mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-24 16:16:14 +00:00
424 lines
12 KiB
C++
424 lines
12 KiB
C++
|
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
||
|
// Copyright (C) 2010 Winch Gate Property Limited
|
||
|
//
|
||
|
// This program is free software: you can redistribute it and/or modify
|
||
|
// it under the terms of the GNU Affero General Public License as
|
||
|
// published by the Free Software Foundation, either version 3 of the
|
||
|
// License, or (at your option) any later version.
|
||
|
//
|
||
|
// This program is distributed in the hope that it will be useful,
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
// GNU Affero General Public License for more details.
|
||
|
//
|
||
|
// You should have received a copy of the GNU Affero General Public License
|
||
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
#include "std3d.h"
|
||
|
|
||
|
#include "nel/3d/mesh_block_manager.h"
|
||
|
#include "nel/misc/hierarchical_timer.h"
|
||
|
|
||
|
using namespace NLMISC;
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
|
||
|
|
||
|
#define NL3D_MBM_MAX_VBHEAP 255
|
||
|
#define NL3D_MBM_VBHEAP_MESH_SHIFT 8
|
||
|
#define NL3D_MBM_VBHEAP_MESH_MASK 0xFFFFFF00
|
||
|
#define NL3D_MBM_VBHEAP_HEAP_MASK 0x000000FF
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CMeshBlockManager::CMeshBlockManager()
|
||
|
{
|
||
|
_RenderCtx.Driver= NULL;
|
||
|
_RenderCtx.Scene= NULL;
|
||
|
_RenderCtx.RenderTrav= NULL;
|
||
|
|
||
|
// Allocate at least the 0th heap
|
||
|
_VBHeapBlocks.resize(1);
|
||
|
_VBHeapBlocks[0]= new CVBHeapBlock;
|
||
|
// some reserve, avoiding first reallocation.
|
||
|
_VBHeapBlocks[0]->RdrInstances.reserve(100);
|
||
|
_VBHeapBlocks[0]->RdrMeshGeoms.reserve(100);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CMeshBlockManager::~CMeshBlockManager()
|
||
|
{
|
||
|
// must release any user heap.
|
||
|
releaseVBHeaps();
|
||
|
// Release the 0th one.
|
||
|
delete _VBHeapBlocks[0];
|
||
|
_VBHeapBlocks.clear();
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CMeshBlockManager::addInstance(IMeshGeom *meshGeom, CMeshBaseInstance *inst, float polygonCount)
|
||
|
{
|
||
|
// If the meshGeom has never been added to the manager, may do some precalc
|
||
|
if(meshGeom->_MeshBlockManager==NULL)
|
||
|
{
|
||
|
// Fill
|
||
|
meshGeom->_MeshBlockManager= this;
|
||
|
// try to fit the meshGeom in one of our VBHeap.
|
||
|
allocateMeshVBHeap(meshGeom);
|
||
|
}
|
||
|
|
||
|
// TestYoyo
|
||
|
/*extern uint TEMP_Yoyo_NInstVBHeap;
|
||
|
extern uint TEMP_Yoyo_NInstNoVBHeap;
|
||
|
if( meshGeom->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK )
|
||
|
TEMP_Yoyo_NInstVBHeap++;
|
||
|
else
|
||
|
TEMP_Yoyo_NInstNoVBHeap++;*/
|
||
|
// End TestYoyo
|
||
|
|
||
|
// Choose the HeapBlock to fit in.
|
||
|
CVBHeapBlock *hb= _VBHeapBlocks[meshGeom->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK];
|
||
|
|
||
|
// If the mesh geom is not added to this manager, add it.
|
||
|
if(meshGeom->_RootInstanceId==-1)
|
||
|
{
|
||
|
hb->RdrMeshGeoms.push_back(meshGeom);
|
||
|
}
|
||
|
|
||
|
// setup the instance.
|
||
|
CInstanceInfo instInfo;
|
||
|
instInfo.MeshGeom= meshGeom;
|
||
|
instInfo.MBI= inst;
|
||
|
instInfo.PolygonCount= polygonCount;
|
||
|
|
||
|
// link to the head of the list.
