|
|
// Debug Quadrants.
|
|
/*static vector<CVector> p0DebugLines;
|
|
static vector<CVector> p1DebugLines;
|
|
p0DebugLines.clear();
|
|
p1DebugLines.clear();*/
|
|
|
|
// For all Blend model Layers, clear Sort Block list and setup.
|
|
for(i=0; i<_NumZSortBlendLayers;i++)
|
|
{
|
|
// must have been created.
|
|
nlassert(_ZSortModelLayers[i]);
|
|
nlassert(_ZSortModelLayersUW[i]);
|
|
// NB: don't refresh list, it is done in CVegetableBlendLayerModel.
|
|
// We must do it here, because if vegetableManger::render() is no more called (eg: disabled),
|
|
// then the models must do nothing.
|
|
|
|
// To get layers correclty sorted from fornt to back, must init their pos
|
|
// because it is the renderTraversal which sort them.
|
|
// compute distance to camera of this layer.
|
|
float layerZ= i * _ZSortLayerDistMax / _NumZSortBlendLayers;
|
|
// compute position of this layer.
|
|
CVector pos= viewCenter + frontVector * layerZ;
|
|
// special setup in the layer.
|
|
_ZSortModelLayers[i]->setWorldPos(pos);
|
|
_ZSortModelLayersUW[i]->setWorldPos(pos);
|
|
}
|
|
|
|
// If some vertices in arrays for ZSort rdrPass
|
|
if( getVBAllocatorForRdrPassAndVBHardMode(NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT, 0).getNumUserVerticesAllocated()>0 ||
|
|
getVBAllocatorForRdrPassAndVBHardMode(NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT, 1).getNumUserVerticesAllocated()>0 )
|
|
{
|
|
uint rdrPass= NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT;
|
|
|
|
// sort
|
|
//-------------
|
|
// Array for sorting. (static to avoid reallocation)
|
|
static vector<CSortVSB> sortVegetSbs;
|
|
sortVegetSbs.clear();
|
|
|
|
// For all visibles clipBlock
|
|
ptrClipBlock= rootToRender;
|
|
while(ptrClipBlock)
|
|
{
|
|
// For all sortBlock, prepare to sort them
|
|
CVegetableSortBlock *ptrSortBlock= ptrClipBlock->_SortBlockList.begin();
|
|
while(ptrSortBlock)
|
|
{
|
|
// if the sortBlock has some sorted faces to render
|
|
if(ptrSortBlock->_NTriangles != 0)
|
|
{
|
|
// Compute Distance to Viewer.
|
|
/* NB: compute radial distance (with norm()) instead of linear distance
|
|
(DotProduct with front vector) get less "ZSort poping".
|
|
*/
|
|
CVector dirToSb= ptrSortBlock->_Center - viewCenter;
|
|
float distToViewer= dirToSb.norm();
|
|
// SortKey change if the center is behind the camera.
|
|
if(dirToSb * frontVectorNormed<0)
|
|
{
|
|
ptrSortBlock->_SortKey= - distToViewer;
|
|
}
|
|
else
|
|
{
|
|
ptrSortBlock->_SortKey= distToViewer;
|
|
}
|
|
|
|
// Choose the quadrant for this sortBlock
|
|
sint bestDirIdx= 0;
|
|
float bestDirVal= -FLT_MAX;
|
|
// If too near, must take the frontVector as key, to get better sort.
|
|
// use ptrSortBlock->_SortKey to get correct negative values.
|
|
if(ptrSortBlock->_SortKey < ptrSortBlock->_Radius)
|
|
{
|
|
dirToSb= frontVectorNormed;
|
|
}
|
|
|
|
// NB: no need to normalize dirToSb, because need only to sort with DP
|
|
// choose the good list of triangles according to quadrant.
|
|
for(uint dirIdx=0; dirIdx<NL3D_VEGETABLE_NUM_QUADRANT; dirIdx++)
|
|
{
|
|
float dirVal= CVegetableQuadrant::Dirs[dirIdx] * dirToSb;
|
|
if(dirVal>bestDirVal)
|
|
{
|
|
bestDirVal= dirVal;
|
|
bestDirIdx= dirIdx;
|
|
}
|
|
}
|
|
|
|
// set the result.
|
|
ptrSortBlock->_QuadrantId= bestDirIdx;
|
|
|
|
// insert in list to sort.
