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423 lines
12 KiB
C++
423 lines
12 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/mesh_block_manager.h"
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#include "nel/misc/hierarchical_timer.h"
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using namespace NLMISC;
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namespace NL3D
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{
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#define NL3D_MBM_MAX_VBHEAP 255
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#define NL3D_MBM_VBHEAP_MESH_SHIFT 8
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#define NL3D_MBM_VBHEAP_MESH_MASK 0xFFFFFF00
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#define NL3D_MBM_VBHEAP_HEAP_MASK 0x000000FF
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// ***************************************************************************
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CMeshBlockManager::CMeshBlockManager()
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{
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_RenderCtx.Driver= NULL;
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_RenderCtx.Scene= NULL;
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_RenderCtx.RenderTrav= NULL;
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// Allocate at least the 0th heap
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_VBHeapBlocks.resize(1);
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_VBHeapBlocks[0]= new CVBHeapBlock;
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// some reserve, avoiding first reallocation.
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_VBHeapBlocks[0]->RdrInstances.reserve(100);
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_VBHeapBlocks[0]->RdrMeshGeoms.reserve(100);
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}
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// ***************************************************************************
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CMeshBlockManager::~CMeshBlockManager()
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{
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// must release any user heap.
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releaseVBHeaps();
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// Release the 0th one.
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delete _VBHeapBlocks[0];
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_VBHeapBlocks.clear();
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}
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// ***************************************************************************
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void CMeshBlockManager::addInstance(IMeshGeom *meshGeom, CMeshBaseInstance *inst, float polygonCount)
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{
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// If the meshGeom has never been added to the manager, may do some precalc
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if(meshGeom->_MeshBlockManager==NULL)
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{
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// Fill
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meshGeom->_MeshBlockManager= this;
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// try to fit the meshGeom in one of our VBHeap.
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allocateMeshVBHeap(meshGeom);
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}
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// TestYoyo
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/*extern uint TEMP_Yoyo_NInstVBHeap;
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extern uint TEMP_Yoyo_NInstNoVBHeap;
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if( meshGeom->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK )
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TEMP_Yoyo_NInstVBHeap++;
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else
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TEMP_Yoyo_NInstNoVBHeap++;*/
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// End TestYoyo
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// Choose the HeapBlock to fit in.
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CVBHeapBlock *hb= _VBHeapBlocks[meshGeom->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK];
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// If the mesh geom is not added to this manager, add it.
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if(meshGeom->_RootInstanceId==-1)
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{
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hb->RdrMeshGeoms.push_back(meshGeom);
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}
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// setup the instance.
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CInstanceInfo instInfo;
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instInfo.MeshGeom= meshGeom;
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instInfo.MBI= inst;
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instInfo.PolygonCount= polygonCount;
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// link to the head of the list.
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instInfo.NextInstance= meshGeom->_RootInstanceId;
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meshGeom->_RootInstanceId= (sint32)hb->RdrInstances.size();
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// add this instance
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hb->RdrInstances.push_back(instInfo);
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}
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// ***************************************************************************
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void CMeshBlockManager::flush(IDriver *drv, CScene *scene, CRenderTrav *renderTrav)
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{
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uint i,j;
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H_AUTO( NL3D_MeshBlockManager );
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// setup the manager
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nlassert(drv && scene && renderTrav);
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_RenderCtx.Driver= drv;
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_RenderCtx.Scene= scene;
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_RenderCtx.RenderTrav= renderTrav;
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// render
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//==========
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// sort by Heap first => small setup of VBs.
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for(j=0; j<_VBHeapBlocks.size();j++)
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{
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CVBHeapBlock *hb= _VBHeapBlocks[j];
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// if not the special 0th heap, must activate VB.
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if(j==0)
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{
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_RenderCtx.RenderThroughVBHeap= false;
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}
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else
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{
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// set to true => avoid mesh to setup their own VB.
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_RenderCtx.RenderThroughVBHeap= true;
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// activate current VB in driver
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#if 0 // todo hulud remove / restore VBHeap
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hb->VBHeap.activate();
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#endif // todo hulud remove / restore VBHeap
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}
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// Always sort by MeshGeom, in this heap
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for(i=0; i<hb->RdrMeshGeoms.size();i++)
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{
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// render the meshGeom and his instances
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render(hb, hb->RdrMeshGeoms[i], hb->RdrInstances);
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}
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}
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// reset.
