mirror of https://github.com/axmolengine/axmol.git
909 lines
26 KiB
C++
909 lines
26 KiB
C++
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#ifndef __EFFEKSEERRENDERER_RIBBON_RENDERER_BASE_H__
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#define __EFFEKSEERRENDERER_RIBBON_RENDERER_BASE_H__
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//----------------------------------------------------------------------------------
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// Include
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//----------------------------------------------------------------------------------
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#include <Effekseer.h>
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#include <assert.h>
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#include <string.h>
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#include "EffekseerRenderer.CommonUtils.h"
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#include "EffekseerRenderer.IndexBufferBase.h"
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#include "EffekseerRenderer.RenderStateBase.h"
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#include "EffekseerRenderer.StandardRenderer.h"
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#include "EffekseerRenderer.VertexBufferBase.h"
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//-----------------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------------
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namespace EffekseerRenderer
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{
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//----------------------------------------------------------------------------------
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//
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//----------------------------------------------------------------------------------
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typedef ::Effekseer::RibbonRenderer::NodeParameter efkRibbonNodeParam;
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typedef ::Effekseer::RibbonRenderer::InstanceParameter efkRibbonInstanceParam;
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typedef ::Effekseer::SIMD::Vec3f efkVector3D;
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template <typename RENDERER, bool FLIP_RGB_FLAG>
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class RibbonRendererBase : public ::Effekseer::RibbonRenderer, public ::Effekseer::SIMD::AlignedAllocationPolicy<16>
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{
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private:
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protected:
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RENDERER* m_renderer;
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int32_t m_ribbonCount;
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int32_t m_ringBufferOffset;
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uint8_t* m_ringBufferData;
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Effekseer::CustomAlignedVector<efkRibbonInstanceParam> instances;
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Effekseer::SplineGenerator spline_left;
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Effekseer::SplineGenerator spline_right;
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int32_t vertexCount_ = 0;
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int32_t stride_ = 0;
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int32_t customData1Count_ = 0;
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int32_t customData2Count_ = 0;
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template <typename VERTEX, int TARGET>
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void AssignUV(StrideView<VERTEX> v, float uvX1, float uvX2, float uvY1, float uvY2)
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{
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if (TARGET == 0)
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{
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v[0].UV[0] = uvX1;
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v[0].UV[1] = uvY1;
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v[1].UV[0] = uvX2;
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v[1].UV[1] = uvY1;
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v[2].UV[0] = uvX1;
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v[2].UV[1] = uvY2;
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v[3].UV[0] = uvX2;
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v[3].UV[1] = uvY2;
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}
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else if (TARGET == 1)
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{
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v[0].UV2[0] = uvX1;
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v[0].UV2[1] = uvY1;
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v[1].UV2[0] = uvX2;
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v[1].UV2[1] = uvY1;
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v[2].UV2[0] = uvX1;
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v[2].UV2[1] = uvY2;
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v[3].UV2[0] = uvX2;
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v[3].UV2[1] = uvY2;
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}
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else if (TARGET == 2)
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{
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SetVertexAlphaUV(v[0], uvX1, 0);
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SetVertexAlphaUV(v[0], uvY1, 1);
