mirror of https://github.com/axmolengine/axmol.git
859 lines
29 KiB
C++
859 lines
29 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "3d/Mesh.h"
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#include "3d/MeshSkin.h"
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#include "3d/Skeleton3D.h"
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#include "3d/MeshVertexIndexData.h"
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#include "3d/VertexAttribBinding.h"
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#include "2d/Light.h"
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#include "2d/Scene.h"
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#include "base/EventDispatcher.h"
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#include "base/Director.h"
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#include "base/Configuration.h"
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#include "renderer/TextureCache.h"
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#include "renderer/Material.h"
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#include "renderer/Technique.h"
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#include "renderer/Pass.h"
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#include "renderer/Renderer.h"
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#include "renderer/backend/Buffer.h"
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#include "renderer/backend/Program.h"
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#include "renderer/RenderConsts.h"
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#include "math/Mat4.h"
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using namespace std;
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namespace ax
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{
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// Helpers
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// sampler uniform names, only diffuse and normal texture are supported for now
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std::string s_uniformSamplerName[] = {
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"", // NTextureData::Usage::Unknown,
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"", // NTextureData::Usage::None
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"", // NTextureData::Usage::Diffuse
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"", // NTextureData::Usage::Emissive
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"", // NTextureData::Usage::Ambient
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"", // NTextureData::Usage::Specular
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"", // NTextureData::Usage::Shininess
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"u_normalTex", // NTextureData::Usage::Normal
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"", // NTextureData::Usage::Bump
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"", // NTextureData::Usage::Transparency
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"", // NTextureData::Usage::Reflection
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};
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// helpers
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void Mesh::resetLightUniformValues()
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{
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const auto& conf = Configuration::getInstance();
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constexpr int maxDirLight = AX_MAX_DIRECTIONAL_LIGHT;
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constexpr int maxPointLight = AX_MAX_POINT_LIGHT;
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constexpr int maxSpotLight = AX_MAX_SPOT_LIGHT;
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_dirLightUniformColorValues.assign(maxDirLight, Vec3::ZERO);
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_dirLightUniformDirValues.assign(maxDirLight, Vec3::ZERO);
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_pointLightUniformColorValues.assign(maxPointLight, Vec3::ZERO);
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_pointLightUniformPositionValues.assign(maxPointLight, Vec3::ZERO);
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_pointLightUniformRangeInverseValues.assign(maxPointLight, 0.0f);
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_spotLightUniformColorValues.assign(maxSpotLight, Vec3::ZERO);
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_spotLightUniformPositionValues.assign(maxSpotLight, Vec3::ZERO);
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// TODO It's strange that init _spotLightUniformDirValues to zeros will cause no light effects on iPhone6 and
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// iPhone6s, but works well on iPhoneX fix no light effects on iPhone6 and iPhone6s
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_spotLightUniformDirValues.assign(maxSpotLight, Vec3(FLT_EPSILON, 0.0f, 0.0f));
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_spotLightUniformInnerAngleCosValues.assign(maxSpotLight, 1.0f);
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_spotLightUniformOuterAngleCosValues.assign(maxSpotLight, 0.0f);
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_spotLightUniformRangeInverseValues.assign(maxSpotLight, 0.0f);
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}
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Mesh::Mesh()
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: _skin(nullptr)
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, _visible(true)
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, _instancing(false)
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, _instanceTransformBuffer(nullptr)
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, _instanceTransformBufferDirty(false)
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, _instanceCount(0)
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, _dynamicInstancing(false)
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, _instanceMatrixCache(nullptr)
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, meshIndexFormat(CustomCommand::IndexFormat::U_SHORT)
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, _meshIndexData(nullptr)
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, _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED)
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, _blendDirty(true)
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, _material(nullptr)
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, _texFile("")
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{}
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Mesh::~Mesh()
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{
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for (auto&& tex : _textures)
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AX_SAFE_RELEASE(tex.second);
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for (auto&& ins : _instances)
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AX_SAFE_RELEASE(ins);
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AX_SAFE_RELEASE(_skin);
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AX_SAFE_RELEASE(_meshIndexData);
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AX_SAFE_RELEASE(_material);
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AX_SAFE_RELEASE(_instanceTransformBuffer);
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AX_SAFE_DELETE_ARRAY(_instanceMatrixCache);
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}
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void Mesh::enableInstancing(bool instance, int count)
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{
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_instancing = instance;
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_instanceCount = count;
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}
