DecalSet.cpp 39 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "AnimatedModel.h"
  24. #include "Batch.h"
  25. #include "Camera.h"
  26. #include "Context.h"
  27. #include "DecalSet.h"
  28. #include "Geometry.h"
  29. #include "Graphics.h"
  30. #include "IndexBuffer.h"
  31. #include "Log.h"
  32. #include "Material.h"
  33. #include "MemoryBuffer.h"
  34. #include "Node.h"
  35. #include "Profiler.h"
  36. #include "ResourceCache.h"
  37. #include "Scene.h"
  38. #include "SceneEvents.h"
  39. #include "Tangent.h"
  40. #include "VectorBuffer.h"
  41. #include "VertexBuffer.h"
  42. #include "DebugNew.h"
  43. namespace Urho3D
  44. {
  45. extern const char* GEOMETRY_CATEGORY;
  46. static const unsigned MIN_VERTICES = 4;
  47. static const unsigned MIN_INDICES = 6;
  48. static const unsigned MAX_VERTICES = 65536;
  49. static const unsigned DEFAULT_MAX_VERTICES = 512;
  50. static const unsigned DEFAULT_MAX_INDICES = 1024;
  51. static const unsigned STATIC_ELEMENT_MASK = MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT;
  52. static const unsigned SKINNED_ELEMENT_MASK = MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT | MASK_BLENDWEIGHTS |
  53. MASK_BLENDINDICES;
  54. static DecalVertex ClipEdge(const DecalVertex& v0, const DecalVertex& v1, float d0, float d1, bool skinned)
  55. {
  56. DecalVertex ret;
  57. float t = d0 / (d0 - d1);
  58. ret.position_ = v0.position_ + t * (v1.position_ - v0.position_);
  59. ret.normal_ = v0.normal_ + t * (v1.normal_ - v0.normal_);
  60. if (skinned)
  61. {
  62. if (*((unsigned*)v0.blendIndices_) != *((unsigned*)v1.blendIndices_))
  63. {
  64. // Blend weights and indices: if indices are different, choose the vertex nearer to the split plane
  65. const DecalVertex& src = Abs(d0) < Abs(d1) ? v0 : v1;
  66. for (unsigned i = 0; i < 4; ++i)
  67. {
  68. ret.blendWeights_[i] = src.blendWeights_[i];
  69. ret.blendIndices_[i] = src.blendIndices_[i];
  70. }
  71. }
  72. else
  73. {
  74. // If indices are same, can interpolate the weights
  75. for (unsigned i = 0; i < 4; ++i)
  76. {
  77. ret.blendWeights_[i] = v0.blendWeights_[i] + t * (v1.blendWeights_[i] - v0.blendWeights_[i]);
  78. ret.blendIndices_[i] = v0.blendIndices_[i];
  79. }
  80. }
  81. }
  82. return ret;
  83. }
  84. static void ClipPolygon(PODVector<DecalVertex>& dest, const PODVector<DecalVertex>& src, const Plane& plane, bool skinned)
  85. {
  86. unsigned last;
  87. float lastDistance = 0.0f;
  88. dest.Clear();
  89. if (src.Empty())
  90. return;
  91. for (unsigned i = 0; i < src.Size(); ++i)
  92. {
  93. float distance = plane.Distance(src[i].position_);
  94. if (distance >= 0.0f)
  95. {
  96. if (lastDistance < 0.0f)
  97. dest.Push(ClipEdge(src[last], src[i], lastDistance, distance, skinned));
  98. dest.Push(src[i]);
  99. }
  100. else
  101. {
  102. if (lastDistance >= 0.0f && i != 0)
  103. dest.Push(ClipEdge(src[last], src[i], lastDistance, distance, skinned));
  104. }
  105. last = i;
  106. lastDistance = distance;
  107. }
  108. // Recheck the distances of the last and first vertices and add the final clipped vertex if applicable
  109. float distance = plane.Distance(src[0].position_);
  110. if ((lastDistance < 0.0f && distance >= 0.0f) || (lastDistance >= 0.0f && distance < 0.0f))
  111. dest.Push(ClipEdge(src[last], src[0], lastDistance, distance, skinned));
  112. }
  113. void Decal::AddVertex(const DecalVertex& vertex)
  114. {
  115. for (unsigned i = 0; i < vertices_.Size(); ++i)
  116. {
  117. if (vertex.position_.Equals(vertices_[i].position_) && vertex.normal_.Equals(vertices_[i].normal_))
  118. {
  119. indices_.Push(i);
  120. return;
  121. }
  122. }
  123. unsigned short newIndex = vertices_.Size();
  124. vertices_.Push(vertex);
  125. indices_.Push(newIndex);
  126. }
  127. void Decal::CalculateBoundingBox()
  128. {
  129. boundingBox_.Clear();
  130. for (unsigned i = 0; i < vertices_.Size(); ++i)
  131. boundingBox_.Merge(vertices_[i].position_);
  132. }
  133. DecalSet::DecalSet(Context* context) :
  134. Drawable(context, DRAWABLE_GEOMETRY),
  135. geometry_(new Geometry(context)),
  136. vertexBuffer_(new VertexBuffer(context_)),
  137. indexBuffer_(new IndexBuffer(context_)),
  138. numVertices_(0),
  139. numIndices_(0),
  140. maxVertices_(DEFAULT_MAX_VERTICES),
  141. maxIndices_(DEFAULT_MAX_INDICES),
  142. skinned_(false),
  143. bufferSizeDirty_(true),
  144. bufferDirty_(true),
  145. boundingBoxDirty_(true),
  146. skinningDirty_(false),
