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- //
- // Copyright (c) 2008-2013 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "AnimatedModel.h"
- #include "Batch.h"
- #include "Camera.h"
- #include "Context.h"
- #include "DecalSet.h"
- #include "Geometry.h"
- #include "Graphics.h"
- #include "IndexBuffer.h"
- #include "Log.h"
- #include "Material.h"
- #include "MemoryBuffer.h"
- #include "Node.h"
- #include "Profiler.h"
- #include "ResourceCache.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- #include "Tangent.h"
- #include "VectorBuffer.h"
- #include "VertexBuffer.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- extern const char* GEOMETRY_CATEGORY;
- static const unsigned MIN_VERTICES = 4;
- static const unsigned MIN_INDICES = 6;
- static const unsigned MAX_VERTICES = 65536;
- static const unsigned DEFAULT_MAX_VERTICES = 512;
- static const unsigned DEFAULT_MAX_INDICES = 1024;
- static const unsigned STATIC_ELEMENT_MASK = MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT;
- static const unsigned SKINNED_ELEMENT_MASK = MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT | MASK_BLENDWEIGHTS |
- MASK_BLENDINDICES;
- static DecalVertex ClipEdge(const DecalVertex& v0, const DecalVertex& v1, float d0, float d1, bool skinned)
- {
- DecalVertex ret;
- float t = d0 / (d0 - d1);
-
- ret.position_ = v0.position_ + t * (v1.position_ - v0.position_);
- ret.normal_ = v0.normal_ + t * (v1.normal_ - v0.normal_);
- if (skinned)
- {
- if (*((unsigned*)v0.blendIndices_) != *((unsigned*)v1.blendIndices_))
- {
- // Blend weights and indices: if indices are different, choose the vertex nearer to the split plane
- const DecalVertex& src = Abs(d0) < Abs(d1) ? v0 : v1;
- for (unsigned i = 0; i < 4; ++i)
- {
- ret.blendWeights_[i] = src.blendWeights_[i];
- ret.blendIndices_[i] = src.blendIndices_[i];
- }
- }
- else
- {
- // If indices are same, can interpolate the weights
- for (unsigned i = 0; i < 4; ++i)
- {
- ret.blendWeights_[i] = v0.blendWeights_[i] + t * (v1.blendWeights_[i] - v0.blendWeights_[i]);
- ret.blendIndices_[i] = v0.blendIndices_[i];
- }
- }
- }
-
- return ret;
- }
- static void ClipPolygon(PODVector<DecalVertex>& dest, const PODVector<DecalVertex>& src, const Plane& plane, bool skinned)
- {
- unsigned last;
- float lastDistance = 0.0f;
- dest.Clear();
-
- if (src.Empty())
- return;
-
- for (unsigned i = 0; i < src.Size(); ++i)
- {
- float distance = plane.Distance(src[i].position_);
- if (distance >= 0.0f)
- {
- if (lastDistance < 0.0f)
- dest.Push(ClipEdge(src[last], src[i], lastDistance, distance, skinned));
-
- dest.Push(src[i]);
- }
- else
- {
- if (lastDistance >= 0.0f && i != 0)
- dest.Push(ClipEdge(src[last], src[i], lastDistance, distance, skinned));
- }
-
- last = i;
- lastDistance = distance;
- }
-
- // Recheck the distances of the last and first vertices and add the final clipped vertex if applicable
- float distance = plane.Distance(src[0].position_);
- if ((lastDistance < 0.0f && distance >= 0.0f) || (lastDistance >= 0.0f && distance < 0.0f))
- dest.Push(ClipEdge(src[last], src[0], lastDistance, distance, skinned));
- }
- void Decal::AddVertex(const DecalVertex& vertex)
- {
- for (unsigned i = 0; i < vertices_.Size(); ++i)
- {
- if (vertex.position_.Equals(vertices_[i].position_) && vertex.normal_.Equals(vertices_[i].normal_))
- {
- indices_.Push(i);
- return;
- }
- }
-
- unsigned short newIndex = vertices_.Size();
- vertices_.Push(vertex);
- indices_.Push(newIndex);
- }
- void Decal::CalculateBoundingBox()
- {
- boundingBox_.Clear();
- for (unsigned i = 0; i < vertices_.Size(); ++i)
- boundingBox_.Merge(vertices_[i].position_);
- }
- DecalSet::DecalSet(Context* context) :
- Drawable(context, DRAWABLE_GEOMETRY),
- geometry_(new Geometry(context)),
- vertexBuffer_(new VertexBuffer(context_)),
- indexBuffer_(new IndexBuffer(context_)),
- numVertices_(0),
- numIndices_(0),
- maxVertices_(DEFAULT_MAX_VERTICES),
- maxIndices_(DEFAULT_MAX_INDICES),
- skinned_(false),
