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- /******************************************************************************/
- // 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'
- // 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
- #include "stdafx.h"
- #include "../Shaders/!Header CPU.h"
- namespace EE{
- /******************************************************************************/
- #if DX9
- void SetVtxNrmMulAdd(Bool compressed)
- {
- Sh.h_VtxNrmMulAdd->set(compressed ? Vec2(2, -1) : Vec2(1, 0));
- }
- #endif
- /******************************************************************************/
- void SetAngVelShader(Vec &ang_vel_shader, C Vec &ang_vel, C Matrix3 &matrix)
- { // TODO: can this be done in the shader?
- 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'
- }
- static INLINE void SetViewMatrix(Matrix &view_matrix, C Matrix &matrix) {matrix.mul(CamMatrixInv, view_matrix);}
- static INLINE void SetViewMatrix(Matrix &view_matrix, C MatrixM &matrix) {matrix.mul(CamMatrixInv, view_matrix);}
- static INLINE void SetSkinning() {Sh.h_VtxSkinning->setConditional(Matrixes>1);}
- /******************************************************************************/
- void MeshBase::draw2D(C Color &vtx_color, C Color &edge_color, C Color &face_color, Flt vtx_r, Flt side_width)C
- {
- C Int *p;
- if(face_color.a && quad.ind())
- {
- 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);}
- VI.end ();
- }
- if(face_color.a && tri.ind())
- {
- 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);}
- VI.end ();
- }
- if(edge_color.a && edge.flag() && side_width)
- {
- Color C0=edge_color,
- C1=ColorAlpha(edge_color, 0.25f);
- REPA(edge)
- {
- Byte f=edge.flag(i); if(f&ETQ_LR)
- {
- p=edge.ind(i).c;
- C Vec2 &p0=vtx.pos(p[0]).xy,
- &p1=vtx.pos(p[1]).xy;
- Color c0=((f&ETQ_NO_PHYS) ? WHITE : C0),
- c1=((f&ETQ_NO_PHYS) ? Color(255,255,255,64) : C1);
- Vec2 r =Perp(p1-p0); r.setLength((f&ETQ_NO_PHYS) ? side_width*2 : side_width);
- if(f&ETQ_R)VI.quad(c0, c1, p0, p0+r, p1+r, p1);
- if(f&ETQ_L)VI.quad(c0, c1, p0, p0-r, p1-r, p1);
- }
- }
- VI.end();
- }
- if(edge_color.a && edge.ind())
- {
- VI.color(edge_color);
- REPA(edge)
- {
- p=edge.ind(i).c;
- VI.line(vtx.pos(p[0]).xy, vtx.pos(p[1]).xy);
- }
- VI.end();
- }
- if(vtx_color.a && vtx.pos())
- {
- VI.color(vtx_color); REPA(vtx)VI.dot(vtx.pos(i).xy, vtx_r);
- VI.end ();
- }
- }
- 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);}
- 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);}
- /******************************************************************************/
- void MeshBase::drawNormals2D(Flt length, C Color &edge_color, C Color &vtx_color)C
- {
- C Vec *pos=vtx.pos(),
- *nrm;
- if(vtx_color.a && (nrm=vtx.nrm()))
- {
- VI.color(vtx_color); REPA(vtx)VI.line(pos[i].xy, pos[i].xy+length*nrm[i].xy);
- VI.end ();
- }
- if(edge_color.a && (nrm=edge.nrm()))
- {
- VI.color(edge_color);
- C VecI2 *_edge=edge.ind();
- REPA(edge)
- {
- C Int *p=(_edge++)->c;
- Vec2 v=Avg(pos[p[0]].xy, pos[p[1]].xy);
- VI.line(v, v+length*(nrm++)->xy);
- }
- VI.end();
- }
- }
- void MeshBase::drawNormals(Flt length, C Color &face_color, C Color &vtx_color, C Color &tangent_color, C Color &binormal_color)C
- {
- C Int *p;
- C Vec *pos=vtx.pos();
- Int p0, p1, p2, p3;
- 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();}
- 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();}
- 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();}
- if(face_color.a)
- {
- if(C Vec *nrm=edge.nrm())
- {
- VI.color(face_color);
- C VecI2 *_edge=edge.ind();
- REPA(edge)
- {
- p=(_edge++)->c;
- Vec v=Avg(pos[p[0]], pos[p[1]]);
- VI.line(v, v+length*(*nrm++));
- }
- VI.end();
- }
- {
- VI.color(face_color);
- C VecI *_tri=tri.ind();
- C Vec * nrm=tri.nrm();
- REPA(tri)
- {
- p=(_tri++)->c; p0=p[0]; p1=p[1]; p2=p[2];
- Vec v=Avg(pos[p0], pos[p1], pos[p2]),
- n=(nrm ? *nrm++ : GetNormal(pos[p0], pos[p1], pos[p2]));
- VI.line(v, v+length*n);
- }
- VI.end();
- }
- {
- VI.color(face_color);
- C VecI4 *_quad=quad.ind();
- C Vec * nrm=quad.nrm();
- REPA(quad)
- {
- p=(_quad++)->c; p0=p[0]; p1=p[1]; p2=p[2]; p3=p[3];
- Vec v=Avg(pos[p0], pos[p1], pos[p2], pos[p3]),
- n=(nrm ? *nrm++ : GetNormal(pos[p0], pos[p1], pos[p3]));
- VI.line(v, v+length*n);
- }
- VI.end();
- }
- }
- }
- 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);}
- void MeshGroup::drawNormals2D(Flt length, C Color &edge_color, C Color &vtx_color )C {REPA(T)meshes[i] .drawNormals2D(length, edge_color, vtx_color);}
- 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);}
- 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);}
- /******************************************************************************/
- void MeshBase::drawAuto(C Material *material)C
- {
- C Material &mtrl =GetMaterial(material);
- if(Shader *shader=DefaultShaders(&mtrl, flag()&~VTX_MATERIAL, 0, false).get(Renderer()))
- {
- SetSkinning();
- Vtx3DFull v[4]; ZeroN(v, 4);
- C Vec *nrm ;
- ALPHA_MODE alpha=D.alpha(ALPHA_NONE);
- mtrl.setAuto();
- // tris
- VI.shader(shader);
- VI.cull (true);
- nrm=tri.nrm(); if(C VecI *_tri=tri.ind())REPA(tri)
- {
- VecI p=*_tri++;
- v[0].pos=vtx.pos(p.x);
- v[1].pos=vtx.pos(p.y);
- v[2].pos=vtx.pos(p.z);
- if(vtx.nrm())
- {
- if(vtx.tan())
- {
- if(vtx.bin())
- {
- v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x), vtx.bin(p.x));
- v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y), vtx.bin(p.y));
- v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z), vtx.bin(p.z));
- }else
- {
- v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x));
- v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y));
- v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z));
- }
- }else
- {
- v[0].nrm=vtx.nrm(p.x);
- v[1].nrm=vtx.nrm(p.y);
- v[2].nrm=vtx.nrm(p.z);
- }
- }else
- if(nrm)
- {
- v[0].nrm=v[1].nrm=v[2].nrm=*nrm++;
- }
- if(vtx.hlp())
- {
- v[0].hlp=vtx.hlp(p.x);
- v[1].hlp=vtx.hlp(p.y);
- v[2].hlp=vtx.hlp(p.z);
- }
- if(vtx.tex0())
- {
- v[0].tex0=vtx.tex0(p.x);
- v[1].tex0=vtx.tex0(p.y);
- v[2].tex0=vtx.tex0(p.z);
- }
- if(vtx.tex1())
- {
- v[0].tex1=vtx.tex1(p.x);
- v[1].tex1=vtx.tex1(p.y);
- v[2].tex1=vtx.tex1(p.z);
- }
- if(vtx.tex2())
- {
- v[0].tex2=vtx.tex2(p.x);
- v[1].tex2=vtx.tex2(p.y);
- v[2].tex2=vtx.tex2(p.z);
- }
- if(vtx.blend() && vtx.matrix())
- {
- v[0].blend =vtx.blend (p.x);
- v[1].blend =vtx.blend (p.y);
- v[2].blend =vtx.blend (p.z);
- v[0].matrix=vtx.matrix(p.x);
- v[1].matrix=vtx.matrix(p.y);
- v[2].matrix=vtx.matrix(p.z);
- }
- if(vtx.size())
- {
- v[0].size=vtx.size(p.x);
- v[1].size=vtx.size(p.y);
- v[2].size=vtx.size(p.z);
- }
- if(vtx.material())
- {
- v[0].material=vtx.material(p.x);
