Mesh Draw.cpp 81 KB

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  1. /******************************************************************************/
  2. // TODO: reusing another MeshPart variation for drawing shadows when shadow shader doesn't use material, the best way would be to use Int MeshPart.last_shadow_instance, last_shadow_instance_no_cull and process that instead of MeshPart.Variation.last_instance when 'ReuseDefaultMaterialForNonSkinnedShadowShader' is detected, however it would require additional memory usage in MeshPart and extra overhead in 'drawShadow'
  3. // TODO: consider drawing alpha tested materials after opaque, to implement: add new AlphaShaderDraws, process them in Mesh.draw if(material.hasAlphaTest - may need Bool member for fast access), this could potentially improve performance, probably more on mobile tile-based renderers
  4. #include "stdafx.h"
  5. #include "../Shaders/!Header CPU.h"
  6. namespace EE{
  7. /******************************************************************************/
  8. #if DX9
  9. void SetVtxNrmMulAdd(Bool compressed)
  10. {
  11. Sh.h_VtxNrmMulAdd->set(compressed ? Vec2(2, -1) : Vec2(1, 0));
  12. }
  13. #endif
  14. /******************************************************************************/
  15. void SetAngVelShader(Vec &ang_vel_shader, C Vec &ang_vel, C Matrix3 &matrix)
  16. { // TODO: can this be done in the shader?
  17. ang_vel_shader.fromDivNormalized(ang_vel, matrix)*=D.motionScale()/matrix.x.length(); // this is equal to dividing by normalized matrix, v/=matrix.normalize(), as a faster approximation because we use only 'x.length' ignoring y and z, yes in this case it should be 'length' and not 'length2'
  18. }
  19. static INLINE void SetViewMatrix(Matrix &view_matrix, C Matrix &matrix) {matrix.mul(CamMatrixInv, view_matrix);}
  20. static INLINE void SetViewMatrix(Matrix &view_matrix, C MatrixM &matrix) {matrix.mul(CamMatrixInv, view_matrix);}
  21. static INLINE void SetSkinning() {Sh.h_VtxSkinning->setConditional(Matrixes>1);}
  22. /******************************************************************************/
  23. void MeshBase::draw2D(C Color &vtx_color, C Color &edge_color, C Color &face_color, Flt vtx_r, Flt side_width)C
  24. {
  25. C Int *p;
  26. if(face_color.a && quad.ind())
  27. {
  28. VI.color(face_color); REPA(quad){p=quad.ind(i).c; VI.quad(vtx.pos(p[0]).xy, vtx.pos(p[1]).xy, vtx.pos(p[2]).xy, vtx.pos(p[3]).xy);}
  29. VI.end ();
  30. }
  31. if(face_color.a && tri.ind())
  32. {
  33. VI.color(face_color); REPA(tri){p=tri.ind(i).c; VI.tri(vtx.pos(p[0]).xy, vtx.pos(p[1]).xy, vtx.pos(p[2]).xy);}
  34. VI.end ();
  35. }
  36. if(edge_color.a && edge.flag() && side_width)
  37. {
  38. Color C0=edge_color,
  39. C1=ColorAlpha(edge_color, 0.25f);
  40. REPA(edge)
  41. {
  42. Byte f=edge.flag(i); if(f&ETQ_LR)
  43. {
  44. p=edge.ind(i).c;
  45. C Vec2 &p0=vtx.pos(p[0]).xy,
  46. &p1=vtx.pos(p[1]).xy;
  47. Color c0=((f&ETQ_NO_PHYS) ? WHITE : C0),
  48. c1=((f&ETQ_NO_PHYS) ? Color(255,255,255,64) : C1);
  49. Vec2 r =Perp(p1-p0); r.setLength((f&ETQ_NO_PHYS) ? side_width*2 : side_width);
  50. if(f&ETQ_R)VI.quad(c0, c1, p0, p0+r, p1+r, p1);
  51. if(f&ETQ_L)VI.quad(c0, c1, p0, p0-r, p1-r, p1);
  52. }
  53. }
  54. VI.end();
  55. }
  56. if(edge_color.a && edge.ind())
  57. {
  58. VI.color(edge_color);
  59. REPA(edge)
  60. {
  61. p=edge.ind(i).c;
  62. VI.line(vtx.pos(p[0]).xy, vtx.pos(p[1]).xy);
  63. }
  64. VI.end();
  65. }
  66. if(vtx_color.a && vtx.pos())
  67. {
  68. VI.color(vtx_color); REPA(vtx)VI.dot(vtx.pos(i).xy, vtx_r);
  69. VI.end ();
  70. }
  71. }
  72. void MeshLod ::draw2D(C Color &vtx_color, C Color &edge_color, C Color &face_color, Flt vtx_r, Flt side_width)C {FREPA(T)parts [i].base.draw2D(vtx_color, edge_color, face_color, vtx_r, side_width);}
  73. void MeshGroup::draw2D(C Color &vtx_color, C Color &edge_color, C Color &face_color, Flt vtx_r, Flt side_width)C {FREPA(T)meshes[i]. draw2D(vtx_color, edge_color, face_color, vtx_r, side_width);}
  74. /******************************************************************************/
  75. void MeshBase::drawNormals2D(Flt length, C Color &edge_color, C Color &vtx_color)C
  76. {
  77. C Vec *pos=vtx.pos(),
  78. *nrm;
  79. if(vtx_color.a && (nrm=vtx.nrm()))
  80. {
  81. VI.color(vtx_color); REPA(vtx)VI.line(pos[i].xy, pos[i].xy+length*nrm[i].xy);
  82. VI.end ();
  83. }
  84. if(edge_color.a && (nrm=edge.nrm()))
  85. {
  86. VI.color(edge_color);
  87. C VecI2 *_edge=edge.ind();
  88. REPA(edge)
  89. {
  90. C Int *p=(_edge++)->c;
  91. Vec2 v=Avg(pos[p[0]].xy, pos[p[1]].xy);
  92. VI.line(v, v+length*(nrm++)->xy);
  93. }
  94. VI.end();
  95. }
  96. }
  97. void MeshBase::drawNormals(Flt length, C Color &face_color, C Color &vtx_color, C Color &tangent_color, C Color &binormal_color)C
  98. {
  99. C Int *p;
  100. C Vec *pos=vtx.pos();
  101. Int p0, p1, p2, p3;
  102. if( vtx_color.a)if(C Vec *nrm=vtx.nrm()){VI.color( vtx_color); REPA(vtx)VI.line(pos[i], pos[i]+length*nrm[i]); VI.end();}
  103. if( tangent_color.a)if(C Vec *tan=vtx.tan()){VI.color( tangent_color); REPA(vtx)VI.line(pos[i], pos[i]+length*tan[i]); VI.end();}
  104. if(binormal_color.a)if(C Vec *bin=vtx.bin()){VI.color(binormal_color); REPA(vtx)VI.line(pos[i], pos[i]+length*bin[i]); VI.end();}
  105. if(face_color.a)
  106. {
  107. if(C Vec *nrm=edge.nrm())
  108. {
  109. VI.color(face_color);
  110. C VecI2 *_edge=edge.ind();
  111. REPA(edge)
  112. {
  113. p=(_edge++)->c;
  114. Vec v=Avg(pos[p[0]], pos[p[1]]);
  115. VI.line(v, v+length*(*nrm++));
  116. }
  117. VI.end();
  118. }
  119. {
  120. VI.color(face_color);
  121. C VecI *_tri=tri.ind();
  122. C Vec * nrm=tri.nrm();
  123. REPA(tri)
  124. {
  125. p=(_tri++)->c; p0=p[0]; p1=p[1]; p2=p[2];
  126. Vec v=Avg(pos[p0], pos[p1], pos[p2]),
  127. n=(nrm ? *nrm++ : GetNormal(pos[p0], pos[p1], pos[p2]));
  128. VI.line(v, v+length*n);
  129. }
  130. VI.end();
  131. }
  132. {
  133. VI.color(face_color);
  134. C VecI4 *_quad=quad.ind();
  135. C Vec * nrm=quad.nrm();
  136. REPA(quad)
  137. {
  138. p=(_quad++)->c; p0=p[0]; p1=p[1]; p2=p[2]; p3=p[3];
  139. Vec v=Avg(pos[p0], pos[p1], pos[p2], pos[p3]),
  140. n=(nrm ? *nrm++ : GetNormal(pos[p0], pos[p1], pos[p3]));
  141. VI.line(v, v+length*n);
  142. }
  143. VI.end();
  144. }
  145. }
  146. }
  147. void MeshLod ::drawNormals2D(Flt length, C Color &edge_color, C Color &vtx_color )C {REPA(T)parts [i].base.drawNormals2D(length, edge_color, vtx_color);}
  148. void MeshGroup::drawNormals2D(Flt length, C Color &edge_color, C Color &vtx_color )C {REPA(T)meshes[i] .drawNormals2D(length, edge_color, vtx_color);}
  149. void MeshLod ::drawNormals (Flt length, C Color &face_color, C Color &vtx_color, C Color &tangent_color, C Color &binormal_color)C {REPA(T)parts [i].base.drawNormals (length, face_color, vtx_color, tangent_color, binormal_color);}
  150. void MeshGroup::drawNormals (Flt length, C Color &face_color, C Color &vtx_color, C Color &tangent_color, C Color &binormal_color)C {REPA(T)meshes[i] .drawNormals (length, face_color, vtx_color, tangent_color, binormal_color);}
  151. /******************************************************************************/
  152. void MeshBase::drawAuto(C Material *material)C
  153. {
  154. C Material &mtrl =GetMaterial(material);
  155. if(Shader *shader=DefaultShaders(&mtrl, flag()&~VTX_MATERIAL, 0, false).get(Renderer()))
  156. {
  157. SetSkinning();
  158. Vtx3DFull v[4]; ZeroN(v, 4);
  159. C Vec *nrm ;
  160. ALPHA_MODE alpha=D.alpha(ALPHA_NONE);
  161. mtrl.setAuto();
  162. // tris
  163. VI.shader(shader);
  164. VI.cull (true);
  165. nrm=tri.nrm(); if(C VecI *_tri=tri.ind())REPA(tri)
  166. {
  167. VecI p=*_tri++;
  168. v[0].pos=vtx.pos(p.x);
  169. v[1].pos=vtx.pos(p.y);
  170. v[2].pos=vtx.pos(p.z);
  171. if(vtx.nrm())
  172. {
  173. if(vtx.tan())
  174. {
  175. if(vtx.bin())
  176. {
  177. v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x), vtx.bin(p.x));
  178. v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y), vtx.bin(p.y));
  179. v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z), vtx.bin(p.z));
  180. }else
  181. {
  182. v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x));
  183. v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y));
  184. v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z));
  185. }
  186. }else
  187. {
  188. v[0].nrm=vtx.nrm(p.x);
  189. v[1].nrm=vtx.nrm(p.y);
  190. v[2].nrm=vtx.nrm(p.z);
  191. }
  192. }else
  193. if(nrm)
  194. {
  195. v[0].nrm=v[1].nrm=v[2].nrm=*nrm++;
  196. }
  197. if(vtx.hlp())
  198. {
  199. v[0].hlp=vtx.hlp(p.x);
  200. v[1].hlp=vtx.hlp(p.y);
  201. v[2].hlp=vtx.hlp(p.z);
  202. }
  203. if(vtx.tex0())
  204. {
  205. v[0].tex0=vtx.tex0(p.x);
  206. v[1].tex0=vtx.tex0(p.y);
  207. v[2].tex0=vtx.tex0(p.z);
  208. }
  209. if(vtx.tex1())
  210. {
  211. v[0].tex1=vtx.tex1(p.x);
  212. v[1].tex1=vtx.tex1(p.y);
  213. v[2].tex1=vtx.tex1(p.z);
  214. }