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SetVertexAlphaUV(v[1], uvX2, 0);
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SetVertexAlphaUV(v[1], uvY1, 1);
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SetVertexAlphaUV(v[2], uvX1, 0);
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SetVertexAlphaUV(v[2], uvY2, 1);
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SetVertexAlphaUV(v[3], uvX2, 0);
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SetVertexAlphaUV(v[3], uvY2, 1);
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}
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else if (TARGET == 3)
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{
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SetVertexUVDistortionUV(v[0], uvX1, 0);
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SetVertexUVDistortionUV(v[0], uvY1, 1);
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SetVertexUVDistortionUV(v[1], uvX2, 0);
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SetVertexUVDistortionUV(v[1], uvY1, 1);
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SetVertexUVDistortionUV(v[2], uvX1, 0);
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SetVertexUVDistortionUV(v[2], uvY2, 1);
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SetVertexUVDistortionUV(v[3], uvX2, 0);
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SetVertexUVDistortionUV(v[3], uvY2, 1);
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}
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else if (TARGET == 4)
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{
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SetVertexBlendUV(v[0], uvX1, 0);
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SetVertexBlendUV(v[0], uvY1, 1);
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SetVertexBlendUV(v[1], uvX2, 0);
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SetVertexBlendUV(v[1], uvY1, 1);
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SetVertexBlendUV(v[2], uvX1, 0);
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SetVertexBlendUV(v[2], uvY2, 1);
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SetVertexBlendUV(v[3], uvX2, 0);
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SetVertexBlendUV(v[3], uvY2, 1);
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}
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else if (TARGET == 5)
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{
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SetVertexBlendAlphaUV(v[0], uvX1, 0);
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SetVertexBlendAlphaUV(v[0], uvY1, 1);
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SetVertexBlendAlphaUV(v[1], uvX2, 0);
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SetVertexBlendAlphaUV(v[1], uvY1, 1);
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SetVertexBlendAlphaUV(v[2], uvX1, 0);
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SetVertexBlendAlphaUV(v[2], uvY2, 1);
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SetVertexBlendAlphaUV(v[3], uvX2, 0);
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SetVertexBlendAlphaUV(v[3], uvY2, 1);
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}
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else if (TARGET == 6)
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{
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SetVertexBlendUVDistortionUV(v[0], uvX1, 0);
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SetVertexBlendUVDistortionUV(v[0], uvY1, 1);
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SetVertexBlendUVDistortionUV(v[1], uvX2, 0);
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SetVertexBlendUVDistortionUV(v[1], uvY1, 1);
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SetVertexBlendUVDistortionUV(v[2], uvX1, 0);
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SetVertexBlendUVDistortionUV(v[2], uvY2, 1);
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SetVertexBlendUVDistortionUV(v[3], uvX2, 0);
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SetVertexBlendUVDistortionUV(v[3], uvY2, 1);
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}
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}
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template <typename VERTEX, int TARGET>
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void AssignUVs(const efkRibbonNodeParam& parameter, StrideView<VERTEX> verteies)
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{
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float uvx = 0.0f;
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float uvw = 1.0f;
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float uvy = 0.0f;
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float uvh = 1.0f;
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if (parameter.TextureUVTypeParameterPtr->Type == ::Effekseer::TextureUVType::Strech)
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{
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verteies.Reset();
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for (size_t loop = 0; loop < instances.size() - 1; loop++)
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{
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const auto& param = instances[loop];
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if (TARGET == 0)
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{
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uvx = param.UV.X;
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uvw = param.UV.Width;
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uvy = param.UV.Y;
