DecalSet.cpp 39 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165
  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. static const unsigned MIN_VERTICES = 4;
  46. static const unsigned MIN_INDICES = 6;
  47. static const unsigned MAX_VERTICES = 65536;
  48. static const unsigned DEFAULT_MAX_VERTICES = 512;
  49. static const unsigned DEFAULT_MAX_INDICES = 1024;
  50. static const unsigned STATIC_ELEMENT_MASK = MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT;
  51. static const unsigned SKINNED_ELEMENT_MASK = MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT | MASK_BLENDWEIGHTS |
  52. MASK_BLENDINDICES;
  53. static DecalVertex ClipEdge(const DecalVertex& v0, const DecalVertex& v1, float d0, float d1, bool skinned)
  54. {
  55. DecalVertex ret;
  56. float t = d0 / (d0 - d1);
  57. ret.position_ = v0.position_ + t * (v1.position_ - v0.position_);
  58. ret.normal_ = v0.normal_ + t * (v1.normal_ - v0.normal_);
  59. if (skinned)
  60. {
  61. if (*((unsigned*)v0.blendIndices_) != *((unsigned*)v1.blendIndices_))
  62. {
  63. // Blend weights and indices: if indices are different, choose the vertex nearer to the split plane
  64. const DecalVertex& src = Abs(d0) < Abs(d1) ? v0 : v1;
  65. for (unsigned i = 0; i < 4; ++i)
  66. {
  67. ret.blendWeights_[i] = src.blendWeights_[i];
  68. ret.blendIndices_[i] = src.blendIndices_[i];
  69. }
  70. }
  71. else
  72. {
  73. // If indices are same, can interpolate the weights
  74. for (unsigned i = 0; i < 4; ++i)
  75. {
  76. ret.blendWeights_[i] = v0.blendWeights_[i] + t * (v1.blendWeights_[i] - v0.blendWeights_[i]);
  77. ret.blendIndices_[i] = v0.blendIndices_[i];
  78. }
  79. }
  80. }
  81. return ret;
  82. }
  83. static void ClipPolygon(PODVector<DecalVertex>& dest, const PODVector<DecalVertex>& src, const Plane& plane, bool skinned)
  84. {
  85. unsigned last;
  86. float lastDistance = 0.0f;
  87. dest.Clear();
  88. if (src.Empty())
  89. return;
  90. for (unsigned i = 0; i < src.Size(); ++i)
  91. {
  92. float distance = plane.Distance(src[i].position_);
  93. if (distance >= 0.0f)
  94. {
  95. if (lastDistance < 0.0f)
  96. dest.Push(ClipEdge(src[last], src[i], lastDistance, distance, skinned));
  97. dest.Push(src[i]);
  98. }
  99. else
  100. {
  101. if (lastDistance >= 0.0f && i != 0)
  102. dest.Push(ClipEdge(src[last], src[i], lastDistance, distance, skinned));
  103. }
  104. last = i;
  105. lastDistance = distance;
  106. }
  107. // Recheck the distances of the last and first vertices and add the final clipped vertex if applicable
  108. float distance = plane.Distance(src[0].position_);
  109. if ((lastDistance < 0.0f && distance >= 0.0f) || (lastDistance >= 0.0f && distance < 0.0f))
  110. dest.Push(ClipEdge(src[last], src[0], lastDistance, distance, skinned));
  111. }
  112. void Decal::AddVertex(const DecalVertex& vertex)
  113. {
  114. for (unsigned i = 0; i < vertices_.Size(); ++i)
  115. {
  116. if (vertex.position_.Equals(vertices_[i].position_) && vertex.normal_.Equals(vertices_[i].normal_))
  117. {
  118. indices_.Push(i);
  119. return;
  120. }
  121. }
  122. unsigned short newIndex = vertices_.Size();
  123. vertices_.Push(vertex);
  124. indices_.Push(newIndex);
  125. }
  126. void Decal::CalculateBoundingBox()
  127. {
  128. boundingBox_.Clear();
  129. for (unsigned i = 0; i < vertices_.Size(); ++i)
  130. boundingBox_.Merge(vertices_[i].position_);
  131. }
  132. OBJECTTYPESTATIC(DecalSet);