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void Mesh::setInstanceCount(int count) {
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AXASSERT(_instancing, "Instancing should be enabled on this mesh.");
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_instanceCount = count;
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}
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void Mesh::addInstanceChild(Node* child)
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{
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AX_SAFE_RETAIN(child);
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_instances.push_back(child);
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_instanceTransformDirty = true;
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if (_instances.size() > _instanceCount)
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{
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_instanceCount *= 2;
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_instanceTransformBufferDirty = true;
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}
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}
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void Mesh::shrinkToFitInstances()
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{
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if (_instanceCount > _instances.size())
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{
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_instanceCount = _instances.size();
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_instanceTransformBufferDirty = true;
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}
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}
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void Mesh::rebuildInstances()
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{
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_instanceTransformDirty = true;
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}
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void Mesh::setDynamicInstancing(bool dynamic)
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{
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_dynamicInstancing = dynamic;
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}
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backend::Buffer* Mesh::getVertexBuffer() const
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{
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return _meshIndexData->getVertexBuffer();
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}
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bool Mesh::hasVertexAttrib(shaderinfos::VertexKey attrib) const
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{
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return _meshIndexData->getMeshVertexData()->hasVertexAttrib(attrib);
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}
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ssize_t Mesh::getMeshVertexAttribCount() const
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{
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return _meshIndexData->getMeshVertexData()->getMeshVertexAttribCount();
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}
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const MeshVertexAttrib& Mesh::getMeshVertexAttribute(int idx)
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{
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return _meshIndexData->getMeshVertexData()->getMeshVertexAttrib(idx);
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}
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int Mesh::getVertexSizeInBytes() const
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{
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return static_cast<int>(_meshIndexData->getMeshVertexData()->getSizePerVertex());
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}
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Mesh* Mesh::create(const std::vector<float>& positions,
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const std::vector<float>& normals,
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const std::vector<float>& texs,
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const IndexArray& indices)
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{
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int perVertexSizeInFloat = 0;
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std::vector<float> vertices;
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std::vector<MeshVertexAttrib> attribs;
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MeshVertexAttrib att;
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att.type = backend::VertexFormat::FLOAT3;
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attribs.reserve(3);
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size_t hasNormal = 0;
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size_t hasTexCoord = 0;
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if (!positions.empty())
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{
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perVertexSizeInFloat += 3;
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att.vertexAttrib = shaderinfos::VertexKey::VERTEX_ATTRIB_POSITION;
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attribs.emplace_back(att);
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}
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if (!normals.empty())
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{
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perVertexSizeInFloat += 3;
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att.vertexAttrib = shaderinfos::VertexKey::VERTEX_ATTRIB_NORMAL;
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attribs.emplace_back(att);
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hasNormal = 1;
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}
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if (!texs.empty())
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{
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perVertexSizeInFloat += 2;
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att.type = backend::VertexFormat::FLOAT2;
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att.vertexAttrib = shaderinfos::VertexKey::VERTEX_ATTRIB_TEX_COORD;
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attribs.emplace_back(att);
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hasTexCoord = 1;
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}
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// position, normal, texCoordinate into _vertexs
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size_t vertexNum = positions.size() / 3;
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vertices.reserve(positions.size() + hasNormal * 3 + hasTexCoord * 2);
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for (size_t i = 0; i < vertexNum; i++)
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{
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vertices.emplace_back(positions[i * 3]);
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vertices.emplace_back(positions[i * 3 + 1]);
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vertices.emplace_back(positions[i * 3 + 2]);
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if (hasNormal)
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{
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vertices.emplace_back(normals[i * 3]);
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vertices.emplace_back(normals[i * 3 + 1]);
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vertices.emplace_back(normals[i * 3 + 2]);
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}
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if (hasTexCoord)
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{