|
||
|
instInfo.NextInstance= meshGeom->_RootInstanceId;
|
||
|
meshGeom->_RootInstanceId= (sint32)hb->RdrInstances.size();
|
||
|
|
||
|
// add this instance
|
||
|
hb->RdrInstances.push_back(instInfo);
|
||
|
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CMeshBlockManager::flush(IDriver *drv, CScene *scene, CRenderTrav *renderTrav)
|
||
|
{
|
||
|
uint i,j;
|
||
|
|
||
|
H_AUTO( NL3D_MeshBlockManager );
|
||
|
|
||
|
// setup the manager
|
||
|
nlassert(drv && scene && renderTrav);
|
||
|
_RenderCtx.Driver= drv;
|
||
|
_RenderCtx.Scene= scene;
|
||
|
_RenderCtx.RenderTrav= renderTrav;
|
||
|
|
||
|
// render
|
||
|
//==========
|
||
|
|
||
|
// sort by Heap first => small setup of VBs.
|
||
|
for(j=0; j<_VBHeapBlocks.size();j++)
|
||
|
{
|
||
|
CVBHeapBlock *hb= _VBHeapBlocks[j];
|
||
|
// if not the special 0th heap, must activate VB.
|
||
|
if(j==0)
|
||
|
{
|
||
|
_RenderCtx.RenderThroughVBHeap= false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// set to true => avoid mesh to setup their own VB.
|
||
|
_RenderCtx.RenderThroughVBHeap= true;
|
||
|
// activate current VB in driver
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
hb->VBHeap.activate();
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
}
|
||
|
|
||
|
|
||
|
// Always sort by MeshGeom, in this heap
|
||
|
for(i=0; i<hb->RdrMeshGeoms.size();i++)
|
||
|
{
|
||
|
// render the meshGeom and his instances
|
||
|
render(hb, hb->RdrMeshGeoms[i], hb->RdrInstances);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// reset.
|
||
|
//==========
|
||
|
|
||
|
// For all vb heaps
|
||
|
for(j=0; j<_VBHeapBlocks.size();j++)
|
||
|
{
|
||
|
CVBHeapBlock *hb= _VBHeapBlocks[j];
|
||
|
|
||
|
// Parse all MehsGeoms, and flag them as Not Added to me
|
||
|
for(i=0; i<hb->RdrMeshGeoms.size();i++)
|
||
|
{
|
||
|
hb->RdrMeshGeoms[i]->_RootInstanceId= -1;
|
||
|
}
|
||
|
|
||
|
// clear rdr arrays
|
||
|
hb->RdrInstances.clear();
|
||
|
hb->RdrMeshGeoms.clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CMeshBlockManager::render(CVBHeapBlock *vbHeapBlock, IMeshGeom *meshGeom, std::vector<CInstanceInfo> &rdrInstances)
|
||
|
{
|
||
|
// TestYoyo
|
||
|
/*extern uint TEMP_Yoyo_NMeshVBHeap;
|
||
|
extern uint TEMP_Yoyo_NMeshNoVBHeap;
|
||
|
if( _RenderCtx.RenderThroughVBHeap )
|
||
|
TEMP_Yoyo_NMeshVBHeap++;
|
||
|
else
|
||
|
TEMP_Yoyo_NMeshNoVBHeap++;*/
|
||
|
// End TestYoyo
|
||
|
|
||
|
// Start for this mesh.
|
||
|
meshGeom->beginMesh(_RenderCtx);
|
||
|
|
||
|
|
||
|
// sort per material first?
|
||
|
if( meshGeom->sortPerMaterial() )
|
||
|
{
|
||
|
// number of renderPasses for this mesh.
|
||
|
uint numRdrPass= meshGeom->getNumRdrPassesForMesh();
|
||
|
|
||
|
// for all material.
|
||
|
for(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++)
|
||
|
{
|
||
|
// for all instance.
|
||
|
sint32 instId= meshGeom->_RootInstanceId;
|
||
|
while( instId!=-1 )
|
||
|
{
|
||
|
CInstanceInfo &instInfo= rdrInstances[instId];
|
||
|
|
||
|
// activate this instance
|
||
|
meshGeom->activeInstance(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, NULL);
|
||
|
|
||
|
// render the pass.