|
|
sortVegetSbs.push_back(CSortVSB(ptrSortBlock));
|
|
|
|
// Debug Quadrants
|
|
/*p0DebugLines.push_back(ptrSortBlock->_Center);
|
|
p1DebugLines.push_back(ptrSortBlock->_Center + CVegetableQuadrant::Dirs[bestDirIdx]);*/
|
|
}
|
|
|
|
// next sortBlock
|
|
ptrSortBlock= (CVegetableSortBlock *)(ptrSortBlock->Next);
|
|
}
|
|
|
|
// next clipBlock to render
|
|
ptrClipBlock= ptrClipBlock->_RenderNext;
|
|
}
|
|
|
|
// sort!
|
|
// QSort. (I tried, better than radix sort, guckk!!)
|
|
sort(sortVegetSbs.begin(), sortVegetSbs.end());
|
|
|
|
|
|
// setup material for this rdrPass. NB: rendered after (in LayerModels).
|
|
//-------------
|
|
bool doubleSided= doubleSidedRdrPass(rdrPass);
|
|
// set the 2Sided flag in the material
|
|
_VegetableMaterial.setDoubleSided( doubleSided );
|
|
|
|
// setup the unique material.
|
|
_VegetableMaterial.setBlend(true);
|
|
_VegetableMaterial.setZWrite(false);
|
|
// leave AlphaTest but still kick low alpha values (for fillRate performance)
|
|
_VegetableMaterial.setAlphaTestThreshold(0.1f);
|
|
|
|
|
|
|
|
// order them in Layers.
|
|
//-------------
|
|
|
|
// render from back to front, to keep correct Z order in a single layer.
|
|
for(uint i=0; i<sortVegetSbs.size();i++)
|
|
{
|
|
CVegetableSortBlock *ptrSortBlock= sortVegetSbs[i].Sb;
|
|
|
|
float z= ptrSortBlock->_SortKey;
|
|
// compute in which layer must store this SB.
|
|
z= z*_NumZSortBlendLayers / _ZSortLayerDistMax;
|
|
// Avoid a floor(), using an OptFastFloor, but without the OptFastFloorBegin() End() group.
|
|
// => avoid the imprecision with such a trick; *256, then divide the integer by 256.
|
|
sint layer= NLMISC::OptFastFloor(z*256) >> 8;
|
|
clamp(layer, 0, (sint)_NumZSortBlendLayers-1);
|
|
|
|
// Range in correct layer, according to water ordering
|
|
if(ptrSortBlock->_UnderWater)
|
|
// range in the correct layermodel (NB: keep the same layer internal order).
|
|
_ZSortModelLayersUW[layer]->SortBlocks.push_back(ptrSortBlock);
|
|
else
|
|
_ZSortModelLayers[layer]->SortBlocks.push_back(ptrSortBlock);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Quit
|
|
//--------------------
|
|
|
|
// disable VertexProgram.
|
|
driver->activeVertexProgram(NULL);
|
|
_ActiveVertexProgram = NULL;
|
|
|
|
|
|
// restore Fog.
|
|
driver->enableFog(bkupFog);
|
|
|
|
|
|
// Debug Quadrants
|
|
/*for(uint l=0; l<p0DebugLines.size();l++)
|
|
{
|
|
CVector dv= CVector::K;
|
|
CDRU::drawLine(p0DebugLines[l]+dv, p1DebugLines[l]+dv, CRGBA(255,0,0), *driver);
|
|
}*/
|
|
|
|
// profile: compute number of triangles rendered with vegetable manager.
|
|
driver->profileRenderedPrimitives(ppIn, ppOut);
|
|
_NumVegetableFaceRendered= ppOut.NTriangles-precNTriRdr;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setupRenderStateForBlendLayerModel(IDriver *driver)
|
|
{
|
|
// Setup Global.
|
|
//=============
|
|
|
|
// disable fog, for faster VP.
|
|
_BkupFog= driver->fogEnabled();
|
|
static volatile bool testDist = true;
|
|
bool fogged = _BkupFog && driver->getFogStart() < _ZSortLayerDistMax;
|
|
driver->enableFog(fogged);
|
|
|
|
// set model matrix to the manager matrix.
|
|
driver->setupModelMatrix(_ManagerMatrix);
|
|
|
|
// Setup RdrPass.