  215. if(vtx.tex2())
  216. {
  217. v[0].tex2=vtx.tex2(p.x);
  218. v[1].tex2=vtx.tex2(p.y);
  219. v[2].tex2=vtx.tex2(p.z);
  220. }
  221. if(vtx.blend() && vtx.matrix())
  222. {
  223. v[0].blend =vtx.blend (p.x);
  224. v[1].blend =vtx.blend (p.y);
  225. v[2].blend =vtx.blend (p.z);
  226. v[0].matrix=vtx.matrix(p.x);
  227. v[1].matrix=vtx.matrix(p.y);
  228. v[2].matrix=vtx.matrix(p.z);
  229. }
  230. if(vtx.size())
  231. {
  232. v[0].size=vtx.size(p.x);
  233. v[1].size=vtx.size(p.y);
  234. v[2].size=vtx.size(p.z);
  235. }
  236. if(vtx.material())
  237. {
  238. v[0].material=vtx.material(p.x);
  239. v[1].material=vtx.material(p.y);
  240. v[2].material=vtx.material(p.z);
  241. }
  242. if(vtx.color())
  243. {
  244. v[0].color=vtx.color(p.x);
  245. v[1].color=vtx.color(p.y);
  246. v[2].color=vtx.color(p.z);
  247. }
  248. VI.face(v[0], v[1], v[2]);
  249. }
  250. VI.end();
  251. // quads
  252. VI.shader(shader);
  253. VI.cull (true);
  254. ZeroN(v, 4); nrm=quad.nrm(); if(C VecI4 *_quad=quad.ind())REPA(quad)
  255. {
  256. VecI4 p=*_quad++;
  257. v[0].pos=vtx.pos(p.x);
  258. v[1].pos=vtx.pos(p.y);
  259. v[2].pos=vtx.pos(p.z);
  260. v[3].pos=vtx.pos(p.w);
  261. if(vtx.nrm())
  262. {
  263. if(vtx.tan())
  264. {
  265. if(vtx.bin())
  266. {
  267. v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x), vtx.bin(p.x));
  268. v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y), vtx.bin(p.y));
  269. v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z), vtx.bin(p.z));
  270. v[3].setNrmTan(vtx.nrm(p.w), vtx.tan(p.w), vtx.bin(p.w));
  271. }else
  272. {
  273. v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x));
  274. v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y));
  275. v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z));
  276. v[3].setNrmTan(vtx.nrm(p.w), vtx.tan(p.w));
  277. }
  278. }else
  279. {
  280. v[0].nrm=vtx.nrm(p.x);
  281. v[1].nrm=vtx.nrm(p.y);
  282. v[2].nrm=vtx.nrm(p.z);
  283. v[3].nrm=vtx.nrm(p.w);
  284. }
  285. }else
  286. if(nrm)
  287. {
  288. v[0].nrm=v[1].nrm=v[2].nrm=v[3].nrm=*nrm++;
  289. }
  290. if(vtx.hlp())
  291. {
  292. v[0].hlp=vtx.hlp(p.x);
  293. v[1].hlp=vtx.hlp(p.y);
  294. v[2].hlp=vtx.hlp(p.z);
  295. v[3].hlp=vtx.hlp(p.w);
  296. }
  297. if(vtx.tex0())
  298. {
  299. v[0].tex0=vtx.tex0(p.x);
  300. v[1].tex0=vtx.tex0(p.y);
  301. v[2].tex0=vtx.tex0(p.z);
  302. v[3].tex0=vtx.tex0(p.w);
  303. }
  304. if(vtx.tex1())
  305. {
  306. v[0].tex1=vtx.tex1(p.x);
  307. v[1].tex1=vtx.tex1(p.y);
  308. v[2].tex1=vtx.tex1(p.z);
  309. v[3].tex1=vtx.tex1(p.w);
  310. }
  311. if(vtx.tex2())
  312. {
  313. v[0].tex2=vtx.tex2(p.x);
  314. v[1].tex2=vtx.tex2(p.y);
  315. v[2].tex2=vtx.tex2(p.z);
  316. v[3].tex2=vtx.tex2(p.w);
  317. }
  318. if(vtx.blend() && vtx.matrix())
  319. {
  320. v[0].blend =vtx.blend (p.x);
  321. v[1].blend =vtx.blend (p.y);
  322. v[2].blend =vtx.blend (p.z);
  323. v[3].blend =vtx.blend (p.w);
  324. v[0].matrix=vtx.matrix(p.x);
  325. v[1].matrix=vtx.matrix(p.y);
  326. v[2].matrix=vtx.matrix(p.z);
  327. v[3].matrix=vtx.matrix(p.w);
  328. }
  329. if(vtx.size())
  330. {
  331. v[0].size=vtx.size(p.x);
  332. v[1].size=vtx.size(p.y);
  333. v[2].size=vtx.size(p.z);
  334. v[3].size=vtx.size(p.w);
  335. }
  336. if(vtx.material())
  337. {
  338. v[0].material=vtx.material(p.x);
  339. v[1].material=vtx.material(p.y);
  340. v[2].material=vtx.material(p.z);
  341. v[3].material=vtx.material(p.w);
  342. }
  343. if(vtx.color())
  344. {
  345. v[0].color=vtx.color(p.x);
  346. v[1].color=vtx.color(p.y);
  347. v[2].color=vtx.color(p.z);
  348. v[3].color=vtx.color(p.w);
  349. }
  350. VI.face(v[0], v[1], v[2], v[3]);
  351. }
  352. VI.end ();
  353. D .alpha(alpha);
  354. }
  355. }
  356. /******************************************************************************/
  357. #if MAY_NEED_BONE_SPLITS
  358. void MeshRender::draw()C
  359. {
  360. if(!D.meshBoneSplit() || !_bone_split || Matrixes<=1) // check for Matrixes in case this is a skinned mesh with bone splits, however we're drawing it using a single Matrix and not Skeleton, in that case 'GObjMatrix' which is needed for 'SetMatrixVelSplit' is not set
  361. {
  362. drawFull();
  363. }else
  364. {
  365. Int vtx_offset=0,
  366. ind_offset=0;
  367. FREP(_bone_splits)
  368. {
  369. BoneSplit &bs=_bone_split[i];
  370. SetMatrixVelSplit(bs.split_to_real, bs.bones); ShaderCur->commit(); // commit matrix changes to the shader
  371. #if DX9
  372. D3D->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtx_offset, bs.vtxs, ind_offset, bs.tris);
  373. #else
  374. drawRange(bs.tris, ind_offset);
  375. #endif
  376. vtx_offset+=bs.vtxs ;
  377. ind_offset+=bs.tris*3;
  378. }
  379. SetMatrixVelRestore(); ShaderCur->commit(); // restore default matrix set (in case just after bone_split there would be a part without bone_split), commit matrix changes to the shader
  380. }
  381. }
  382. void MeshRender::drawFur()C
  383. {
  384. if(!D.meshBoneSplit() || !_bone_split || Matrixes<=1) // check for Matrixes in case this is a skinned mesh with bone splits, however we're drawing it using a single Matrix and not Skeleton, in that case 'GObjMatrix' which is needed for 'SetMatrixVelSplit' is not set
  385. {
  386. drawFull();
  387. }else
  388. {
  389. Int vtx_offset=0,
  390. ind_offset=0;
  391. FREP(_bone_splits)
  392. {
  393. BoneSplit &bs=_bone_split[i];
  394. SetMatrixFurVelSplit(bs.split_to_real, bs.bones); ShaderCur->commit(); // commit matrix changes to the shader
  395. #if DX9
  396. D3D->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtx_offset, bs.vtxs, ind_offset, bs.tris);
  397. #else
  398. drawRange(bs.tris, ind_offset);
  399. #endif
  400. vtx_offset+=bs.vtxs ;
  401. ind_offset+=bs.tris*3;
  402. }
  403. SetMatrixFurVelRestore(); ShaderCur->commit(); // restore default matrix set (in case just after bone_split there would be a part without bone_split), commit matrix changes to the shader
  404. }
  405. }
  406. #endif
  407. void MeshRender::drawBoneHighlight(Int bone, Shader *shader)C
  408. {
  409. if(!D.meshBoneSplit() || !_bone_split) // we can't check for Matrixes<=1 here, because if there are bone splits, then we always need to process BoneHighlight per-split, instead we will call 'SetMatrixVelSplit' and 'SetMatrixVelRestore' only if necessary
  410. {
  411. SPSet("BoneHighlight", bone+1); shader->commit(); // don't use 'ShaderCur' because it's not set in DX11
  412. drawFull();
  413. }else
  414. {
  415. #if MAY_NEED_BONE_SPLITS
  416. Int ind_offset=0;
  417. FREP(_bone_splits)
  418. {
  419. MeshRender::BoneSplit &bs=_bone_split[i];
  420. SPSet("BoneHighlight", bs.realToSplit(bone+1));
  421. if(Matrixes>1)SetMatrixVelSplit(bs.split_to_real, bs.bones); shader->commit(); // commit matrix changes to the shader
  422. drawRange(bs.tris, ind_offset);
  423. ind_offset+=bs.tris*3;
  424. }
  425. if(Matrixes>1)SetMatrixVelRestore(); shader->commit(); // restore default matrix set and commit matrix changes to the shader
  426. #endif
  427. }
  428. }
  429. /******************************************************************************/
  430. // INSTANCED DRAWING
  431. /******************************************************************************/
  432. static void NewInstance(Memc<ShaderDraw> &shader_draws, Int instance_index, ShaderBase &shader, Material::MaterialShader *cur, C MeshPart &mesh, C MeshPart::Variation &variation)
  433. {
  434. ShaderMaterial *shader_material;
  435. again:
  436. if(cur->shader!=&shader) // check if we already have a match
  437. {
  438. if(cur->shader) // if this shader is specified
  439. {
  440. if(cur->next_material_shader>=0){cur=&MaterialShaders[cur->next_material_shader]; goto again;} // !! we can access 'next_material_shader' only when knowing that "shader!=null", because only 'shader' is cleared in 'MaterialShader.unlink' !! check if there's another one, we could check this before "if(cur->shader)", however we prioritize cases where Materials have only one Shader (the most common scenario)
  441. cur->next_material_shader=MaterialShaders.elms();
  442. cur=&MaterialShaders.New();
  443. }
  444. cur->shader=&shader;
  445. cur->next_material_shader=-1;
  446. cur->shader_material=ShaderMaterials.elms();
  447. // link Shader<->ShaderDraw
  448. ShaderDraw *shader_draw;
  449. if( shader.shader_draw<0)
  450. {
  451. shader.shader_draw=shader_draws.elms();
  452. shader_draw=&shader_draws.New();
  453. shader_draw->shader =&shader;
  454. shader_draw->first_shader_material= ShaderMaterials.elms();
  455. goto shader_draw_initialized; // we've created a new 'ShaderDraw', which means it doesn't have any 'ShaderMaterial's yet, so we can skip 'next_shader_material' linking, also skip setting 'shader_draw' address because we already have it
  456. }
  457. shader_draw=&shader_draws[shader.shader_draw];
  458. ShaderMaterials[shader_draw->last_shader_material].next_shader_material=ShaderMaterials.elms();
