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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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221 lines
7.2 KiB
C++
221 lines
7.2 KiB
C++
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// 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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#ifdef NL_HAS_SSE2
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# include <xmmintrin.h>
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#endif
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#include "nel/misc/bsphere.h"
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#include "nel/misc/fast_mem.h"
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#include "nel/misc/system_info.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/mesh_mrm.h"
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#include "nel/3d/mrm_builder.h"
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#include "nel/3d/mrm_parameters.h"
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#include "nel/3d/mesh_mrm_instance.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/stripifier.h"
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#include "nel/3d/matrix_3x4.h"
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#include "nel/3d/raw_skin.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// Simple (slow) skinning version with position only.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CMeshMRMGeom::applySkin(CLod &lod, const CSkeletonModel *skeleton)
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{
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nlassert(_Skinned);
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if(_SkinWeights.size()==0)
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return;
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// get vertexPtr.
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//===========================
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CVertexBufferReadWrite vba;
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_VBufferFinal.lock (vba);
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uint8 *destVertexPtr= (uint8*)vba.getVertexCoordPointer();
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uint flags= _VBufferFinal.getVertexFormat();
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sint32 vertexSize= _VBufferFinal.getVertexSize();
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// must have XYZ.
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nlassert(flags & CVertexBuffer::PositionFlag);
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// compute src array.
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CMesh::CSkinWeight *srcSkinPtr;
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CVector *srcVertexPtr;
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srcSkinPtr= &_SkinWeights[0];
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srcVertexPtr= &_OriginalSkinVertices[0];
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// Compute useful Matrix for this lod.
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//===========================
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// Those arrays map the array of bones in skeleton.
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static vector<CMatrix3x4> boneMat3x4;
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computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton);
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// apply skinning.
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//===========================
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// assert, code below is written especially for 4 per vertex.
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nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4);
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for(uint i=0;i<NL3D_MESH_SKINNING_MAX_MATRIX;i++)
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{
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uint nInf= (uint)lod.InfluencedVertices[i].size();
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if( nInf==0 )
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continue;
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uint32 *infPtr= &(lod.InfluencedVertices[i][0]);
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// apply the skin to the vertices
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switch(i)
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{
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//=========
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case 0:
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// Special case for Vertices influenced by one matrix. Just copy result of mul.
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
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}
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break;
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//=========
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case 1:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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}
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break;
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//=========
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case 2:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
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}
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break;
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//=========
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case 3:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin->Weights[3], *dstVertex);
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}
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break;
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}
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// Old school Template skinning: SSE or not.
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// ***************************************************************************
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// ***************************************************************************
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// RawSkin Cache constants
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//===============
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// The number of byte to process per block
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const uint NL_BlockByteL1= 4096;
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// Number of vertices per block to process with 1 matrix.
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uint CMeshMRMGeom::NumCacheVertexNormal1= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin1);
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// Number of vertices per block to process with 2 matrix.
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uint CMeshMRMGeom::NumCacheVertexNormal2= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin2);
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// Number of vertices per block to process with 3 matrix.
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uint CMeshMRMGeom::NumCacheVertexNormal3= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin3);
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// Number of vertices per block to process with 4 matrix.
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uint CMeshMRMGeom::NumCacheVertexNormal4= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin4);
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/* Old School template: include the same file with define switching,
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Was used before to reuse same code for and without SSE.
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Useless now because SSE removed, but keep it for possible future work on it.
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*/
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#define ADD_MESH_MRM_SKIN_TEMPLATE
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#include "mesh_mrm_skin_template.cpp"
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// ***************************************************************************
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// ***************************************************************************
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// Misc.
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// ***************************************************************************
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// ***************************************************************************
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} // NL3D
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