- bufferSizeDirty_(true),
- bufferDirty_(true),
- boundingBoxDirty_(true),
- skinningDirty_(false),
- assignBonesPending_(false),
- subscribed_(false)
- {
- geometry_->SetIndexBuffer(indexBuffer_);
-
- batches_.Resize(1);
- batches_[0].geometry_ = geometry_;
- batches_[0].geometryType_ = GEOM_STATIC_NOINSTANCING;
- }
- DecalSet::~DecalSet()
- {
- }
- void DecalSet::RegisterObject(Context* context)
- {
- context->RegisterFactory<DecalSet>(GEOMETRY_CATEGORY);
-
- ACCESSOR_ATTRIBUTE(DecalSet, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(DecalSet, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(DecalSet, VAR_INT, "Max Vertices", GetMaxVertices, SetMaxVertices, unsigned, DEFAULT_MAX_VERTICES, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(DecalSet, VAR_INT, "Max Indices", GetMaxIndices, SetMaxIndices, unsigned, DEFAULT_MAX_INDICES, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(DecalSet, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(DecalSet, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
- COPY_BASE_ATTRIBUTES(DecalSet, Drawable);
- ACCESSOR_ATTRIBUTE(DecalSet, VAR_BUFFER, "Decals", GetDecalsAttr, SetDecalsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE | AM_NOEDIT);
- }
- void DecalSet::ApplyAttributes()
- {
- if (assignBonesPending_)
- AssignBoneNodes();
- }
- void DecalSet::OnSetEnabled()
- {
- Drawable::OnSetEnabled();
-
- UpdateEventSubscription(true);
- }
- void DecalSet::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
- {
- // Do not return raycast hits
- }
- void DecalSet::UpdateBatches(const FrameInfo& frame)
- {
- const Matrix3x4& worldTransform = node_->GetWorldTransform();
- distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
-
- float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
- lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
-
- batches_[0].distance_ = distance_;
- batches_[0].worldTransform_ = &worldTransform;
- }
- void DecalSet::UpdateGeometry(const FrameInfo& frame)
- {
- if (bufferSizeDirty_)
- UpdateBufferSize();
-
- if (bufferDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
- UpdateBuffers();
-
- if (skinningDirty_)
- UpdateSkinning();
- }
- UpdateGeometryType DecalSet::GetUpdateGeometryType()
- {
- if (bufferDirty_ || bufferSizeDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
- return UPDATE_MAIN_THREAD;
- else if (skinningDirty_)
- return UPDATE_WORKER_THREAD;
- else
- return UPDATE_NONE;
- }
- void DecalSet::SetMaterial(Material* material)
- {
- batches_[0].material_ = material;
- MarkNetworkUpdate();
- }
- void DecalSet::SetMaxVertices(unsigned num)
- {
- // Never expand to 32 bit indices
- num = Clamp((int)num, MIN_VERTICES, MAX_VERTICES);
-
- if (num != maxVertices_)
- {
- bufferSizeDirty_ = true;
- maxVertices_ = num;
-
- while (decals_.Size() && numVertices_ > maxVertices_)
- RemoveDecals(1);
-
- MarkNetworkUpdate();
- }
- }
- void DecalSet::SetMaxIndices(unsigned num)
- {
- if (num < MIN_INDICES)
- num = MIN_INDICES;
-
- if (num != maxIndices_)
- {
- bufferSizeDirty_ = true;
- maxIndices_ = num;
-
- while (decals_.Size() && numIndices_ > maxIndices_)
- RemoveDecals(1);
-
- MarkNetworkUpdate();
- }
- }
- bool DecalSet::AddDecal(Drawable* target, const Vector3& worldPosition, const Quaternion& worldRotation, float size,
- float aspectRatio, float depth, const Vector2& topLeftUV, const Vector2& bottomRightUV, float timeToLive, float normalCutoff,
- unsigned subGeometry)
- {
- PROFILE(AddDecal);
-
- // Do not add decals in headless mode
- if (!node_ || !GetSubsystem<Graphics>())
- return false;
-
- if (!target || !target->GetNode())
- {
- LOGERROR("Null target drawable for decal");
- return false;
- }
-
- // Check for animated target and switch into skinned/static mode if necessary
- AnimatedModel* animatedModel = dynamic_cast<AnimatedModel*>(target);
- if ((animatedModel && !skinned_) || (!animatedModel && skinned_))
- {
- RemoveAllDecals();
- skinned_ = animatedModel != 0;
- bufferSizeDirty_ = true;
- }