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vertices.emplace_back(texs[i * 2]);
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vertices.emplace_back(texs[i * 2 + 1]);
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}
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}
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return create(vertices, perVertexSizeInFloat, indices, attribs);
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}
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Mesh* Mesh::create(const std::vector<float>& vertices,
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int /*perVertexSizeInFloat*/,
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const IndexArray& indices,
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const std::vector<MeshVertexAttrib>& attribs)
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{
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MeshData meshdata;
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meshdata.attribs = attribs;
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meshdata.vertex = vertices;
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meshdata.subMeshIndices.emplace_back(indices);
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meshdata.subMeshIds.emplace_back("");
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auto meshvertexdata = MeshVertexData::create(meshdata, indices.format());
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auto indexData = meshvertexdata->getMeshIndexDataByIndex(0);
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auto mesh = create("", indexData);
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mesh->setIndexFormat(indices.format());
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return mesh;
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}
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Mesh* Mesh::create(std::string_view name, MeshIndexData* indexData, MeshSkin* skin)
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{
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auto state = new Mesh();
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state->autorelease();
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state->bindMeshCommand();
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state->_name = name;
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state->setMeshIndexData(indexData);
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state->setSkin(skin);
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return state;
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}
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void Mesh::setVisible(bool visible)
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{
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if (_visible != visible)
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{
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_visible = visible;
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if (_visibleChanged)
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_visibleChanged();
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}
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}
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bool Mesh::isVisible() const
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{
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return _visible;
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}
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void Mesh::setTexture(std::string_view texPath)
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{
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_texFile = texPath;
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auto tex = Director::getInstance()->getTextureCache()->addImage(texPath);
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setTexture(tex, NTextureData::Usage::Diffuse);
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}
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void Mesh::setTexture(Texture2D* tex)
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{
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setTexture(tex, NTextureData::Usage::Diffuse);
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}
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void Mesh::setTexture(Texture2D* tex, NTextureData::Usage usage, bool cacheFileName)
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{
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// Texture must be saved for future use
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// it doesn't matter if the material is already set or not
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// This functionality is added for compatibility issues
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if (tex == nullptr)
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tex = Director::getInstance()->getTextureCache()->getDummyTexture();
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AX_SAFE_RETAIN(tex);
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AX_SAFE_RELEASE(_textures[usage]);
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_textures[usage] = tex;
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if (usage == NTextureData::Usage::Diffuse)
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{
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if (_material)
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{
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auto technique = _material->_currentTechnique;
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for (auto&& pass : technique->_passes)
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{
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pass->setUniformTexture(0, tex->getBackendTexture());
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}
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}
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bindMeshCommand();
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if (cacheFileName)
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_texFile = tex->getPath();
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}
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else if (usage == NTextureData::Usage::Normal) // currently only diffuse and normal are supported
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{
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if (_material)
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{
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auto technique = _material->_currentTechnique;
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for (auto&& pass : technique->_passes)
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{
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pass->setUniformNormTexture(1, tex->getBackendTexture());
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}
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}
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}
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}
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void Mesh::setTexture(std::string_view texPath, NTextureData::Usage usage)
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{
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auto tex = Director::getInstance()->getTextureCache()->addImage(texPath);
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setTexture(tex, usage);
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}
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Texture2D* Mesh::getTexture() const
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{
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return _textures.at(NTextureData::Usage::Diffuse);
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}
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Texture2D* Mesh::getTexture(NTextureData::Usage usage)
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{