  147. assignBonesPending_(false),
  148. subscribed_(false)
  149. {
  150. geometry_->SetIndexBuffer(indexBuffer_);
  151. batches_.Resize(1);
  152. batches_[0].geometry_ = geometry_;
  153. batches_[0].geometryType_ = GEOM_STATIC_NOINSTANCING;
  154. }
  155. DecalSet::~DecalSet()
  156. {
  157. }
  158. void DecalSet::RegisterObject(Context* context)
  159. {
  160. context->RegisterFactory<DecalSet>(GEOMETRY_CATEGORY);
  161. ACCESSOR_ATTRIBUTE(DecalSet, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  162. ACCESSOR_ATTRIBUTE(DecalSet, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  163. ACCESSOR_ATTRIBUTE(DecalSet, VAR_INT, "Max Vertices", GetMaxVertices, SetMaxVertices, unsigned, DEFAULT_MAX_VERTICES, AM_DEFAULT);
  164. ACCESSOR_ATTRIBUTE(DecalSet, VAR_INT, "Max Indices", GetMaxIndices, SetMaxIndices, unsigned, DEFAULT_MAX_INDICES, AM_DEFAULT);
  165. ACCESSOR_ATTRIBUTE(DecalSet, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  166. ACCESSOR_ATTRIBUTE(DecalSet, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  167. COPY_BASE_ATTRIBUTES(DecalSet, Drawable);
  168. ACCESSOR_ATTRIBUTE(DecalSet, VAR_BUFFER, "Decals", GetDecalsAttr, SetDecalsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE | AM_NOEDIT);
  169. }
  170. void DecalSet::ApplyAttributes()
  171. {
  172. if (assignBonesPending_)
  173. AssignBoneNodes();
  174. }
  175. void DecalSet::OnSetEnabled()
  176. {
  177. Drawable::OnSetEnabled();
  178. UpdateEventSubscription(true);
  179. }
  180. void DecalSet::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  181. {
  182. // Do not return raycast hits
  183. }
  184. void DecalSet::UpdateBatches(const FrameInfo& frame)
  185. {
  186. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  187. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  188. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  189. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  190. batches_[0].distance_ = distance_;
  191. batches_[0].worldTransform_ = &worldTransform;
  192. }
  193. void DecalSet::UpdateGeometry(const FrameInfo& frame)
  194. {
  195. if (bufferSizeDirty_)
  196. UpdateBufferSize();
  197. if (bufferDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
  198. UpdateBuffers();
  199. if (skinningDirty_)
  200. UpdateSkinning();
  201. }
  202. UpdateGeometryType DecalSet::GetUpdateGeometryType()
  203. {
  204. if (bufferDirty_ || bufferSizeDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
  205. return UPDATE_MAIN_THREAD;
  206. else if (skinningDirty_)
  207. return UPDATE_WORKER_THREAD;
  208. else
  209. return UPDATE_NONE;
  210. }
  211. void DecalSet::SetMaterial(Material* material)
  212. {
  213. batches_[0].material_ = material;
  214. MarkNetworkUpdate();
  215. }
  216. void DecalSet::SetMaxVertices(unsigned num)
  217. {
  218. // Never expand to 32 bit indices
  219. num = Clamp((int)num, MIN_VERTICES, MAX_VERTICES);
  220. if (num != maxVertices_)
  221. {
  222. bufferSizeDirty_ = true;
  223. maxVertices_ = num;
  224. while (decals_.Size() && numVertices_ > maxVertices_)
  225. RemoveDecals(1);
  226. MarkNetworkUpdate();
  227. }
  228. }
  229. void DecalSet::SetMaxIndices(unsigned num)
  230. {
  231. if (num < MIN_INDICES)
  232. num = MIN_INDICES;
  233. if (num != maxIndices_)
  234. {
  235. bufferSizeDirty_ = true;
  236. maxIndices_ = num;
  237. while (decals_.Size() && numIndices_ > maxIndices_)
  238. RemoveDecals(1);
  239. MarkNetworkUpdate();
  240. }
  241. }
  242. bool DecalSet::AddDecal(Drawable* target, const Vector3& worldPosition, const Quaternion& worldRotation, float size,
  243. float aspectRatio, float depth, const Vector2& topLeftUV, const Vector2& bottomRightUV, float timeToLive, float normalCutoff,
  244. unsigned subGeometry)
  245. {
  246. PROFILE(AddDecal);
  247. // Do not add decals in headless mode
  248. if (!node_ || !GetSubsystem<Graphics>())
  249. return false;
  250. if (!target || !target->GetNode())
  251. {
  252. LOGERROR("Null target drawable for decal");
  253. return false;
  254. }
  255. // Check for animated target and switch into skinned/static mode if necessary
  256. AnimatedModel* animatedModel = dynamic_cast<AnimatedModel*>(target);
  257. if ((animatedModel && !skinned_) || (!animatedModel && skinned_))
  258. {
  259. RemoveAllDecals();
  260. skinned_ = animatedModel != 0;
  261. bufferSizeDirty_ = true;
  262. }
  263. // Center the decal frustum on the world position