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uvh = param.UV.Height;
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}
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else if (TARGET == 2)
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{
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uvx = param.AlphaUV.X;
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uvw = param.AlphaUV.Width;
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uvy = param.AlphaUV.Y;
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uvh = param.AlphaUV.Height;
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}
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else if (TARGET == 3)
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{
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uvx = param.UVDistortionUV.X;
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uvw = param.UVDistortionUV.Width;
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uvy = param.UVDistortionUV.Y;
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uvh = param.UVDistortionUV.Height;
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}
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else if (TARGET == 4)
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{
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uvx = param.BlendUV.X;
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uvw = param.BlendUV.Width;
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uvy = param.BlendUV.Y;
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uvh = param.BlendUV.Height;
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}
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else if (TARGET == 5)
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{
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uvx = param.BlendAlphaUV.X;
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uvw = param.BlendAlphaUV.Width;
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uvy = param.BlendAlphaUV.Y;
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uvh = param.BlendAlphaUV.Height;
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}
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else if (TARGET == 6)
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{
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uvx = param.BlendUVDistortionUV.X;
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uvw = param.BlendUVDistortionUV.Width;
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uvy = param.BlendUVDistortionUV.Y;
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uvh = param.BlendUVDistortionUV.Height;
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}
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for (int32_t sploop = 0; sploop < parameter.SplineDivision; sploop++)
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{
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float percent1 = (float)(param.InstanceIndex * parameter.SplineDivision + sploop) /
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(float)((param.InstanceCount - 1) * parameter.SplineDivision);
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float percent2 = (float)(param.InstanceIndex * parameter.SplineDivision + sploop + 1) /
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(float)((param.InstanceCount - 1) * parameter.SplineDivision);
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auto uvX1 = uvx;
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auto uvX2 = uvx + uvw;
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auto uvY1 = uvy + percent1 * uvh;
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auto uvY2 = uvy + percent2 * uvh;
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AssignUV<VERTEX, TARGET>(verteies, uvX1, uvX2, uvY1, uvY2);
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verteies += 4;
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}
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}
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}
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else if (parameter.TextureUVTypeParameterPtr->Type == ::Effekseer::TextureUVType::Tile)
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{
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const auto& uvParam = *parameter.TextureUVTypeParameterPtr;
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verteies.Reset();
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for (size_t loop = 0; loop < instances.size() - 1; loop++)
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{
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auto& param = instances[loop];
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if (TARGET == 0)
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{
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uvx = param.UV.X;
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uvw = param.UV.Width;
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uvy = param.UV.Y;
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uvh = param.UV.Height;
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}
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else if (TARGET == 2)
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{
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uvx = param.AlphaUV.X;
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uvw = param.AlphaUV.Width;
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uvy = param.AlphaUV.Y;
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uvh = param.AlphaUV.Height;
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}
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else if (TARGET == 3)
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{