|
||
|
meshGeom->renderPass(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, rdrPass);
|
||
|
|
||
|
// next instance
|
||
|
instId= instInfo.NextInstance;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// else sort per instance first
|
||
|
else
|
||
|
{
|
||
|
// for all instance.
|
||
|
sint32 instId= meshGeom->_RootInstanceId;
|
||
|
while( instId!=-1 )
|
||
|
{
|
||
|
CInstanceInfo &instInfo= rdrInstances[instId];
|
||
|
|
||
|
// If the meshGeom need to change Some VB (geomorphs...)
|
||
|
bool needVBHeapLock= _RenderCtx.RenderThroughVBHeap && meshGeom->isActiveInstanceNeedVBFill();
|
||
|
void *vbDst= NULL;
|
||
|
if(needVBHeapLock)
|
||
|
{
|
||
|
// Lock the VBHeap
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
vbDst= vbHeapBlock->VBHeap.lock(meshGeom->_MeshVBHeapIndexStart);
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
}
|
||
|
|
||
|
// activate this instance
|
||
|
meshGeom->activeInstance(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, vbDst);
|
||
|
|
||
|
if(needVBHeapLock)
|
||
|
{
|
||
|
// unlock only what vertices have changed (ATI problem)
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
vbHeapBlock->VBHeap.unlock(meshGeom->_MeshVBHeapIndexStart,
|
||
|
meshGeom->_MeshVBHeapIndexStart + meshGeom->_MeshVBHeapNumVertices);
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
}
|
||
|
|
||
|
// number of renderPasses for this mesh.
|
||
|
uint numRdrPass= meshGeom->getNumRdrPassesForInstance(instInfo.MBI);
|
||
|
|
||
|
// for all material.
|
||
|
for(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++)
|
||
|
{
|
||
|
// render the pass.
|
||
|
meshGeom->renderPass(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, rdrPass);
|
||
|
}
|
||
|
|
||
|
// next instance
|
||
|
instId= instInfo.NextInstance;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// End for this mesh.
|
||
|
meshGeom->endMesh(_RenderCtx);
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// VBHeap mgt
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CMeshBlockManager::allocateMeshVBHeap(IMeshGeom *mesh)
|
||
|
{
|
||
|
// Get info from mesh.
|
||
|
uint vertexFormat, numVertices;
|
||
|
// if the mesh do not support VBHeap, quit.
|
||
|
if( !mesh->getVBHeapInfo(vertexFormat, numVertices) )
|
||
|
return;
|
||
|
|
||
|
// In case of ...
|
||
|
if( numVertices==0 )
|
||
|
return;
|
||
|
|
||
|
// try to find a VBHeap with this vertexFormat.
|
||
|
TVBHeapMap::iterator it= _VBHeapMap.find(vertexFormat);
|
||
|
// if not found, abort
|
||
|
if(it==_VBHeapMap.end())
|
||
|
return;
|
||
|
|
||
|
// access to this VBHeap.
|
||
|
uint vbHeapId= it->second;
|
||
|
CVBHeapBlock *vbHeapBlock= _VBHeapBlocks[vbHeapId];
|
||
|
// try to allocate sapce into the heap. Fail=> abort.
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
uint indexStart;
|
||
|
if( !vbHeapBlock->VBHeap.allocate(numVertices, indexStart) )
|
||
|
return;
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
|
||
|
// All is Ok here => setup infos.
|
||
|
//==================
|
||
|
|
||
|
// Keep track of the mesh => allocate.
|
||
|
uint meshId;
|
||
|
// try to get a free id.
|
||
|
if( !vbHeapBlock->FreeIds.empty() )
|
||
|
{
|
||
|
meshId= vbHeapBlock->FreeIds.back();
|
||
|
vbHeapBlock->FreeIds.pop_back();
|
||
|
vbHeapBlock->AllocatedMeshGeoms[meshId]= mesh;
|
||
|
}
|
||
|
// else, must add to the array
|
||
|
else
|
||
|
{
|
||
|
meshId= (uint)vbHeapBlock->AllocatedMeshGeoms.size();
|
||
|
vbHeapBlock->AllocatedMeshGeoms.push_back(mesh);
|
||
|
}
|
||
|
|
||
|
// info for delete in mesh
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
mesh->_MeshVBHeapIndexStart= indexStart;
|
||
|
mesh->_MeshVBHeapId= vbHeapId + (meshId<<NL3D_MBM_VBHEAP_MESH_SHIFT);
|
||
|
mesh->_MeshVBHeapNumVertices= numVertices;
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
|
||
|
// Fill VB.