  264. Vector3 adjustedWorldPosition = worldPosition - 0.5f * depth * (worldRotation * Vector3::FORWARD);
  265. Matrix3x4 targetTransform = target->GetNode()->GetWorldTransform().Inverse();
  266. // For an animated model, adjust the decal position back to the bind pose
  267. // To do this, need to find the bone the decal is colliding with
  268. if (animatedModel)
  269. {
  270. Skeleton& skeleton = animatedModel->GetSkeleton();
  271. unsigned numBones = skeleton.GetNumBones();
  272. Bone* bestBone = 0;
  273. float bestSize = 0.0f;
  274. for (unsigned i = 0; i < numBones; ++i)
  275. {
  276. Bone* bone = skeleton.GetBone(i);
  277. if (!bone->node_ || !bone->collisionMask_)
  278. continue;
  279. // Represent the decal as a sphere, try to find the biggest colliding bone
  280. Sphere decalSphere(bone->node_->GetWorldTransform().Inverse() * worldPosition, 0.5f * size /
  281. bone->node_->GetWorldScale().Length());
  282. if (bone->collisionMask_ & BONECOLLISION_BOX)
  283. {
  284. float size = bone->boundingBox_.HalfSize().Length();
  285. if (bone->boundingBox_.IsInside(decalSphere) && size > bestSize)
  286. {
  287. bestBone = bone;
  288. bestSize = size;
  289. }
  290. }
  291. else if (bone->collisionMask_ & BONECOLLISION_SPHERE)
  292. {
  293. Sphere boneSphere(Vector3::ZERO, bone->radius_);
  294. float size = bone->radius_;
  295. if (boneSphere.IsInside(decalSphere) && size > bestSize)
  296. {
  297. bestBone = bone;
  298. bestSize = size;
  299. }
  300. }
  301. }
  302. if (bestBone)
  303. targetTransform = (bestBone->node_->GetWorldTransform() * bestBone->offsetMatrix_).Inverse();
  304. }
  305. // Build the decal frustum
  306. Frustum decalFrustum;
  307. Matrix3x4 frustumTransform = targetTransform * Matrix3x4(adjustedWorldPosition, worldRotation, 1.0f);
  308. decalFrustum.DefineOrtho(size, aspectRatio, 1.0, 0.0f, depth, frustumTransform);
  309. Vector3 decalNormal = (targetTransform * Vector4(worldRotation * Vector3::BACK, 0.0f)).Normalized();
  310. decals_.Resize(decals_.Size() + 1);
  311. Decal& newDecal = decals_.Back();
  312. newDecal.timeToLive_ = timeToLive;
  313. Vector<PODVector<DecalVertex> > faces;
  314. PODVector<DecalVertex> tempFace;
  315. unsigned numBatches = target->GetBatches().Size();
  316. // Use either a specified subgeometry in the target, or all
  317. if (subGeometry < numBatches)
  318. GetFaces(faces, target, subGeometry, decalFrustum, decalNormal, normalCutoff);
  319. else
  320. {
  321. for (unsigned i = 0; i < numBatches; ++i)
  322. GetFaces(faces, target, i, decalFrustum, decalNormal, normalCutoff);
  323. }
  324. // Clip the acquired faces against all frustum planes
  325. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  326. {
  327. for (unsigned j = 0; j < faces.Size(); ++j)
  328. {
  329. PODVector<DecalVertex>& face = faces[j];
  330. if (face.Empty())
  331. continue;
  332. ClipPolygon(tempFace, face, decalFrustum.planes_[i], skinned_);
  333. face = tempFace;
  334. }
  335. }
  336. // Now triangulate the resulting faces into decal vertices
  337. for (unsigned i = 0; i < faces.Size(); ++i)
  338. {
  339. PODVector<DecalVertex>& face = faces[i];
  340. if (face.Size() < 3)
  341. continue;
  342. for (unsigned j = 2; j < face.Size(); ++j)
  343. {
  344. newDecal.AddVertex(face[0]);
  345. newDecal.AddVertex(face[j - 1]);
  346. newDecal.AddVertex(face[j]);
  347. }
  348. }
  349. // Check if resulted in no triangles
  350. if (newDecal.vertices_.Empty())
  351. {
  352. decals_.Pop();
  353. return true;
  354. }
  355. if (newDecal.vertices_.Size() > maxVertices_)
  356. {
  357. LOGWARNING("Can not add decal, vertex count " + String(newDecal.vertices_.Size()) + " exceeds maximum " +
  358. String(maxVertices_));
  359. decals_.Pop();
  360. return false;
  361. }
  362. if (newDecal.indices_.Size() > maxIndices_)
  363. {
  364. LOGWARNING("Can not add decal, index count " + String(newDecal.indices_.Size()) + " exceeds maximum " +
  365. String(maxIndices_));
  366. decals_.Pop();
  367. return false;
  368. }
  369. // Calculate UVs
  370. Matrix4 projection(Matrix4::ZERO);
  371. projection.m11_ = (1.0f / (size * 0.5f));
  372. projection.m00_ = projection.m11_ / aspectRatio;
  373. projection.m22_ = 1.0f / depth;
  374. projection.m33_ = 1.0f;
  375. CalculateUVs(newDecal, frustumTransform.Inverse(), projection, topLeftUV, bottomRightUV);
  376. // Transform vertices to this node's local space and generate tangents