-
- // Center the decal frustum on the world position
- Vector3 adjustedWorldPosition = worldPosition - 0.5f * depth * (worldRotation * Vector3::FORWARD);
- Matrix3x4 targetTransform = target->GetNode()->GetWorldTransform().Inverse();
-
- // For an animated model, adjust the decal position back to the bind pose
- // To do this, need to find the bone the decal is colliding with
- if (animatedModel)
- {
- Skeleton& skeleton = animatedModel->GetSkeleton();
- unsigned numBones = skeleton.GetNumBones();
- Bone* bestBone = 0;
- float bestSize = 0.0f;
-
- for (unsigned i = 0; i < numBones; ++i)
- {
- Bone* bone = skeleton.GetBone(i);
- if (!bone->node_ || !bone->collisionMask_)
- continue;
-
- // Represent the decal as a sphere, try to find the biggest colliding bone
- Sphere decalSphere(bone->node_->GetWorldTransform().Inverse() * worldPosition, 0.5f * size /
- bone->node_->GetWorldScale().Length());
-
- if (bone->collisionMask_ & BONECOLLISION_BOX)
- {
- float size = bone->boundingBox_.HalfSize().Length();
- if (bone->boundingBox_.IsInside(decalSphere) && size > bestSize)
- {
- bestBone = bone;
- bestSize = size;
- }
- }
- else if (bone->collisionMask_ & BONECOLLISION_SPHERE)
- {
- Sphere boneSphere(Vector3::ZERO, bone->radius_);
- float size = bone->radius_;
- if (boneSphere.IsInside(decalSphere) && size > bestSize)
- {
- bestBone = bone;
- bestSize = size;
- }
- }
- }
-
- if (bestBone)
- targetTransform = (bestBone->node_->GetWorldTransform() * bestBone->offsetMatrix_).Inverse();
- }
-
- // Build the decal frustum
- Frustum decalFrustum;
- Matrix3x4 frustumTransform = targetTransform * Matrix3x4(adjustedWorldPosition, worldRotation, 1.0f);
- decalFrustum.DefineOrtho(size, aspectRatio, 1.0, 0.0f, depth, frustumTransform);
-
- Vector3 decalNormal = (targetTransform * Vector4(worldRotation * Vector3::BACK, 0.0f)).Normalized();
-
- decals_.Resize(decals_.Size() + 1);
- Decal& newDecal = decals_.Back();
- newDecal.timeToLive_ = timeToLive;
-
- Vector<PODVector<DecalVertex> > faces;
- PODVector<DecalVertex> tempFace;
-
- unsigned numBatches = target->GetBatches().Size();
-
- // Use either a specified subgeometry in the target, or all
- if (subGeometry < numBatches)
- GetFaces(faces, target, subGeometry, decalFrustum, decalNormal, normalCutoff);
- else
- {
- for (unsigned i = 0; i < numBatches; ++i)
- GetFaces(faces, target, i, decalFrustum, decalNormal, normalCutoff);
- }
-
- // Clip the acquired faces against all frustum planes
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- for (unsigned j = 0; j < faces.Size(); ++j)
- {
- PODVector<DecalVertex>& face = faces[j];
- if (face.Empty())
- continue;
-
- ClipPolygon(tempFace, face, decalFrustum.planes_[i], skinned_);
- face = tempFace;
- }
- }
-
- // Now triangulate the resulting faces into decal vertices
- for (unsigned i = 0; i < faces.Size(); ++i)
- {
- PODVector<DecalVertex>& face = faces[i];
- if (face.Size() < 3)
- continue;
-
- for (unsigned j = 2; j < face.Size(); ++j)
- {
- newDecal.AddVertex(face[0]);
- newDecal.AddVertex(face[j - 1]);
- newDecal.AddVertex(face[j]);
- }
- }
-
- // Check if resulted in no triangles
- if (newDecal.vertices_.Empty())
- {
- decals_.Pop();
- return true;
- }
-
- if (newDecal.vertices_.Size() > maxVertices_)
- {
- LOGWARNING("Can not add decal, vertex count " + String(newDecal.vertices_.Size()) + " exceeds maximum " +
- String(maxVertices_));
- decals_.Pop();
- return false;
- }
- if (newDecal.indices_.Size() > maxIndices_)
- {
- LOGWARNING("Can not add decal, index count " + String(newDecal.indices_.Size()) + " exceeds maximum " +
- String(maxIndices_));
- decals_.Pop();
- return false;
- }
-
- // Calculate UVs
- Matrix4 projection(Matrix4::ZERO);
- projection.m11_ = (1.0f / (size * 0.5f));
- projection.m00_ = projection.m11_ / aspectRatio;
- projection.m22_ = 1.0f / depth;
- projection.m33_ = 1.0f;
-
- CalculateUVs(newDecal, frustumTransform.Inverse(), projection, topLeftUV, bottomRightUV);
-