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return _textures[usage];
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}
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void Mesh::setMaterial(Material* material)
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{
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if (_material != material)
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{
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AX_SAFE_RELEASE(_material);
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_material = material;
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AX_SAFE_RETAIN(_material);
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}
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_meshCommands.clear();
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if (_material)
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{
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for (auto&& technique : _material->getTechniques())
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{
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// allocate MeshCommand vector for technique
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// allocate MeshCommand for each pass
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auto& list = _meshCommands[technique->getName()];
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list.resize(technique->getPasses().size());
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int i = 0;
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for (auto&& pass : technique->getPasses())
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{
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#ifdef _AX_DEBUG
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// make it crashed when missing attribute data
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if (_material->getTechnique()->getName().compare(technique->getName()) == 0)
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{
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auto program = pass->getProgramState()->getProgram();
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auto& attributes = program->getActiveAttributes();
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auto meshVertexData = _meshIndexData->getMeshVertexData();
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auto attributeCount = meshVertexData->getMeshVertexAttribCount();
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//AXASSERT(attributes.size() <= attributeCount, "missing attribute data");
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}
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#endif
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// TODO
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auto vertexAttribBinding = VertexAttribBinding::create(_meshIndexData, pass, &list[i]);
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pass->setVertexAttribBinding(vertexAttribBinding);
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i += 1;
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}
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}
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_meshIndexData->setPrimitiveType(material->getPrimitiveType());
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}
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// Was the texture set before the GLProgramState ? Set it
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for (auto&& tex : _textures)
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setTexture(tex.second, tex.first);
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if (_blendDirty)
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setBlendFunc(_blend);
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bindMeshCommand();
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}
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Material* Mesh::getMaterial() const
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{
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return _material;
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}
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void Mesh::draw(Renderer* renderer,
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float globalZOrder,
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const Mat4& transform,
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uint32_t flags,
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unsigned int lightMask,
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const Vec4& color,
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bool forceDepthWrite,
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bool wireframe)
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{
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if (!isVisible())
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return;
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bool isTransparent = (_material->isTransparent() || color.w < 1.f);
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float globalZ = isTransparent ? 0 : globalZOrder;
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if (isTransparent)
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flags |= Node::FLAGS_RENDER_AS_3D;
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if (_instancing && _instanceCount > 0)
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{
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if (!_instanceTransformBuffer || _instanceTransformBufferDirty)
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{
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AX_SAFE_RELEASE(_instanceTransformBuffer);
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AX_SAFE_DELETE_ARRAY(_instanceMatrixCache);
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_instanceTransformBuffer = backend::DriverBase::getInstance()->newBuffer(
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_instanceCount * 64, backend::BufferType::VERTEX, backend::BufferUsage::DYNAMIC);
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_instanceMatrixCache = new float[_instanceCount * 16];
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for (int i = 0; i < _instanceCount; i++)
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{
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_instanceMatrixCache[i * 16 + 0] = 1.0f;
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_instanceMatrixCache[i * 16 + 1] = 0.0f;
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_instanceMatrixCache[i * 16 + 2] = 0.0f;
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_instanceMatrixCache[i * 16 + 3] = 0.0f;
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_instanceMatrixCache[i * 16 + 4] = 0.0f;
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_instanceMatrixCache[i * 16 + 5] = 1.0f;
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_instanceMatrixCache[i * 16 + 6] = 0.0f;
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_instanceMatrixCache[i * 16 + 7] = 0.0f;
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_instanceMatrixCache[i * 16 + 8] = 0.0f;
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_instanceMatrixCache[i * 16 + 9] = 0.0f;
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_instanceMatrixCache[i * 16 + 10] = 1.0f;
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_instanceMatrixCache[i * 16 + 11] = 0.0f;
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_instanceMatrixCache[i * 16 + 12] = 0.0f;
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_instanceMatrixCache[i * 16 + 13] = 0.0f;
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_instanceMatrixCache[i * 16 + 14] = 0.0f;
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_instanceMatrixCache[i * 16 + 15] = 1.0f;
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}
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// Fill the buffer with identity matrix.