  377. Matrix3x4 decalTransform = node_->GetWorldTransform().Inverse() * target->GetNode()->GetWorldTransform();
  378. TransformVertices(newDecal, skinned_ ? Matrix3x4::IDENTITY : decalTransform);
  379. GenerateTangents(&newDecal.vertices_[0], sizeof(DecalVertex), &newDecal.indices_[0], sizeof(unsigned short), 0,
  380. newDecal.indices_.Size(), offsetof(DecalVertex, normal_), offsetof(DecalVertex, texCoord_), offsetof(DecalVertex,
  381. tangent_));
  382. newDecal.CalculateBoundingBox();
  383. numVertices_ += newDecal.vertices_.Size();
  384. numIndices_ += newDecal.indices_.Size();
  385. // Remove oldest decals if total vertices exceeded
  386. while (decals_.Size() && (numVertices_ > maxVertices_ || numIndices_ > maxIndices_))
  387. RemoveDecals(1);
  388. LOGDEBUG("Added decal with " + String(newDecal.vertices_.Size()) + " vertices");
  389. // If new decal is time limited, subscribe to scene post-update
  390. if (newDecal.timeToLive_ > 0.0f && !subscribed_)
  391. UpdateEventSubscription(false);
  392. MarkDecalsDirty();
  393. return true;
  394. }
  395. void DecalSet::RemoveDecals(unsigned num)
  396. {
  397. while (num-- && decals_.Size())
  398. RemoveDecal(decals_.Begin());
  399. }
  400. void DecalSet::RemoveAllDecals()
  401. {
  402. if (!decals_.Empty())
  403. {
  404. decals_.Clear();
  405. numVertices_ = 0;
  406. numIndices_ = 0;
  407. MarkDecalsDirty();
  408. }
  409. // Remove all bones and skinning matrices and stop listening to the bone nodes
  410. for (Vector<Bone>::Iterator i = bones_.Begin(); i != bones_.End(); ++i)
  411. {
  412. if (i->node_)
  413. i->node_->RemoveListener(this);
  414. }
  415. bones_.Clear();
  416. skinMatrices_.Clear();
  417. UpdateBatch();
  418. }
  419. Material* DecalSet::GetMaterial() const
  420. {
  421. return batches_[0].material_;
  422. }
  423. void DecalSet::SetMaterialAttr(ResourceRef value)
  424. {
  425. ResourceCache* cache = GetSubsystem<ResourceCache>();
  426. SetMaterial(cache->GetResource<Material>(value.id_));
  427. }
  428. void DecalSet::SetDecalsAttr(PODVector<unsigned char> value)
  429. {
  430. RemoveAllDecals();
  431. if (value.Empty())
  432. return;
  433. MemoryBuffer buffer(value);
  434. skinned_ = buffer.ReadBool();
  435. unsigned numDecals = buffer.ReadVLE();
  436. while (numDecals--)
  437. {
  438. decals_.Resize(decals_.Size() + 1);
  439. Decal& newDecal = decals_.Back();
  440. newDecal.timer_ = buffer.ReadFloat();
  441. newDecal.timeToLive_ = buffer.ReadFloat();
  442. newDecal.vertices_.Resize(buffer.ReadVLE());
  443. newDecal.indices_.Resize(buffer.ReadVLE());
  444. for (PODVector<DecalVertex>::Iterator i = newDecal.vertices_.Begin(); i != newDecal.vertices_.End(); ++i)
  445. {
  446. i->position_ = buffer.ReadVector3();
  447. i->normal_ = buffer.ReadVector3();
  448. i->texCoord_ = buffer.ReadVector2();
  449. i->tangent_ = buffer.ReadVector4();
  450. if (skinned_)
  451. {
  452. for (unsigned j = 0; j < 4; ++j)
  453. i->blendWeights_[j] = buffer.ReadFloat();
  454. for (unsigned j = 0; j < 4; ++j)
  455. i->blendIndices_[j] = buffer.ReadUByte();
  456. }
  457. }
  458. for (PODVector<unsigned short>::Iterator i = newDecal.indices_.Begin(); i != newDecal.indices_.End(); ++i)
  459. *i = buffer.ReadUShort();
  460. newDecal.CalculateBoundingBox();
  461. numVertices_ += newDecal.vertices_.Size();
  462. numIndices_ += newDecal.indices_.Size();
  463. }
  464. if (skinned_)
  465. {
  466. unsigned numBones = buffer.ReadVLE();
  467. skinMatrices_.Resize(numBones);
  468. bones_.Resize(numBones);
  469. for (unsigned i = 0; i < numBones; ++i)
  470. {
  471. Bone& newBone = bones_[i];
  472. newBone.name_ = buffer.ReadString();
  473. newBone.collisionMask_ = buffer.ReadUByte();
  474. if (newBone.collisionMask_ & BONECOLLISION_SPHERE)
  475. newBone.radius_ = buffer.ReadFloat();
  476. if (newBone.collisionMask_ & BONECOLLISION_BOX)
  477. newBone.boundingBox_ = buffer.ReadBoundingBox();
  478. buffer.Read(&newBone.offsetMatrix_.m00_, sizeof(Matrix3x4));
  479. }
  480. assignBonesPending_ = true;
  481. skinningDirty_ = true;
  482. }
  483. UpdateEventSubscription(true);
  484. UpdateBatch();
  485. MarkDecalsDirty();
  486. bufferSizeDirty_ = true;
  487. }
  488. ResourceRef DecalSet::GetMaterialAttr() const
  489. {
  490. return GetResourceRef(batches_[0].material_, Material::GetTypeStatic());
  491. }
  492. PODVector<unsigned char> DecalSet::GetDecalsAttr() const
  493. {
  494. VectorBuffer ret;
  495. ret.WriteBool(skinned_);