  459. shader_draw_initialized:
  460. shader_draw->last_shader_material=ShaderMaterials.elms();
  461. // we've linked Material->Shader, so let's create Shader->Material
  462. shader_material=&ShaderMaterials.New();
  463. shader_material-> next_shader_material =-1;
  464. shader_material->first_shader_material_mesh= ShaderMaterialMeshes.elms();
  465. #if SUPPORT_MATERIAL_CHANGE_IN_RENDERING
  466. if(..)shader_material->material=&material; // have to pass as parameter and can't use variation.material because this can be variation.getMaterial or variation.getShadowMaterial, also can't check for mesh._umm because this can be called for shadows which ignores it
  467. else shader_material->umm =& umm;
  468. #endif
  469. goto shader_material_initialized; // we've created a new 'ShaderMaterial', which means it doesn't have any 'ShaderMaterialMesh'es yet, so we can skip 'next_shader_material_mesh' linking, also skip setting 'shader_material' address because we already have it
  470. }
  471. shader_material=&ShaderMaterials[cur->shader_material];
  472. ShaderMaterialMeshes[shader_material->last_shader_material_mesh].next_shader_material_mesh=ShaderMaterialMeshes.elms();
  473. shader_material_initialized:
  474. shader_material->last_shader_material_mesh=ShaderMaterialMeshes.elms();
  475. ShaderMaterialMesh &shader_material_mesh=ShaderMaterialMeshes.New();
  476. shader_material_mesh.next_shader_material_mesh=-1;
  477. shader_material_mesh.first_instance =instance_index;
  478. shader_material_mesh.mesh =&mesh;
  479. #if !SUPPORT_MATERIAL_CHANGE_IN_RENDERING
  480. #if INSTANCE_PTR
  481. shader_material_mesh.variation =&variation;
  482. #else
  483. shader_material_mesh.variation_1=Renderer._mesh_variation_1;
  484. #endif
  485. #endif
  486. }
  487. /******************************************************************************/
  488. INLINE void SkeletonInstance::set(C AnimatedSkeleton &anim_skel)
  489. {
  490. T.anim_skel=&anim_skel;
  491. T.skel_shader.shader=null;
  492. T.skel_shader.next_skeleton_shader=-1;
  493. #if COUNT_MATERIAL_USAGE
  494. T.skel_shader.material.material=null;
  495. #endif
  496. }
  497. INLINE void SkeletonBlendInstance::set(C AnimatedSkeleton &anim_skel)
  498. {
  499. T.anim_skel=&anim_skel;
  500. T.skel_shader.shader=null;
  501. T.skel_shader.next_skeleton_shader=-1;
  502. #if COUNT_MATERIAL_USAGE
  503. T.skel_shader.material.material=null;
  504. #endif
  505. }
  506. SkeletonInstance& SkeletonInstances::getSkeletonInstance(C AnimatedSkeleton &anim_skel, Int &instance_index)
  507. {
  508. // already exists
  509. if(instance_index>=0)return T[instance_index];
  510. // add new
  511. instance_index=elms();
  512. SkeletonInstance &instance=New();
  513. instance.set(anim_skel);
  514. return instance;
  515. }
  516. SkeletonBlendInstance& BlendInstancesClass::getSkeletonInstance(C AnimatedSkeleton &anim_skel)
  517. {
  518. // already exists
  519. if(anim_skel._instance.blend>=0)return T[anim_skel._instance.blend].skeleton;
  520. // add new
  521. anim_skel._instance.blend=elms();
  522. BlendInstance &instance=New();
  523. instance.type=BlendInstance::SKELETON;
  524. instance.setZ(anim_skel.pos());
  525. instance.skeleton.set(anim_skel);
  526. return instance.skeleton;
  527. }
  528. void SkeletonInstance::newInstance(ShaderBase &shader, C Material &material, Memc<SkeletonShaderMaterialMeshInstance> &instances)
  529. {
  530. SkeletonShader *cur_shader=&skel_shader;
  531. SkeletonShaderMaterial *cur_material;
  532. again_shader:
  533. if(cur_shader->shader!=&shader) // check if we already have a match
  534. {
  535. if(cur_shader->shader) // if this shader is specified
  536. {
  537. if(cur_shader->next_skeleton_shader>=0){cur_shader=&SkeletonShaders[cur_shader->next_skeleton_shader]; goto again_shader;}
  538. cur_shader->next_skeleton_shader =SkeletonShaders.elms();
  539. cur_shader=&SkeletonShaders.New();
  540. }
  541. cur_shader->shader=&shader;
  542. cur_shader->next_skeleton_shader=-1;
  543. cur_material=&cur_shader->material;
  544. goto set_material;
  545. }else // found an existing shader
  546. { // iterate materials
  547. cur_material=&cur_shader->material;
  548. again_material:
  549. if(cur_material->material!=&material) // check if we already have a match
  550. {
  551. if(cur_material->material) // if this material is specified
  552. {
  553. if(cur_material->next_skeleton_shader_material>=0){cur_material=&SkeletonShaderMaterials[cur_material->next_skeleton_shader_material]; goto again_material;}
  554. cur_material->next_skeleton_shader_material=SkeletonShaderMaterials.elms();
  555. cur_material=&SkeletonShaderMaterials.New();
  556. }
  557. set_material:
  558. cur_material->material=&material; material.incUsage();
  559. cur_material->next_skeleton_shader_material=-1;
  560. cur_material->first_mesh_instance=
  561. cur_material-> last_mesh_instance=instances.elms();
  562. }else // found an existing material
  563. {
  564. instances[cur_material->last_mesh_instance].next_instance=instances.elms();
  565. cur_material->last_mesh_instance =instances.elms();
  566. }
  567. }
  568. }
  569. void SkeletonBlendInstance::newInstance(ShaderBase &shader, C Material &material, UInt type)
  570. {
  571. SkeletonBlendShader *cur_shader=&skel_shader;
  572. SkeletonShaderMaterial *cur_material;
  573. again_shader:
  574. if(cur_shader->shader!=&shader) // check if we already have a match
  575. {
  576. if(cur_shader->shader) // if this shader is specified
  577. {
  578. if(cur_shader->next_skeleton_shader>=0){cur_shader=&SkeletonBlendShaders[cur_shader->next_skeleton_shader]; goto again_shader;}
  579. cur_shader->next_skeleton_shader =SkeletonBlendShaders.elms();
  580. cur_shader=&SkeletonBlendShaders.New();
  581. }
  582. cur_shader->shader=&shader;
  583. cur_shader->next_skeleton_shader=-1;
  584. cur_shader->type=type;
  585. cur_material=&cur_shader->material;
  586. goto set_material;
  587. }else // found an existing shader
  588. { // iterate materials
  589. cur_material=&cur_shader->material;
  590. again_material:
  591. if(cur_material->material!=&material) // check if we already have a match
  592. {
  593. if(cur_material->material) // if this material is specified
  594. {
  595. if(cur_material->next_skeleton_shader_material>=0){cur_material=&SkeletonBlendShaderMaterials[cur_material->next_skeleton_shader_material]; goto again_material;}
  596. cur_material->next_skeleton_shader_material=SkeletonBlendShaderMaterials.elms();
  597. cur_material=&SkeletonBlendShaderMaterials.New();
  598. }
  599. set_material:
  600. cur_material->material=&material; material.incUsage();
  601. cur_material->next_skeleton_shader_material=-1;
  602. cur_material->first_mesh_instance=
  603. cur_material-> last_mesh_instance=SkeletonBlendShaderMaterialMeshInstances.elms();
  604. }else // found an existing material
  605. {
  606. SkeletonBlendShaderMaterialMeshInstances[cur_material->last_mesh_instance].next_instance=SkeletonBlendShaderMaterialMeshInstances.elms();
  607. cur_material->last_mesh_instance =SkeletonBlendShaderMaterialMeshInstances.elms();
  608. }
  609. }
  610. }
  611. INLINE void SkeletonBlendInstance::addBlend(Shader &shader, C Material &material, C MeshPart &mesh)
  612. {
  613. newInstance(shader, material, BlendInstance::SOLID);
  614. SkeletonBlendShaderMaterialMeshInstances.New().set(mesh);
  615. }
  616. INLINE void SkeletonBlendInstance::addBlend(BLST &blst, C Material &material, C MeshPart &mesh)
  617. {
  618. newInstance((ShaderBase&)blst, material, BlendInstance::SOLID_BLST);
  619. SkeletonBlendShaderMaterialMeshInstances.New().set(mesh);
  620. }
  621. INLINE void SkeletonBlendInstance::addFur(Shader &shader, C Material &material, C MeshPart &mesh)
  622. {
  623. newInstance(shader, material, BlendInstance::SOLID_FUR); Renderer._fur_is=true;
  624. SkeletonBlendShaderMaterialMeshInstances.New().set(mesh);
  625. }
  626. /******************************************************************************/
  627. INLINE EarlyZInstance& EarlyZInstance::set(C MeshRender &mesh)
  628. {
  629. T.mesh=&mesh;
  630. return T;
  631. }
  632. INLINE void SkeletonShaderMaterialMeshInstance::set(C MeshRender &mesh)
  633. {
  634. T.next_instance =-1;
  635. T.mesh =&mesh;
  636. T.shader_param_changes= Renderer._shader_param_changes;
  637. }
  638. INLINE void SkeletonSolidShaderMaterialMeshInstance::set(C MeshRender &mesh)
  639. {
  640. super::set(mesh);
  641. T.highlight=Renderer._mesh_highlight;
  642. }
  643. INLINE void SkeletonBlendShaderMaterialMeshInstance::set(C MeshRender &mesh)
  644. {
  645. super::set(mesh);
  646. T.stencil_mode=(STENCIL_MODE)Renderer._mesh_stencil_mode;
  647. }
  648. INLINE AmbientInstance& AmbientInstance::set(C MeshPart &mesh, C MeshPart::Variation &variation)
  649. {
  650. T.mesh=&mesh;
  651. #if SUPPORT_MATERIAL_CHANGE_IN_RENDERING
  652. T.shader =variation.shader[RM_AMBIENT];