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_instanceTransformBuffer->updateData(_instanceMatrixCache, _instanceCount * 64);
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_instanceTransformBufferDirty = false;
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}
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if (_instanceTransformDirty || _dynamicInstancing)
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{
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_instanceTransformDirty = false;
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int memOffset = 0;
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for (auto& _ : _instances)
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{
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auto& mat = _->getNodeToParentTransform();
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std::copy(mat.m, mat.m + 16, _instanceMatrixCache + 16 * memOffset++);
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}
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_instanceTransformBuffer->updateSubData(_instanceMatrixCache, 0, _instanceCount * 64);
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}
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}
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// TODO
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// _meshCommand.init(globalZ,
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// _material,
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// getVertexBuffer(),
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// getIndexBuffer(),
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// getPrimitiveType(),
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// getIndexFormat(),
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// getIndexCount(),
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// transform,
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// flags);
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if (isTransparent && !forceDepthWrite)
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_material->getStateBlock().setDepthWrite(false);
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else
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_material->getStateBlock().setDepthWrite(true);
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// set default uniforms for Mesh
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// 'u_color' and others
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const auto scene = Director::getInstance()->getRunningScene();
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auto technique = _material->_currentTechnique;
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for (const auto pass : technique->_passes)
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{
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pass->setUniformColor(&color, sizeof(color));
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if (_skin)
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pass->setUniformMatrixPalette(_skin->getMatrixPalette(), _skin->getMatrixPaletteSizeInBytes());
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if (scene && !scene->getLights().empty())
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{
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setLightUniforms(pass, scene, color, lightMask);
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}