- // Transform vertices to this node's local space and generate tangents
- Matrix3x4 decalTransform = node_->GetWorldTransform().Inverse() * target->GetNode()->GetWorldTransform();
- TransformVertices(newDecal, skinned_ ? Matrix3x4::IDENTITY : decalTransform);
- GenerateTangents(&newDecal.vertices_[0], sizeof(DecalVertex), &newDecal.indices_[0], sizeof(unsigned short), 0,
- newDecal.indices_.Size(), offsetof(DecalVertex, normal_), offsetof(DecalVertex, texCoord_), offsetof(DecalVertex,
- tangent_));
-
- newDecal.CalculateBoundingBox();
- numVertices_ += newDecal.vertices_.Size();
- numIndices_ += newDecal.indices_.Size();
-
- // Remove oldest decals if total vertices exceeded
- while (decals_.Size() && (numVertices_ > maxVertices_ || numIndices_ > maxIndices_))
- RemoveDecals(1);
-
- LOGDEBUG("Added decal with " + String(newDecal.vertices_.Size()) + " vertices");
-
- // If new decal is time limited, subscribe to scene post-update
- if (newDecal.timeToLive_ > 0.0f && !subscribed_)
- UpdateEventSubscription(false);
-
- MarkDecalsDirty();
- return true;
- }
- void DecalSet::RemoveDecals(unsigned num)
- {
- while (num-- && decals_.Size())
- RemoveDecal(decals_.Begin());
- }
- void DecalSet::RemoveAllDecals()
- {
- if (!decals_.Empty())
- {
- decals_.Clear();
- numVertices_ = 0;
- numIndices_ = 0;
- MarkDecalsDirty();
- }
-
- // Remove all bones and skinning matrices and stop listening to the bone nodes
- for (Vector<Bone>::Iterator i = bones_.Begin(); i != bones_.End(); ++i)
- {
- if (i->node_)
- i->node_->RemoveListener(this);
- }
-
- bones_.Clear();
- skinMatrices_.Clear();
- UpdateBatch();
- }
- Material* DecalSet::GetMaterial() const
- {
- return batches_[0].material_;
- }
- void DecalSet::SetMaterialAttr(ResourceRef value)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- SetMaterial(cache->GetResource<Material>(value.id_));
- }
- void DecalSet::SetDecalsAttr(PODVector<unsigned char> value)
- {
- RemoveAllDecals();
-
- if (value.Empty())
- return;
-
- MemoryBuffer buffer(value);
-
- skinned_ = buffer.ReadBool();
- unsigned numDecals = buffer.ReadVLE();
-
- while (numDecals--)
- {
- decals_.Resize(decals_.Size() + 1);
- Decal& newDecal = decals_.Back();
-
- newDecal.timer_ = buffer.ReadFloat();
- newDecal.timeToLive_ = buffer.ReadFloat();
- newDecal.vertices_.Resize(buffer.ReadVLE());
- newDecal.indices_.Resize(buffer.ReadVLE());
-
- for (PODVector<DecalVertex>::Iterator i = newDecal.vertices_.Begin(); i != newDecal.vertices_.End(); ++i)
- {
- i->position_ = buffer.ReadVector3();
- i->normal_ = buffer.ReadVector3();
- i->texCoord_ = buffer.ReadVector2();
- i->tangent_ = buffer.ReadVector4();
- if (skinned_)
- {
- for (unsigned j = 0; j < 4; ++j)
- i->blendWeights_[j] = buffer.ReadFloat();
- for (unsigned j = 0; j < 4; ++j)
- i->blendIndices_[j] = buffer.ReadUByte();
- }
- }
-
- for (PODVector<unsigned short>::Iterator i = newDecal.indices_.Begin(); i != newDecal.indices_.End(); ++i)
- *i = buffer.ReadUShort();
-
- newDecal.CalculateBoundingBox();
- numVertices_ += newDecal.vertices_.Size();
- numIndices_ += newDecal.indices_.Size();
- }
-
- if (skinned_)
- {
- unsigned numBones = buffer.ReadVLE();
- skinMatrices_.Resize(numBones);
- bones_.Resize(numBones);
-
- for (unsigned i = 0; i < numBones; ++i)
- {
- Bone& newBone = bones_[i];
-
- newBone.name_ = buffer.ReadString();
- newBone.collisionMask_ = buffer.ReadUByte();
- if (newBone.collisionMask_ & BONECOLLISION_SPHERE)
- newBone.radius_ = buffer.ReadFloat();
- if (newBone.collisionMask_ & BONECOLLISION_BOX)
- newBone.boundingBox_ = buffer.ReadBoundingBox();
- buffer.Read(&newBone.offsetMatrix_.m00_, sizeof(Matrix3x4));
- }
-
- assignBonesPending_ = true;
- skinningDirty_ = true;
- }
-
- UpdateEventSubscription(true);
- UpdateBatch();
- MarkDecalsDirty();
- bufferSizeDirty_ = true;
- }
- ResourceRef DecalSet::GetMaterialAttr() const
- {
- return GetResourceRef(batches_[0].material_, Material::GetTypeStatic());
- }
- PODVector<unsigned char> DecalSet::GetDecalsAttr() const
- {