  653. T.material=variation.material();
  654. #else
  655. T.variation=&variation;
  656. #endif
  657. T.shader_param_changes=Renderer._shader_param_changes;
  658. variation.material->incUsage(); // for ambient, material will always be != null, because only materials with ambient value can create ambient instances
  659. return T;
  660. }
  661. INLINE void SkeletonAmbientInstance::set(C MeshPart &mesh, C MeshPart::Variation &variation, C AnimatedSkeleton &anim_skel)
  662. {
  663. T.mesh=&mesh;
  664. #if SUPPORT_MATERIAL_CHANGE_IN_RENDERING
  665. T.shader =variation.shader[RM_AMBIENT];
  666. T.material=variation.material();
  667. #else
  668. T.variation=&variation;
  669. #endif
  670. T.anim_skel=&anim_skel;
  671. T.shader_param_changes=Renderer._shader_param_changes;
  672. variation.material->incUsage(); // for ambient, material will always be != null, because only materials with ambient value can create ambient instances
  673. }
  674. INLINE SolidShaderMaterialMeshInstance& SolidShaderMaterialMeshInstance::set()
  675. {
  676. T.next_instance =-1;
  677. T.highlight =Renderer._mesh_highlight;
  678. T.stencil_value =Renderer._mesh_stencil_value;
  679. T.shader_param_changes=Renderer._shader_param_changes;
  680. return T;
  681. }
  682. INLINE SolidShaderMaterialMeshInstance& SolidShaderMaterialMeshInstance::setSkipVel()
  683. {
  684. #if !PER_INSTANCE_VEL
  685. T.vel.zero(); // if we're going to compare then we have to zero to make sure instances will be merged
  686. #endif
  687. #if !PER_INSTANCE_ANG_VEL
  688. T.ang_vel_shader.zero(); // if we're going to compare then we have to zero to make sure instances will be merged
  689. #endif
  690. return set();
  691. }
  692. INLINE SolidShaderMaterialMeshInstance& SolidShaderMaterialMeshInstance::set(C Vec &vel, C Vec &ang_vel_shader)
  693. {
  694. T.vel=vel;
  695. T.ang_vel_shader=ang_vel_shader;
  696. return set();
  697. }
  698. INLINE ShadowShaderMaterialMeshInstance& ShadowShaderMaterialMeshInstance::set()
  699. {
  700. T.next_instance=-1;
  701. T.shader_param_changes=Renderer._shader_param_changes;
  702. return T;
  703. }
  704. /******************************************************************************/
  705. BlendInstance::~BlendInstance()
  706. {
  707. #if COUNT_MATERIAL_USAGE
  708. switch(type)
  709. {
  710. case SOLID :
  711. case SOLID_BLST:
  712. case SOLID_FUR : s.material->decUsage(); break;
  713. case SKELETON: DTOR(skeleton); break;
  714. }
  715. #endif
  716. }
  717. void BlendInstance::unlink() {if(type==SKELETON)skeleton.unlinkBlend();}
  718. INLINE void BlendInstance::setZ (C VecD &pos ) {setViewZ(DistPointPlane(pos, ActiveCam.matrix.pos, ActiveCam.matrix.z));}
  719. INLINE void BlendInstance::setMatrix(C MatrixM &matrix) {SetViewMatrix(T.s.view_matrix, matrix); setViewZ(T.s.view_matrix.pos.z);}
  720. INLINE BlendInstance& BlendInstancesClass::add(Shader &shader, C Material &material, C MeshPart &mesh, C MeshPart::Variation &variation)
  721. {
  722. BlendInstance &obj=New(); obj.type=BlendInstance::SOLID;
  723. #if 1
  724. obj.s.shader =&shader;
  725. obj.s.material =&material;
  726. #else
  727. obj.s.variation=&variation;
  728. #endif
  729. obj.s.mesh =&mesh;
  730. //obj.s.vel =;
  731. //obj.s.ang_vel_shader=;
  732. obj.s.highlight = Renderer._mesh_highlight;
  733. obj.s.stencil_mode =(STENCIL_MODE)Renderer._mesh_stencil_mode;
  734. obj.s.shader_param_changes= Renderer._shader_param_changes;
  735. material.incUsage();
  736. return obj;
  737. }
  738. INLINE BlendInstance& BlendInstancesClass::add(BLST &blst, C Material &material, C MeshPart &mesh, C MeshPart::Variation &variation, C Vec &vel, C Vec &ang_vel_shader)
  739. {
  740. BlendInstance &obj=New(); obj.type=BlendInstance::SOLID_BLST;
  741. #if 1
  742. obj.s.blst =&blst;
  743. obj.s.material =&material;
  744. #else
  745. obj.s.variation=&variation;
  746. #endif
  747. obj.s.mesh =&mesh;
  748. obj.s.vel =vel;
  749. obj.s.ang_vel_shader=ang_vel_shader;
  750. obj.s.highlight = Renderer._mesh_highlight;
  751. obj.s.stencil_mode =(STENCIL_MODE)Renderer._mesh_stencil_mode;
  752. obj.s.shader_param_changes= Renderer._shader_param_changes;
  753. material.incUsage();
  754. return obj;
  755. }
  756. INLINE BlendInstance& BlendInstancesClass::addFur(Shader &shader, C Material &material, C MeshPart &mesh, C MeshPart::Variation &variation, C Vec &vel)
  757. {
  758. BlendInstance &obj=New(); obj.type=BlendInstance::SOLID_FUR; Renderer._fur_is=true;
  759. #if 1
  760. obj.s.shader =&shader;
  761. obj.s.material =&material;
  762. #else
  763. obj.s.variation=&variation;
  764. #endif
  765. obj.s.mesh =&mesh;
  766. obj.s.vel =vel;
  767. //obj.s.ang_vel_shader=;
  768. obj.s.highlight =Renderer._mesh_highlight;
  769. //obj.s.stencil_mode =Renderer._mesh_stencil_mode; ignored for fur
  770. obj.s.shader_param_changes=Renderer._shader_param_changes;
  771. material.incUsage();
  772. return obj;
  773. }
  774. INLINE void BlendInstancesClass::add(BlendObject &blend_obj, C VecD &pos) {BlendInstance &obj=New(); obj.type=BlendInstance::BLEND_OBJ ; obj.blend_obj =&blend_obj ; obj.setZ(pos);}
  775. void BlendInstancesClass::add( Game::Obj & game_obj ) {BlendInstance &obj=New(); obj.type=BlendInstance:: GAME_OBJ ; obj. game_obj =& game_obj ; obj.setZ(game_obj.pos());}
  776. void BlendInstancesClass::add( Game::Area::Data & game_area ) {BlendInstance &obj=New(); obj.type=BlendInstance:: GAME_AREA; obj. game_area=& game_area;
  777. Game::Area &area=game_area.area(); Flt area_size=area.world()->areaSize();
  778. obj.setZ(VecD((area.xz().x+0.5f)*area_size, ActiveCam.matrix.pos.y, (area.xz().y+0.5f)*area_size));
  779. }
  780. void BlendObject::scheduleDrawBlend(C VecD &pos) {if(Renderer.firstPass())BlendInstances.add(T, pos);}
  781. /******************************************************************************/
  782. void MeshPart::draw(C MatrixM &matrix, C Vec &vel, C Vec &ang_vel)C
  783. {
  784. if(_draw_mask&Renderer._mesh_draw_mask)
  785. {
  786. C Variation &variation=getVariation();
  787. switch(Renderer._cur_type)
  788. {
  789. case RT_DEFERRED:
  790. {
  791. #if SUPPORT_EARLY_Z
  792. if(Renderer._mesh_early_z)if(Shader *shader=variation.shader[RM_EARLY_Z])
  793. {
  794. if(shader==Renderer._shader_early_z)SetViewMatrix(EarlyZInstances[variation.getMaterial().cull].New().set(render).view_matrix, matrix);
  795. }
  796. #endif
  797. Vec ang_vel_shader; SetAngVelShader(ang_vel_shader, ang_vel, matrix);
  798. if(Shader *shader=variation.shader[Renderer._solid_mode_index])
  799. {
  800. if(variation.last_solid_instance<0)
  801. {
  802. if(_umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & _umm ->material_shader, T, variation);
  803. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, T, variation);
  804. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  805. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  806. SetViewMatrix(SolidShaderMaterialMeshInstances.New().set(vel, ang_vel_shader).view_matrix, matrix);
  807. }else
  808. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), T, variation ).setMatrix(matrix);else
  809. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), T, variation, vel, ang_vel_shader).setMatrix(matrix);
  810. if(Shader *shader=variation.shader[RM_FUR])BlendInstances.addFur(*shader, variation.getMaterial(), T, variation, vel).setMatrix(matrix);
  811. #if SUPPORT_MATERIAL_AMBIENT
  812. if(Shader *shader=variation.shader[RM_AMBIENT])SetViewMatrix(AmbientInstances.New().set(T, variation).view_matrix, matrix);
  813. #endif
  814. }break;
  815. case RT_FORWARD:
  816. {
  817. #if SUPPORT_EARLY_Z
  818. if(Renderer._mesh_early_z && Renderer.firstPass())if(Shader *shader=variation.shader[RM_EARLY_Z])
  819. {
  820. if(shader==Renderer._shader_early_z)SetViewMatrix(EarlyZInstances[variation.getMaterial().cull].New().set(render).view_matrix, matrix);
  821. }
  822. #endif
  823. if(variation.frst)
  824. {
  825. if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=_frst->getShader())
  826. {
  827. if(variation.last_solid_instance<0)
  828. {
  829. if(_umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, & _umm ->material_shader, T, variation);
  830. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, &variation.getMaterial()._solid_material_shader, T, variation);
  831. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  832. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  833. SetViewMatrix(SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix, matrix); // velocities not needed for RT_FORWARD
  834. }
  835. }else
  836. if(Renderer.firstPass())
  837. {
  838. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), T, variation ).setMatrix(matrix);else
  839. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), T, variation, VecZero, VecZero).setMatrix(matrix);
  840. }
  841. }break;
  842. case RT_SIMPLE:
  843. {
  844. if(Shader *shader=variation.shader[RM_SIMPLE])
  845. {