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uvx = param.UVDistortionUV.X;
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uvw = param.UVDistortionUV.Width;
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uvy = param.UVDistortionUV.Y;
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uvh = param.UVDistortionUV.Height;
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}
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else if (TARGET == 4)
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{
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uvx = param.BlendUV.X;
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uvw = param.BlendUV.Width;
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uvy = param.BlendUV.Y;
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uvh = param.BlendUV.Height;
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}
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else if (TARGET == 5)
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{
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uvx = param.BlendAlphaUV.X;
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uvw = param.BlendAlphaUV.Width;
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uvy = param.BlendAlphaUV.Y;
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uvh = param.BlendAlphaUV.Height;
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}
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else if (TARGET == 6)
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{
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uvx = param.BlendUVDistortionUV.X;
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uvw = param.BlendUVDistortionUV.Width;
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uvy = param.BlendUVDistortionUV.Y;
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uvh = param.BlendUVDistortionUV.Height;
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}
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if (loop < uvParam.TileEdgeTail)
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{
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float uvBegin = uvy;
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float uvEnd = uvy + uvh * uvParam.TileLoopAreaBegin;
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for (int32_t sploop = 0; sploop < parameter.SplineDivision; sploop++)
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{
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float percent1 = (float)(param.InstanceIndex * parameter.SplineDivision + sploop) /
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(float)((uvParam.TileEdgeTail) * parameter.SplineDivision);
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float percent2 = (float)(param.InstanceIndex * parameter.SplineDivision + sploop + 1) /
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(float)((uvParam.TileEdgeTail) * parameter.SplineDivision);
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auto uvX1 = uvx;
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auto uvX2 = uvx + uvw;
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auto uvY1 = uvBegin + (uvEnd - uvBegin) * percent1;
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auto uvY2 = uvBegin + (uvEnd - uvBegin) * percent2;
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AssignUV<VERTEX, TARGET>(verteies, uvX1, uvX2, uvY1, uvY2);
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verteies += 4;
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}
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}
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else if (loop >= param.InstanceCount - 1 - uvParam.TileEdgeHead)
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{
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float uvBegin = uvy + uvh * uvParam.TileLoopAreaEnd;
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float uvEnd = uvy + uvh * 1.0f;
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for (int32_t sploop = 0; sploop < parameter.SplineDivision; sploop++)
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{
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float percent1 =
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(float)((param.InstanceIndex - (param.InstanceCount - 1 - uvParam.TileEdgeHead)) * parameter.SplineDivision +
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sploop) /
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(float)((uvParam.TileEdgeHead) * parameter.SplineDivision);
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float percent2 =
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(float)((param.InstanceIndex - (param.InstanceCount - 1 - uvParam.TileEdgeHead)) * parameter.SplineDivision +
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sploop + 1) /
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(float)((uvParam.TileEdgeHead) * parameter.SplineDivision);
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auto uvX1 = uvx;
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auto uvX2 = uvx + uvw;
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auto uvY1 = uvBegin + (uvEnd - uvBegin) * percent1;
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auto uvY2 = uvBegin + (uvEnd - uvBegin) * percent2;
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AssignUV<VERTEX, TARGET>(verteies, uvX1, uvX2, uvY1, uvY2);
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verteies += 4;
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}
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}
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else
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{
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float uvBegin = uvy + uvh * uvParam.TileLoopAreaBegin;