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}
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auto& commands = _meshCommands[technique->getName()];
|
|
|
|
for (auto&& command : commands)
|
|
{
|
|
command.init(globalZ, transform);
|
|
command.setSkipBatching(isTransparent);
|
|
command.setTransparent(isTransparent);
|
|
command.set3D(!_material->isForce2DQueue());
|
|
command.setWireframe(wireframe);
|
|
if (_instancing && _instances.size() > 0)
|
|
{
|
|
command.setDrawType(CustomCommand::DrawType::ELEMENT_INSTANCE);
|
|
command.setInstanceBuffer(_instanceTransformBuffer, _instances.size());
|
|
}
|
|
else if (_instancing)
|
|
return;
|
|
}
|
|
|
|
_meshIndexData->setPrimitiveType(_material->_drawPrimitive);
|
|
_material->draw(commands.data(), globalZ, getVertexBuffer(), getIndexBuffer(), getPrimitiveType(), getIndexFormat(),
|
|
static_cast<unsigned int>(getIndexCount()), transform);
|
|
}
|
|
|
|
void Mesh::setSkin(MeshSkin* skin)
|
|
{
|
|
if (_skin != skin)
|
|
{
|
|
AX_SAFE_RETAIN(skin);
|
|
AX_SAFE_RELEASE(_skin);
|
|
_skin = skin;
|
|
calculateAABB();
|
|
}
|
|
}
|
|
|
|
void Mesh::setMeshIndexData(MeshIndexData* subMesh)
|
|
{
|
|
if (_meshIndexData != subMesh)
|
|
{
|
|
AX_SAFE_RETAIN(subMesh);
|
|
AX_SAFE_RELEASE(_meshIndexData);
|
|
_meshIndexData = subMesh;
|
|
calculateAABB();
|
|
bindMeshCommand();
|
|
}
|
|
}
|
|
|
|
void Mesh::setProgramState(backend::ProgramState* programState)
|
|
{
|
|
auto material = Material::createWithProgramState(programState);
|
|
if (_material)
|
|
{
|
|
material->setStateBlock(_material->getStateBlock());
|
|
}
|
|
setMaterial(material);
|
|
}
|
|
|
|
backend::ProgramState* Mesh::getProgramState() const
|
|
{
|
|
return _material ? _material->_currentTechnique->_passes.at(0)->getProgramState() : nullptr;
|
|
}
|
|
|
|
void Mesh::calculateAABB()
|
|
{
|
|
if (_meshIndexData)
|
|
{
|
|
_aabb = _meshIndexData->getAABB();
|
|
if (_skin)
|
|
{
|
|
// get skin root
|
|
Bone3D* root = nullptr;
|
|
Mat4 invBindPose;
|
|
if (_skin->_skinBones.size())
|
|
{
|
|
root = _skin->_skinBones.at(0);
|
|
while (root)
|
|
{
|
|
auto parent = root->getParentBone();
|
|
bool parentInSkinBone = false;
|
|
for (const auto& bone : _skin->_skinBones)
|
|
{
|
|
if (bone == parent)
|
|
{
|
|
parentInSkinBone = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!parentInSkinBone)
|
|
break;
|
|
root = parent;
|
|
}
|
|
}
|
|
|
|
if (root)
|
|
{
|
|
_aabb.transform(root->getWorldMat() * _skin->getInvBindPose(root));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Mesh::bindMeshCommand()
|
|
{
|
|
if (_material && _meshIndexData)
|
|
{
|
|
auto& stateBlock = _material->getStateBlock();
|
|
stateBlock.setCullFace(true);
|
|
stateBlock.setDepthTest(true);
|
|
if (_blend.src != backend::BlendFactor::ONE && _blend.dst != backend::BlendFactor::ONE)
|
|
stateBlock.setBlend(true);
|
|
}
|
|
}
|
|
|
|
void Mesh::setLightUniforms(Pass* pass, Scene* scene, const Vec4& color, unsigned int lightmask)
|
|
{
|
|
AXASSERT(pass, "Invalid Pass");
|
|
AXASSERT(scene, "Invalid scene");
|
|
|
|
const auto& conf = Configuration::getInstance();
|
|
constexpr int maxDirLight = AX_MAX_DIRECTIONAL_LIGHT;
|
|
constexpr int maxPointLight = AX_MAX_POINT_LIGHT;
|
|
constexpr int maxSpotLight = AX_MAX_SPOT_LIGHT;
|
|
auto& lights = scene->getLights();
|
|
|
|
auto bindings = pass->getVertexAttributeBinding();
|
|
|
|
if (bindings && bindings->hasAttribute(shaderinfos::VertexKey::VERTEX_ATTRIB_NORMAL))
|
|
{
|
|
resetLightUniformValues();
|
|
|
|