- VectorBuffer ret;
-
- ret.WriteBool(skinned_);
- ret.WriteVLE(decals_.Size());
-
- for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
- {
- ret.WriteFloat(i->timer_);
- ret.WriteFloat(i->timeToLive_);
- ret.WriteVLE(i->vertices_.Size());
- ret.WriteVLE(i->indices_.Size());
-
- for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
- {
- ret.WriteVector3(j->position_);
- ret.WriteVector3(j->normal_);
- ret.WriteVector2(j->texCoord_);
- ret.WriteVector4(j->tangent_);
- if (skinned_)
- {
- for (unsigned k = 0; k < 4; ++k)
- ret.WriteFloat(j->blendWeights_[k]);
- for (unsigned k = 0; k < 4; ++k)
- ret.WriteUByte(j->blendIndices_[k]);
- }
- }
-
- for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
- ret.WriteUShort(*j);
- }
-
- if (skinned_)
- {
- ret.WriteVLE(bones_.Size());
-
- for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
- {
- ret.WriteString(i->name_);
- ret.WriteUByte(i->collisionMask_);
- if (i->collisionMask_ & BONECOLLISION_SPHERE)
- ret.WriteFloat(i->radius_);
- if (i->collisionMask_ & BONECOLLISION_BOX)
- ret.WriteBoundingBox(i->boundingBox_);
- ret.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
- }
- }
-
- return ret.GetBuffer();
- }
- void DecalSet::OnMarkedDirty(Node* node)
- {
- Drawable::OnMarkedDirty(node);
-
- if (skinned_)
- {
- // If the scene node or any of the bone nodes move, mark skinning dirty
- skinningDirty_ = true;
- }
- }
- void DecalSet::OnWorldBoundingBoxUpdate()
- {
- if (!skinned_)
- {
- if (boundingBoxDirty_)
- CalculateBoundingBox();
-
- worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
- }
- else
- {
- // When using skinning, update world bounding box based on the bones
- worldBoundingBox_.defined_ = false;
-
- for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
- {
- Node* boneNode = i->node_;
- if (!boneNode)
- continue;
-
- // Use hitbox if available. If not, use only half of the sphere radius
- /// \todo The sphere radius should be multiplied with bone scale
- if (i->collisionMask_ & BONECOLLISION_BOX)
- worldBoundingBox_.Merge(i->boundingBox_.Transformed(boneNode->GetWorldTransform()));
- else if (i->collisionMask_ & BONECOLLISION_SPHERE)
- worldBoundingBox_.Merge(Sphere(boneNode->GetWorldPosition(), i->radius_ * 0.5f));
- }
- }
- }
- void DecalSet::GetFaces(Vector<PODVector<DecalVertex> >& faces, Drawable* target, unsigned batchIndex, const Frustum& frustum,
- const Vector3& decalNormal, float normalCutoff)
- {
- // Try to use the most accurate LOD level if possible
- Geometry* geometry = target->GetLodGeometry(batchIndex, 0);
- if (!geometry || geometry->GetPrimitiveType() != TRIANGLE_LIST)
- return;
-
- const unsigned char* positionData = 0;
- const unsigned char* normalData = 0;
- const unsigned char* skinningData = 0;
- const unsigned char* indexData = 0;
- unsigned positionStride = 0;
- unsigned normalStride = 0;
- unsigned skinningStride = 0;
- unsigned indexStride = 0;
-
- IndexBuffer* ib = geometry->GetIndexBuffer();
- if (ib)
- {
- indexData = ib->GetShadowData();
- indexStride = ib->GetIndexSize();
- }
-
- // For morphed models positions, normals and skinning may be in different buffers
- for (unsigned i = 0; i < geometry->GetNumVertexBuffers(); ++i)
- {
- VertexBuffer* vb = geometry->GetVertexBuffer(i);
- if (!vb)
- continue;
-
- unsigned elementMask = geometry->GetVertexElementMask(i);
- unsigned char* data = vb->GetShadowData();
- if (!data)
- continue;
-
- if (elementMask & MASK_POSITION)
- {
- positionData = data;
- positionStride = vb->GetVertexSize();
- }
- if (elementMask & MASK_NORMAL)
- {
- normalData = data + vb->GetElementOffset(ELEMENT_NORMAL);
- normalStride = vb->GetVertexSize();
- }
- if (elementMask & MASK_BLENDWEIGHTS)
- {
- skinningData = data + vb->GetElementOffset(ELEMENT_BLENDWEIGHTS);
- skinningStride = vb->GetVertexSize();
- }
- }
-
- // Positions and indices are needed
- if (!positionData)
- {
- // As a fallback, try to get the geometry's raw vertex/index data
- unsigned elementMask;