- v[1].material=vtx.material(p.y);
- v[2].material=vtx.material(p.z);
- }
- if(vtx.color())
- {
- v[0].color=vtx.color(p.x);
- v[1].color=vtx.color(p.y);
- v[2].color=vtx.color(p.z);
- }
- VI.face(v[0], v[1], v[2]);
- }
- VI.end();
- // quads
- VI.shader(shader);
- VI.cull (true);
- ZeroN(v, 4); nrm=quad.nrm(); if(C VecI4 *_quad=quad.ind())REPA(quad)
- {
- VecI4 p=*_quad++;
- v[0].pos=vtx.pos(p.x);
- v[1].pos=vtx.pos(p.y);
- v[2].pos=vtx.pos(p.z);
- v[3].pos=vtx.pos(p.w);
- if(vtx.nrm())
- {
- if(vtx.tan())
- {
- if(vtx.bin())
- {
- v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x), vtx.bin(p.x));
- v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y), vtx.bin(p.y));
- v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z), vtx.bin(p.z));
- v[3].setNrmTan(vtx.nrm(p.w), vtx.tan(p.w), vtx.bin(p.w));
- }else
- {
- v[0].setNrmTan(vtx.nrm(p.x), vtx.tan(p.x));
- v[1].setNrmTan(vtx.nrm(p.y), vtx.tan(p.y));
- v[2].setNrmTan(vtx.nrm(p.z), vtx.tan(p.z));
- v[3].setNrmTan(vtx.nrm(p.w), vtx.tan(p.w));
- }
- }else
- {
- v[0].nrm=vtx.nrm(p.x);
- v[1].nrm=vtx.nrm(p.y);
- v[2].nrm=vtx.nrm(p.z);
- v[3].nrm=vtx.nrm(p.w);
- }
- }else
- if(nrm)
- {
- v[0].nrm=v[1].nrm=v[2].nrm=v[3].nrm=*nrm++;
- }
- if(vtx.hlp())
- {
- v[0].hlp=vtx.hlp(p.x);
- v[1].hlp=vtx.hlp(p.y);
- v[2].hlp=vtx.hlp(p.z);
- v[3].hlp=vtx.hlp(p.w);
- }
- if(vtx.tex0())
- {
- v[0].tex0=vtx.tex0(p.x);
- v[1].tex0=vtx.tex0(p.y);
- v[2].tex0=vtx.tex0(p.z);
- v[3].tex0=vtx.tex0(p.w);
- }
- if(vtx.tex1())
- {
- v[0].tex1=vtx.tex1(p.x);
- v[1].tex1=vtx.tex1(p.y);
- v[2].tex1=vtx.tex1(p.z);
- v[3].tex1=vtx.tex1(p.w);
- }
- if(vtx.tex2())
- {
- v[0].tex2=vtx.tex2(p.x);
- v[1].tex2=vtx.tex2(p.y);
- v[2].tex2=vtx.tex2(p.z);
- v[3].tex2=vtx.tex2(p.w);
- }
- if(vtx.blend() && vtx.matrix())
- {
- v[0].blend =vtx.blend (p.x);
- v[1].blend =vtx.blend (p.y);
- v[2].blend =vtx.blend (p.z);
- v[3].blend =vtx.blend (p.w);
- v[0].matrix=vtx.matrix(p.x);
- v[1].matrix=vtx.matrix(p.y);
- v[2].matrix=vtx.matrix(p.z);
- v[3].matrix=vtx.matrix(p.w);
- }
- if(vtx.size())
- {
- v[0].size=vtx.size(p.x);
- v[1].size=vtx.size(p.y);
- v[2].size=vtx.size(p.z);
- v[3].size=vtx.size(p.w);
- }
- if(vtx.material())
- {
- v[0].material=vtx.material(p.x);
- v[1].material=vtx.material(p.y);
- v[2].material=vtx.material(p.z);
- v[3].material=vtx.material(p.w);
- }
- if(vtx.color())
- {
- v[0].color=vtx.color(p.x);
- v[1].color=vtx.color(p.y);
- v[2].color=vtx.color(p.z);
- v[3].color=vtx.color(p.w);
- }
- VI.face(v[0], v[1], v[2], v[3]);
- }
- VI.end ();
- D .alpha(alpha);
- }
- }
- /******************************************************************************/
- #if MAY_NEED_BONE_SPLITS
- void MeshRender::draw()C
- {
- 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
- {
- drawFull();
- }else
- {
- Int vtx_offset=0,
- ind_offset=0;
- FREP(_bone_splits)
- {
- BoneSplit &bs=_bone_split[i];
- SetMatrixVelSplit(bs.split_to_real, bs.bones); ShaderCur->commit(); // commit matrix changes to the shader
- #if DX9
- D3D->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtx_offset, bs.vtxs, ind_offset, bs.tris);
- #else
- drawRange(bs.tris, ind_offset);
- #endif
- vtx_offset+=bs.vtxs ;
- ind_offset+=bs.tris*3;
- }
- 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
- }
- }
- void MeshRender::drawFur()C
- {
- 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
- {
- drawFull();
- }else
- {
- Int vtx_offset=0,
- ind_offset=0;
- FREP(_bone_splits)
- {
- BoneSplit &bs=_bone_split[i];
- SetMatrixFurVelSplit(bs.split_to_real, bs.bones); ShaderCur->commit(); // commit matrix changes to the shader
- #if DX9
- D3D->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtx_offset, bs.vtxs, ind_offset, bs.tris);
- #else
- drawRange(bs.tris, ind_offset);
- #endif
- vtx_offset+=bs.vtxs ;
- ind_offset+=bs.tris*3;
- }
- 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
- }
- }
- #endif
- void MeshRender::drawBoneHighlight(Int bone, Shader *shader)C
- {
- 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
- {
- SPSet("BoneHighlight", bone+1); shader->commit(); // don't use 'ShaderCur' because it's not set in DX11
- drawFull();
- }else
- {
- #if MAY_NEED_BONE_SPLITS
- Int ind_offset=0;
- FREP(_bone_splits)
- {
- MeshRender::BoneSplit &bs=_bone_split[i];
- SPSet("BoneHighlight", bs.realToSplit(bone+1));
- if(Matrixes>1)SetMatrixVelSplit(bs.split_to_real, bs.bones); shader->commit(); // commit matrix changes to the shader
- drawRange(bs.tris, ind_offset);
- ind_offset+=bs.tris*3;
- }
- if(Matrixes>1)SetMatrixVelRestore(); shader->commit(); // restore default matrix set and commit matrix changes to the shader
- #endif
- }
- }
- /******************************************************************************/
- // INSTANCED DRAWING
- /******************************************************************************/
- static void NewInstance(Memc<ShaderDraw> &shader_draws, Int instance_index, ShaderBase &shader, Material::MaterialShader *cur, C MeshPart &mesh, C MeshPart::Variation &variation)
- {
- ShaderMaterial *shader_material;
- again:
- if(cur->shader!=&shader) // check if we already have a match
- {
- if(cur->shader) // if this shader is specified
- {
- 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)
- cur->next_material_shader=MaterialShaders.elms();
- cur=&MaterialShaders.New();
- }
- cur->shader=&shader;
- cur->next_material_shader=-1;
- cur->shader_material=ShaderMaterials.elms();
- // link Shader<->ShaderDraw
- ShaderDraw *shader_draw;
- if( shader.shader_draw<0)
- {
- shader.shader_draw=shader_draws.elms();
- shader_draw=&shader_draws.New();
- shader_draw->shader =&shader;
- shader_draw->first_shader_material= ShaderMaterials.elms();
- 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
- }
- shader_draw=&shader_draws[shader.shader_draw];
- ShaderMaterials[shader_draw->last_shader_material].next_shader_material=ShaderMaterials.elms();
- shader_draw_initialized:
- shader_draw->last_shader_material=ShaderMaterials.elms();
- // we've linked Material->Shader, so let's create Shader->Material
- shader_material=&ShaderMaterials.New();
- shader_material-> next_shader_material =-1;
- shader_material->first_shader_material_mesh= ShaderMaterialMeshes.elms();
- #if SUPPORT_MATERIAL_CHANGE_IN_RENDERING
- 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
- else shader_material->umm =& umm;
- #endif
- 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
- }
- shader_material=&ShaderMaterials[cur->shader_material];
- ShaderMaterialMeshes[shader_material->last_shader_material_mesh].next_shader_material_mesh=ShaderMaterialMeshes.elms();
- shader_material_initialized:
- shader_material->last_shader_material_mesh=ShaderMaterialMeshes.elms();