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//==========
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// For all vb heaps
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for(j=0; j<_VBHeapBlocks.size();j++)
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{
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CVBHeapBlock *hb= _VBHeapBlocks[j];
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// Parse all MehsGeoms, and flag them as Not Added to me
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for(i=0; i<hb->RdrMeshGeoms.size();i++)
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{
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hb->RdrMeshGeoms[i]->_RootInstanceId= -1;
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}
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// clear rdr arrays
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hb->RdrInstances.clear();
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hb->RdrMeshGeoms.clear();
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}
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}
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// ***************************************************************************
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void CMeshBlockManager::render(CVBHeapBlock *vbHeapBlock, IMeshGeom *meshGeom, std::vector<CInstanceInfo> &rdrInstances)
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{
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// TestYoyo
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/*extern uint TEMP_Yoyo_NMeshVBHeap;
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extern uint TEMP_Yoyo_NMeshNoVBHeap;
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if( _RenderCtx.RenderThroughVBHeap )
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TEMP_Yoyo_NMeshVBHeap++;
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else
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TEMP_Yoyo_NMeshNoVBHeap++;*/
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// End TestYoyo
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// Start for this mesh.
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meshGeom->beginMesh(_RenderCtx);
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// sort per material first?
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if( meshGeom->sortPerMaterial() )
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{
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// number of renderPasses for this mesh.
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uint numRdrPass= meshGeom->getNumRdrPassesForMesh();
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// for all material.
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for(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++)
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{
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// for all instance.
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sint32 instId= meshGeom->_RootInstanceId;
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while( instId!=-1 )
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{
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CInstanceInfo &instInfo= rdrInstances[instId];
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// activate this instance
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meshGeom->activeInstance(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, NULL);
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// render the pass.
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meshGeom->renderPass(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, rdrPass);
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// next instance
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instId= instInfo.NextInstance;
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}
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}
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}
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// else sort per instance first
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else
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{
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// for all instance.
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sint32 instId= meshGeom->_RootInstanceId;
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while( instId!=-1 )
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{
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CInstanceInfo &instInfo= rdrInstances[instId];
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// If the meshGeom need to change Some VB (geomorphs...)
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bool needVBHeapLock= _RenderCtx.RenderThroughVBHeap && meshGeom->isActiveInstanceNeedVBFill();
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void *vbDst= NULL;
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if(needVBHeapLock)
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{
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// Lock the VBHeap
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#if 0 // todo hulud remove / restore VBHeap
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vbDst= vbHeapBlock->VBHeap.lock(meshGeom->_MeshVBHeapIndexStart);
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#endif // todo hulud remove / restore VBHeap
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}
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// activate this instance
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meshGeom->activeInstance(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, vbDst);
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if(needVBHeapLock)
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{
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// unlock only what vertices have changed (ATI problem)
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#if 0 // todo hulud remove / restore VBHeap
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vbHeapBlock->VBHeap.unlock(meshGeom->_MeshVBHeapIndexStart,
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meshGeom->_MeshVBHeapIndexStart + meshGeom->_MeshVBHeapNumVertices);
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#endif // todo hulud remove / restore VBHeap
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}
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// number of renderPasses for this mesh.
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uint numRdrPass= meshGeom->getNumRdrPassesForInstance(instInfo.MBI);
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// for all material.
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for(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++)
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{
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// render the pass.
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meshGeom->renderPass(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, rdrPass);
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}
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// next instance
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instId= instInfo.NextInstance;
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}
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}
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// End for this mesh.
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meshGeom->endMesh(_RenderCtx);
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}
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// ***************************************************************************
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// ***************************************************************************
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// VBHeap mgt
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CMeshBlockManager::allocateMeshVBHeap(IMeshGeom *mesh)
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{
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// Get info from mesh.
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uint vertexFormat, numVertices;
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// if the mesh do not support VBHeap, quit.
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if( !mesh->getVBHeapInfo(vertexFormat, numVertices) )
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return;
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// In case of ...
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if( numVertices==0 )
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return;
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// try to find a VBHeap with this vertexFormat.
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TVBHeapMap::iterator it= _VBHeapMap.find(vertexFormat);
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// if not found, abort
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if(it==_VBHeapMap.end())
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return;
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// access to this VBHeap.
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uint vbHeapId= it->second;
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CVBHeapBlock *vbHeapBlock= _VBHeapBlocks[vbHeapId];
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// try to allocate sapce into the heap. Fail=> abort.
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#if 0 // todo hulud remove / restore VBHeap
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uint indexStart;
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if( !vbHeapBlock->VBHeap.allocate(numVertices, indexStart) )
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return;
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#endif // todo hulud remove / restore VBHeap
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// All is Ok here => setup infos.