int enabledDirLightNum = 0;
|
|
int enabledPointLightNum = 0;
|
|
int enabledSpotLightNum = 0;
|
|
Vec3 ambientColor;
|
|
for (const auto& light : lights)
|
|
{
|
|
bool useLight = light->isEnabled() && ((unsigned int)light->getLightFlag() & lightmask);
|
|
if (useLight)
|
|
{
|
|
float intensity = light->getIntensity();
|
|
switch (light->getLightType())
|
|
{
|
|
case LightType::DIRECTIONAL:
|
|
{
|
|
if (enabledDirLightNum < maxDirLight)
|
|
{
|
|
auto dirLight = static_cast<DirectionLight*>(light);
|
|
Vec3 dir = dirLight->getDirectionInWorld();
|
|
dir.normalize();
|
|
const Color3B& col = dirLight->getDisplayedColor();
|
|
_dirLightUniformColorValues[enabledDirLightNum].set(
|
|
col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
|
|
_dirLightUniformDirValues[enabledDirLightNum] = dir;
|
|
++enabledDirLightNum;
|
|
}
|
|
}
|
|
break;
|
|
case LightType::POINT:
|
|
{
|
|
if (enabledPointLightNum < maxPointLight)
|
|
{
|
|
auto pointLight = static_cast<PointLight*>(light);
|
|
Mat4 mat = pointLight->getNodeToWorldTransform();
|
|
const Color3B& col = pointLight->getDisplayedColor();
|
|
_pointLightUniformColorValues[enabledPointLightNum].set(
|
|
col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
|
|
_pointLightUniformPositionValues[enabledPointLightNum].set(mat.m[12], mat.m[13], mat.m[14]);
|
|
_pointLightUniformRangeInverseValues[enabledPointLightNum] = 1.0f / pointLight->getRange();
|
|
++enabledPointLightNum;
|
|
}
|
|
}
|
|
break;
|
|
case LightType::SPOT:
|
|
{
|
|
if (enabledSpotLightNum < maxSpotLight)
|
|
{
|
|
auto spotLight = static_cast<SpotLight*>(light);
|
|
Vec3 dir = spotLight->getDirectionInWorld();
|
|
dir.normalize();
|
|
Mat4 mat = light->getNodeToWorldTransform();
|
|
const Color3B& col = spotLight->getDisplayedColor();
|
|
_spotLightUniformColorValues[enabledSpotLightNum].set(
|
|
col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
|
|
_spotLightUniformPositionValues[enabledSpotLightNum].set(mat.m[12], mat.m[13], mat.m[14]);
|
|
_spotLightUniformDirValues[enabledSpotLightNum] = dir;
|
|
_spotLightUniformInnerAngleCosValues[enabledSpotLightNum] = spotLight->getCosInnerAngle();
|
|
_spotLightUniformOuterAngleCosValues[enabledSpotLightNum] = spotLight->getCosOuterAngle();
|
|
_spotLightUniformRangeInverseValues[enabledSpotLightNum] = 1.0f / spotLight->getRange();
|
|
++enabledSpotLightNum;
|
|
}
|
|
}
|
|
break;
|
|
case LightType::AMBIENT:
|
|
{
|
|
auto ambLight = static_cast<AmbientLight*>(light);
|
|
const Color3B& col = ambLight->getDisplayedColor();
|
|
ambientColor.add(col.r / 255.0f * intensity, col.g / 255.0f * intensity,
|
|
col.b / 255.0f * intensity);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (0 < maxDirLight)
|
|
{
|
|
pass->setUniformDirLightColor(&_dirLightUniformColorValues[0],
|
|
_dirLightUniformColorValues.size() * sizeof(_dirLightUniformColorValues[0]));
|
|
pass->setUniformDirLightDir(&_dirLightUniformDirValues[0],
|
|
_dirLightUniformDirValues.size() * sizeof(_dirLightUniformDirValues[0]));
|
|
}
|
|
|
|
if (0 < maxPointLight)
|
|
{
|
|
pass->setUniformPointLightColor(
|
|
&_pointLightUniformColorValues[0],
|
|
_pointLightUniformColorValues.size() * sizeof(_pointLightUniformColorValues[0]));
|
|
pass->setUniformPointLightPosition(
|
|
&_pointLightUniformPositionValues[0],
|
|
_pointLightUniformPositionValues.size() * sizeof(_pointLightUniformPositionValues[0]));
|
|
pass->setUniformPointLightRangeInverse(
|
|
&_pointLightUniformRangeInverseValues[0],
|
|