- ShaderMaterialMesh &shader_material_mesh=ShaderMaterialMeshes.New();
- shader_material_mesh.next_shader_material_mesh=-1;
- shader_material_mesh.first_instance =instance_index;
- shader_material_mesh.mesh =&mesh;
- #if !SUPPORT_MATERIAL_CHANGE_IN_RENDERING
- #if INSTANCE_PTR
- shader_material_mesh.variation =&variation;
- #else
- shader_material_mesh.variation_1=Renderer._mesh_variation_1;
- #endif
- #endif
- }
- /******************************************************************************/
- INLINE void SkeletonInstance::set(C AnimatedSkeleton &anim_skel)
- {
- T.anim_skel=&anim_skel;
- T.skel_shader.shader=null;
- T.skel_shader.next_skeleton_shader=-1;
- #if COUNT_MATERIAL_USAGE
- T.skel_shader.material.material=null;
- #endif
- }
- INLINE void SkeletonBlendInstance::set(C AnimatedSkeleton &anim_skel)
- {
- T.anim_skel=&anim_skel;
- T.skel_shader.shader=null;
- T.skel_shader.next_skeleton_shader=-1;
- #if COUNT_MATERIAL_USAGE
- T.skel_shader.material.material=null;
- #endif
- }
- SkeletonInstance& SkeletonInstances::getSkeletonInstance(C AnimatedSkeleton &anim_skel, Int &instance_index)
- {
- // already exists
- if(instance_index>=0)return T[instance_index];
- // add new
- instance_index=elms();
- SkeletonInstance &instance=New();
- instance.set(anim_skel);
- return instance;
- }
- SkeletonBlendInstance& BlendInstancesClass::getSkeletonInstance(C AnimatedSkeleton &anim_skel)
- {
- // already exists
- if(anim_skel._instance.blend>=0)return T[anim_skel._instance.blend].skeleton;
- // add new
- anim_skel._instance.blend=elms();
- BlendInstance &instance=New();
- instance.type=BlendInstance::SKELETON;
- instance.setZ(anim_skel.pos());
- instance.skeleton.set(anim_skel);
- return instance.skeleton;
- }
- void SkeletonInstance::newInstance(ShaderBase &shader, C Material &material, Memc<SkeletonShaderMaterialMeshInstance> &instances)
- {
- SkeletonShader *cur_shader=&skel_shader;
- SkeletonShaderMaterial *cur_material;
- again_shader:
- if(cur_shader->shader!=&shader) // check if we already have a match
- {
- if(cur_shader->shader) // if this shader is specified
- {
- if(cur_shader->next_skeleton_shader>=0){cur_shader=&SkeletonShaders[cur_shader->next_skeleton_shader]; goto again_shader;}
- cur_shader->next_skeleton_shader =SkeletonShaders.elms();
- cur_shader=&SkeletonShaders.New();
- }
- cur_shader->shader=&shader;
- cur_shader->next_skeleton_shader=-1;
- cur_material=&cur_shader->material;
- goto set_material;
- }else // found an existing shader
- { // iterate materials
- cur_material=&cur_shader->material;
- again_material:
- if(cur_material->material!=&material) // check if we already have a match
- {
- if(cur_material->material) // if this material is specified
- {
- if(cur_material->next_skeleton_shader_material>=0){cur_material=&SkeletonShaderMaterials[cur_material->next_skeleton_shader_material]; goto again_material;}
- cur_material->next_skeleton_shader_material=SkeletonShaderMaterials.elms();
- cur_material=&SkeletonShaderMaterials.New();
- }
- set_material:
- cur_material->material=&material; material.incUsage();
- cur_material->next_skeleton_shader_material=-1;
- cur_material->first_mesh_instance=
- cur_material-> last_mesh_instance=instances.elms();
- }else // found an existing material
- {
- instances[cur_material->last_mesh_instance].next_instance=instances.elms();
- cur_material->last_mesh_instance =instances.elms();
- }
- }
- }
- void SkeletonBlendInstance::newInstance(ShaderBase &shader, C Material &material, UInt type)
- {
- SkeletonBlendShader *cur_shader=&skel_shader;
- SkeletonShaderMaterial *cur_material;
- again_shader:
- if(cur_shader->shader!=&shader) // check if we already have a match
- {
- if(cur_shader->shader) // if this shader is specified
- {
- if(cur_shader->next_skeleton_shader>=0){cur_shader=&SkeletonBlendShaders[cur_shader->next_skeleton_shader]; goto again_shader;}
- cur_shader->next_skeleton_shader =SkeletonBlendShaders.elms();
- cur_shader=&SkeletonBlendShaders.New();
- }
- cur_shader->shader=&shader;
- cur_shader->next_skeleton_shader=-1;
- cur_shader->type=type;
- cur_material=&cur_shader->material;
- goto set_material;
- }else // found an existing shader
- { // iterate materials
- cur_material=&cur_shader->material;
- again_material:
- if(cur_material->material!=&material) // check if we already have a match
- {
- if(cur_material->material) // if this material is specified
- {
- if(cur_material->next_skeleton_shader_material>=0){cur_material=&SkeletonBlendShaderMaterials[cur_material->next_skeleton_shader_material]; goto again_material;}
- cur_material->next_skeleton_shader_material=SkeletonBlendShaderMaterials.elms();
- cur_material=&SkeletonBlendShaderMaterials.New();
- }
- set_material:
- cur_material->material=&material; material.incUsage();
- cur_material->next_skeleton_shader_material=-1;
- cur_material->first_mesh_instance=
- cur_material-> last_mesh_instance=SkeletonBlendShaderMaterialMeshInstances.elms();
- }else // found an existing material
- {
- SkeletonBlendShaderMaterialMeshInstances[cur_material->last_mesh_instance].next_instance=SkeletonBlendShaderMaterialMeshInstances.elms();
- cur_material->last_mesh_instance =SkeletonBlendShaderMaterialMeshInstances.elms();
- }
- }
- }
- INLINE void SkeletonBlendInstance::addBlend(Shader &shader, C Material &material, C MeshPart &mesh)
- {
- newInstance(shader, material, BlendInstance::SOLID);
- SkeletonBlendShaderMaterialMeshInstances.New().set(mesh);
- }
- INLINE void SkeletonBlendInstance::addBlend(BLST &blst, C Material &material, C MeshPart &mesh)
- {
- newInstance((ShaderBase&)blst, material, BlendInstance::SOLID_BLST);
- SkeletonBlendShaderMaterialMeshInstances.New().set(mesh);
- }
- INLINE void SkeletonBlendInstance::addFur(Shader &shader, C Material &material, C MeshPart &mesh)
- {
- newInstance(shader, material, BlendInstance::SOLID_FUR); Renderer._fur_is=true;
- SkeletonBlendShaderMaterialMeshInstances.New().set(mesh);
- }
- /******************************************************************************/
- INLINE EarlyZInstance& EarlyZInstance::set(C MeshRender &mesh)
- {
- T.mesh=&mesh;
- return T;
- }
- INLINE void SkeletonShaderMaterialMeshInstance::set(C MeshRender &mesh)
- {
- T.next_instance =-1;
- T.mesh =&mesh;
- T.shader_param_changes= Renderer._shader_param_changes;
- }
- INLINE void SkeletonSolidShaderMaterialMeshInstance::set(C MeshRender &mesh)
- {
- super::set(mesh);
- T.highlight=Renderer._mesh_highlight;
- }
- INLINE void SkeletonBlendShaderMaterialMeshInstance::set(C MeshRender &mesh)
- {
- super::set(mesh);
- T.stencil_mode=(STENCIL_MODE)Renderer._mesh_stencil_mode;
- }