  496. ret.WriteVLE(decals_.Size());
  497. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  498. {
  499. ret.WriteFloat(i->timer_);
  500. ret.WriteFloat(i->timeToLive_);
  501. ret.WriteVLE(i->vertices_.Size());
  502. ret.WriteVLE(i->indices_.Size());
  503. for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
  504. {
  505. ret.WriteVector3(j->position_);
  506. ret.WriteVector3(j->normal_);
  507. ret.WriteVector2(j->texCoord_);
  508. ret.WriteVector4(j->tangent_);
  509. if (skinned_)
  510. {
  511. for (unsigned k = 0; k < 4; ++k)
  512. ret.WriteFloat(j->blendWeights_[k]);
  513. for (unsigned k = 0; k < 4; ++k)
  514. ret.WriteUByte(j->blendIndices_[k]);
  515. }
  516. }
  517. for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
  518. ret.WriteUShort(*j);
  519. }
  520. if (skinned_)
  521. {
  522. ret.WriteVLE(bones_.Size());
  523. for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
  524. {
  525. ret.WriteString(i->name_);
  526. ret.WriteUByte(i->collisionMask_);
  527. if (i->collisionMask_ & BONECOLLISION_SPHERE)
  528. ret.WriteFloat(i->radius_);
  529. if (i->collisionMask_ & BONECOLLISION_BOX)
  530. ret.WriteBoundingBox(i->boundingBox_);
  531. ret.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
  532. }
  533. }
  534. return ret.GetBuffer();
  535. }
  536. void DecalSet::OnMarkedDirty(Node* node)
  537. {
  538. Drawable::OnMarkedDirty(node);
  539. if (skinned_)
  540. {
  541. // If the scene node or any of the bone nodes move, mark skinning dirty
  542. skinningDirty_ = true;
  543. }
  544. }
  545. void DecalSet::OnWorldBoundingBoxUpdate()
  546. {
  547. if (!skinned_)
  548. {
  549. if (boundingBoxDirty_)
  550. CalculateBoundingBox();
  551. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  552. }
  553. else
  554. {
  555. // When using skinning, update world bounding box based on the bones
  556. worldBoundingBox_.defined_ = false;
  557. for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
  558. {
  559. Node* boneNode = i->node_;
  560. if (!boneNode)
  561. continue;
  562. // Use hitbox if available. If not, use only half of the sphere radius
  563. if (i->collisionMask_ & BONECOLLISION_BOX)
  564. worldBoundingBox_.Merge(i->boundingBox_.Transformed(boneNode->GetWorldTransform()));
  565. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  566. worldBoundingBox_.Merge(Sphere(boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  567. }
  568. }
  569. }
  570. void DecalSet::GetFaces(Vector<PODVector<DecalVertex> >& faces, Drawable* target, unsigned batchIndex, const Frustum& frustum,
  571. const Vector3& decalNormal, float normalCutoff)
  572. {
  573. // Try to use the most accurate LOD level if possible
  574. Geometry* geometry = target->GetLodGeometry(batchIndex, 0);
  575. if (!geometry || geometry->GetPrimitiveType() != TRIANGLE_LIST)
  576. return;
  577. const unsigned char* positionData = 0;
  578. const unsigned char* normalData = 0;
  579. const unsigned char* skinningData = 0;
  580. const unsigned char* indexData = 0;
  581. unsigned positionStride = 0;
  582. unsigned normalStride = 0;
  583. unsigned skinningStride = 0;
  584. unsigned indexStride = 0;
  585. IndexBuffer* ib = geometry->GetIndexBuffer();
  586. if (ib)
  587. {
  588. indexData = ib->GetShadowData();
  589. indexStride = ib->GetIndexSize();
  590. }
  591. // For morphed models positions, normals and skinning may be in different buffers
  592. for (unsigned i = 0; i < geometry->GetNumVertexBuffers(); ++i)
  593. {
  594. VertexBuffer* vb = geometry->GetVertexBuffer(i);
  595. if (!vb)
  596. continue;
  597. unsigned elementMask = geometry->GetVertexElementMask(i);
  598. unsigned char* data = vb->GetShadowData();
  599. if (!data)
  600. continue;
  601. if (elementMask & MASK_POSITION)
  602. {
  603. positionData = data;
  604. positionStride = vb->GetVertexSize();
  605. }
  606. if (elementMask & MASK_NORMAL)
  607. {
  608. normalData = data + vb->GetElementOffset(ELEMENT_NORMAL);
  609. normalStride = vb->GetVertexSize();
  610. }
  611. if (elementMask & MASK_BLENDWEIGHTS)
  612. {
  613. skinningData = data + vb->GetElementOffset(ELEMENT_BLENDWEIGHTS);
  614. skinningStride = vb->GetVertexSize();
  615. }
  616. }
  617. // Positions and indices are needed
  618. if (!positionData)
  619. {
  620. // As a fallback, try to get the geometry's raw vertex/index data
  621. unsigned elementMask;
  622. geometry->GetRawData(positionData, positionStride, indexData, indexStride, elementMask);