_pointLightUniformRangeInverseValues.size() * sizeof(_pointLightUniformRangeInverseValues[0]));
|
|
}
|
|
|
|
if (0 < maxSpotLight)
|
|
{
|
|
pass->setUniformSpotLightColor(
|
|
&_spotLightUniformColorValues[0],
|
|
_spotLightUniformColorValues.size() * sizeof(_spotLightUniformColorValues[0]));
|
|
pass->setUniformSpotLightPosition(
|
|
&_spotLightUniformPositionValues[0],
|
|
_spotLightUniformPositionValues.size() * sizeof(_spotLightUniformPositionValues[0]));
|
|
pass->setUniformSpotLightDir(&_spotLightUniformDirValues[0],
|
|
_spotLightUniformDirValues.size() * sizeof(_spotLightUniformDirValues[0]));
|
|
pass->setUniformSpotLightInnerAngleCos(
|
|
&_spotLightUniformInnerAngleCosValues[0],
|
|
_spotLightUniformInnerAngleCosValues.size() * sizeof(_spotLightUniformInnerAngleCosValues[0]));
|
|
pass->setUniformSpotLightOuterAngleCos(
|
|
&_spotLightUniformOuterAngleCosValues[0],
|
|
_spotLightUniformOuterAngleCosValues.size() * sizeof(_spotLightUniformOuterAngleCosValues[0]));
|
|
pass->setUniformSpotLightRangeInverse(
|
|
&_spotLightUniformRangeInverseValues[0],
|
|
_spotLightUniformRangeInverseValues.size() * sizeof(_spotLightUniformRangeInverseValues[0]));
|
|
}
|
|
|
|
auto ambientLightColor = Vec3(ambientColor.x, ambientColor.y, ambientColor.z);
|
|
pass->setUniformAmbientLigthColor(&ambientLightColor, sizeof(ambientLightColor));
|
|
}
|
|
else // normal does not exist
|
|
{
|
|
Vec3 ambient(0.0f, 0.0f, 0.0f);
|
|
bool hasAmbient = false;
|
|
for (const auto& light : lights)
|
|
{
|
|
if (light->getLightType() == LightType::AMBIENT)
|
|
{
|
|
bool useLight = light->isEnabled() && ((unsigned int)light->getLightFlag() & lightmask);
|
|
if (useLight)
|
|
{
|
|
hasAmbient = true;
|
|
const Color3B& col = light->getDisplayedColor();
|
|
ambient.x += col.r * light->getIntensity();
|
|
ambient.y += col.g * light->getIntensity();
|
|
ambient.z += col.b * light->getIntensity();
|
|
}
|
|
}
|
|
}
|
|
if (hasAmbient)
|
|
{
|
|
ambient.x /= 255.f;
|
|
ambient.y /= 255.f;
|
|
ambient.z /= 255.f;
|
|
// override the uniform value of u_color using the calculated color
|
|
auto fcolor = Vec4(color.x * ambient.x, color.y * ambient.y, color.z * ambient.z, color.w);
|
|
pass->setUniformColor(&fcolor, sizeof(fcolor));
|
|
}
|
|
}
|
|
}
|
|
|
|
void Mesh::setBlendFunc(const BlendFunc& blendFunc)
|
|
{
|
|
// Blend must be saved for future use
|
|
// it doesn't matter if the material is already set or not
|
|
// This functionality is added for compatibility issues
|
|
if (_blend != blendFunc)
|
|
{
|
|
_blendDirty = true;
|
|
_blend = blendFunc;
|
|
}
|
|
|
|
if (_material)
|
|
{
|
|
// TODO set blend to Pass
|
|
_material->getStateBlock().setBlendFunc(blendFunc);
|
|
bindMeshCommand();
|
|
}
|
|
}
|
|
|
|
const BlendFunc& Mesh::getBlendFunc() const
|
|
{
|
|
// return _material->_currentTechnique->_passes.at(0)->getBlendFunc();
|
|
return _blend;
|
|
}
|
|
|
|
CustomCommand::PrimitiveType Mesh::getPrimitiveType() const
|
|
{
|
|
return _meshIndexData->getPrimitiveType();
|
|
}
|
|
|
|
ssize_t Mesh::getIndexCount() const
|
|
{
|
|
return _meshIndexData->getIndexBuffer()->getSize() / IndexArray::formatToStride(meshIndexFormat);
|
|
}
|
|
|
|
CustomCommand::IndexFormat Mesh::getIndexFormat() const
|
|
{
|
|
return meshIndexFormat;
|
|
}
|
|
|
|
void Mesh::setIndexFormat(CustomCommand::IndexFormat indexFormat)
|
|
{
|
|
meshIndexFormat = indexFormat;
|
|
}
|
|
|
|
backend::Buffer* Mesh::getIndexBuffer() const
|
|
{
|
|
return _meshIndexData->getIndexBuffer();
|
|
}
|
|
}
|