|
|
//=============
|
|
uint rdrPass= NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT;
|
|
|
|
// activate Vertex program first.
|
|
//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[rdrPass]->getProgram().c_str());
|
|
_ActiveVertexProgram = _VertexProgram[rdrPass][fogged ? 1 : 0];
|
|
nlverify(driver->activeVertexProgram(_ActiveVertexProgram));
|
|
|
|
// setup VP constants.
|
|
setupVertexProgramConstants(driver, fogged);
|
|
|
|
/*if (fogged) // duplicate
|
|
{
|
|
driver->setCon/stantFog(6);
|
|
}*/
|
|
|
|
// Activate the unique material (correclty setuped for AlphaBlend in render()).
|
|
driver->setupMaterial(_VegetableMaterial);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::resetNumVegetableFaceRendered()
|
|
{
|
|
_NumVegetableFaceRendered= 0;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CVegetableManager::getNumVegetableFaceRendered() const
|
|
{
|
|
return _NumVegetableFaceRendered;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::exitRenderStateForBlendLayerModel(IDriver *driver)
|
|
{
|
|
// disable VertexProgram.
|
|
driver->activeVertexProgram(NULL);
|
|
_ActiveVertexProgram = NULL;
|
|
|
|
// restore Fog.
|
|
driver->enableFog(_BkupFog);
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setWind(const CVector &windDir, float windFreq, float windPower, float windBendMin)
|
|
{
|
|
// Keep only XY component of the Wind direction (because VP only support z==0 quaternions).
|
|
_WindDirection= windDir;
|
|
_WindDirection.z= 0;
|
|
_WindDirection.normalize();
|
|
// copy setup
|
|
_WindFrequency= windFreq;
|
|
_WindPower= windPower;
|
|
_WindBendMin= windBendMin;
|
|
clamp(_WindBendMin, 0, 1);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setTime(double time)
|
|
{
|
|
// copy time
|
|
_Time= time;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Lighting part.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setUpdateLightingTime(double time)
|
|
{
|
|
_ULTime= time;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::updateLighting()
|
|
{
|
|
// first time in this method??
|
|
if(!_ULPrecTimeInit)
|
|
{
|
|
_ULPrecTimeInit= true;
|
|
_ULPrecTime= _ULTime;
|
|
}
|
|
// compute delta time from last update.
|
|
float dt= float(_ULTime - _ULPrecTime);
|
|
_ULPrecTime= _ULTime;
|
|
|
|
// compute number of vertices to update.
|
|
_ULNVerticesToUpdate+= dt*_ULFrequency * _ULNTotalVertices;
|
|
// maximize, so at max, it computes all Igs, just one time.
|
|
_ULNVerticesToUpdate= min(_ULNVerticesToUpdate, (float)_ULNTotalVertices);
|
|
|
|
// go.
|
|
doUpdateLighting();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::updateLightingAll()
|
|
{
|
|
// maximize, so at max, it computes all Igs
|
|
_ULNVerticesToUpdate= (float)_ULNTotalVertices;
|
|
|
|
// go.
|
|
doUpdateLighting();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::doUpdateLighting()
|
|
{
|
|
// while there is still some vertices to update.
|
|
while(_ULNVerticesToUpdate > 0 && _ULRootIg)
|
|
{
|
|
// update the current ig. if all updated, skip to next one.
|
|
if(updateLightingIGPart())
|
|
{
|
|
// next
|
|
_ULRootIg= _ULRootIg->_ULNext;
|
|
}
|
|
}
|
|
|
|
// Now, _ULNVerticesToUpdate should be <=0. (most of the time < 0)
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableManager::setUpdateLightingFrequency(float freq)
|
|
{
|
|
freq= max(freq, 0.f);
|
|
_ULFrequency= freq;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CVegetableManager::updateLightingIGPart()
|
|
{
|
|
nlassert(_ULRootIg);
|
|
|
|
|
|
// First, update lighting info global to the ig, ie update current
|
|
// colros of the PointLights which influence the ig.
|
|
_ULRootIg->VegetableLightEx.computeCurrentColors();
|
|
|
|
// while there is some vertices to update
|
|
while(_ULNVerticesToUpdate>0)
|
|
{
|
|
// if all rdrPass of the ig are processed.