  846. if(variation.last_solid_instance<0)
  847. {
  848. if(_umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & _umm ->material_shader, T, variation);
  849. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, T, variation);
  850. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  851. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  852. SetViewMatrix(SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix, matrix); // velocities not needed for RT_SIMPLE
  853. }else
  854. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), T, variation ).setMatrix(matrix);else
  855. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), T, variation, VecZero, VecZero).setMatrix(matrix);
  856. }break;
  857. }
  858. }
  859. }
  860. /******************************************************************************/
  861. void MeshPart::draw(C AnimatedSkeleton &anim_skel)C
  862. {
  863. if(_draw_mask&Renderer._mesh_draw_mask)
  864. {
  865. C Variation &variation= getVariation();
  866. C Material &material =variation.getMaterial ();
  867. switch(Renderer._cur_type)
  868. {
  869. case RT_DEFERRED:
  870. {
  871. if(Shader *shader=variation.shader[Renderer._solid_mode_index])
  872. {
  873. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  874. .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  875. SkeletonSolidShaderMaterialMeshInstances.New().set(T);
  876. }else
  877. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
  878. if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
  879. if(Shader *shader=variation.shader[RM_FUR])BlendInstances.getSkeletonInstance(anim_skel).addFur(*shader, material, T);
  880. #if SUPPORT_MATERIAL_AMBIENT
  881. if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(T, variation, anim_skel);
  882. #endif
  883. }break;
  884. case RT_FORWARD:
  885. {
  886. if(variation.frst)
  887. {
  888. if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=_frst->getShader())
  889. {
  890. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  891. .newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
  892. SkeletonSolidShaderMaterialMeshInstances.New().set(T);
  893. }
  894. }else
  895. if(Renderer.firstPass())
  896. {
  897. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
  898. if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
  899. }
  900. }break;
  901. case RT_SIMPLE:
  902. {
  903. if(Shader *shader=variation.shader[RM_SIMPLE])
  904. {
  905. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  906. .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  907. SkeletonSolidShaderMaterialMeshInstances.New().set(T);
  908. }else
  909. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
  910. if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
  911. }break;
  912. }
  913. }
  914. }
  915. /******************************************************************************/
  916. void MeshPart::draw(C AnimatedSkeleton &anim_skel, C Material &material)C
  917. {
  918. if(_draw_mask&Renderer._mesh_draw_mask)
  919. {
  920. C Variation &variation= getVariation();
  921. //C Material &material =variation.getMaterial (); use custom material instead
  922. switch(Renderer._cur_type)
  923. {
  924. case RT_DEFERRED:
  925. {
  926. if(Shader *shader=variation.shader[Renderer._solid_mode_index])
  927. {
  928. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  929. .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  930. SkeletonSolidShaderMaterialMeshInstances.New().set(T);
  931. }else
  932. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
  933. if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
  934. if(Shader *shader=variation.shader[RM_FUR])BlendInstances.getSkeletonInstance(anim_skel).addFur(*shader, material, T);
  935. #if SUPPORT_MATERIAL_AMBIENT
  936. if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(T, variation, anim_skel);
  937. #endif
  938. }break;
  939. case RT_FORWARD:
  940. {
  941. if(variation.frst)
  942. {
  943. if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=_frst->getShader())
  944. {
  945. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  946. .newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
  947. SkeletonSolidShaderMaterialMeshInstances.New().set(T);
  948. }
  949. }else
  950. if(Renderer.firstPass())
  951. {
  952. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
  953. if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
  954. }
  955. }break;
  956. case RT_SIMPLE:
  957. {
  958. if(Shader *shader=variation.shader[RM_SIMPLE])
  959. {
  960. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  961. .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  962. SkeletonSolidShaderMaterialMeshInstances.New().set(T);
  963. }else
  964. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
  965. if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
  966. }break;
  967. }
  968. }
  969. }
  970. /******************************************************************************/
  971. void MeshPart::drawShadow(C MatrixM &matrix)C
  972. {
  973. if(_draw_mask&Renderer._mesh_draw_mask)
  974. {
  975. C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
  976. {
  977. if(variation.last_shadow_instance<0)
  978. {
  979. C Material &material=variation.getShadowMaterial(ReuseDefaultMaterialForNonSkinnedShadowShader(shader));
  980. NewInstance(ShaderDraws, ShadowShaderMaterialMeshInstances.elms(), *shader, &material._shadow_material_shader, T, variation);
  981. }else ShadowShaderMaterialMeshInstances[variation.last_shadow_instance].next_instance=ShadowShaderMaterialMeshInstances.elms();
  982. variation.last_shadow_instance =ShadowShaderMaterialMeshInstances.elms();
  983. SetViewMatrix(ShadowShaderMaterialMeshInstances.New().set().view_matrix, matrix);
  984. }
  985. }
  986. }
  987. /******************************************************************************/
  988. void MeshPart::drawShadow(C AnimatedSkeleton &anim_skel)C
  989. {
  990. if(_draw_mask&Renderer._mesh_draw_mask)
  991. {
  992. C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
  993. {
  994. SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel)
  995. .newInstance(*shader, variation.getShadowMaterial(ReuseDefaultMaterialForSkinnedShadowShader(shader)), SkeletonShadowShaderMaterialMeshInstances);
  996. SkeletonShadowShaderMaterialMeshInstances.New().set(T);
  997. }
  998. }
  999. }
  1000. void MeshPart::drawShadow(C AnimatedSkeleton &anim_skel, C Material &material)C
  1001. {
  1002. if(_draw_mask&Renderer._mesh_draw_mask)
  1003. {
  1004. C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
  1005. {
  1006. SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel)
  1007. .newInstance(*shader, GetShadowMaterial(&material, ReuseDefaultMaterialForSkinnedShadowShader(shader)), SkeletonShadowShaderMaterialMeshInstances);
  1008. SkeletonShadowShaderMaterialMeshInstances.New().set(T);
  1009. }
  1010. }
  1011. }
  1012. /******************************************************************************/
  1013. void MeshLod::draw(C MatrixM &matrix)C
  1014. {
  1015. C Vec &vel=VecZero, &ang_vel_shader=VecZero;
  1016. Matrix view_matrix; SetViewMatrix(view_matrix, matrix);
  1017. switch(Renderer._cur_type)
  1018. {
  1019. case RT_DEFERRED:
  1020. {
  1021. FREPA(T) // process in order
  1022. {
  1023. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1024. {
  1025. C MeshPart::Variation &variation=part.getVariation();
  1026. #if SUPPORT_EARLY_Z
  1027. if(Renderer._mesh_early_z)if(Shader *shader=variation.shader[RM_EARLY_Z])
  1028. {
  1029. if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
  1030. }
  1031. #endif
  1032. if(Shader *shader=variation.shader[Renderer._solid_mode_index])
  1033. {
  1034. if(variation.last_solid_instance<0)
  1035. {
  1036. if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
  1037. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
  1038. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  1039. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  1040. SolidShaderMaterialMeshInstances.New().set(vel, ang_vel_shader).view_matrix=view_matrix;
  1041. }else
  1042. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
  1043. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, vel, ang_vel_shader).setViewMatrix(view_matrix);
  1044. if(Shader *shader=variation.shader[RM_FUR])BlendInstances.addFur(*shader, variation.getMaterial(), part, variation, vel).setViewMatrix(view_matrix);
  1045. #if SUPPORT_MATERIAL_AMBIENT
  1046. if(Shader *shader=variation.shader[RM_AMBIENT])AmbientInstances.New().set(part, variation).view_matrix=view_matrix;
  1047. #endif
  1048. }
  1049. }
  1050. }break;
  1051. case RT_FORWARD:
  1052. {
  1053. FREPA(T) // process in order
  1054. {
  1055. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1056. {
  1057. C MeshPart::Variation &variation=part.getVariation();
  1058. #if SUPPORT_EARLY_Z