- geometry->GetRawData(positionData, positionStride, indexData, indexStride, elementMask);
- if (!positionData)
- {
- LOGWARNING("Can not add decal, target drawable has no CPU-side geometry data");
- return;
- }
- }
-
- if (indexData)
- {
- unsigned indexStart = geometry->GetIndexStart();
- unsigned indexCount = geometry->GetIndexCount();
-
- // 16-bit indices
- if (indexStride == sizeof(unsigned short))
- {
- const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
- const unsigned short* indicesEnd = indices + indexCount;
-
- while (indices < indicesEnd)
- {
- GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
- positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
- indices += 3;
- }
- }
- else
- // 32-bit indices
- {
- const unsigned* indices = ((const unsigned*)indexData) + indexStart;
- const unsigned* indicesEnd = indices + indexCount;
-
- while (indices < indicesEnd)
- {
- GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
- positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
- indices += 3;
- }
- }
- }
- else
- {
- // Non-indexed geometry
- unsigned indices = geometry->GetVertexStart();
- unsigned indicesEnd = indices + geometry->GetVertexCount();
-
- while (indices + 2 < indicesEnd)
- {
- GetFace(faces, target, batchIndex, indices, indices + 1, indices + 2, positionData, normalData, skinningData,
- positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
- indices += 3;
- }
- }
- }
- void DecalSet::GetFace(Vector<PODVector<DecalVertex> >& faces, Drawable* target, unsigned batchIndex, unsigned i0, unsigned i1,
- unsigned i2, const unsigned char* positionData, const unsigned char* normalData, const unsigned char* skinningData,
- unsigned positionStride, unsigned normalStride, unsigned skinningStride, const Frustum& frustum, const Vector3& decalNormal,
- float normalCutoff)
- {
- bool hasNormals = normalData != 0;
- bool hasSkinning = skinned_ && skinningData != 0;
-
- const Vector3& v0 = *((const Vector3*)(&positionData[i0 * positionStride]));
- const Vector3& v1 = *((const Vector3*)(&positionData[i1 * positionStride]));
- const Vector3& v2 = *((const Vector3*)(&positionData[i2 * positionStride]));
-
- // Calculate unsmoothed face normals if no normal data
- Vector3 faceNormal = Vector3::ZERO;
- if (!hasNormals)
- {
- Vector3 dist1 = v1 - v0;
- Vector3 dist2 = v2 - v0;
- faceNormal = (dist1.CrossProduct(dist2)).Normalized();
- }
-
- const Vector3& n0 = hasNormals ? *((const Vector3*)(&normalData[i0 * normalStride])) : faceNormal;
- const Vector3& n1 = hasNormals ? *((const Vector3*)(&normalData[i1 * normalStride])) : faceNormal;
- const Vector3& n2 = hasNormals ? *((const Vector3*)(&normalData[i2 * normalStride])) : faceNormal;
-
- const unsigned char* s0 = hasSkinning ? &skinningData[i0 * skinningStride] : (const unsigned char*)0;
- const unsigned char* s1 = hasSkinning ? &skinningData[i1 * skinningStride] : (const unsigned char*)0;
- const unsigned char* s2 = hasSkinning ? &skinningData[i2 * skinningStride] : (const unsigned char*)0;
-
- // Check if face is too much away from the decal normal
- if (decalNormal.DotProduct((n0 + n1 + n2) / 3.0f) < normalCutoff)
- return;
-
- // Check if face is culled completely by any of the planes
- for (unsigned i = PLANE_FAR; i < NUM_FRUSTUM_PLANES; --i)
- {
- const Plane& plane = frustum.planes_[i];
- if (plane.Distance(v0) < 0.0f && plane.Distance(v1) < 0.0f && plane.Distance(v2) < 0.0f)
- return;
- }
-
- faces.Resize(faces.Size() + 1);
- PODVector<DecalVertex>& face = faces.Back();
- if (!hasSkinning)
- {
- face.Reserve(3);
- face.Push(DecalVertex(v0, n0));
- face.Push(DecalVertex(v1, n1));
- face.Push(DecalVertex(v2, n2));
- }
- else
- {
- const float* bw0 = (const float*)s0;
- const float* bw1 = (const float*)s1;
- const float* bw2 = (const float*)s2;
- const unsigned char* bi0 = s0 + sizeof(float) * 4;
- const unsigned char* bi1 = s1 + sizeof(float) * 4;
- const unsigned char* bi2 = s2 + sizeof(float) * 4;
- unsigned char nbi0[4];
- unsigned char nbi1[4];