  623. if (!positionData)
  624. {
  625. LOGWARNING("Can not add decal, target drawable has no CPU-side geometry data");
  626. return;
  627. }
  628. }
  629. if (indexData)
  630. {
  631. unsigned indexStart = geometry->GetIndexStart();
  632. unsigned indexCount = geometry->GetIndexCount();
  633. // 16-bit indices
  634. if (indexStride == sizeof(unsigned short))
  635. {
  636. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  637. const unsigned short* indicesEnd = indices + indexCount;
  638. while (indices < indicesEnd)
  639. {
  640. GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
  641. positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
  642. indices += 3;
  643. }
  644. }
  645. else
  646. // 32-bit indices
  647. {
  648. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  649. const unsigned* indicesEnd = indices + indexCount;
  650. while (indices < indicesEnd)
  651. {
  652. GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
  653. positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
  654. indices += 3;
  655. }
  656. }
  657. }
  658. else
  659. {
  660. // Non-indexed geometry
  661. unsigned indices = geometry->GetVertexStart();
  662. unsigned indicesEnd = indices + geometry->GetVertexCount();
  663. while (indices + 2 < indicesEnd)
  664. {
  665. GetFace(faces, target, batchIndex, indices, indices + 1, indices + 2, positionData, normalData, skinningData,
  666. positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
  667. indices += 3;
  668. }
  669. }
  670. }
  671. void DecalSet::GetFace(Vector<PODVector<DecalVertex> >& faces, Drawable* target, unsigned batchIndex, unsigned i0, unsigned i1,
  672. unsigned i2, const unsigned char* positionData, const unsigned char* normalData, const unsigned char* skinningData,
  673. unsigned positionStride, unsigned normalStride, unsigned skinningStride, const Frustum& frustum, const Vector3& decalNormal,
  674. float normalCutoff)
  675. {
  676. bool hasNormals = normalData != 0;
  677. bool hasSkinning = skinned_ && skinningData != 0;
  678. const Vector3& v0 = *((const Vector3*)(&positionData[i0 * positionStride]));
  679. const Vector3& v1 = *((const Vector3*)(&positionData[i1 * positionStride]));
  680. const Vector3& v2 = *((const Vector3*)(&positionData[i2 * positionStride]));
  681. // Calculate unsmoothed face normals if no normal data
  682. Vector3 faceNormal = Vector3::ZERO;
  683. if (!hasNormals)
  684. {
  685. Vector3 dist1 = v1 - v0;
  686. Vector3 dist2 = v2 - v0;
  687. faceNormal = (dist1.CrossProduct(dist2)).Normalized();
  688. }
  689. const Vector3& n0 = hasNormals ? *((const Vector3*)(&normalData[i0 * normalStride])) : faceNormal;
  690. const Vector3& n1 = hasNormals ? *((const Vector3*)(&normalData[i1 * normalStride])) : faceNormal;
  691. const Vector3& n2 = hasNormals ? *((const Vector3*)(&normalData[i2 * normalStride])) : faceNormal;
  692. const unsigned char* s0 = hasSkinning ? &skinningData[i0 * skinningStride] : (const unsigned char*)0;
  693. const unsigned char* s1 = hasSkinning ? &skinningData[i1 * skinningStride] : (const unsigned char*)0;
  694. const unsigned char* s2 = hasSkinning ? &skinningData[i2 * skinningStride] : (const unsigned char*)0;
  695. // Check if face is too much away from the decal normal
  696. if (decalNormal.DotProduct((n0 + n1 + n2) / 3.0f) < normalCutoff)
  697. return;
  698. // Check if face is culled completely by any of the planes
  699. for (unsigned i = PLANE_FAR; i < NUM_FRUSTUM_PLANES; --i)
  700. {
  701. const Plane& plane = frustum.planes_[i];
  702. if (plane.Distance(v0) < 0.0f && plane.Distance(v1) < 0.0f && plane.Distance(v2) < 0.0f)
  703. return;
  704. }
  705. faces.Resize(faces.Size() + 1);
  706. PODVector<DecalVertex>& face = faces.Back();
  707. if (!hasSkinning)
  708. {
  709. face.Reserve(3);
  710. face.Push(DecalVertex(v0, n0));
  711. face.Push(DecalVertex(v1, n1));
  712. face.Push(DecalVertex(v2, n2));
  713. }
  714. else
  715. {
  716. const float* bw0 = (const float*)s0;
  717. const float* bw1 = (const float*)s1;
  718. const float* bw2 = (const float*)s2;
  719. const unsigned char* bi0 = s0 + sizeof(float) * 4;
  720. const unsigned char* bi1 = s1 + sizeof(float) * 4;
  721. const unsigned char* bi2 = s2 + sizeof(float) * 4;
  722. unsigned char nbi0[4];
  723. unsigned char nbi1[4];
  724. unsigned char nbi2[4];
  725. // Make sure all bones are found and that there is room in the skinning matrices