  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->RegisterComponentFactory<DecalSet>(EFFECT_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_VARIANTVECTOR, "Decals", GetDecalsAttr, SetDecalsAttr, VariantVector, Variant::emptyVariantVector, 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(VariantVector value)
  429. {
  430. unsigned index = 0;
  431. Scene* scene = GetScene();
  432. RemoveAllDecals();
  433. skinned_ = value[index++].GetBool();
  434. unsigned numDecals = value[index++].GetInt();
  435. while (numDecals--)
  436. {
  437. decals_.Resize(decals_.Size() + 1);
  438. Decal& newDecal = decals_.Back();
  439. newDecal.timer_ = value[index++].GetFloat();
  440. newDecal.timeToLive_ = value[index++].GetFloat();
  441. newDecal.vertices_.Resize(value[index++].GetInt());
  442. newDecal.indices_.Resize(value[index++].GetInt());
  443. MemoryBuffer geometry(value[index++].GetBuffer());
  444. for (PODVector<DecalVertex>::Iterator i = newDecal.vertices_.Begin(); i != newDecal.vertices_.End(); ++i)
  445. {
  446. i->position_ = geometry.ReadVector3();
  447. i->normal_ = geometry.ReadVector3();
  448. i->texCoord_ = geometry.ReadVector2();
  449. i->tangent_ = geometry.ReadVector4();
  450. if (skinned_)
  451. {
  452. for (unsigned j = 0; j < 4; ++j)
  453. i->blendWeights_[j] = geometry.ReadFloat();
  454. for (unsigned j = 0; j < 4; ++j)
  455. i->blendIndices_[j] = geometry.ReadUByte();
  456. }
  457. }
  458. for (PODVector<unsigned short>::Iterator i = newDecal.indices_.Begin(); i != newDecal.indices_.End(); ++i)
  459. *i = geometry.ReadUShort();
  460. newDecal.CalculateBoundingBox();
  461. numVertices_ += newDecal.vertices_.Size();
  462. numIndices_ += newDecal.indices_.Size();
  463. }
  464. if (skinned_)
  465. {
  466. unsigned numBones = value[index++].GetInt();
  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_ = value[index++].GetString();
  473. MemoryBuffer boneData(value[index++].GetBuffer());
  474. newBone.collisionMask_ = boneData.ReadUByte();
  475. if (newBone.collisionMask_ & BONECOLLISION_SPHERE)
  476. newBone.radius_ = boneData.ReadFloat();
  477. if (newBone.collisionMask_ & BONECOLLISION_BOX)
  478. newBone.boundingBox_ = boneData.ReadBoundingBox();
  479. boneData.Read(&newBone.offsetMatrix_.m00_, sizeof(Matrix3x4));
  480. }
  481. assignBonesPending_ = true;
  482. skinningDirty_ = true;
  483. }
  484. UpdateEventSubscription(true);
  485. UpdateBatch();
  486. MarkDecalsDirty();
  487. bufferSizeDirty_ = true;
  488. }
  489. ResourceRef DecalSet::GetMaterialAttr() const
  490. {
  491. return GetResourceRef(batches_[0].material_, Material::GetTypeStatic());
  492. }
  493. VariantVector DecalSet::GetDecalsAttr() const
  494. {
  495. VariantVector ret;
  496. ret.Push(skinned_);
  497. ret.Push(decals_.Size());
  498. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  499. {
  500. ret.Push(i->timer_);
  501. ret.Push(i->timeToLive_);
  502. ret.Push(i->vertices_.Size());
  503. ret.Push(i->indices_.Size());
  504. VectorBuffer geometry;
  505. for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
  506. {
  507. geometry.WriteVector3(j->position_);
  508. geometry.WriteVector3(j->normal_);
  509. geometry.WriteVector2(j->texCoord_);
  510. geometry.WriteVector4(j->tangent_);
  511. if (skinned_)
  512. {
  513. for (unsigned k = 0; k < 4; ++k)
  514. geometry.WriteFloat(j->blendWeights_[k]);
  515. for (unsigned k = 0; k < 4; ++k)
  516. geometry.WriteUByte(j->blendIndices_[k]);