- unsigned char nbi2[4];
-
- // Make sure all bones are found and that there is room in the skinning matrices
- if (!GetBones(target, batchIndex, bw0, bi0, nbi0) || !GetBones(target, batchIndex, bw1, bi1, nbi1) ||
- !GetBones(target, batchIndex, bw2, bi2, nbi2))
- return;
-
- face.Reserve(3);
- face.Push(DecalVertex(v0, n0, bw0, nbi0));
- face.Push(DecalVertex(v1, n1, bw1, nbi1));
- face.Push(DecalVertex(v2, n2, bw2, nbi2));
- }
- }
- bool DecalSet::GetBones(Drawable* target, unsigned batchIndex, const float* blendWeights, const unsigned char* blendIndices,
- unsigned char* newBlendIndices)
- {
- AnimatedModel* animatedModel = dynamic_cast<AnimatedModel*>(target);
- if (!animatedModel)
- return false;
-
- // Check whether target is using global or per-geometry skinning
- const Vector<PODVector<Matrix3x4> >& geometrySkinMatrices = animatedModel->GetGeometrySkinMatrices();
- const Vector<PODVector<unsigned> >& geometryBoneMappings = animatedModel->GetGeometryBoneMappings();
-
- for (unsigned i = 0; i < 4; ++i)
- {
- if (blendWeights[i] > 0.0f)
- {
- Bone* bone = 0;
- if (geometrySkinMatrices.Empty())
- bone = animatedModel->GetSkeleton().GetBone(blendIndices[i]);
- else if (blendIndices[i] < geometryBoneMappings[batchIndex].Size())
- bone = animatedModel->GetSkeleton().GetBone(geometryBoneMappings[batchIndex][blendIndices[i]]);
-
- if (!bone)
- {
- LOGWARNING("Out of range bone index for skinned decal");
- return false;
- }
-
- bool found = false;
- unsigned index;
-
- for (index = 0; index < bones_.Size(); ++index)
- {
- if (bones_[index].node_ == bone->node_)
- {
- // Check also that the offset matrix matches, in case we for example have a separate attachment AnimatedModel
- // with a different bind pose
- if (bones_[index].offsetMatrix_.Equals(bone->offsetMatrix_))
- {
- found = true;
- break;
- }
- }
- }
-
- if (!found)
- {
- if (bones_.Size() >= MAX_SKIN_MATRICES)
- {
- LOGWARNING("Maximum skinned decal bone count reached");
- return false;
- }
- else
- {
- // Copy the bone from the model to the decal
- index = bones_.Size();
- bones_.Resize(bones_.Size() + 1);
- bones_[index] = *bone;
- skinMatrices_.Resize(skinMatrices_.Size() + 1);
- skinningDirty_ = true;
-
- // Start listening to bone transform changes to update skinning
- bone->node_->AddListener(this);
- }
- }
-
- newBlendIndices[i] = index;
- }
- else
- newBlendIndices[i] = 0;
- }
-
- // Update amount of shader data in the decal batch
- UpdateBatch();
- return true;
- }
- void DecalSet::CalculateUVs(Decal& decal, const Matrix3x4& view, const Matrix4& projection, const Vector2& topLeftUV,
- const Vector2& bottomRightUV)
- {
- Matrix4 viewProj = projection * view;
-
- for (PODVector<DecalVertex>::Iterator i = decal.vertices_.Begin(); i != decal.vertices_.End(); ++i)
- {
- Vector3 projected = viewProj * i->position_;
- i->texCoord_ = Vector2(
- Lerp(topLeftUV.x_, bottomRightUV.x_, projected.x_ * 0.5f + 0.5f),
- Lerp(bottomRightUV.y_, topLeftUV.y_, projected.y_ * 0.5f + 0.5f)
- );
- }
- }
- void DecalSet::TransformVertices(Decal& decal, const Matrix3x4& transform)
- {
- for (PODVector<DecalVertex>::Iterator i = decal.vertices_.Begin(); i != decal.vertices_.End(); ++i)
- {
- i->position_ = transform * i->position_;
- i->normal_ = (transform * i->normal_).Normalized();
- }
- }
- List<Decal>::Iterator DecalSet::RemoveDecal(List<Decal>::Iterator i)
- {
- numVertices_ -= i->vertices_.Size();
- numIndices_ -= i->indices_.Size();
- MarkDecalsDirty();
- return decals_.Erase(i);
- }
- void DecalSet::MarkDecalsDirty()
- {
- if (!boundingBoxDirty_)
- {
- boundingBoxDirty_ = true;
- OnMarkedDirty(node_);
- }
- bufferDirty_ = true;
- }
- void DecalSet::CalculateBoundingBox()
- {
- boundingBox_.Clear();
- for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
- boundingBox_.Merge(i->boundingBox_);
-
- boundingBoxDirty_ = false;
- }
- void DecalSet::UpdateBufferSize()
- {
- vertexBuffer_->SetSize(maxVertices_, skinned_ ? SKINNED_ELEMENT_MASK : STATIC_ELEMENT_MASK);
