// NeL - MMORPG Framework
// 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 .
#include "std3d.h"
#include "nel/misc/bsphere.h"
#include "nel/misc/fast_mem.h"
#include "nel/misc/system_info.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/3d/mesh_mrm.h"
#include "nel/3d/mrm_builder.h"
#include "nel/3d/mrm_parameters.h"
#include "nel/3d/mesh_mrm_instance.h"
#include "nel/3d/scene.h"
#include "nel/3d/skeleton_model.h"
#include "nel/3d/stripifier.h"
#include "nel/3d/matrix_3x4.h"
#include "nel/3d/raw_skin.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ***************************************************************************
// ***************************************************************************
// CMatrix3x4SSE array correctly aligned
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
#define NL3D_SSE_ALIGNEMENT 16
/**
* A CMatrix3x4SSE array correctly aligned
* NB: SSE is no more used (no speed gain, some memory problem), but keep it for possible future usage.
*/
class CMatrix3x4SSEArray
{
private:
void *_AllocData;
void *_Data;
uint _Size;
uint _Capacity;
public:
CMatrix3x4SSEArray()
{
_AllocData= NULL;
_Data= NULL;
_Size= 0;
_Capacity= 0;
}
~CMatrix3x4SSEArray()
{
clear();
}
CMatrix3x4SSEArray(const CMatrix3x4SSEArray &other)
{
_AllocData= NULL;
_Data= NULL;
_Size= 0;
_Capacity= 0;
*this= other;
}
CMatrix3x4SSEArray &operator=(const CMatrix3x4SSEArray &other)
{
if( this == &other)
return *this;
resize(other.size());
// copy data from aligned pointers to aligned pointers.
memcpy(_Data, other._Data, size() * sizeof(CMatrix3x4SSE) );
return *this;
}
CMatrix3x4SSE *getPtr()
{
return (CMatrix3x4SSE*)_Data;
}
void clear()
{
delete [] ((uint8 *)_AllocData);
_AllocData= NULL;
_Data= NULL;
_Size= 0;
_Capacity= 0;
}
void resize(uint n)
{
// reserve ??
if(n>_Capacity)
reserve( max(2*_Capacity, n));
_Size= n;
}
void reserve(uint n)
{
if(n==0)
clear();
else if(n>_Capacity)
{
// Alloc new data.
void *newAllocData;
void *newData;
// Alloc for alignement.
newAllocData= new uint8 [n * sizeof(CMatrix3x4SSE) + NL3D_SSE_ALIGNEMENT-1];
if(newAllocData==NULL)
throw Exception("SSE Allocation Failed");
// Align ptr
newData= (void*) ( ((ptrdiff_t)newAllocData+NL3D_SSE_ALIGNEMENT-1) & (~(NL3D_SSE_ALIGNEMENT-1)) );
// copy valid data from old to new.
memcpy(newData, _Data, size() * sizeof(CMatrix3x4SSE) );
// release old.
if(_AllocData)
delete [] ((uint8*)_AllocData);
// change ptrs and capacity.
_Data= newData;
_AllocData= newAllocData;
_Capacity= n;
// TestYoyo
//nlwarning("YOYO Tst SSE P4: %X, %d", _Data, n);
}
}
uint size() const {return _Size;}
CMatrix3x4SSE &operator[](uint i) {return ((CMatrix3x4SSE*)_Data)[i];}
};
// ***************************************************************************
// ***************************************************************************
// Simple (slow) skinning version with position only.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CMeshMRMGeom::applySkin(CLod &lod, const CSkeletonModel *skeleton)
{
nlassert(_Skinned);
if(_SkinWeights.size()==0)
return;
// get vertexPtr.
//===========================
CVertexBufferReadWrite vba;
_VBufferFinal.lock (vba);
uint8 *destVertexPtr= (uint8*)vba.getVertexCoordPointer();
uint flags= _VBufferFinal.getVertexFormat();
sint32 vertexSize= _VBufferFinal.getVertexSize();
// must have XYZ.
nlassert(flags & CVertexBuffer::PositionFlag);
// compute src array.
CMesh::CSkinWeight *srcSkinPtr;
CVector *srcVertexPtr;
srcSkinPtr= &_SkinWeights[0];
srcVertexPtr= &_OriginalSkinVertices[0];
// Compute useful Matrix for this lod.
//===========================
// Those arrays map the array of bones in skeleton.
static vector boneMat3x4;
computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton);
// apply skinning.
//===========================
// assert, code below is written especially for 4 per vertex.
nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4);
for(uint i=0;i0;nInf--, infPtr++)
{
uint index= *infPtr;
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
CVector *srcVertex= srcVertexPtr + index;
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
CVector *dstVertex= (CVector*)(dstVertexVB);
// Vertex.
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
}
break;
//=========
case 1:
// for all InfluencedVertices only.
for(;nInf>0;nInf--, infPtr++)
{
uint index= *infPtr;
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
CVector *srcVertex= srcVertexPtr + index;
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
CVector *dstVertex= (CVector*)(dstVertexVB);
// Vertex.
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
}
break;
//=========
case 2:
// for all InfluencedVertices only.
for(;nInf>0;nInf--, infPtr++)
{
uint index= *infPtr;
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
CVector *srcVertex= srcVertexPtr + index;
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
CVector *dstVertex= (CVector*)(dstVertexVB);
// Vertex.
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
}
break;
//=========
case 3:
// for all InfluencedVertices only.
for(;nInf>0;nInf--, infPtr++)
{
uint index= *infPtr;
CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
CVector *srcVertex= srcVertexPtr + index;
uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
CVector *dstVertex= (CVector*)(dstVertexVB);
// Vertex.
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
boneMat3x4[ srcSkin->MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin->Weights[3], *dstVertex);
}
break;
}
}
}
// ***************************************************************************
// ***************************************************************************
// Old school Template skinning: SSE or not.
// ***************************************************************************
// ***************************************************************************
// RawSkin Cache constants
//===============
// The number of byte to process per block
const uint NL_BlockByteL1= 4096;
// Number of vertices per block to process with 1 matrix.
uint CMeshMRMGeom::NumCacheVertexNormal1= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin1);
// Number of vertices per block to process with 2 matrix.
uint CMeshMRMGeom::NumCacheVertexNormal2= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin2);
// Number of vertices per block to process with 3 matrix.
uint CMeshMRMGeom::NumCacheVertexNormal3= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin3);
// Number of vertices per block to process with 4 matrix.
uint CMeshMRMGeom::NumCacheVertexNormal4= NL_BlockByteL1 / sizeof(CRawVertexNormalSkin4);
/* Old School template: include the same file with define switching,
Was used before to reuse same code for and without SSE.
Useless now because SSE removed, but keep it for possible future work on it.
*/
#define ADD_MESH_MRM_SKIN_TEMPLATE
#include "mesh_mrm_skin_template.cpp"
// ***************************************************************************
// ***************************************************************************
// Misc.
// ***************************************************************************
// ***************************************************************************
} // NL3D