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float uvEnd = uvy + uvh * uvParam.TileLoopAreaEnd;
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for (int32_t sploop = 0; sploop < parameter.SplineDivision; sploop++)
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{
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float percent1 = (float)(sploop) / (float)(parameter.SplineDivision);
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float percent2 = (float)(sploop + 1) / (float)(parameter.SplineDivision);
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auto uvX1 = uvx;
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auto uvX2 = uvx + uvw;
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auto uvY1 = uvBegin + (uvEnd - uvBegin) * percent1;
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auto uvY2 = uvBegin + (uvEnd - uvBegin) * percent2;
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AssignUV<VERTEX, TARGET>(verteies, uvX1, uvX2, uvY1, uvY2);
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verteies += 4;
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}
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}
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}
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}
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}
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template <typename VERTEX, bool FLIP_RGB>
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void RenderSplines(const efkRibbonNodeParam& parameter, const ::Effekseer::SIMD::Mat44f& camera)
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{
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if (instances.size() == 0)
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{
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return;
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}
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// Calculate spline
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if (parameter.SplineDivision > 1)
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{
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spline_left.Reset();
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spline_right.Reset();
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for (size_t loop = 0; loop < instances.size(); loop++)
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{
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auto& param = instances[loop];
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efkVector3D pl(param.Positions[0], 0.0f, 0.0f);
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efkVector3D pr(param.Positions[1], 0.0f, 0.0f);
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if (parameter.ViewpointDependent)
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{
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::Effekseer::SIMD::Mat43f mat = param.SRTMatrix43;
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if (parameter.EnableViewOffset)
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{
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ApplyViewOffset(mat, camera, param.ViewOffsetDistance);
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}
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::Effekseer::SIMD::Vec3f s;
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::Effekseer::SIMD::Mat43f r;
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::Effekseer::SIMD::Vec3f t;
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mat.GetSRT(s, r, t);
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ApplyDepthParameters(r,
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t,
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s,
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m_renderer->GetCameraFrontDirection(),
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m_renderer->GetCameraPosition(),
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parameter.DepthParameterPtr,
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parameter.IsRightHand);
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// extend
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pl.SetX(pl.GetX() * s.GetX());
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pr.SetX(pr.GetX() * s.GetX());
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::Effekseer::SIMD::Vec3f F;
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::Effekseer::SIMD::Vec3f R;
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::Effekseer::SIMD::Vec3f U;
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U = ::Effekseer::SIMD::Vec3f(r.X.GetY(), r.Y.GetY(), r.X.GetY());
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F = ::Effekseer::SIMD::Vec3f(-m_renderer->GetCameraFrontDirection()).Normalize();
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R = ::Effekseer::SIMD::Vec3f::Cross(U, F).Normalize();
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F = ::Effekseer::SIMD::Vec3f::Cross(R, U).Normalize();
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::Effekseer::SIMD::Mat43f mat_rot(-R.GetX(),
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-R.GetY(),
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-R.GetZ(),
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U.GetX(),
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U.GetY(),
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U.GetZ(),
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F.GetX(),
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F.GetY(),
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F.GetZ(),
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t.GetX(),
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t.GetY(),