- INLINE AmbientInstance& AmbientInstance::set(C MeshPart &mesh, C MeshPart::Variation &variation)
- {
- T.mesh=&mesh;
- #if SUPPORT_MATERIAL_CHANGE_IN_RENDERING
- T.shader =variation.shader[RM_AMBIENT];
- T.material=variation.material();
- #else
- T.variation=&variation;
- #endif
- T.shader_param_changes=Renderer._shader_param_changes;
- variation.material->incUsage(); // for ambient, material will always be != null, because only materials with ambient value can create ambient instances
- return T;
- }
- INLINE void SkeletonAmbientInstance::set(C MeshPart &mesh, C MeshPart::Variation &variation, C AnimatedSkeleton &anim_skel)
- {
- T.mesh=&mesh;
- #if SUPPORT_MATERIAL_CHANGE_IN_RENDERING
- T.shader =variation.shader[RM_AMBIENT];
- T.material=variation.material();
- #else
- T.variation=&variation;
- #endif
- T.anim_skel=&anim_skel;
- T.shader_param_changes=Renderer._shader_param_changes;
- variation.material->incUsage(); // for ambient, material will always be != null, because only materials with ambient value can create ambient instances
- }
- INLINE SolidShaderMaterialMeshInstance& SolidShaderMaterialMeshInstance::set()
- {
- T.next_instance =-1;
- T.highlight =Renderer._mesh_highlight;
- T.stencil_value =Renderer._mesh_stencil_value;
- T.shader_param_changes=Renderer._shader_param_changes;
- return T;
- }
- INLINE SolidShaderMaterialMeshInstance& SolidShaderMaterialMeshInstance::setSkipVel()
- {
- #if !PER_INSTANCE_VEL
- T.vel.zero(); // if we're going to compare then we have to zero to make sure instances will be merged
- #endif
- #if !PER_INSTANCE_ANG_VEL
- T.ang_vel_shader.zero(); // if we're going to compare then we have to zero to make sure instances will be merged
- #endif
- return set();
- }
- INLINE SolidShaderMaterialMeshInstance& SolidShaderMaterialMeshInstance::set(C Vec &vel, C Vec &ang_vel_shader)
- {
- T.vel=vel;
- T.ang_vel_shader=ang_vel_shader;
- return set();
- }
- INLINE ShadowShaderMaterialMeshInstance& ShadowShaderMaterialMeshInstance::set()
- {
- T.next_instance=-1;
- T.shader_param_changes=Renderer._shader_param_changes;
- return T;
- }
- /******************************************************************************/
- BlendInstance::~BlendInstance()
- {
- #if COUNT_MATERIAL_USAGE
- switch(type)
- {
- case SOLID :
- case SOLID_BLST:
- case SOLID_FUR : s.material->decUsage(); break;
- case SKELETON: DTOR(skeleton); break;
- }
- #endif
- }
- void BlendInstance::unlink() {if(type==SKELETON)skeleton.unlinkBlend();}
- INLINE void BlendInstance::setZ (C VecD &pos ) {setViewZ(DistPointPlane(pos, ActiveCam.matrix.pos, ActiveCam.matrix.z));}
- INLINE void BlendInstance::setMatrix(C MatrixM &matrix) {SetViewMatrix(T.s.view_matrix, matrix); setViewZ(T.s.view_matrix.pos.z);}
- INLINE BlendInstance& BlendInstancesClass::add(Shader &shader, C Material &material, C MeshPart &mesh, C MeshPart::Variation &variation)
- {
- BlendInstance &obj=New(); obj.type=BlendInstance::SOLID;
- #if 1
- obj.s.shader =&shader;
- obj.s.material =&material;
- #else
- obj.s.variation=&variation;
- #endif
- obj.s.mesh =&mesh;
- //obj.s.vel =;
- //obj.s.ang_vel_shader=;
- obj.s.highlight = Renderer._mesh_highlight;
- obj.s.stencil_mode =(STENCIL_MODE)Renderer._mesh_stencil_mode;
- obj.s.shader_param_changes= Renderer._shader_param_changes;
- material.incUsage();
- return obj;
- }
- INLINE BlendInstance& BlendInstancesClass::add(BLST &blst, C Material &material, C MeshPart &mesh, C MeshPart::Variation &variation, C Vec &vel, C Vec &ang_vel_shader)
- {
- BlendInstance &obj=New(); obj.type=BlendInstance::SOLID_BLST;
- #if 1
- obj.s.blst =&blst;
- obj.s.material =&material;
- #else
- obj.s.variation=&variation;
- #endif
- obj.s.mesh =&mesh;
- obj.s.vel =vel;
- obj.s.ang_vel_shader=ang_vel_shader;
- obj.s.highlight = Renderer._mesh_highlight;
- obj.s.stencil_mode =(STENCIL_MODE)Renderer._mesh_stencil_mode;
- obj.s.shader_param_changes= Renderer._shader_param_changes;
- material.incUsage();
- return obj;
- }
- INLINE BlendInstance& BlendInstancesClass::addFur(Shader &shader, C Material &material, C MeshPart &mesh, C MeshPart::Variation &variation, C Vec &vel)
- {
- BlendInstance &obj=New(); obj.type=BlendInstance::SOLID_FUR; Renderer._fur_is=true;
- #if 1
- obj.s.shader =&shader;
- obj.s.material =&material;
- #else
- obj.s.variation=&variation;
- #endif
- obj.s.mesh =&mesh;
- obj.s.vel =vel;
- //obj.s.ang_vel_shader=;
- obj.s.highlight =Renderer._mesh_highlight;
- //obj.s.stencil_mode =Renderer._mesh_stencil_mode; ignored for fur
- obj.s.shader_param_changes=Renderer._shader_param_changes;
- material.incUsage();
- return obj;
- }
- 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);}
- 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());}
- void BlendInstancesClass::add( Game::Area::Data & game_area ) {BlendInstance &obj=New(); obj.type=BlendInstance:: GAME_AREA; obj. game_area=& game_area;
- Game::Area &area=game_area.area(); Flt area_size=area.world()->areaSize();
- obj.setZ(VecD((area.xz().x+0.5f)*area_size, ActiveCam.matrix.pos.y, (area.xz().y+0.5f)*area_size));
- }
- void BlendObject::scheduleDrawBlend(C VecD &pos) {if(Renderer.firstPass())BlendInstances.add(T, pos);}
- /******************************************************************************/
- void MeshPart::draw(C MatrixM &matrix, C Vec &vel, C Vec &ang_vel)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation();
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- {
- #if SUPPORT_EARLY_Z
- if(Renderer._mesh_early_z)if(Shader *shader=variation.shader[RM_EARLY_Z])
- {
- if(shader==Renderer._shader_early_z)SetViewMatrix(EarlyZInstances[variation.getMaterial().cull].New().set(render).view_matrix, matrix);
- }
- #endif
- Vec ang_vel_shader; SetAngVelShader(ang_vel_shader, ang_vel, matrix);
- if(Shader *shader=variation.shader[Renderer._solid_mode_index])
- {
- if(variation.last_solid_instance<0)
- {
- if(_umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & _umm ->material_shader, T, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, T, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SetViewMatrix(SolidShaderMaterialMeshInstances.New().set(vel, ang_vel_shader).view_matrix, matrix);
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), T, variation ).setMatrix(matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), T, variation, vel, ang_vel_shader).setMatrix(matrix);
- if(Shader *shader=variation.shader[RM_FUR])BlendInstances.addFur(*shader, variation.getMaterial(), T, variation, vel).setMatrix(matrix);
- #if SUPPORT_MATERIAL_AMBIENT
- if(Shader *shader=variation.shader[RM_AMBIENT])SetViewMatrix(AmbientInstances.New().set(T, variation).view_matrix, matrix);
- #endif
- }break;
-
- case RT_FORWARD:
- {
- #if SUPPORT_EARLY_Z