  517. }
  518. }
  519. for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
  520. geometry.WriteUShort(*j);
  521. ret.Push(geometry.GetBuffer());
  522. }
  523. if (skinned_)
  524. {
  525. ret.Push(bones_.Size());
  526. for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
  527. {
  528. ret.Push(i->name_);
  529. VectorBuffer boneData;
  530. boneData.WriteUByte(i->collisionMask_);
  531. if (i->collisionMask_ & BONECOLLISION_SPHERE)
  532. boneData.WriteFloat(i->radius_);
  533. if (i->collisionMask_ & BONECOLLISION_BOX)
  534. boneData.WriteBoundingBox(i->boundingBox_);
  535. boneData.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
  536. ret.Push(boneData.GetBuffer());
  537. }
  538. }
  539. return ret;
  540. }
  541. void DecalSet::OnMarkedDirty(Node* node)
  542. {
  543. Drawable::OnMarkedDirty(node);
  544. if (skinned_)
  545. {
  546. // If the scene node or any of the bone nodes move, mark skinning dirty
  547. skinningDirty_ = true;
  548. }
  549. }
  550. void DecalSet::OnWorldBoundingBoxUpdate()
  551. {
  552. if (!skinned_)
  553. {
  554. if (boundingBoxDirty_)
  555. CalculateBoundingBox();
  556. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  557. }
  558. else
  559. {
  560. // When using skinning, update world bounding box based on the bones
  561. worldBoundingBox_.defined_ = false;
  562. for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
  563. {
  564. Node* boneNode = i->node_;
  565. if (!boneNode)
  566. continue;
  567. // Use hitbox if available. If not, use only half of the sphere radius
  568. if (i->collisionMask_ & BONECOLLISION_BOX)
  569. worldBoundingBox_.Merge(i->boundingBox_.Transformed(boneNode->GetWorldTransform()));
  570. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  571. worldBoundingBox_.Merge(Sphere(boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  572. }
  573. }
  574. }
  575. void DecalSet::GetFaces(Vector<PODVector<DecalVertex> >& faces, Drawable* target, unsigned batchIndex, const Frustum& frustum,
  576. const Vector3& decalNormal, float normalCutoff)
  577. {
  578. // Try to use the most accurate LOD level if possible
  579. Geometry* geometry = target->GetLodGeometry(batchIndex, 0);
  580. if (!geometry || geometry->GetPrimitiveType() != TRIANGLE_LIST)
  581. return;
  582. const unsigned char* positionData = 0;
  583. const unsigned char* normalData = 0;
  584. const unsigned char* skinningData = 0;
  585. const unsigned char* indexData = 0;
  586. unsigned positionStride = 0;
  587. unsigned normalStride = 0;
  588. unsigned skinningStride = 0;
  589. unsigned indexStride = 0;
  590. IndexBuffer* ib = geometry->GetIndexBuffer();
  591. if (ib)
  592. {
  593. indexData = ib->GetShadowData();
  594. indexStride = ib->GetIndexSize();
  595. }
  596. // For morphed models positions, normals and skinning may be in different buffers
  597. for (unsigned i = 0; i < geometry->GetNumVertexBuffers(); ++i)
  598. {
  599. VertexBuffer* vb = geometry->GetVertexBuffer(i);
  600. if (!vb)
  601. continue;
  602. unsigned elementMask = geometry->GetVertexElementMask(i);
  603. unsigned char* data = vb->GetShadowData();
  604. if (!data)
  605. continue;
  606. if (elementMask & MASK_POSITION)
  607. {
  608. positionData = data;
  609. positionStride = vb->GetVertexSize();
  610. }
  611. if (elementMask & MASK_NORMAL)
  612. {
  613. normalData = data + vb->GetElementOffset(ELEMENT_NORMAL);
  614. normalStride = vb->GetVertexSize();
