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181 lines
5.4 KiB
C++
181 lines
5.4 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/coarse_mesh_manager.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/texture_file.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/clip_trav.h"
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#include "nel/misc/fast_mem.h"
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using namespace NLMISC;
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namespace NL3D
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{
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H_AUTO_DECL( NL3D_StaticLod_AddMesh )
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// ***************************************************************************
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CCoarseMeshManager::CCoarseMeshManager()
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{
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// ** Init texture
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_Texture=new CTextureFile ();
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_TextureCategory= new ITexture::CTextureCategory("COARSE MESH MANAGER");
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_Texture->setTextureCategory(_TextureCategory);
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// ** Init material
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// Double sided
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_Material.initUnlit ();
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_Material.setDoubleSided (true);
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_Material.setAlphaTest (true);
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_Material.setColor (CRGBA (255, 255, 255));
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// Init blend Factors, for possible Alpha transition
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_Material.setSrcBlend(CMaterial::srcalpha);
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_Material.setDstBlend(CMaterial::invsrcalpha);
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// Texture
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_Material.setTexture (0, _Texture);
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// ** Init Geometry
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_VBuffer.setVertexFormat(NL3D_COARSEMESH_VERTEX_FORMAT_MGR);
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_VBuffer.setNumVertices(NL3D_COARSEMESH_VERTEXBUFFER_SIZE);
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_VBuffer.setName("CCoarseMeshManager");
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_VBuffer.setPreferredMemory(CVertexBuffer::AGPVolatile, false);
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_Triangles.setFormat(NL_COARSE_MESH_INDEX_FORMAT);
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_Triangles.setNumIndexes(NL3D_COARSEMESH_TRIANGLE_SIZE*3);
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_Triangles.setPreferredMemory(CIndexBuffer::RAMVolatile, false); // TODO : see if agp index is better
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_CurrentNumVertices= 0;
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_CurrentNumTriangles= 0;
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NL_SET_IB_NAME(_Triangles, "CCoarseMeshManager");
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}
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// ***************************************************************************
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void CCoarseMeshManager::setTextureFile (const char* file)
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{
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_Texture->setFileName (file);
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}
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// ***************************************************************************
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bool CCoarseMeshManager::addMesh (uint numVertices, const uint8 *vBuffer, uint numTris, const TCoarseMeshIndexType *indexBuffer)
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{
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H_AUTO_USE( NL3D_StaticLod_AddMesh );
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// if 0 mesh, quit
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if(numTris==0 || numVertices==0)
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return true;
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// check vertex size
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if(_CurrentNumVertices + numVertices > NL3D_COARSEMESH_VERTEXBUFFER_SIZE)
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return false;
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// check tri size
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if(_CurrentNumTriangles + numTris> NL3D_COARSEMESH_TRIANGLE_SIZE)
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return false;
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CMeshInfo mi;
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mi.NumVertices = numVertices;
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mi.VBuffer = vBuffer;
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mi.NumTris = numTris;
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mi.IndexBuffer = indexBuffer;
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_Meshs.push_back(mi);
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_CurrentNumVertices+= numVertices;
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_CurrentNumTriangles+= numTris;
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return true;
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}
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// ***************************************************************************
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void CCoarseMeshManager::flushRender (IDriver *drv)
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{
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H_AUTO( NL3D_StaticLod_Render );
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if (_Meshs.empty()) return;
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// if the driver is BGRA (Direct3D), then invert color format
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if(!_VBuffer.isResident() && drv->getVertexColorFormat()==CVertexBuffer::TBGRA)
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{
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// since actually empty, no need to swap current memory
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_VBuffer.setNumVertices(0);
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_VBuffer.setVertexColorFormat(CVertexBuffer::TBGRA);
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}
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// init
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_VBuffer.setNumVertices(_CurrentNumVertices);
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_Triangles.setNumIndexes(_CurrentNumTriangles * 3);
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_VBuffer.lock (_VBA);
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_Triangles.lock(_IBA);
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uint currentNumVertices = 0;
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uint currentNumTriangles = 0;
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for(std::vector<CMeshInfo>::iterator it = _Meshs.begin(); it != _Meshs.end(); ++it)
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{
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// Copy Vertices to VBuffer
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uint baseVertex= currentNumVertices;
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CHECK_VBA_RANGE(_VBA, _VBA.getVertexCoordPointer(baseVertex), it->NumVertices*_VBuffer.getVertexSize());
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CFastMem::memcpy(_VBA.getVertexCoordPointer(baseVertex), it->VBuffer, it->NumVertices*_VBuffer.getVertexSize());
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// next
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currentNumVertices+= it->NumVertices;
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// Copy tris to triangles, adding baseVertex to index
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TCoarseMeshIndexType *triDst= (TCoarseMeshIndexType *) _IBA.getPtr()+currentNumTriangles*3;
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const TCoarseMeshIndexType *triSrc= it->IndexBuffer;
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uint numIdx= it->NumTris*3;
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// NB: for the majority of CoarseMesh (4 faces==48 bytes of indices), not interressant to use CFastMem::precache()
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for(;numIdx>0;numIdx--, triSrc++, triDst++)
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{
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CHECK_IBA(_IBA, triDst)
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*triDst= *triSrc + baseVertex;
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}
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// next
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currentNumTriangles+= it->NumTris;
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}
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_VBA.unlock();
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_IBA.unlock();
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// If not empty, render
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if(_CurrentNumVertices && _CurrentNumTriangles)
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{
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// Set Ident matrix
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drv->setupModelMatrix (CMatrix::Identity);
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// Set VB
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drv->activeVertexBuffer(_VBuffer);
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drv->activeIndexBuffer(_Triangles);
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// render
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drv->renderTriangles(_Material, 0, _CurrentNumTriangles);
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}
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// reset
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_CurrentNumVertices= 0;
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_CurrentNumTriangles= 0;
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_Meshs.clear();
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}
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} // NL3D
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