  726. if (!GetBones(target, batchIndex, bw0, bi0, nbi0) || !GetBones(target, batchIndex, bw1, bi1, nbi1) ||
  727. !GetBones(target, batchIndex, bw2, bi2, nbi2))
  728. return;
  729. face.Reserve(3);
  730. face.Push(DecalVertex(v0, n0, bw0, nbi0));
  731. face.Push(DecalVertex(v1, n1, bw1, nbi1));
  732. face.Push(DecalVertex(v2, n2, bw2, nbi2));
  733. }
  734. }
  735. bool DecalSet::GetBones(Drawable* target, unsigned batchIndex, const float* blendWeights, const unsigned char* blendIndices,
  736. unsigned char* newBlendIndices)
  737. {
  738. AnimatedModel* animatedModel = dynamic_cast<AnimatedModel*>(target);
  739. if (!animatedModel)
  740. return false;
  741. // Check whether target is using global or per-geometry skinning
  742. const Vector<PODVector<Matrix3x4> >& geometrySkinMatrices = animatedModel->GetGeometrySkinMatrices();
  743. const Vector<PODVector<unsigned> >& geometryBoneMappings = animatedModel->GetGeometryBoneMappings();
  744. for (unsigned i = 0; i < 4; ++i)
  745. {
  746. if (blendWeights[i] > 0.0f)
  747. {
  748. Bone* bone = 0;
  749. if (geometrySkinMatrices.Empty())
  750. bone = animatedModel->GetSkeleton().GetBone(blendIndices[i]);
  751. else if (blendIndices[i] < geometryBoneMappings[batchIndex].Size())
  752. bone = animatedModel->GetSkeleton().GetBone(geometryBoneMappings[batchIndex][blendIndices[i]]);
  753. if (!bone)
  754. {
  755. LOGWARNING("Out of range bone index for skinned decal");
  756. return false;
  757. }
  758. bool found = false;
  759. unsigned index;
  760. for (index = 0; index < bones_.Size(); ++index)
  761. {
  762. if (bones_[index].node_ == bone->node_)
  763. {
  764. // Check also that the offset matrix matches, in case we for example have a separate attachment AnimatedModel
  765. // with a different bind pose
  766. if (bones_[index].offsetMatrix_.Equals(bone->offsetMatrix_))
  767. {
  768. found = true;
  769. break;
  770. }
  771. }
  772. }
  773. if (!found)
  774. {
  775. if (bones_.Size() >= MAX_SKIN_MATRICES)
  776. {
  777. LOGWARNING("Maximum skinned decal bone count reached");
  778. return false;
  779. }
  780. else
  781. {
  782. // Copy the bone from the model to the decal
  783. index = bones_.Size();
  784. bones_.Resize(bones_.Size() + 1);
  785. bones_[index] = *bone;
  786. skinMatrices_.Resize(skinMatrices_.Size() + 1);
  787. skinningDirty_ = true;
  788. // Start listening to bone transform changes to update skinning, update amount of shader data in the batch
  789. bone->node_->AddListener(this);
  790. UpdateBatch();
  791. }
  792. }
  793. newBlendIndices[i] = index;
  794. }
  795. else
  796. newBlendIndices[i] = 0;
  797. }
  798. return true;
  799. }
  800. void DecalSet::CalculateUVs(Decal& decal, const Matrix3x4& view, const Matrix4& projection, const Vector2& topLeftUV,
  801. const Vector2& bottomRightUV)
  802. {
  803. Matrix4 viewProj = projection * view;
  804. for (PODVector<DecalVertex>::Iterator i = decal.vertices_.Begin(); i != decal.vertices_.End(); ++i)
  805. {
  806. Vector3 projected = viewProj * i->position_;
  807. i->texCoord_ = Vector2(
  808. Lerp(topLeftUV.x_, bottomRightUV.x_, projected.x_ * 0.5f + 0.5f),
  809. Lerp(bottomRightUV.y_, topLeftUV.y_, projected.y_ * 0.5f + 0.5f)
  810. );
  811. }
  812. }
  813. void DecalSet::TransformVertices(Decal& decal, const Matrix3x4& transform)
  814. {
  815. for (PODVector<DecalVertex>::Iterator i = decal.vertices_.Begin(); i != decal.vertices_.End(); ++i)
  816. {
  817. i->position_ = transform * i->position_;
  818. i->normal_ = (transform * i->normal_).Normalized();
  819. }
  820. }
  821. List<Decal>::Iterator DecalSet::RemoveDecal(List<Decal>::Iterator i)
  822. {
  823. numVertices_ -= i->vertices_.Size();
  824. numIndices_ -= i->indices_.Size();
  825. MarkDecalsDirty();
  826. return decals_.Erase(i);
  827. }
  828. void DecalSet::MarkDecalsDirty()
  829. {
  830. if (!boundingBoxDirty_)
  831. {
  832. boundingBoxDirty_ = true;
  833. OnMarkedDirty(node_);
  834. }
  835. bufferDirty_ = true;
  836. }
  837. void DecalSet::CalculateBoundingBox()
  838. {
  839. boundingBox_.Clear();
  840. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  841. boundingBox_.Merge(i->boundingBox_);
  842. boundingBoxDirty_ = false;
  843. }
  844. void DecalSet::UpdateBufferSize()
  845. {
  846. vertexBuffer_->SetSize(maxVertices_, skinned_ ? SKINNED_ELEMENT_MASK : STATIC_ELEMENT_MASK);
  847. indexBuffer_->SetSize(maxIndices_, false);