  615. }
  616. if (elementMask & MASK_BLENDWEIGHTS)
  617. {
  618. skinningData = data + vb->GetElementOffset(ELEMENT_BLENDWEIGHTS);
  619. skinningStride = vb->GetVertexSize();
  620. }
  621. }
  622. // Positions and indices are needed
  623. if (!positionData)
  624. {
  625. // As a fallback, try to get the geometry's raw vertex/index data
  626. unsigned elementMask;
  627. geometry->GetRawData(positionData, positionStride, indexData, indexStride, elementMask);
  628. if (!positionData)
  629. {
  630. LOGWARNING("Can not add decal, target drawable has no CPU-side geometry data");
  631. return;
  632. }
  633. }
  634. if (indexData)
  635. {
  636. unsigned indexStart = geometry->GetIndexStart();
  637. unsigned indexCount = geometry->GetIndexCount();
  638. // 16-bit indices
  639. if (indexStride == sizeof(unsigned short))
  640. {
  641. const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
  642. const unsigned short* indicesEnd = indices + indexCount;
  643. while (indices < indicesEnd)
  644. {
  645. GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
  646. positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
  647. indices += 3;
  648. }
  649. }
  650. else
  651. // 32-bit indices
  652. {
  653. const unsigned* indices = ((const unsigned*)indexData) + indexStart;
  654. const unsigned* indicesEnd = indices + indexCount;
  655. while (indices < indicesEnd)
  656. {
  657. GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
  658. positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
  659. indices += 3;
  660. }
  661. }
  662. }
  663. else
  664. {
  665. // Non-indexed geometry
  666. unsigned indices = geometry->GetVertexStart();
  667. unsigned indicesEnd = indices + geometry->GetVertexCount();
  668. while (indices + 2 < indicesEnd)
  669. {
  670. GetFace(faces, target, batchIndex, indices, indices + 1, indices + 2, positionData, normalData, skinningData,
  671. positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
  672. indices += 3;
  673. }
  674. }
  675. }
  676. void DecalSet::GetFace(Vector<PODVector<DecalVertex> >& faces, Drawable* target, unsigned batchIndex, unsigned i0, unsigned i1,
  677. unsigned i2, const unsigned char* positionData, const unsigned char* normalData, const unsigned char* skinningData,
  678. unsigned positionStride, unsigned normalStride, unsigned skinningStride, const Frustum& frustum, const Vector3& decalNormal,
  679. float normalCutoff)
  680. {
  681. bool hasNormals = normalData != 0;
  682. bool hasSkinning = skinned_ && skinningData != 0;
  683. const Vector3& v0 = *((const Vector3*)(&positionData[i0 * positionStride]));
  684. const Vector3& v1 = *((const Vector3*)(&positionData[i1 * positionStride]));
  685. const Vector3& v2 = *((const Vector3*)(&positionData[i2 * positionStride]));
  686. // Calculate unsmoothed face normals if no normal data
  687. Vector3 faceNormal = Vector3::ZERO;
  688. if (!hasNormals)
  689. {
  690. Vector3 dist1 = v1 - v0;
  691. Vector3 dist2 = v2 - v0;
  692. faceNormal = (dist1.CrossProduct(dist2)).Normalized();
  693. }
  694. const Vector3& n0 = hasNormals ? *((const Vector3*)(&normalData[i0 * normalStride])) : faceNormal;
  695. const Vector3& n1 = hasNormals ? *((const Vector3*)(&normalData[i1 * normalStride])) : faceNormal;
  696. const Vector3& n2 = hasNormals ? *((const Vector3*)(&normalData[i2 * normalStride])) : faceNormal;
  697. const unsigned char* s0 = hasSkinning ? &skinningData[i0 * skinningStride] : (const unsigned char*)0;