- if(Renderer._mesh_early_z && Renderer.firstPass())if(Shader *shader=variation.shader[RM_EARLY_Z])
- {
- if(shader==Renderer._shader_early_z)SetViewMatrix(EarlyZInstances[variation.getMaterial().cull].New().set(render).view_matrix, matrix);
- }
- #endif
- if(variation.frst)
- {
- if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=_frst->getShader())
- {
- if(variation.last_solid_instance<0)
- {
- if(_umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, & _umm ->material_shader, T, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, &variation.getMaterial()._solid_material_shader, T, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SetViewMatrix(SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix, matrix); // velocities not needed for RT_FORWARD
- }
- }else
- if(Renderer.firstPass())
- {
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), T, variation ).setMatrix(matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), T, variation, VecZero, VecZero).setMatrix(matrix);
- }
- }break;
- case RT_SIMPLE:
- {
- if(Shader *shader=variation.shader[RM_SIMPLE])
- {
- if(variation.last_solid_instance<0)
- {
- if(_umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & _umm ->material_shader, T, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, T, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SetViewMatrix(SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix, matrix); // velocities not needed for RT_SIMPLE
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), T, variation ).setMatrix(matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), T, variation, VecZero, VecZero).setMatrix(matrix);
- }break;
- }
- }
- }
- /******************************************************************************/
- void MeshPart::draw(C AnimatedSkeleton &anim_skel)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation= getVariation();
- C Material &material =variation.getMaterial ();
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- {
- if(Shader *shader=variation.shader[Renderer._solid_mode_index])
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(T);
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
- if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
- if(Shader *shader=variation.shader[RM_FUR])BlendInstances.getSkeletonInstance(anim_skel).addFur(*shader, material, T);
- #if SUPPORT_MATERIAL_AMBIENT
- if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(T, variation, anim_skel);
- #endif
- }break;
-
- case RT_FORWARD:
- {
- if(variation.frst)
- {
- if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=_frst->getShader())
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(T);
- }
- }else
- if(Renderer.firstPass())
- {
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
- if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
- }
- }break;
- case RT_SIMPLE:
- {
- if(Shader *shader=variation.shader[RM_SIMPLE])
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(T);
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
- if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
- }break;
- }
- }
- }
- /******************************************************************************/
- void MeshPart::draw(C AnimatedSkeleton &anim_skel, C Material &material)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation= getVariation();
- //C Material &material =variation.getMaterial (); use custom material instead
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- {
- if(Shader *shader=variation.shader[Renderer._solid_mode_index])
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(T);
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
- if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
- if(Shader *shader=variation.shader[RM_FUR])BlendInstances.getSkeletonInstance(anim_skel).addFur(*shader, material, T);
- #if SUPPORT_MATERIAL_AMBIENT
- if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(T, variation, anim_skel);
- #endif
- }break;
-
- case RT_FORWARD:
- {
- if(variation.frst)
- {
- if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=_frst->getShader())
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(T);
- }
- }else
- if(Renderer.firstPass())
- {
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
- if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
- }
- }break;
- case RT_SIMPLE:
- {
- if(Shader *shader=variation.shader[RM_SIMPLE])
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(T);
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.getSkeletonInstance(anim_skel).addBlend(* shader, material, T);else
- if( variation.blst )BlendInstances.getSkeletonInstance(anim_skel).addBlend(*variation.blst, material, T);
- }break;
- }
- }
- }
- /******************************************************************************/
- void MeshPart::drawShadow(C MatrixM &matrix)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
- {
- if(variation.last_shadow_instance<0)
- {
- C Material &material=variation.getShadowMaterial(ReuseDefaultMaterialForNonSkinnedShadowShader(shader));
- NewInstance(ShaderDraws, ShadowShaderMaterialMeshInstances.elms(), *shader, &material._shadow_material_shader, T, variation);
- }else ShadowShaderMaterialMeshInstances[variation.last_shadow_instance].next_instance=ShadowShaderMaterialMeshInstances.elms();
- variation.last_shadow_instance =ShadowShaderMaterialMeshInstances.elms();
- SetViewMatrix(ShadowShaderMaterialMeshInstances.New().set().view_matrix, matrix);
- }
- }
- }
- /******************************************************************************/
- void MeshPart::drawShadow(C AnimatedSkeleton &anim_skel)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
- {
- SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel)
- .newInstance(*shader, variation.getShadowMaterial(ReuseDefaultMaterialForSkinnedShadowShader(shader)), SkeletonShadowShaderMaterialMeshInstances);
- SkeletonShadowShaderMaterialMeshInstances.New().set(T);
- }
- }
- }
- void MeshPart::drawShadow(C AnimatedSkeleton &anim_skel, C Material &material)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
- {
- SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel)
- .newInstance(*shader, GetShadowMaterial(&material, ReuseDefaultMaterialForSkinnedShadowShader(shader)), SkeletonShadowShaderMaterialMeshInstances);
- SkeletonShadowShaderMaterialMeshInstances.New().set(T);
- }
- }
- }
- /******************************************************************************/
- void MeshLod::draw(C MatrixM &matrix)C
- {
- C Vec &vel=VecZero, &ang_vel_shader=VecZero;
- Matrix view_matrix; SetViewMatrix(view_matrix, matrix);
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation();