  1059. if(Renderer._mesh_early_z && Renderer.firstPass())if(Shader *shader=variation.shader[RM_EARLY_Z])
  1060. {
  1061. if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
  1062. }
  1063. #endif
  1064. if(variation.frst)
  1065. {
  1066. if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
  1067. {
  1068. if(variation.last_solid_instance<0)
  1069. {
  1070. if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, & part._umm ->material_shader, part, variation);
  1071. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, &variation.getMaterial()._solid_material_shader, part, variation);
  1072. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  1073. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  1074. SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_FORWARD
  1075. }
  1076. }else
  1077. if(Renderer.firstPass())
  1078. {
  1079. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
  1080. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
  1081. }
  1082. }
  1083. }
  1084. }break;
  1085. case RT_SIMPLE:
  1086. {
  1087. FREPA(T) // process in order
  1088. {
  1089. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1090. {
  1091. C MeshPart::Variation &variation=part.getVariation();
  1092. if(Shader *shader=variation.shader[RM_SIMPLE])
  1093. {
  1094. if(variation.last_solid_instance<0)
  1095. {
  1096. if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
  1097. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
  1098. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  1099. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  1100. SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_SIMPLE
  1101. }else
  1102. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
  1103. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
  1104. }
  1105. }
  1106. }break;
  1107. }
  1108. }
  1109. /******************************************************************************/
  1110. void MeshLod::draw(C MatrixM &matrix, C Vec &vel, C Vec &ang_vel)C
  1111. {
  1112. Matrix view_matrix; SetViewMatrix(view_matrix, matrix);
  1113. switch(Renderer._cur_type)
  1114. {
  1115. case RT_DEFERRED:
  1116. {
  1117. Vec ang_vel_shader; SetAngVelShader(ang_vel_shader, ang_vel, matrix);
  1118. FREPA(T) // process in order
  1119. {
  1120. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1121. {
  1122. C MeshPart::Variation &variation=part.getVariation();
  1123. #if SUPPORT_EARLY_Z
  1124. if(Renderer._mesh_early_z)if(Shader *shader=variation.shader[RM_EARLY_Z])
  1125. {
  1126. if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
  1127. }
  1128. #endif
  1129. if(Shader *shader=variation.shader[Renderer._solid_mode_index])
  1130. {
  1131. if(variation.last_solid_instance<0)
  1132. {
  1133. if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
  1134. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
  1135. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  1136. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  1137. SolidShaderMaterialMeshInstances.New().set(vel, ang_vel_shader).view_matrix=view_matrix;
  1138. }else
  1139. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
  1140. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, vel, ang_vel_shader).setViewMatrix(view_matrix);
  1141. if(Shader *shader=variation.shader[RM_FUR])BlendInstances.addFur(*shader, variation.getMaterial(), part, variation, vel).setViewMatrix(view_matrix);
  1142. #if SUPPORT_MATERIAL_AMBIENT
  1143. if(Shader *shader=variation.shader[RM_AMBIENT])AmbientInstances.New().set(part, variation).view_matrix=view_matrix;
  1144. #endif
  1145. }
  1146. }
  1147. }break;
  1148. case RT_FORWARD:
  1149. {
  1150. FREPA(T) // process in order
  1151. {
  1152. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1153. {
  1154. C MeshPart::Variation &variation=part.getVariation();
  1155. #if SUPPORT_EARLY_Z
  1156. if(Renderer._mesh_early_z && Renderer.firstPass())if(Shader *shader=variation.shader[RM_EARLY_Z])
  1157. {
  1158. if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
  1159. }
  1160. #endif
  1161. if(variation.frst)
  1162. {
  1163. if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
  1164. {
  1165. if(variation.last_solid_instance<0)
  1166. {
  1167. if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, & part._umm ->material_shader, part, variation);
  1168. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, &variation.getMaterial()._solid_material_shader, part, variation);
  1169. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  1170. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  1171. SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_FORWARD
  1172. }
  1173. }else
  1174. if(Renderer.firstPass())
  1175. {
  1176. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
  1177. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
  1178. }
  1179. }
  1180. }
  1181. }break;
  1182. case RT_SIMPLE:
  1183. {
  1184. FREPA(T) // process in order
  1185. {
  1186. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1187. {
  1188. C MeshPart::Variation &variation=part.getVariation();
  1189. if(Shader *shader=variation.shader[RM_SIMPLE])
  1190. {
  1191. if(variation.last_solid_instance<0)
  1192. {
  1193. if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
  1194. else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
  1195. }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
  1196. variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
  1197. SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_SIMPLE
  1198. }else
  1199. if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
  1200. if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
  1201. }
  1202. }
  1203. }break;
  1204. }
  1205. }
  1206. /******************************************************************************/
  1207. void MeshLod::draw(C AnimatedSkeleton &anim_skel)C
  1208. {
  1209. SkeletonInstance *solid_skeleton=null;
  1210. SkeletonBlendInstance *blend_skeleton=null;
  1211. switch(Renderer._cur_type)
  1212. {
  1213. case RT_DEFERRED:
  1214. {
  1215. FREPA(T) // process in order
  1216. {
  1217. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1218. {
  1219. C MeshPart::Variation &variation=part .getVariation();
  1220. C Material &material =variation.getMaterial ();
  1221. if(Shader *shader=variation.shader[Renderer._solid_mode_index])
  1222. {
  1223. if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
  1224. solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  1225. SkeletonSolidShaderMaterialMeshInstances.New().set(part);
  1226. }else
  1227. if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
  1228. if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
  1229. if(Shader *shader=variation.shader[RM_FUR]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addFur(*shader, material, part);}
  1230. #if SUPPORT_MATERIAL_AMBIENT
  1231. if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(part, variation, anim_skel);
  1232. #endif
  1233. }
  1234. }
  1235. }break;
  1236. case RT_FORWARD:
  1237. {
  1238. FREPA(T) // process in order
  1239. {
  1240. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1241. {
  1242. C MeshPart::Variation &variation=part .getVariation();
  1243. C Material &material =variation.getMaterial ();
  1244. if(variation.frst)
  1245. {
  1246. if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
  1247. {
  1248. if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
  1249. solid_skeleton->newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
  1250. SkeletonSolidShaderMaterialMeshInstances.New().set(part);
  1251. }
  1252. }else
  1253. if(Renderer.firstPass())
  1254. {
  1255. if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
  1256. if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
  1257. }
  1258. }
  1259. }
  1260. }break;
  1261. case RT_SIMPLE:
  1262. {
  1263. FREPA(T) // process in order
  1264. {
  1265. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1266. {
  1267. C MeshPart::Variation &variation=part .getVariation();
  1268. C Material &material =variation.getMaterial ();
  1269. if(Shader *shader=variation.shader[RM_SIMPLE])
  1270. {
  1271. if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
  1272. solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  1273. SkeletonSolidShaderMaterialMeshInstances.New().set(part);
  1274. }else
  1275. if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
  1276. if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
  1277. }
  1278. }
  1279. }break;
  1280. }
  1281. }
  1282. /******************************************************************************/
  1283. void MeshLod::draw(C AnimatedSkeleton &anim_skel, C Material &material)C
  1284. {
  1285. SkeletonInstance *solid_skeleton=null;
  1286. SkeletonBlendInstance *blend_skeleton=null;
  1287. switch(Renderer._cur_type)
  1288. {
  1289. case RT_DEFERRED:
  1290. {
  1291. FREPA(T) // process in order