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t.GetZ());
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pl = ::Effekseer::SIMD::Vec3f::Transform(pl, mat_rot);
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pr = ::Effekseer::SIMD::Vec3f::Transform(pr, mat_rot);
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spline_left.AddVertex(pl);
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spline_right.AddVertex(pr);
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}
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else
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{
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::Effekseer::SIMD::Mat43f mat = param.SRTMatrix43;
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if (parameter.EnableViewOffset == true)
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{
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ApplyViewOffset(mat, camera, param.ViewOffsetDistance);
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}
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ApplyDepthParameters(mat,
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m_renderer->GetCameraFrontDirection(),
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m_renderer->GetCameraPosition(),
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// s,
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parameter.DepthParameterPtr,
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parameter.IsRightHand);
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pl = ::Effekseer::SIMD::Vec3f::Transform(pl, mat);
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pr = ::Effekseer::SIMD::Vec3f::Transform(pr, mat);
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spline_left.AddVertex(pl);
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spline_right.AddVertex(pr);
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}
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}
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spline_left.Calculate();
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spline_right.Calculate();
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}
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StrideView<VERTEX> verteies(m_ringBufferData, stride_, vertexCount_);
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for (size_t loop = 0; loop < instances.size(); loop++)
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{
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auto& param = instances[loop];
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for (auto sploop = 0; sploop < parameter.SplineDivision; sploop++)
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{
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bool isFirst = param.InstanceIndex == 0 && sploop == 0;
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bool isLast = param.InstanceIndex == (param.InstanceCount - 1);
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float percent_instance = sploop / (float)parameter.SplineDivision;
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if (parameter.SplineDivision > 1)
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{
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verteies[0].Pos = ToStruct(spline_left.GetValue(param.InstanceIndex + sploop / (float)parameter.SplineDivision));
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verteies[1].Pos = ToStruct(spline_right.GetValue(param.InstanceIndex + sploop / (float)parameter.SplineDivision));
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verteies[0].SetColor(Effekseer::Color::Lerp(param.Colors[0], param.Colors[2], percent_instance), FLIP_RGB);
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verteies[1].SetColor(Effekseer::Color::Lerp(param.Colors[1], param.Colors[3], percent_instance), FLIP_RGB);
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}
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else
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{
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for (int i = 0; i < 2; i++)
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{
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verteies[i].Pos.X = param.Positions[i];
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verteies[i].Pos.Y = 0.0f;
|
|
verteies[i].Pos.Z = 0.0f;
|
|
verteies[i].SetColor(param.Colors[i], FLIP_RGB);
|
|
verteies[i].SetFlipbookIndexAndNextRate(param.FlipbookIndexAndNextRate);
|
|
verteies[i].SetAlphaThreshold(param.AlphaThreshold);
|
|
}
|
|
}
|
|
|
|
if (parameter.ViewpointDependent)
|
|
{
|
|
::Effekseer::SIMD::Mat43f mat = param.SRTMatrix43;
|
|
|
|
if (parameter.EnableViewOffset)
|
|
{
|
|
ApplyViewOffset(mat, camera, param.ViewOffsetDistance);
|
|
}
|
|
|
|
::Effekseer::SIMD::Vec3f s;
|
|
::Effekseer::SIMD::Mat43f r;
|
|
::Effekseer::SIMD::Vec3f t;
|
|
mat.GetSRT(s, r, t);
|
|
|
|
ApplyDepthParameters(r,
|
|
t,
|
|
s,
|
|
m_renderer->GetCameraFrontDirection(),
|
|
m_renderer->GetCameraPosition(),
|
|
parameter.DepthParameterPtr,
|
|
parameter.IsRightHand);
|
|
|
|
if (parameter.SplineDivision > 1)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
verteies[i].Pos.X = verteies[i].Pos.X * s.GetX();
|
|
}
|
|
|
|
::Effekseer::SIMD::Vec3f F;
|
|
::Effekseer::SIMD::Vec3f R;
|
|
::Effekseer::SIMD::Vec3f U;
|
|
|
|
U = ::Effekseer::SIMD::Vec3f(r.X.GetY(), r.Y.GetY(), r.Z.GetY());
|
|
|
|
F = ::Effekseer::SIMD::Vec3f(-m_renderer->GetCameraFrontDirection()).Normalize();
|
|
R = ::Effekseer::SIMD::Vec3f::Cross(U, F).Normalize();
|
|
F = ::Effekseer::SIMD::Vec3f::Cross(R, U).Normalize();
|
|
|
|
::Effekseer::SIMD::Mat43f mat_rot(-R.GetX(),
|
|
-R.GetY(),
|
|
-R.GetZ(),
|
|
U.GetX(),
|
|
U.GetY(),
|
|
U.GetZ(),
|
|
F.GetX(),
|
|
F.GetY(),
|
|
F.GetZ(),
|
|