- #if SUPPORT_EARLY_Z
- if(Renderer._mesh_early_z)if(Shader *shader=variation.shader[RM_EARLY_Z])
- {
- if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
- }
- #endif
- if(Shader *shader=variation.shader[Renderer._solid_mode_index])
- {
- if(variation.last_solid_instance<0)
- {
- if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SolidShaderMaterialMeshInstances.New().set(vel, ang_vel_shader).view_matrix=view_matrix;
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, vel, ang_vel_shader).setViewMatrix(view_matrix);
- if(Shader *shader=variation.shader[RM_FUR])BlendInstances.addFur(*shader, variation.getMaterial(), part, variation, vel).setViewMatrix(view_matrix);
- #if SUPPORT_MATERIAL_AMBIENT
- if(Shader *shader=variation.shader[RM_AMBIENT])AmbientInstances.New().set(part, variation).view_matrix=view_matrix;
- #endif
- }
- }
- }break;
-
- case RT_FORWARD:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation();
- #if SUPPORT_EARLY_Z
- if(Renderer._mesh_early_z && Renderer.firstPass())if(Shader *shader=variation.shader[RM_EARLY_Z])
- {
- if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
- }
- #endif
- if(variation.frst)
- {
- if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
- {
- if(variation.last_solid_instance<0)
- {
- if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, & part._umm ->material_shader, part, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, &variation.getMaterial()._solid_material_shader, part, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_FORWARD
- }
- }else
- if(Renderer.firstPass())
- {
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
- }
- }
- }
- }break;
- case RT_SIMPLE:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation();
- if(Shader *shader=variation.shader[RM_SIMPLE])
- {
- if(variation.last_solid_instance<0)
- {
- if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_SIMPLE
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
- }
- }
- }break;
- }
- }
- /******************************************************************************/
- void MeshLod::draw(C MatrixM &matrix, C Vec &vel, C Vec &ang_vel)C
- {
- Matrix view_matrix; SetViewMatrix(view_matrix, matrix);
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- {
- Vec ang_vel_shader; SetAngVelShader(ang_vel_shader, ang_vel, matrix);
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation();
- #if SUPPORT_EARLY_Z
- if(Renderer._mesh_early_z)if(Shader *shader=variation.shader[RM_EARLY_Z])
- {
- if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
- }
- #endif
- if(Shader *shader=variation.shader[Renderer._solid_mode_index])
- {
- if(variation.last_solid_instance<0)
- {
- if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SolidShaderMaterialMeshInstances.New().set(vel, ang_vel_shader).view_matrix=view_matrix;
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, vel, ang_vel_shader).setViewMatrix(view_matrix);
- if(Shader *shader=variation.shader[RM_FUR])BlendInstances.addFur(*shader, variation.getMaterial(), part, variation, vel).setViewMatrix(view_matrix);
- #if SUPPORT_MATERIAL_AMBIENT
- if(Shader *shader=variation.shader[RM_AMBIENT])AmbientInstances.New().set(part, variation).view_matrix=view_matrix;
- #endif
- }
- }
- }break;
-
- case RT_FORWARD:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation();
- #if SUPPORT_EARLY_Z
- if(Renderer._mesh_early_z && Renderer.firstPass())if(Shader *shader=variation.shader[RM_EARLY_Z])
- {
- if(shader==Renderer._shader_early_z)EarlyZInstances[variation.getMaterial().cull].New().set(part.render).view_matrix=view_matrix;
- }
- #endif
- if(variation.frst)
- {
- if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
- {
- if(variation.last_solid_instance<0)
- {
- if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, & part._umm ->material_shader, part, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *variation.frst, &variation.getMaterial()._solid_material_shader, part, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_FORWARD
- }
- }else
- if(Renderer.firstPass())
- {
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
- }
- }
- }
- }break;
- case RT_SIMPLE:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation();
- if(Shader *shader=variation.shader[RM_SIMPLE])
- {
- if(variation.last_solid_instance<0)
- {
- if(part._umm)NewInstance(MultiMaterialShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, & part._umm ->material_shader, part, variation);
- else NewInstance( ShaderDraws, SolidShaderMaterialMeshInstances.elms(), *shader, &variation.getMaterial()._solid_material_shader, part, variation);
- }else SolidShaderMaterialMeshInstances[variation.last_solid_instance].next_instance=SolidShaderMaterialMeshInstances.elms();
- variation.last_solid_instance =SolidShaderMaterialMeshInstances.elms();
- SolidShaderMaterialMeshInstances.New().setSkipVel(/*vel, ang_vel_shader*/).view_matrix=view_matrix; // velocities not needed for RT_SIMPLE
- }else
- if(Shader *shader=variation.shader[RM_BLEND])BlendInstances.add(*shader , variation.getMaterial(), part, variation ).setViewMatrix(view_matrix);else
- if( variation.blst )BlendInstances.add(*variation.blst, variation.getMaterial(), part, variation, VecZero, VecZero).setViewMatrix(view_matrix);
- }
- }
- }break;
- }
- }
- /******************************************************************************/
- void MeshLod::draw(C AnimatedSkeleton &anim_skel)C
- {
- SkeletonInstance *solid_skeleton=null;
- SkeletonBlendInstance *blend_skeleton=null;
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part .getVariation();
- C Material &material =variation.getMaterial ();
- if(Shader *shader=variation.shader[Renderer._solid_mode_index])
- {
- if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
- solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(part);
- }else
- if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
- if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
- if(Shader *shader=variation.shader[RM_FUR]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addFur(*shader, material, part);}
- #if SUPPORT_MATERIAL_AMBIENT
- if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(part, variation, anim_skel);
- #endif
- }
- }
- }break;
-
- case RT_FORWARD:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part .getVariation();
- C Material &material =variation.getMaterial ();
- if(variation.frst)
- {
- if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
- {
- if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
- solid_skeleton->newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(part);
- }
- }else
- if(Renderer.firstPass())
- {
- if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