  1292. {
  1293. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1294. {
  1295. C MeshPart::Variation &variation=part .getVariation();
  1296. //C Material &material =variation.getMaterial (); use custom material instead
  1297. if(Shader *shader=variation.shader[Renderer._solid_mode_index])
  1298. {
  1299. if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
  1300. solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  1301. SkeletonSolidShaderMaterialMeshInstances.New().set(part);
  1302. }else
  1303. if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
  1304. if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
  1305. if(Shader *shader=variation.shader[RM_FUR]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addFur(*shader, material, part);}
  1306. #if SUPPORT_MATERIAL_AMBIENT
  1307. if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(part, variation, anim_skel);
  1308. #endif
  1309. }
  1310. }
  1311. }break;
  1312. case RT_FORWARD:
  1313. {
  1314. FREPA(T) // process in order
  1315. {
  1316. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1317. {
  1318. C MeshPart::Variation &variation=part .getVariation();
  1319. //C Material &material =variation.getMaterial (); use custom material instead
  1320. if(variation.frst)
  1321. {
  1322. if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
  1323. {
  1324. if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
  1325. solid_skeleton->newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
  1326. SkeletonSolidShaderMaterialMeshInstances.New().set(part);
  1327. }
  1328. }else
  1329. if(Renderer.firstPass())
  1330. {
  1331. if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
  1332. if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
  1333. }
  1334. }
  1335. }
  1336. }break;
  1337. case RT_SIMPLE:
  1338. {
  1339. FREPA(T) // process in order
  1340. {
  1341. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1342. {
  1343. C MeshPart::Variation &variation=part .getVariation();
  1344. //C Material &material =variation.getMaterial (); use custom material instead
  1345. if(Shader *shader=variation.shader[RM_SIMPLE])
  1346. {
  1347. if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
  1348. solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  1349. SkeletonSolidShaderMaterialMeshInstances.New().set(part);
  1350. }else
  1351. if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
  1352. if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
  1353. }
  1354. }
  1355. }break;
  1356. }
  1357. }
  1358. /******************************************************************************/
  1359. void MeshLod::drawShadow(C MatrixM &matrix)C
  1360. {
  1361. Matrix view_matrix; Bool matrix_set=false; // set matrix only when needed, because some meshes may not have shadows
  1362. REPA(T)
  1363. {
  1364. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1365. {
  1366. C MeshPart::Variation &variation=part.getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
  1367. {
  1368. if(!matrix_set){matrix_set=true; SetViewMatrix(view_matrix, matrix);}
  1369. if(variation.last_shadow_instance<0)
  1370. {
  1371. C Material &material=variation.getShadowMaterial(ReuseDefaultMaterialForNonSkinnedShadowShader(shader));
  1372. NewInstance(ShaderDraws, ShadowShaderMaterialMeshInstances.elms(), *shader, &material._shadow_material_shader, part, variation);
  1373. }else ShadowShaderMaterialMeshInstances[variation.last_shadow_instance].next_instance=ShadowShaderMaterialMeshInstances.elms();
  1374. variation.last_shadow_instance =ShadowShaderMaterialMeshInstances.elms();
  1375. ShadowShaderMaterialMeshInstances.New().set().view_matrix=view_matrix;
  1376. }
  1377. }
  1378. }
  1379. }
  1380. /******************************************************************************/
  1381. void MeshLod::drawShadow(C AnimatedSkeleton &anim_skel)C
  1382. {
  1383. SkeletonInstance *shadow_skeleton=null; // set skeleton only when needed, because some meshes may not have shadows
  1384. REPA(T)
  1385. {
  1386. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1387. {
  1388. C MeshPart::Variation &variation=part.getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
  1389. {
  1390. C Material &material=variation.getShadowMaterial(ReuseDefaultMaterialForSkinnedShadowShader(shader));
  1391. if(!shadow_skeleton)shadow_skeleton=&SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel);
  1392. shadow_skeleton->newInstance(*shader, material, SkeletonShadowShaderMaterialMeshInstances);
  1393. SkeletonShadowShaderMaterialMeshInstances.New().set(part);
  1394. }
  1395. }
  1396. }
  1397. }
  1398. void MeshLod::drawShadow(C AnimatedSkeleton &anim_skel, C Material &material)C
  1399. {
  1400. SkeletonInstance *shadow_skeleton=null; // set skeleton only when needed, because some meshes may not have shadows
  1401. REPA(T)
  1402. {
  1403. C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
  1404. {
  1405. C MeshPart::Variation &variation=part.getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
  1406. {
  1407. C Material &shadow_material=GetShadowMaterial(&material, ReuseDefaultMaterialForSkinnedShadowShader(shader));
  1408. if(!shadow_skeleton)shadow_skeleton=&SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel);
  1409. shadow_skeleton->newInstance(*shader, shadow_material, SkeletonShadowShaderMaterialMeshInstances);
  1410. SkeletonShadowShaderMaterialMeshInstances.New().set(part);
  1411. }
  1412. }
  1413. }
  1414. }
  1415. /******************************************************************************/
  1416. void Cloth::drawSkinned(C AnimatedSkeleton &anim_skel)C
  1417. {
  1418. if(_cloth_mesh)
  1419. {
  1420. C Material &material=_cloth_mesh->getMaterial();
  1421. switch(Renderer._cur_type)
  1422. {
  1423. case RT_DEFERRED:
  1424. case RT_SIMPLE:
  1425. {
  1426. if(Shader *shader=_cloth_mesh->_skin_shader[Renderer._solid_mode_index])
  1427. {
  1428. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  1429. .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
  1430. SkeletonSolidShaderMaterialMeshInstances.New().set(_cloth_mesh->_skin);
  1431. }
  1432. }break;
  1433. case RT_FORWARD:
  1434. {
  1435. if(FRST *frst=_cloth_mesh->_phys_frst)if(Renderer.firstPass() || frst->all_passes)//if(Shader *shader=frst->getShader())
  1436. {
  1437. SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
  1438. .newInstance(*frst, material, SkeletonSolidShaderMaterialMeshInstances);
  1439. SkeletonSolidShaderMaterialMeshInstances.New().set(_cloth_mesh->_skin);
  1440. }
  1441. }break;
  1442. }
  1443. }
  1444. }
  1445. void Cloth::drawSkinnedShadow(C AnimatedSkeleton &anim_skel)C
  1446. {
  1447. if(_cloth_mesh)if(Shader *shader=_cloth_mesh->_skin_shader[RM_SHADOW])
  1448. {
  1449. C Material &material=_cloth_mesh->getShadowMaterial(ReuseDefaultMaterialForSkinnedShadowShader(shader));
  1450. SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel)
  1451. .newInstance(*shader, material, SkeletonShadowShaderMaterialMeshInstances);
  1452. SkeletonShadowShaderMaterialMeshInstances.New().set(_cloth_mesh->_skin);
  1453. }
  1454. }
  1455. /******************************************************************************/
  1456. void Mesh::draw (C Matrix &matrix, C Vec &vel, C Vec &ang_vel)C {getDrawLod( matrix ).draw (matrix, vel, ang_vel);}
  1457. void Mesh::draw (C MatrixM &matrix, C Vec &vel, C Vec &ang_vel)C {getDrawLod( matrix ).draw (matrix, vel, ang_vel);}
  1458. void Mesh::draw (C Matrix &matrix )C {getDrawLod( matrix ).draw (matrix );}
  1459. void Mesh::draw (C MatrixM &matrix )C {getDrawLod( matrix ).draw (matrix );}
  1460. void Mesh::drawShadow(C Matrix &matrix )C {getDrawLod( matrix ).drawShadow(matrix );}
  1461. void Mesh::drawShadow(C MatrixM &matrix )C {getDrawLod( matrix ).drawShadow(matrix );}
  1462. void Mesh::draw (C AnimatedSkeleton &anim_skel )C {getDrawLod(anim_skel.matrix()).draw (anim_skel );}
  1463. void Mesh::draw (C AnimatedSkeleton &anim_skel, C Material &material )C {getDrawLod(anim_skel.matrix()).draw (anim_skel, material );}
  1464. void Mesh::drawShadow(C AnimatedSkeleton &anim_skel )C {getDrawLod(anim_skel.matrix()).drawShadow(anim_skel );}
  1465. void Mesh::drawShadow(C AnimatedSkeleton &anim_skel, C Material &material )C {getDrawLod(anim_skel.matrix()).drawShadow(anim_skel, material );}
  1466. /******************************************************************************/
  1467. // BLEND
  1468. /******************************************************************************/
  1469. void MeshPart::drawBlend(C Vec4 *color)C
  1470. {
  1471. if(_draw_mask&Renderer._mesh_draw_mask)
  1472. {
  1473. C Variation &variation=getVariation();
  1474. Shader *s=variation.shader[RM_BLEND]; // first try using Blend if specified
  1475. if( !s && variation.blst)s=*(Shader**)(((Byte*)variation.blst)+Renderer._blst_light_offset); // then try using Blend Light
  1476. if(s)