  848. geometry_->SetVertexBuffer(0, vertexBuffer_);
  849. bufferDirty_ = true;
  850. bufferSizeDirty_ = false;
  851. }
  852. void DecalSet::UpdateBuffers()
  853. {
  854. geometry_->SetDrawRange(TRIANGLE_LIST, 0, numIndices_, 0, numVertices_);
  855. float* vertices = (float*)vertexBuffer_->Lock(0, numVertices_);
  856. unsigned short* indices = (unsigned short*)indexBuffer_->Lock(0, numIndices_);
  857. unsigned short indexStart = 0;
  858. if (vertices && indices)
  859. {
  860. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  861. {
  862. for (unsigned j = 0; j < i->vertices_.Size(); ++j)
  863. {
  864. const DecalVertex& vertex = i->vertices_[j];
  865. *vertices++ = vertex.position_.x_;
  866. *vertices++ = vertex.position_.y_;
  867. *vertices++ = vertex.position_.z_;
  868. *vertices++ = vertex.normal_.x_;
  869. *vertices++ = vertex.normal_.y_;
  870. *vertices++ = vertex.normal_.z_;
  871. *vertices++ = vertex.texCoord_.x_;
  872. *vertices++ = vertex.texCoord_.y_;
  873. *vertices++ = vertex.tangent_.x_;
  874. *vertices++ = vertex.tangent_.y_;
  875. *vertices++ = vertex.tangent_.z_;
  876. *vertices++ = vertex.tangent_.w_;
  877. if (skinned_)
  878. {
  879. *vertices++ = vertex.blendWeights_[0];
  880. *vertices++ = vertex.blendWeights_[1];
  881. *vertices++ = vertex.blendWeights_[2];
  882. *vertices++ = vertex.blendWeights_[3];
  883. *vertices++ = *((float*)vertex.blendIndices_);
  884. }
  885. }
  886. for (unsigned j = 0; j < i->indices_.Size(); ++j)
  887. *indices++ = i->indices_[j] + indexStart;
  888. indexStart += i->vertices_.Size();
  889. }
  890. }
  891. vertexBuffer_->Unlock();
  892. vertexBuffer_->ClearDataLost();
  893. indexBuffer_->Unlock();
  894. indexBuffer_->ClearDataLost();
  895. bufferDirty_ = false;
  896. }
  897. void DecalSet::UpdateSkinning()
  898. {
  899. // Use model's world transform in case a bone is missing
  900. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  901. for (unsigned i = 0; i < bones_.Size(); ++i)
  902. {
  903. const Bone& bone = bones_[i];
  904. if (bone.node_)
  905. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  906. else
  907. skinMatrices_[i] = worldTransform;
  908. }
  909. skinningDirty_ = false;
  910. }
  911. void DecalSet::UpdateBatch()
  912. {
  913. if (skinMatrices_.Size())
  914. {
  915. batches_[0].geometryType_ = GEOM_SKINNED;
  916. batches_[0].shaderData_ = skinMatrices_[0].Data();
  917. batches_[0].shaderDataSize_ = skinMatrices_.Size() * 12;
  918. }
  919. else
  920. {
  921. batches_[0].geometryType_ = GEOM_STATIC;
  922. batches_[0].shaderData_ = 0;
  923. batches_[0].shaderDataSize_ = 0;
  924. }
  925. }
  926. void DecalSet::AssignBoneNodes()
  927. {
  928. assignBonesPending_ = false;
  929. if (!node_)
  930. return;
  931. // Find the bone nodes from the node hierarchy and add listeners
  932. for (Vector<Bone>::Iterator i = bones_.Begin(); i != bones_.End(); ++i)
  933. {
  934. Node* boneNode = node_->GetChild(i->name_, true);
  935. if (boneNode)
  936. boneNode->AddListener(this);
  937. i->node_ = boneNode;
  938. }
  939. }
  940. void DecalSet::UpdateEventSubscription(bool checkAllDecals)
  941. {
  942. Scene* scene = GetScene();
  943. if (!scene)
  944. return;
  945. bool enabled = IsEnabledEffective();
  946. if (enabled && checkAllDecals)
  947. {
  948. bool hasTimeLimitedDecals = false;
  949. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  950. {
  951. if (i->timeToLive_ > 0.0f)
  952. {
  953. hasTimeLimitedDecals = true;
  954. break;
  955. }
  956. }
  957. // If no time limited decals, no need to subscribe to scene update
  958. enabled = hasTimeLimitedDecals;
  959. }
  960. if (enabled && !subscribed_)
  961. {
  962. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(DecalSet, HandleScenePostUpdate));
  963. subscribed_ = true;
  964. }
  965. else if (!enabled && subscribed_)
  966. {
  967. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  968. subscribed_ = false;
  969. }
  970. }
  971. void DecalSet::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  972. {
  973. using namespace ScenePostUpdate;
  974. float timeStep = eventData[P_TIMESTEP].GetFloat();
  975. for (List<Decal>::Iterator i = decals_.Begin(); i != decals_.End();)
  976. {
  977. i->timer_ += timeStep;
  978. // Remove the decal if time to live expired
  979. if (i->timeToLive_ > 0.0f && i->timer_ > i->timeToLive_)
  980. i = RemoveDecal(i);
  981. else
  982. ++i;
  983. }
  984. }
  985. }