- if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
- }
- }
- }
- }break;
- case RT_SIMPLE:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part .getVariation();
- C Material &material =variation.getMaterial ();
- if(Shader *shader=variation.shader[RM_SIMPLE])
- {
- if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
- solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(part);
- }else
- if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
- if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
- }
- }
- }break;
- }
- }
- /******************************************************************************/
- void MeshLod::draw(C AnimatedSkeleton &anim_skel, C Material &material)C
- {
- SkeletonInstance *solid_skeleton=null;
- SkeletonBlendInstance *blend_skeleton=null;
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part .getVariation();
- //C Material &material =variation.getMaterial (); use custom material instead
- if(Shader *shader=variation.shader[Renderer._solid_mode_index])
- {
- if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
- solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(part);
- }else
- if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
- if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
- if(Shader *shader=variation.shader[RM_FUR]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addFur(*shader, material, part);}
- #if SUPPORT_MATERIAL_AMBIENT
- if(Shader *shader=variation.shader[RM_AMBIENT])SkeletonAmbientInstances.New().set(part, variation, anim_skel);
- #endif
- }
- }
- }break;
-
- case RT_FORWARD:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part .getVariation();
- //C Material &material =variation.getMaterial (); use custom material instead
- if(variation.frst)
- {
- if(Renderer.firstPass() || variation.frst->all_passes)//if(Shader *shader=variation.frst->getShader())
- {
- if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
- solid_skeleton->newInstance(*variation.frst, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(part);
- }
- }else
- if(Renderer.firstPass())
- {
- if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
- if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
- }
- }
- }
- }break;
- case RT_SIMPLE:
- {
- FREPA(T) // process in order
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part .getVariation();
- //C Material &material =variation.getMaterial (); use custom material instead
- if(Shader *shader=variation.shader[RM_SIMPLE])
- {
- if(!solid_skeleton)solid_skeleton=&SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel);
- solid_skeleton->newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(part);
- }else
- if(Shader *shader=variation.shader[RM_BLEND]){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(* shader, material, part);}else
- if( variation.blst ){if(!blend_skeleton)blend_skeleton=&BlendInstances.getSkeletonInstance(anim_skel); blend_skeleton->addBlend(*variation.blst, material, part);}
- }
- }
- }break;
- }
- }
- /******************************************************************************/
- void MeshLod::drawShadow(C MatrixM &matrix)C
- {
- Matrix view_matrix; Bool matrix_set=false; // set matrix only when needed, because some meshes may not have shadows
- REPA(T)
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
- {
- if(!matrix_set){matrix_set=true; SetViewMatrix(view_matrix, matrix);}
- if(variation.last_shadow_instance<0)
- {
- C Material &material=variation.getShadowMaterial(ReuseDefaultMaterialForNonSkinnedShadowShader(shader));
- NewInstance(ShaderDraws, ShadowShaderMaterialMeshInstances.elms(), *shader, &material._shadow_material_shader, part, variation);
- }else ShadowShaderMaterialMeshInstances[variation.last_shadow_instance].next_instance=ShadowShaderMaterialMeshInstances.elms();
- variation.last_shadow_instance =ShadowShaderMaterialMeshInstances.elms();
- ShadowShaderMaterialMeshInstances.New().set().view_matrix=view_matrix;
- }
- }
- }
- }
- /******************************************************************************/
- void MeshLod::drawShadow(C AnimatedSkeleton &anim_skel)C
- {
- SkeletonInstance *shadow_skeleton=null; // set skeleton only when needed, because some meshes may not have shadows
- REPA(T)
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
- {
- C Material &material=variation.getShadowMaterial(ReuseDefaultMaterialForSkinnedShadowShader(shader));
- if(!shadow_skeleton)shadow_skeleton=&SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel);
- shadow_skeleton->newInstance(*shader, material, SkeletonShadowShaderMaterialMeshInstances);
- SkeletonShadowShaderMaterialMeshInstances.New().set(part);
- }
- }
- }
- }
- void MeshLod::drawShadow(C AnimatedSkeleton &anim_skel, C Material &material)C
- {
- SkeletonInstance *shadow_skeleton=null; // set skeleton only when needed, because some meshes may not have shadows
- REPA(T)
- {
- C MeshPart &part=parts[i]; if(part._draw_mask&Renderer._mesh_draw_mask)
- {
- C MeshPart::Variation &variation=part.getVariation(); if(Shader *shader=variation.shader[RM_SHADOW])
- {
- C Material &shadow_material=GetShadowMaterial(&material, ReuseDefaultMaterialForSkinnedShadowShader(shader));
- if(!shadow_skeleton)shadow_skeleton=&SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel);
- shadow_skeleton->newInstance(*shader, shadow_material, SkeletonShadowShaderMaterialMeshInstances);
- SkeletonShadowShaderMaterialMeshInstances.New().set(part);
- }
- }
- }
- }
- /******************************************************************************/
- void Cloth::drawSkinned(C AnimatedSkeleton &anim_skel)C
- {
- if(_cloth_mesh)
- {
- C Material &material=_cloth_mesh->getMaterial();
- switch(Renderer._cur_type)
- {
- case RT_DEFERRED:
- case RT_SIMPLE:
- {
- if(Shader *shader=_cloth_mesh->_skin_shader[Renderer._solid_mode_index])
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*shader, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(_cloth_mesh->_skin);
- }
- }break;
- case RT_FORWARD:
- {
- if(FRST *frst=_cloth_mesh->_phys_frst)if(Renderer.firstPass() || frst->all_passes)//if(Shader *shader=frst->getShader())
- {
- SkeletonSolidInstances.getSkeletonInstanceSolid(anim_skel)
- .newInstance(*frst, material, SkeletonSolidShaderMaterialMeshInstances);
- SkeletonSolidShaderMaterialMeshInstances.New().set(_cloth_mesh->_skin);
- }
- }break;
- }
- }
- }
- void Cloth::drawSkinnedShadow(C AnimatedSkeleton &anim_skel)C
- {
- if(_cloth_mesh)if(Shader *shader=_cloth_mesh->_skin_shader[RM_SHADOW])
- {
- C Material &material=_cloth_mesh->getShadowMaterial(ReuseDefaultMaterialForSkinnedShadowShader(shader));
- SkeletonShadowInstances.getSkeletonInstanceShadow(anim_skel)