  698. const unsigned char* s1 = hasSkinning ? &skinningData[i1 * skinningStride] : (const unsigned char*)0;
  699. const unsigned char* s2 = hasSkinning ? &skinningData[i2 * skinningStride] : (const unsigned char*)0;
  700. // Check if face is too much away from the decal normal
  701. if (decalNormal.DotProduct((n0 + n1 + n2) / 3.0f) < normalCutoff)
  702. return;
  703. // Check if face is culled completely by any of the planes
  704. for (unsigned i = PLANE_FAR; i < NUM_FRUSTUM_PLANES; --i)
  705. {
  706. const Plane& plane = frustum.planes_[i];
  707. if (plane.Distance(v0) < 0.0f && plane.Distance(v1) < 0.0f && plane.Distance(v2) < 0.0f)
  708. return;
  709. }
  710. faces.Resize(faces.Size() + 1);
  711. PODVector<DecalVertex>& face = faces.Back();
  712. if (!hasSkinning)
  713. {
  714. face.Reserve(3);
  715. face.Push(DecalVertex(v0, n0));
  716. face.Push(DecalVertex(v1, n1));
  717. face.Push(DecalVertex(v2, n2));
  718. }
  719. else
  720. {
  721. const float* bw0 = (const float*)s0;
  722. const float* bw1 = (const float*)s1;
  723. const float* bw2 = (const float*)s2;
  724. const unsigned char* bi0 = s0 + sizeof(float) * 4;
  725. const unsigned char* bi1 = s1 + sizeof(float) * 4;
  726. const unsigned char* bi2 = s2 + sizeof(float) * 4;
  727. unsigned char nbi0[4];
  728. unsigned char nbi1[4];
  729. unsigned char nbi2[4];
  730. // Make sure all bones are found and that there is room in the skinning matrices
  731. if (!GetBones(target, batchIndex, bw0, bi0, nbi0) || !GetBones(target, batchIndex, bw1, bi1, nbi1) ||
  732. !GetBones(target, batchIndex, bw2, bi2, nbi2))
  733. return;
  734. face.Reserve(3);
  735. face.Push(DecalVertex(v0, n0, bw0, nbi0));
  736. face.Push(DecalVertex(v1, n1, bw1, nbi1));
  737. face.Push(DecalVertex(v2, n2, bw2, nbi2));
  738. }
  739. }
  740. bool DecalSet::GetBones(Drawable* target, unsigned batchIndex, const float* blendWeights, const unsigned char* blendIndices,
  741. unsigned char* newBlendIndices)
  742. {
  743. AnimatedModel* animatedModel = dynamic_cast<AnimatedModel*>(target);
  744. if (!animatedModel)
  745. return false;
  746. // Check whether target is using global or per-geometry skinning
  747. const Vector<PODVector<Matrix3x4> >& geometrySkinMatrices = animatedModel->GetGeometrySkinMatrices();
  748. const Vector<PODVector<unsigned> >& geometryBoneMappings = animatedModel->GetGeometryBoneMappings();
  749. for (unsigned i = 0; i < 4; ++i)
  750. {
  751. if (blendWeights[i] > 0.0f)
  752. {
  753. Bone* bone = 0;
  754. if (geometrySkinMatrices.Empty())
  755. bone = animatedModel->GetSkeleton().GetBone(blendIndices[i]);
  756. else if (blendIndices[i] < geometryBoneMappings[batchIndex].Size())
  757. bone = animatedModel->GetSkeleton().GetBone(geometryBoneMappings[batchIndex][blendIndices[i]]);
  758. if (!bone)
  759. {
  760. LOGWARNING("Out of range bone index for skinned decal");
  761. return false;
  762. }
  763. bool found = false;
  764. unsigned index;
  765. for (index = 0; index < bones_.Size(); ++index)
  766. {
  767. if (bones_[index].node_ == bone->node_)
  768. {
  769. // Check also that the offset matrix matches, in case we for example have a separate attachment AnimatedModel
  770. // with a different bind pose
  771. if (bones_[index].offsetMatrix_.Equals(bone->offsetMatrix_))
  772. {
  773. found = true;
  774. break;
  775. }
  776. }
  777. }
  778. if (!found)
  779. {
  780. if (bones_.Size() >= MAX_SKIN_MATRICES)