|
|
if(_ULCurrentIgRdrPass>= NL3D_VEGETABLE_NRDRPASS)
|
|
{
|
|
// All this Ig is updated.
|
|
_ULCurrentIgRdrPass= 0;
|
|
_ULCurrentIgInstance= 0;
|
|
// skip to next Ig.
|
|
return true;
|
|
}
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= _ULRootIg->_RdrPass[_ULCurrentIgRdrPass];
|
|
|
|
// if all instances are processed for this pass (especially if size()==0 !!)
|
|
if(_ULCurrentIgInstance>= vegetRdrPass.LightedInstances.size())
|
|
{
|
|
// skip to the next rdrPass.
|
|
_ULCurrentIgRdrPass++;
|
|
_ULCurrentIgInstance= 0;
|
|
continue;
|
|
}
|
|
|
|
// Process this instance.
|
|
_ULNVerticesToUpdate-= updateInstanceLighting(_ULRootIg, _ULCurrentIgRdrPass, _ULCurrentIgInstance);
|
|
|
|
// next instance.
|
|
_ULCurrentIgInstance++;
|
|
|
|
// if all instances are processed for this pass
|
|
if(_ULCurrentIgInstance>= vegetRdrPass.LightedInstances.size())
|
|
{
|
|
// skip to the next rdrPass.
|
|
_ULCurrentIgRdrPass++;
|
|
_ULCurrentIgInstance= 0;
|
|
}
|
|
}
|
|
|
|
// If all rdrPass of the ig are processed.
|
|
if(_ULCurrentIgRdrPass>= NL3D_VEGETABLE_NRDRPASS)
|
|
{
|
|
// All this Ig is updated.
|
|
_ULCurrentIgRdrPass= 0;
|
|
_ULCurrentIgInstance= 0;
|
|
// skip to next Ig.
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// The Ig is not entirely updated.
|
|
return false;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CVegetableManager::updateInstanceLighting(CVegetableInstanceGroup *ig, uint rdrPassId, uint instanceId)
|
|
{
|
|
nlassert(ig);
|
|
// get the rdrPass.
|
|
nlassert(rdrPassId<NL3D_VEGETABLE_NRDRPASS);
|
|
CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPassId];
|
|
// get the lighted instance.
|
|
nlassert(instanceId<vegetRdrPass.LightedInstances.size());
|
|
CVegetableInstanceGroup::CVegetableLightedInstance &vegetLI= vegetRdrPass.LightedInstances[instanceId];
|
|
|
|
// get the shape
|
|
CVegetableShape *shape= vegetLI.Shape;
|
|
// it must be lighted.
|
|
nlassert(shape->Lighted);
|
|
bool instanceLighted= true;
|
|
|
|
|
|
// get ref on the vegetLex.
|
|
CVegetableLightEx &vegetLex= ig->VegetableLightEx;
|
|
// Color of pointLights modulated by diffuse.
|
|
CRGBA diffusePL[2];
|
|
diffusePL[0] = CRGBA::Black;
|
|
diffusePL[1] = CRGBA::Black;
|
|
if(vegetLex.NumLights>=1)
|
|
{
|
|
diffusePL[0].modulateFromColorRGBOnly(vegetLI.MatDiffuse, vegetLex.Color[0]);
|
|
if(vegetLex.NumLights>=2)
|
|
{
|
|
diffusePL[1].modulateFromColorRGBOnly(vegetLI.MatDiffuse, vegetLex.Color[1]);
|
|
}
|
|
}
|
|
|
|
// Recompute lighting
|
|
//===========
|
|
|
|
// setup for this instance.
|
|
//---------
|
|
// Precompute lighting or not??
|
|
bool precomputeLighting= instanceLighted && shape->PreComputeLighting;
|
|
// bestSided Precompute lighting or not??
|
|
bool bestSidedPrecomputeLighting= precomputeLighting && shape->BestSidedPreComputeLighting;
|
|
// destLighted?
|
|
bool destLighted= instanceLighted && !shape->PreComputeLighting;
|
|
// Diffuse and ambient, modulated by current GlobalAmbient and GlobalDiffuse.