- .newInstance(*shader, material, SkeletonShadowShaderMaterialMeshInstances);
- SkeletonShadowShaderMaterialMeshInstances.New().set(_cloth_mesh->_skin);
- }
- }
- /******************************************************************************/
- void Mesh::draw (C Matrix &matrix, C Vec &vel, C Vec &ang_vel)C {getDrawLod( matrix ).draw (matrix, vel, ang_vel);}
- void Mesh::draw (C MatrixM &matrix, C Vec &vel, C Vec &ang_vel)C {getDrawLod( matrix ).draw (matrix, vel, ang_vel);}
- void Mesh::draw (C Matrix &matrix )C {getDrawLod( matrix ).draw (matrix );}
- void Mesh::draw (C MatrixM &matrix )C {getDrawLod( matrix ).draw (matrix );}
- void Mesh::drawShadow(C Matrix &matrix )C {getDrawLod( matrix ).drawShadow(matrix );}
- void Mesh::drawShadow(C MatrixM &matrix )C {getDrawLod( matrix ).drawShadow(matrix );}
- void Mesh::draw (C AnimatedSkeleton &anim_skel )C {getDrawLod(anim_skel.matrix()).draw (anim_skel );}
- void Mesh::draw (C AnimatedSkeleton &anim_skel, C Material &material )C {getDrawLod(anim_skel.matrix()).draw (anim_skel, material );}
- void Mesh::drawShadow(C AnimatedSkeleton &anim_skel )C {getDrawLod(anim_skel.matrix()).drawShadow(anim_skel );}
- void Mesh::drawShadow(C AnimatedSkeleton &anim_skel, C Material &material )C {getDrawLod(anim_skel.matrix()).drawShadow(anim_skel, material );}
- /******************************************************************************/
- // BLEND
- /******************************************************************************/
- void MeshPart::drawBlend(C Vec4 *color)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation();
- Shader *s=variation.shader[RM_BLEND]; // first try using Blend if specified
- if( !s && variation.blst)s=*(Shader**)(((Byte*)variation.blst)+Renderer._blst_light_offset); // then try using Blend Light
- if(s)
- {
- C Material &material=variation.getMaterial();
- SetSkinning();
- D.cull (material.cull);
- D.depth (true);
- D.depthWrite(material._depth_write); Renderer.needDepthTest(); // !! 'needDepthTest' after 'depthWrite' !!
- D.alpha ( Renderer._mesh_blend_alpha );
- D.stencil ((STENCIL_MODE)Renderer._mesh_stencil_mode);
- material.setBlendForce();
- 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
- if(color || no_blend)
- {
- Vec4 col=material.color;
- if(no_blend)col.w=1; // force full alpha for non-blending techniques
- if(color )col *=*color;
- Renderer.material_color->set(col);
- MaterialClear();
- }
- s->begin(); render.set().draw();
- ShaderEnd();
- D.stencil(STENCIL_NONE);
- }
- }
- }
- void MeshLod::drawBlend( C Vec4 *color)C { FREPAO(parts).drawBlend(color);}
- void Mesh ::drawBlend( C Vec4 *color)C { getDrawLod( ObjMatrix ).drawBlend(color);}
- 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);}
- void Mesh ::drawBlend(C AnimatedSkeleton &anim_skel, C Vec4 *color)C { anim_skel.setMatrix(); getDrawLod(anim_skel.matrix()).drawBlend(color);}
- /******************************************************************************/
- void MeshPart::drawBoneHighlight(Int bone)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- 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 !!
- {
- C Variation &variation= getVariation();
- C Material &material =variation.getMaterial ();
- SetSkinning();
- D.cull (material.cull);
- D.depth (true);
- D.depthWrite(true); Renderer.needDepthTest(); // !! 'needDepthTest' after 'depthWrite' !!
- D.alpha (ALPHA_NONE);
- material.setBlendForce();
- s->begin(); render.set().drawBoneHighlight(bone, s);
- ShaderEnd();
- }
- }
- /******************************************************************************/
- // OVERLAY
- /******************************************************************************/
- void MeshPart::drawOverlay(C Image &image, C Color &color)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_OVERLAY])
- {
- SetSkinning();
- //D .alpha (ALPHA_BLEND_FACTOR); not needed because ALPHA_BLEND_FACTOR is used everywhere in RM_OVERLAY
- D .alphaFactor(TRANSPARENT);
- D .depth (true);
- D .cull (true);
- /*D .depthWrite (false); not needed because false is used everywhere in RM_OVERLAY*/ Renderer.needDepthTest(); // !! 'needDepthTest' after 'depthWrite' !!
- Sh.h_Color [0]->set(color);
- Sh.h_ImageCol[0]->set(image);
- shader->begin (); render.set().draw();
- ShaderEnd ();
- MaterialClear ();
- }
- }
- }
- /******************************************************************************/
- // OUTLINE
- /******************************************************************************/
- void MeshPart::drawOutline(C Color &color)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_OUTLINE])
- {
- C Material &material=variation.getMaterial();
- Renderer.setOutline(color);
- SetSkinning();
- D.depth(true);
- D.cull (material.cull); material.setOutline();
- shader->begin(); render.set().draw();
- ShaderEnd();
- }
- }
- }
- void MeshLod::drawOutline(C Color &color )C { REPAO(parts).drawOutline(color);}
- void Mesh ::drawOutline(C Color &color )C { getDrawLod( ObjMatrix ).drawOutline(color);}
- void Mesh ::drawOutline(C Color &color, C MatrixM &matrix )C { SetOneMatrix(matrix); getDrawLod( matrix ).drawOutline(color);}
- void Mesh ::drawOutline(C Color &color, C AnimatedSkeleton &anim_skel)C {anim_skel.setMatrix(); getDrawLod(anim_skel.matrix()).drawOutline(color);}
- /******************************************************************************/
- // OUTLINE
- /******************************************************************************/
- void MeshPart::drawBehind(C Color &color_perp, C Color &color_parallel)C
- {
- if(_draw_mask&Renderer._mesh_draw_mask)
- {
- C Variation &variation=getVariation(); if(Shader *shader=variation.shader[RM_BEHIND])
- {
- C Material &material=variation.getMaterial();
- SetSkinning();
- D.cull(material.cull); material.setBehind();
- Sh.h_Color[0]->set(color_perp );
- Sh.h_Color[1]->set(color_parallel);
- shader->begin(); render.set().draw();
- ShaderEnd();
- }
- }
- }
- void MeshLod::drawBehind(C Color &color_perp, C Color &color_parallel )C { FREPAO(parts).drawBehind(color_perp, color_parallel);}
- void Mesh ::drawBehind(C Color &color_perp, C Color &color_parallel )C { getDrawLod( ObjMatrix ).drawBehind(color_perp, color_parallel);}
- void Mesh ::drawBehind(C Color &color_perp, C Color &color_parallel, C MatrixM &matrix )C { SetOneMatrix(matrix); getDrawLod( matrix ).drawBehind(color_perp, color_parallel);}
- 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);}
- /******************************************************************************/
- }
- /******************************************************************************/
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