  781. {
  782. LOGWARNING("Maximum skinned decal bone count reached");
  783. return false;
  784. }
  785. else
  786. {
  787. // Copy the bone from the model to the decal
  788. index = bones_.Size();
  789. bones_.Resize(bones_.Size() + 1);
  790. bones_[index] = *bone;
  791. skinMatrices_.Resize(skinMatrices_.Size() + 1);
  792. skinningDirty_ = true;
  793. // Start listening to bone transform changes to update skinning, update amount of shader data in the batch
  794. bone->node_->AddListener(this);
  795. UpdateBatch();
  796. }
  797. }
  798. newBlendIndices[i] = index;
  799. }
  800. else
  801. newBlendIndices[i] = 0;
  802. }
  803. return true;
  804. }
  805. void DecalSet::CalculateUVs(Decal& decal, const Matrix3x4& view, const Matrix4& projection, const Vector2& topLeftUV,
  806. const Vector2& bottomRightUV)
  807. {
  808. Matrix4 viewProj = projection * view;
  809. for (PODVector<DecalVertex>::Iterator i = decal.vertices_.Begin(); i != decal.vertices_.End(); ++i)
  810. {
  811. Vector3 projected = viewProj * i->position_;
  812. i->texCoord_ = Vector2(
  813. Lerp(topLeftUV.x_, bottomRightUV.x_, projected.x_ * 0.5f + 0.5f),
  814. Lerp(bottomRightUV.y_, topLeftUV.y_, projected.y_ * 0.5f + 0.5f)
  815. );
  816. }
  817. }
  818. void DecalSet::TransformVertices(Decal& decal, const Matrix3x4& transform)
  819. {
  820. for (PODVector<DecalVertex>::Iterator i = decal.vertices_.Begin(); i != decal.vertices_.End(); ++i)
  821. {
  822. i->position_ = transform * i->position_;
  823. i->normal_ = (transform * i->normal_).Normalized();
  824. }
  825. }
  826. List<Decal>::Iterator DecalSet::RemoveDecal(List<Decal>::Iterator i)
  827. {
  828. numVertices_ -= i->vertices_.Size();
  829. numIndices_ -= i->indices_.Size();
  830. MarkDecalsDirty();
  831. return decals_.Erase(i);
  832. }
  833. void DecalSet::MarkDecalsDirty()
  834. {
  835. if (!boundingBoxDirty_)
  836. {
  837. boundingBoxDirty_ = true;
  838. OnMarkedDirty(node_);
  839. }
  840. bufferDirty_ = true;
  841. }
  842. void DecalSet::CalculateBoundingBox()
  843. {
  844. boundingBox_.Clear();
  845. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  846. boundingBox_.Merge(i->boundingBox_);
  847. boundingBoxDirty_ = false;
  848. }
  849. void DecalSet::UpdateBufferSize()
  850. {
  851. vertexBuffer_->SetSize(maxVertices_, skinned_ ? SKINNED_ELEMENT_MASK : STATIC_ELEMENT_MASK);
  852. indexBuffer_->SetSize(maxIndices_, false);
  853. geometry_->SetVertexBuffer(0, vertexBuffer_);
  854. bufferDirty_ = true;
  855. bufferSizeDirty_ = false;
  856. }
  857. void DecalSet::UpdateBuffers()
  858. {
  859. geometry_->SetDrawRange(TRIANGLE_LIST, 0, numIndices_, 0, numVertices_);
  860. float* vertices = (float*)vertexBuffer_->Lock(0, numVertices_);
  861. unsigned short* indices = (unsigned short*)indexBuffer_->Lock(0, numIndices_);
  862. unsigned short indexStart = 0;
  863. if (vertices && indices)
  864. {
  865. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  866. {
  867. for (unsigned j = 0; j < i->vertices_.Size(); ++j)
  868. {
  869. const DecalVertex& vertex = i->vertices_[j];
  870. *vertices++ = vertex.position_.x_;
  871. *vertices++ = vertex.position_.y_;
  872. *vertices++ = vertex.position_.z_;
  873. *vertices++ = vertex.normal_.x_;
  874. *vertices++ = vertex.normal_.y_;
  875. *vertices++ = vertex.normal_.z_;
  876. *vertices++ = vertex.texCoord_.x_;
  877. *vertices++ = vertex.texCoord_.y_;
  878. *vertices++ = vertex.tangent_.x_;