  1477. {
  1478. C Material &material=variation.getMaterial();
  1479. SetSkinning();
  1480. D.cull (material.cull);
  1481. D.depth (true);
  1482. D.depthWrite(material._depth_write); Renderer.needDepthTest(); // !! 'needDepthTest' after 'depthWrite' !!
  1483. D.alpha ( Renderer._mesh_blend_alpha );
  1484. D.stencil ((STENCIL_MODE)Renderer._mesh_stencil_mode);
  1485. material.setBlendForce();
  1486. Bool no_blend=!material.hasAlphaBlend(); // if there is no blending then it means it's ALPHA_NONE or ALPHA_TEST, in both cases we should ignore the material.color.a, and use 1.0
  1487. if(color || no_blend)
  1488. {
  1489. Vec4 col=material.color;
  1490. if(no_blend)col.w=1; // force full alpha for non-blending techniques
  1491. if(color )col *=*color;
  1492. Renderer.material_color->set(col);
  1493. MaterialClear();
  1494. }
  1495. s->begin(); render.set().draw();
  1496. ShaderEnd();
  1497. D.stencil(STENCIL_NONE);
  1498. }
  1499. }
  1500. }
  1501. void MeshLod::drawBlend( C Vec4 *color)C { FREPAO(parts).drawBlend(color);}
  1502. void Mesh ::drawBlend( C Vec4 *color)C { getDrawLod( ObjMatrix ).drawBlend(color);}
  1503. void Mesh ::drawBlend(C MatrixM &matrix , C Vec &vel, C Vec &ang_vel, C Vec4 *color)C {Vec ang_vel_shader; SetAngVelShader(ang_vel_shader, ang_vel, matrix); SetOneMatrix(matrix); SetFastVel(vel); SetFastAngVel(ang_vel_shader); getDrawLod( matrix ).drawBlend(color);}
  1504. void Mesh ::drawBlend(C AnimatedSkeleton &anim_skel, C Vec4 *color)C { anim_skel.setMatrix(); getDrawLod(anim_skel.matrix()).drawBlend(color);}
  1505. /******************************************************************************/
  1506. void MeshPart::drawBoneHighlight(Int bone)C
  1507. {
  1508. if(_draw_mask&Renderer._mesh_draw_mask)
  1509. if(Shader *s=ShaderFiles("Simple")->get(TechNameSimple(FlagAll(render.flag(), VTX_SKIN), 1, 0, SBUMP_FLAT, false, false, false, false, false, false, FX_BONE, true, false))) // !! this name must be in sync with other calls in the engine that use FX_BONE !!
  1510. {
  1511. C Variation &variation= getVariation();
  1512. C Material &material =variation.getMaterial ();
  1513. SetSkinning();
  1514. D.cull (material.cull);
  1515. D.depth (true);
  1516. D.depthWrite(true); Renderer.needDepthTest(); // !! 'needDepthTest' after 'depthWrite' !!
  1517. D.alpha (ALPHA_NONE);
  1518. material.setBlendForce();
  1519. s->begin(); render.set().drawBoneHighlight(bone, s);
  1520. ShaderEnd();
  1521. }
  1522. }
  1523. /******************************************************************************/
  1524. // OVERLAY
  1525. /******************************************************************************/
  1526. void MeshPart::drawOverlay(C Image &image, C Color &color)C
  1527. {
  1528. if(_draw_mask&Renderer._mesh_draw_mask)
  1529. {
  1530. C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_OVERLAY])
  1531. {
  1532. SetSkinning();
  1533. //D .alpha (ALPHA_BLEND_FACTOR); not needed because ALPHA_BLEND_FACTOR is used everywhere in RM_OVERLAY
  1534. D .alphaFactor(TRANSPARENT);
  1535. D .depth (true);
  1536. D .cull (true);
  1537. /*D .depthWrite (false); not needed because false is used everywhere in RM_OVERLAY*/ Renderer.needDepthTest(); // !! 'needDepthTest' after 'depthWrite' !!
  1538. Sh.h_Color [0]->set(color);
  1539. Sh.h_ImageCol[0]->set(image);
  1540. shader->begin (); render.set().draw();
  1541. ShaderEnd ();
  1542. MaterialClear ();
  1543. }
  1544. }
  1545. }
  1546. /******************************************************************************/
  1547. // OUTLINE
  1548. /******************************************************************************/
  1549. void MeshPart::drawOutline(C Color &color)C
  1550. {
  1551. if(_draw_mask&Renderer._mesh_draw_mask)
  1552. {
  1553. C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_OUTLINE])
  1554. {
  1555. C Material &material=variation.getMaterial();
  1556. Renderer.setOutline(color);
  1557. SetSkinning();
  1558. D.depth(true);
  1559. D.cull (material.cull); material.setOutline();
  1560. shader->begin(); render.set().draw();
  1561. ShaderEnd();
  1562. }
  1563. }
  1564. }
  1565. void MeshLod::drawOutline(C Color &color )C { REPAO(parts).drawOutline(color);}
  1566. void Mesh ::drawOutline(C Color &color )C { getDrawLod( ObjMatrix ).drawOutline(color);}
  1567. void Mesh ::drawOutline(C Color &color, C MatrixM &matrix )C { SetOneMatrix(matrix); getDrawLod( matrix ).drawOutline(color);}
  1568. void Mesh ::drawOutline(C Color &color, C AnimatedSkeleton &anim_skel)C {anim_skel.setMatrix(); getDrawLod(anim_skel.matrix()).drawOutline(color);}
  1569. /******************************************************************************/
  1570. // OUTLINE
  1571. /******************************************************************************/
  1572. void MeshPart::drawBehind(C Color &color_perp, C Color &color_parallel)C
  1573. {
  1574. if(_draw_mask&Renderer._mesh_draw_mask)
  1575. {
  1576. C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_BEHIND])
  1577. {
  1578. C Material &material=variation.getMaterial();
  1579. SetSkinning();
  1580. D.cull(material.cull); material.setBehind();
  1581. Sh.h_Color[0]->set(color_perp );
  1582. Sh.h_Color[1]->set(color_parallel);
  1583. shader->begin(); render.set().draw();
  1584. ShaderEnd();
  1585. }
  1586. }
  1587. }
  1588. void MeshLod::drawBehind(C Color &color_perp, C Color &color_parallel )C { FREPAO(parts).drawBehind(color_perp, color_parallel);}
  1589. void Mesh ::drawBehind(C Color &color_perp, C Color &color_parallel )C { getDrawLod( ObjMatrix ).drawBehind(color_perp, color_parallel);}
  1590. void Mesh ::drawBehind(C Color &color_perp, C Color &color_parallel, C MatrixM &matrix )C { SetOneMatrix(matrix); getDrawLod( matrix ).drawBehind(color_perp, color_parallel);}
  1591. void Mesh ::drawBehind(C Color &color_perp, C Color &color_parallel, C AnimatedSkeleton &anim_skel)C {anim_skel.setMatrix(); getDrawLod(anim_skel.matrix()).drawBehind(color_perp, color_parallel);}
  1592. /******************************************************************************/
  1593. }
  1594. /******************************************************************************/