t.GetX(),
|
|
t.GetY(),
|
|
t.GetZ());
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
verteies[i].Pos = ToStruct(::Effekseer::SIMD::Vec3f::Transform(verteies[i].Pos, mat_rot));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (parameter.SplineDivision > 1)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
::Effekseer::SIMD::Mat43f mat = param.SRTMatrix43;
|
|
|
|
if (parameter.EnableViewOffset == true)
|
|
{
|
|
ApplyViewOffset(mat, camera, param.ViewOffsetDistance);
|
|
}
|
|
|
|
ApplyDepthParameters(mat,
|
|
m_renderer->GetCameraFrontDirection(),
|
|
m_renderer->GetCameraPosition(),
|
|
// s,
|
|
parameter.DepthParameterPtr,
|
|
parameter.IsRightHand);
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
verteies[i].Pos = ToStruct(::Effekseer::SIMD::Vec3f::Transform(verteies[i].Pos, mat));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (isFirst || isLast)
|
|
{
|
|
verteies += 2;
|
|
}
|
|
else
|
|
{
|
|
verteies[2] = verteies[0];
|
|
verteies[3] = verteies[1];
|
|
verteies += 4;
|
|
}
|
|
|
|
if (!isFirst)
|
|
{
|
|
m_ribbonCount++;
|
|
}
|
|
|
|
if (isLast)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// calculate UV
|
|
AssignUVs<VERTEX, 0>(parameter, verteies);
|
|
|
|
if (VertexUV2Required<VERTEX>())
|
|
{
|
|
AssignUVs<VERTEX, 1>(parameter, verteies);
|
|
}
|
|
|
|
AssignUVs<VERTEX, 2>(parameter, verteies);
|
|
AssignUVs<VERTEX, 3>(parameter, verteies);
|
|
AssignUVs<VERTEX, 4>(parameter, verteies);
|
|
AssignUVs<VERTEX, 5>(parameter, verteies);
|
|
AssignUVs<VERTEX, 6>(parameter, verteies);
|
|
|
|
if (VertexNormalRequired<VERTEX>())
|
|
{
|
|
StrideView<VERTEX> vs_(m_ringBufferData, stride_, vertexCount_);
|
|
Effekseer::SIMD::Vec3f axisBefore{};
|
|
|
|
for (size_t i = 0; i < (instances.size() - 1) * parameter.SplineDivision + 1; i++)
|
|
{
|
|
bool isFirst_ = (i == 0);
|
|
bool isLast_ = (i == ((instances.size() - 1) * parameter.SplineDivision));
|
|
|
|
Effekseer::SIMD::Vec3f axis;
|
|
|
|
if (isFirst_)
|
|
{
|
|
axis = (vs_[3].Pos - vs_[1].Pos);
|
|
axis = SafeNormalize(axis);
|
|
axisBefore = axis;
|
|
}
|
|
else if (isLast_)
|
|
{
|
|
axis = axisBefore;
|
|
}
|
|
else
|
|
{
|
|
Effekseer::SIMD::Vec3f axisOld = axisBefore;
|
|
axis = (vs_[5].Pos - vs_[3].Pos);
|
|
axis = SafeNormalize(axis);
|
|
axisBefore = axis;
|
|
|
|
axis = (axisBefore + axisOld) / 2.0f;
|
|
axis = SafeNormalize(axis);
|
|
}
|
|
|
|
Effekseer::SIMD::Vec3f tangent = vs_[1].Pos - vs_[0].Pos;
|
|
tangent = SafeNormalize(tangent);
|
|
|
|
Effekseer::SIMD::Vec3f normal = Effekseer::SIMD::Vec3f::Cross(axis, tangent);
|
|
normal = SafeNormalize(normal);
|
|
|
|
if (!parameter.IsRightHand)
|
|
{
|
|
normal = -normal;
|
|
}
|
|
|
|
if (isFirst_)
|
|
{
|
|
const auto packedNormal = PackVector3DF(normal);
|
|
const auto packedTangent = PackVector3DF(tangent);
|
|
vs_[0].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[0].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
vs_[1].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[1].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
|
|
vs_ += 2;
|
|
}
|
|
else if (isLast_)
|
|
{
|
|
const auto packedNormal = PackVector3DF(normal);
|
|
const auto packedTangent = PackVector3DF(tangent);
|
|
vs_[0].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[0].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
vs_[1].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[1].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
|
|
vs_ += 2;
|
|
}
|
|
else
|
|
{
|
|
const auto packedNormal = PackVector3DF(normal);
|
|
const auto packedTangent = PackVector3DF(tangent);
|
|
vs_[0].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[0].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
vs_[1].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[1].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
vs_[2].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[2].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
vs_[3].SetPackedNormal(packedNormal, FLIP_RGB);
|
|
vs_[3].SetPackedTangent(packedTangent, FLIP_RGB);
|
|
|
|
vs_ += 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// custom parameter
|
|
if (customData1Count_ > 0)
|
|
{
|
|
StrideView<float> custom(m_ringBufferData + sizeof(DynamicVertex), stride_, vertexCount_);
|
|
for (size_t loop = 0; loop < instances.size() - 1; loop++)
|
|
{
|
|
auto& param = instances[loop];
|
|
|
|
for (int32_t sploop = 0; sploop < parameter.SplineDivision; sploop++)
|
|
{
|
|
for (size_t i = 0; i < 4; i++)
|
|
{
|
|
auto c = (float*)(&custom[0]);
|
|
memcpy(c, param.CustomData1.data(), sizeof(float) * customData1Count_);
|
|
custom += 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (customData2Count_ > 0)
|
|
{
|
|
StrideView<float> custom(m_ringBufferData + sizeof(DynamicVertex) + sizeof(float) * customData1Count_, stride_, vertexCount_);
|
|
for (size_t loop = 0; loop < instances.size() - 1; loop++)
|
|
{
|
|
auto& param = instances[loop];
|
|
|
|
for (int32_t sploop = 0; sploop < parameter.SplineDivision; sploop++)
|
|
{
|
|
for (size_t i = 0; i < 4; i++)
|
|
{
|
|
auto c = (float*)(&custom[0]);
|
|
memcpy(c, param.CustomData2.data(), sizeof(float) * customData2Count_);
|
|
custom += 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public:
|
|
RibbonRendererBase(RENDERER* renderer)
|
|
: m_renderer(renderer)
|
|
, m_ribbonCount(0)
|
|
, m_ringBufferOffset(0)
|
|
, m_ringBufferData(nullptr)
|
|
{
|
|
}
|
|
|
|
virtual ~RibbonRendererBase()
|
|
{
|
|
}
|
|
|
|
protected:
|
|
void Rendering_(const efkRibbonNodeParam& parameter,
|
|
const efkRibbonInstanceParam& instanceParameter,
|
|
const ::Effekseer::SIMD::Mat44f& camera)
|
|
{
|
|
if (m_ringBufferData == nullptr)
|
|
return;
|
|
if (instanceParameter.InstanceCount <= 1)
|
|
return;
|
|
|
|
const auto& state = m_renderer->GetStandardRenderer()->GetState();