  879. *vertices++ = vertex.tangent_.y_;
  880. *vertices++ = vertex.tangent_.z_;
  881. *vertices++ = vertex.tangent_.w_;
  882. if (skinned_)
  883. {
  884. *vertices++ = vertex.blendWeights_[0];
  885. *vertices++ = vertex.blendWeights_[1];
  886. *vertices++ = vertex.blendWeights_[2];
  887. *vertices++ = vertex.blendWeights_[3];
  888. *vertices++ = *((float*)vertex.blendIndices_);
  889. }
  890. }
  891. for (unsigned j = 0; j < i->indices_.Size(); ++j)
  892. *indices++ = i->indices_[j] + indexStart;
  893. indexStart += i->vertices_.Size();
  894. }
  895. }
  896. vertexBuffer_->Unlock();
  897. vertexBuffer_->ClearDataLost();
  898. indexBuffer_->Unlock();
  899. indexBuffer_->ClearDataLost();
  900. bufferDirty_ = false;
  901. }
  902. void DecalSet::UpdateSkinning()
  903. {
  904. // Use model's world transform in case a bone is missing
  905. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  906. for (unsigned i = 0; i < bones_.Size(); ++i)
  907. {
  908. const Bone& bone = bones_[i];
  909. if (bone.node_)
  910. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  911. else
  912. skinMatrices_[i] = worldTransform;
  913. }
  914. skinningDirty_ = false;
  915. }
  916. void DecalSet::UpdateBatch()
  917. {
  918. if (skinMatrices_.Size())
  919. {
  920. batches_[0].geometryType_ = GEOM_SKINNED;
  921. batches_[0].shaderData_ = skinMatrices_[0].Data();
  922. batches_[0].shaderDataSize_ = skinMatrices_.Size() * 12;
  923. }
  924. else
  925. {
  926. batches_[0].geometryType_ = GEOM_STATIC;
  927. batches_[0].shaderData_ = 0;
  928. batches_[0].shaderDataSize_ = 0;
  929. }
  930. }
  931. void DecalSet::AssignBoneNodes()
  932. {
  933. assignBonesPending_ = false;
  934. if (!node_)
  935. return;
  936. // Find the bone nodes from the node hierarchy and add listeners
  937. for (Vector<Bone>::Iterator i = bones_.Begin(); i != bones_.End(); ++i)
  938. {
  939. Node* boneNode = node_->GetChild(i->name_, true);
  940. if (boneNode)
  941. boneNode->AddListener(this);
  942. i->node_ = boneNode;
  943. }
  944. }
  945. void DecalSet::UpdateEventSubscription(bool checkAllDecals)
  946. {
  947. Scene* scene = GetScene();
  948. if (!scene)
  949. return;
  950. bool enabled = IsEnabledEffective();
  951. if (enabled && checkAllDecals)
  952. {
  953. bool hasTimeLimitedDecals = false;
  954. for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
  955. {
  956. if (i->timeToLive_ > 0.0f)
  957. {
  958. hasTimeLimitedDecals = true;
  959. break;
  960. }
  961. }
  962. // If no time limited decals, no need to subscribe to scene update
  963. enabled = hasTimeLimitedDecals;
  964. }
  965. if (enabled && !subscribed_)
  966. {
  967. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(DecalSet, HandleScenePostUpdate));
  968. subscribed_ = true;
  969. }
  970. else if (!enabled && subscribed_)
  971. {
  972. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  973. subscribed_ = false;
  974. }
  975. }
  976. void DecalSet::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  977. {
  978. using namespace ScenePostUpdate;
  979. float timeStep = eventData[P_TIMESTEP].GetFloat();
  980. for (List<Decal>::Iterator i = decals_.Begin(); i != decals_.End();)
  981. {
  982. i->timer_ += timeStep;
  983. // Remove the decal if time to live expired
  984. if (i->timeToLive_ > 0.0f && i->timer_ > i->timeToLive_)
  985. i = RemoveDecal(i);
  986. else
  987. ++i;
  988. }
  989. }
  990. }