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//==================
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// Keep track of the mesh => allocate.
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uint meshId;
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// try to get a free id.
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if( !vbHeapBlock->FreeIds.empty() )
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{
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meshId= vbHeapBlock->FreeIds.back();
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vbHeapBlock->FreeIds.pop_back();
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vbHeapBlock->AllocatedMeshGeoms[meshId]= mesh;
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}
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// else, must add to the array
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else
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{
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meshId= (uint)vbHeapBlock->AllocatedMeshGeoms.size();
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vbHeapBlock->AllocatedMeshGeoms.push_back(mesh);
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}
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// info for delete in mesh
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#if 0 // todo hulud remove / restore VBHeap
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mesh->_MeshVBHeapIndexStart= indexStart;
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mesh->_MeshVBHeapId= vbHeapId + (meshId<<NL3D_MBM_VBHEAP_MESH_SHIFT);
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mesh->_MeshVBHeapNumVertices= numVertices;
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#endif // todo hulud remove / restore VBHeap
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// Fill VB.
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//==================
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#if 0 // todo hulud remove / restore VBHeap
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uint8 *dst= vbHeapBlock->VBHeap.lock(indexStart);
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mesh->computeMeshVBHeap(dst, indexStart);
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// unlock only what vertices have changed (ATI problem)
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vbHeapBlock->VBHeap.unlock(indexStart, indexStart+numVertices);
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#endif // todo hulud remove / restore VBHeap
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}
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// ***************************************************************************
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void CMeshBlockManager::freeMeshVBHeap(IMeshGeom *mesh)
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{
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nlassert(mesh->_MeshVBHeapId);
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// unpack heap and mesh id.
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uint vbHeapId= mesh->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK;
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uint meshId= (mesh->_MeshVBHeapId & NL3D_MBM_VBHEAP_MESH_MASK) >> NL3D_MBM_VBHEAP_MESH_SHIFT;
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// access to this VBHeap.
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CVBHeapBlock *vbHeapBlock= _VBHeapBlocks[vbHeapId];
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// free VB memory.
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#if 0 // todo hulud remove / restore VBHeap
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vbHeapBlock->VBHeap.free(mesh->_MeshVBHeapIndexStart);
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#endif // todo hulud remove / restore VBHeap
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// free this space
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nlassert(meshId<vbHeapBlock->AllocatedMeshGeoms.size());
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vbHeapBlock->AllocatedMeshGeoms[meshId]= NULL;
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vbHeapBlock->FreeIds.push_back(meshId);
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// reset mesh info.
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mesh->_MeshVBHeapId= 0;
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mesh->_MeshVBHeapIndexStart= 0;
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}
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// ***************************************************************************
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void CMeshBlockManager::releaseVBHeaps()
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{
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uint i,j;
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// For all blocks but the 0th
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for(j=1; j<_VBHeapBlocks.size();j++)
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{
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CVBHeapBlock *hb= _VBHeapBlocks[j];
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// For all allocated mesh of this heap.
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for(i=0;i<hb->AllocatedMeshGeoms.size();i++)
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{
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IMeshGeom *mesh= hb->AllocatedMeshGeoms[i];
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// if the mesh exist.
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if(mesh)
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{
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// free his VBHeap Data.
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freeMeshVBHeap(mesh);
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nlassert( hb->AllocatedMeshGeoms[i] == NULL );
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}
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}
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// delete the block. NB: VBHeap auto released
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delete hb;
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}
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// erase all blocks but 0th
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_VBHeapBlocks.resize(1);
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// clear the map.
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contReset(_VBHeapMap);
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}
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// ***************************************************************************
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bool CMeshBlockManager::addVBHeap(IDriver *drv, uint vertexFormat, uint maxVertices)
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{
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return false; // todo hulud remove / restore VBHeap
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// if find an existing vertexFormat, abort.
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TVBHeapMap::iterator it= _VBHeapMap.find(vertexFormat);
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// if found, abort
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if( it!=_VBHeapMap.end() )
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return false;
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// create the block
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CVBHeapBlock *hb= new CVBHeapBlock;
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// allocate vertex space
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#if 0 // todo hulud remove / restore VBHeap
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hb->VBHeap.init(drv, vertexFormat, maxVertices);
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#endif // todo hulud remove / restore VBHeap
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// add an entry to the array, and the map.
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_VBHeapBlocks.push_back(hb);
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_VBHeapMap[vertexFormat]= (uint)_VBHeapBlocks.size()-1;
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return true;
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}
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} // NL3D
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