- indexBuffer_->SetSize(maxIndices_, false);
- geometry_->SetVertexBuffer(0, vertexBuffer_);
-
- bufferDirty_ = true;
- bufferSizeDirty_ = false;
- }
- void DecalSet::UpdateBuffers()
- {
- geometry_->SetDrawRange(TRIANGLE_LIST, 0, numIndices_, 0, numVertices_);
-
- float* vertices = (float*)vertexBuffer_->Lock(0, numVertices_);
- unsigned short* indices = (unsigned short*)indexBuffer_->Lock(0, numIndices_);
- unsigned short indexStart = 0;
-
- if (vertices && indices)
- {
- for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
- {
- for (unsigned j = 0; j < i->vertices_.Size(); ++j)
- {
- const DecalVertex& vertex = i->vertices_[j];
- *vertices++ = vertex.position_.x_;
- *vertices++ = vertex.position_.y_;
- *vertices++ = vertex.position_.z_;
- *vertices++ = vertex.normal_.x_;
- *vertices++ = vertex.normal_.y_;
- *vertices++ = vertex.normal_.z_;
- *vertices++ = vertex.texCoord_.x_;
- *vertices++ = vertex.texCoord_.y_;
- *vertices++ = vertex.tangent_.x_;
- *vertices++ = vertex.tangent_.y_;
- *vertices++ = vertex.tangent_.z_;
- *vertices++ = vertex.tangent_.w_;
- if (skinned_)
- {
- *vertices++ = vertex.blendWeights_[0];
- *vertices++ = vertex.blendWeights_[1];
- *vertices++ = vertex.blendWeights_[2];
- *vertices++ = vertex.blendWeights_[3];
- *vertices++ = *((float*)vertex.blendIndices_);
- }
- }
-
- for (unsigned j = 0; j < i->indices_.Size(); ++j)
- *indices++ = i->indices_[j] + indexStart;
-
- indexStart += i->vertices_.Size();
- }
- }
-
- vertexBuffer_->Unlock();
- vertexBuffer_->ClearDataLost();
- indexBuffer_->Unlock();
- indexBuffer_->ClearDataLost();
- bufferDirty_ = false;
- }
- void DecalSet::UpdateSkinning()
- {
- // Use model's world transform in case a bone is missing
- const Matrix3x4& worldTransform = node_->GetWorldTransform();
-
- for (unsigned i = 0; i < bones_.Size(); ++i)
- {
- const Bone& bone = bones_[i];
- if (bone.node_)
- skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
- else
- skinMatrices_[i] = worldTransform;
- }
-
- skinningDirty_ = false;
- }
- void DecalSet::UpdateBatch()
- {
- if (skinMatrices_.Size())
- {
- batches_[0].geometryType_ = GEOM_SKINNED;
- batches_[0].shaderData_ = skinMatrices_[0].Data();
- batches_[0].shaderDataSize_ = skinMatrices_.Size() * 12;
- }
- else
- {
- batches_[0].geometryType_ = GEOM_STATIC;
- batches_[0].shaderData_ = 0;
- batches_[0].shaderDataSize_ = 0;
- }
- }
- void DecalSet::AssignBoneNodes()
- {
- assignBonesPending_ = false;
-
- if (!node_)
- return;
-
- // Find the bone nodes from the node hierarchy and add listeners
- for (Vector<Bone>::Iterator i = bones_.Begin(); i != bones_.End(); ++i)
- {
- Node* boneNode = node_->GetChild(i->name_, true);
- if (boneNode)
- boneNode->AddListener(this);
- i->node_ = boneNode;
- }
- }
- void DecalSet::UpdateEventSubscription(bool checkAllDecals)
- {
- Scene* scene = GetScene();
- if (!scene)
- return;
-
- bool enabled = IsEnabledEffective();
-
- if (enabled && checkAllDecals)
- {
- bool hasTimeLimitedDecals = false;
-
- for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
- {
- if (i->timeToLive_ > 0.0f)
- {
- hasTimeLimitedDecals = true;
- break;
- }
- }
-
- // If no time limited decals, no need to subscribe to scene update
- enabled = hasTimeLimitedDecals;
- }
-
- if (enabled && !subscribed_)
- {
- SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(DecalSet, HandleScenePostUpdate));
- subscribed_ = true;
- }
- else if (!enabled && subscribed_)
- {
- UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
- subscribed_ = false;
- }
- }
- void DecalSet::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace ScenePostUpdate;
-
- float timeStep = eventData[P_TIMESTEP].GetFloat();
-
- for (List<Decal>::Iterator i = decals_.Begin(); i != decals_.End();)
- {
- i->timer_ += timeStep;
-
- // Remove the decal if time to live expired
- if (i->timeToLive_ > 0.0f && i->timer_ > i->timeToLive_)
- i = RemoveDecal(i);
- else
- ++i;
- }
- }
- }
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