|
|
const ShaderParameterCollector& collector = state.Collector;
|
|
if (collector.ShaderType == RendererShaderType::Material)
|
|
{
|
|
Rendering_Internal<DynamicVertex, FLIP_RGB_FLAG>(parameter, instanceParameter, camera);
|
|
}
|
|
else if (collector.ShaderType == RendererShaderType::AdvancedLit)
|
|
{
|
|
Rendering_Internal<AdvancedLightingVertex, FLIP_RGB_FLAG>(parameter, instanceParameter, camera);
|
|
}
|
|
else if (collector.ShaderType == RendererShaderType::AdvancedBackDistortion)
|
|
{
|
|
Rendering_Internal<AdvancedLightingVertex, FLIP_RGB_FLAG>(parameter, instanceParameter, camera);
|
|
}
|
|
else if (collector.ShaderType == RendererShaderType::AdvancedUnlit)
|
|
{
|
|
Rendering_Internal<AdvancedSimpleVertex, FLIP_RGB_FLAG>(parameter, instanceParameter, camera);
|
|
}
|
|
else if (collector.ShaderType == RendererShaderType::Lit)
|
|
{
|
|
Rendering_Internal<LightingVertex, FLIP_RGB_FLAG>(parameter, instanceParameter, camera);
|
|
}
|
|
else if (collector.ShaderType == RendererShaderType::BackDistortion)
|
|
{
|
|
Rendering_Internal<LightingVertex, FLIP_RGB_FLAG>(parameter, instanceParameter, camera);
|
|
}
|
|
else
|
|
{
|
|
Rendering_Internal<SimpleVertex, FLIP_RGB_FLAG>(parameter, instanceParameter, camera);
|
|
}
|
|
}
|
|
|
|
template <typename VERTEX, bool FLIP_RGB>
|
|
void Rendering_Internal(const efkRibbonNodeParam& parameter,
|
|
const efkRibbonInstanceParam& instanceParameter,
|
|
const ::Effekseer::SIMD::Mat44f& camera)
|
|
{
|
|
if (m_ringBufferData == nullptr)
|
|
return;
|
|
if (instanceParameter.InstanceCount < 2)
|
|
return;
|
|
|
|
bool isFirst = instanceParameter.InstanceIndex == 0;
|
|
bool isLast = instanceParameter.InstanceIndex == (instanceParameter.InstanceCount - 1);
|
|
|
|
auto& param = instanceParameter;
|
|
|
|
if (isFirst)
|
|
{
|
|
instances.reserve(param.InstanceCount);
|
|
instances.resize(0);
|
|
}
|
|
|
|
instances.push_back(param);
|
|
|
|
if (isLast)
|
|
{
|
|
RenderSplines<VERTEX, FLIP_RGB>(parameter, camera);
|
|
}
|
|
}
|
|
|
|
public:
|
|
void BeginRenderingGroup(const efkRibbonNodeParam& param, int32_t count, void* userData) override
|
|
{
|
|
m_ribbonCount = 0;
|
|
int32_t vertexCount = ((count - 1) * param.SplineDivision) * 4;
|
|
if (vertexCount <= 0)
|
|
return;
|
|
|
|
EffekseerRenderer::StandardRendererState state;
|
|
state.CullingType = ::Effekseer::CullingType::Double;
|
|
state.DepthTest = param.ZTest;
|
|
state.DepthWrite = param.ZWrite;
|
|
/*
|
|
state.TextureFilter1 = param.BasicParameterPtr->TextureFilter1;
|
|
state.TextureWrap1 = param.BasicParameterPtr->TextureWrap1;
|
|
state.TextureFilter2 = param.BasicParameterPtr->TextureFilter2;
|
|
state.TextureWrap2 = param.BasicParameterPtr->TextureWrap2;
|
|
state.TextureFilter3 = param.BasicParameterPtr->TextureFilter3;
|
|
state.TextureWrap3 = param.BasicParameterPtr->TextureWrap3;
|
|
state.TextureFilter4 = param.BasicParameterPtr->TextureFilter4;
|
|
state.TextureWrap4 = param.BasicParameterPtr->TextureWrap4;
|
|
state.TextureFilter5 = param.BasicParameterPtr->TextureFilter5;
|
|
state.TextureWrap5 = param.BasicParameterPtr->TextureWrap5;
|
|
state.TextureFilter6 = param.BasicParameterPtr->TextureFilter6;
|
|
state.TextureWrap6 = param.BasicParameterPtr->TextureWrap6;
|
|
state.TextureFilter7 = param.BasicParameterPtr->TextureFilter7;
|
|
state.TextureWrap7 = param.BasicParameterPtr->TextureWrap7;
|
|
*/
|
|
|
|
state.Flipbook = ToState(param.BasicParameterPtr->Flipbook);
|
|
|
|
state.UVDistortionIntensity = param.BasicParameterPtr->UVDistortionIntensity;
|
|
|
|
state.TextureBlendType = param.BasicParameterPtr->TextureBlendType;
|
|
|
|
state.BlendUVDistortionIntensity = param.BasicParameterPtr->BlendUVDistortionIntensity;
|
|
|
|
state.EmissiveScaling = param.BasicParameterPtr->EmissiveScaling;
|
|
|
|
state.EdgeThreshold = param.BasicParameterPtr->EdgeThreshold;
|
|
state.EdgeColor[0] = param.BasicParameterPtr->EdgeColor[0];
|
|
state.EdgeColor[1] = param.BasicParameterPtr->EdgeColor[1];
|
|
state.EdgeColor[2] = param.BasicParameterPtr->EdgeColor[2];
|
|
state.EdgeColor[3] = param.BasicParameterPtr->EdgeColor[3];
|
|
state.EdgeColorScaling = param.BasicParameterPtr->EdgeColorScaling;
|
|
state.IsAlphaCuttoffEnabled = param.BasicParameterPtr->IsAlphaCutoffEnabled;
|
|
state.Maginification = param.Maginification;
|
|
|
|
state.Distortion = param.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::BackDistortion;
|
|
state.DistortionIntensity = param.BasicParameterPtr->DistortionIntensity;
|
|
state.MaterialType = param.BasicParameterPtr->MaterialType;
|
|
|
|
state.RenderingUserData = param.UserData;
|
|
state.HandleUserData = userData;
|
|
|
|
state.LocalTime = param.LocalTime;
|
|
|
|
state.CopyMaterialFromParameterToState(
|
|
m_renderer,
|
|
param.EffectPointer,
|
|
param.BasicParameterPtr);
|
|
|
|
customData1Count_ = state.CustomData1Count;
|
|
customData2Count_ = state.CustomData2Count;
|
|
|
|
m_renderer->GetStandardRenderer()->BeginRenderingAndRenderingIfRequired(state, vertexCount, stride_, (void*&)m_ringBufferData);
|
|
vertexCount_ = vertexCount;
|
|
}
|
|
|
|
void Rendering(const efkRibbonNodeParam& parameter, const efkRibbonInstanceParam& instanceParameter, void* userData) override
|
|
{
|
|
Rendering_(parameter, instanceParameter, m_renderer->GetCameraMatrix());
|
|
}
|
|
};
|
|
//----------------------------------------------------------------------------------
|
|
//
|
|
//----------------------------------------------------------------------------------
|
|
} // namespace EffekseerRenderer
|
|
//----------------------------------------------------------------------------------
|
|
//
|
|
//----------------------------------------------------------------------------------
|
|
#endif // __EFFEKSEERRENDERER_RIBBON_RENDERER_H__
|