|
||
|
//==================
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
uint8 *dst= vbHeapBlock->VBHeap.lock(indexStart);
|
||
|
mesh->computeMeshVBHeap(dst, indexStart);
|
||
|
// unlock only what vertices have changed (ATI problem)
|
||
|
vbHeapBlock->VBHeap.unlock(indexStart, indexStart+numVertices);
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CMeshBlockManager::freeMeshVBHeap(IMeshGeom *mesh)
|
||
|
{
|
||
|
nlassert(mesh->_MeshVBHeapId);
|
||
|
|
||
|
// unpack heap and mesh id.
|
||
|
uint vbHeapId= mesh->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK;
|
||
|
uint meshId= (mesh->_MeshVBHeapId & NL3D_MBM_VBHEAP_MESH_MASK) >> NL3D_MBM_VBHEAP_MESH_SHIFT;
|
||
|
|
||
|
// access to this VBHeap.
|
||
|
CVBHeapBlock *vbHeapBlock= _VBHeapBlocks[vbHeapId];
|
||
|
|
||
|
// free VB memory.
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
vbHeapBlock->VBHeap.free(mesh->_MeshVBHeapIndexStart);
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
|
||
|
// free this space
|
||
|
nlassert(meshId<vbHeapBlock->AllocatedMeshGeoms.size());
|
||
|
vbHeapBlock->AllocatedMeshGeoms[meshId]= NULL;
|
||
|
vbHeapBlock->FreeIds.push_back(meshId);
|
||
|
|
||
|
// reset mesh info.
|
||
|
mesh->_MeshVBHeapId= 0;
|
||
|
mesh->_MeshVBHeapIndexStart= 0;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CMeshBlockManager::releaseVBHeaps()
|
||
|
{
|
||
|
uint i,j;
|
||
|
|
||
|
// For all blocks but the 0th
|
||
|
for(j=1; j<_VBHeapBlocks.size();j++)
|
||
|
{
|
||
|
CVBHeapBlock *hb= _VBHeapBlocks[j];
|
||
|
|
||
|
// For all allocated mesh of this heap.
|
||
|
for(i=0;i<hb->AllocatedMeshGeoms.size();i++)
|
||
|
{
|
||
|
IMeshGeom *mesh= hb->AllocatedMeshGeoms[i];
|
||
|
// if the mesh exist.
|
||
|
if(mesh)
|
||
|
{
|
||
|
// free his VBHeap Data.
|
||
|
freeMeshVBHeap(mesh);
|
||
|
nlassert( hb->AllocatedMeshGeoms[i] == NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// delete the block. NB: VBHeap auto released
|
||
|
delete hb;
|
||
|
}
|
||
|
|
||
|
// erase all blocks but 0th
|
||
|
_VBHeapBlocks.resize(1);
|
||
|
|
||
|
// clear the map.
|
||
|
contReset(_VBHeapMap);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
bool CMeshBlockManager::addVBHeap(IDriver *drv, uint vertexFormat, uint maxVertices)
|
||
|
{
|
||
|
return false; // todo hulud remove / restore VBHeap
|
||
|
|
||
|
// if find an existing vertexFormat, abort.
|
||
|
TVBHeapMap::iterator it= _VBHeapMap.find(vertexFormat);
|
||
|
// if found, abort
|
||
|
if( it!=_VBHeapMap.end() )
|
||
|
return false;
|
||
|
|
||
|
// create the block
|
||
|
CVBHeapBlock *hb= new CVBHeapBlock;
|
||
|
|
||
|
// allocate vertex space
|
||
|
#if 0 // todo hulud remove / restore VBHeap
|
||
|
hb->VBHeap.init(drv, vertexFormat, maxVertices);
|
||
|
#endif // todo hulud remove / restore VBHeap
|
||
|
|
||
|
// add an entry to the array, and the map.
|
||
|
_VBHeapBlocks.push_back(hb);
|
||
|
_VBHeapMap[vertexFormat]= (uint)_VBHeapBlocks.size()-1;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
} // NL3D
|