|
|
CRGBA primaryRGBA, secondaryRGBA;
|
|
primaryRGBA.modulateFromColorRGBOnly(vegetLI.MatDiffuse, _GlobalDiffuse);
|
|
secondaryRGBA.modulateFromColorRGBOnly(vegetLI.MatAmbient, _GlobalAmbient);
|
|
// get normal matrix
|
|
CMatrix &normalMat= vegetLI.NormalMat;
|
|
// array of vertex id to update
|
|
uint32 *ptrVid= vegetRdrPass.Vertices.getPtr() + vegetLI.StartIdInRdrPass;
|
|
uint numVertices= (uint)shape->InstanceVertices.size();
|
|
|
|
// Copy Dynamic Lightmap UV in Alpha part (save memory for an extra cost of 1 VP instruction)
|
|
primaryRGBA.A= vegetLI.DlmUV.U;
|
|
secondaryRGBA.A= vegetLI.DlmUV.V;
|
|
|
|
|
|
// get VertexBuffer info.
|
|
CVegetableVBAllocator *allocator;
|
|
allocator= &getVBAllocatorForRdrPassAndVBHardMode(rdrPassId, vegetRdrPass.HardMode);
|
|
const CVertexBuffer &dstVBInfo= allocator->getSoftwareVertexBuffer();
|
|
|
|
uint srcNormalOff= (instanceLighted? shape->VB.getNormalOff() : 0);
|
|
uint dstColor0Off= dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_COLOR0);
|
|
uint dstColor1Off= dstVBInfo.getValueOffEx(NL3D_VEGETABLE_VPPOS_COLOR1);
|
|
|
|
// For D3D, If the VertexBuffer is in BGRA mode
|
|
if(allocator->isBGRA())
|
|
{
|
|
// then swap only the B and R (no cpu cycle added per vertex)
|
|
primaryRGBA.swapBR();
|
|
secondaryRGBA.swapBR();
|
|
diffusePL[0].swapBR();
|
|
diffusePL[1].swapBR();
|
|
}
|
|
|
|
CVertexBufferRead vba;
|
|
shape->VB.lock (vba);
|
|
CVertexBufferReadWrite vbaOut;
|
|
allocator->getSoftwareVertexBuffer ().lock(vbaOut);
|
|
|
|
// For all vertices, recompute lighting.
|
|
//---------
|
|
for(sint i=0; i<(sint)numVertices;i++)
|
|
{
|
|
// get the Vertex in the VB.
|
|
uint vid= ptrVid[i];
|
|
// store in tmp shape.
|
|
shape->InstanceVertices[i]= vid;
|
|
|
|
// Fill this vertex.
|
|
const uint8 *srcPtr= (const uint8*)vba.getVertexCoordPointer(i);
|
|
uint8 *dstPtr= (uint8*)vbaOut.getVertexCoordPointer(vid);
|
|
|
|
|
|
// if !precomputeLighting (means destLighted...)
|
|
if(!precomputeLighting)
|
|
{
|
|
// just copy the primary and secondary color
|
|
*(CRGBA*)(dstPtr + dstColor0Off)= primaryRGBA;
|
|
*(CRGBA*)(dstPtr + dstColor1Off)= secondaryRGBA;
|
|
}
|
|
else
|
|
{
|
|
nlassert(!destLighted);
|
|
|
|
// compute normal.
|
|
CVector rotNormal= normalMat.mulVector( *(CVector*)(srcPtr + srcNormalOff) );
|
|
// must normalize() because scale is possible.
|
|
rotNormal.normalize();
|
|
|
|
// Do the compute.
|
|
if(!bestSidedPrecomputeLighting)
|
|
{
|
|
computeVegetVertexLighting(rotNormal,
|
|
_DirectionalLight, primaryRGBA, secondaryRGBA,
|
|
vegetLex, diffusePL, (CRGBA*)(dstPtr + dstColor0Off) );
|
|
}
|
|
else
|
|
{
|
|
computeVegetVertexLightingForceBestSided(rotNormal,
|
|
_DirectionalLight, primaryRGBA, secondaryRGBA,
|
|
vegetLex, diffusePL, (CRGBA*)(dstPtr + dstColor0Off) );
|
|
}
|
|
|
|
}
|
|
|
|
// flust the vertex in AGP.
|
|
allocator->flushVertex(vid);
|
|
}
|
|
|
|
|
|
// numVertices vertices are updated
|
|
return numVertices;
|
|
}
|
|
|
|
|
|
} // NL3D
|